If the second one, he will choose B, because it has the best quality. A fairly general approach is to use a linear combination of the scores in each feature, weighted according the relative importances for the consumer of the feature itself [ 4 ]. Indeed, we could try to establish a correspondence between income classes and rules of behaviour - at least in probability terms. The poor are more than proportionally consumer of the first type, looking for the cheapest good.
This effect can also be achieved by steady hums or noises, such as from fans or machinery.
Cozy locations Cozy locations are centered on leisure, practicality, ritual, history, and familiarity.
Cozy content allows for privacy and creative expression, physically dividing spaces into nooks and alcoves and providing means for people to spend companionable, low-intensity time with others or in solitude.
It can be helpful to also reference historical or other deeply familiar touchstones, to make the space more immediately knowable.
They should include visible places to comfortably sit, eat, drink, and view beauty.
Places that support low-demand companionship, such as those with calm pets, or passive NPC-watching. Spaces can become cozy once danger is no longer present: Places with enclosed, strongly seasonal identities will also evoke coziness Autumn coziness: Fishing rod, books, gathering baskets, mechanical keyboard, cooking tools, cut flowers, wooden blocks, walking sticks Physically comforting items: Quilts, blankets, socks, tea sets, rocking chairs Food and drink themselves can be cozy: Domestic objects can signal coziness, the more mundane the better: Patterns of Cozy Mechanics Beneath the aesthetics of a game, its underlying mechanics may seem at first neutral or benign with regard to coziness.
However, a fundamental mechanic or motivation can engender a positive or negative sense of coziness, and contribute to the overall tone and feel of the game. Intrinsically rewarding activities For something to be cozy, it has to be, in and of itself, satisfying -- not satisfying because it contributes to some other purpose.
When the reward of an activity outweighs its gentle momentary pleasure, the activity can become extrinsic and lose its cozy appeal. Since coziness is an opt-in affordance, any player activity driven by extrinsic motivation - either as requisite responsibility or threat-response, or as an artificial reward - tends to evoke an un-cozy experience.
In Animal Crossing, the sounds of shaking trees to get fruit is inherently pleasurable even after thousands of repetitions. Breadth of optional activities The cozy experience depends on high player agency. You need to chose to do a task of your own volution.
Giving players a wide number of possible tasks and then not forcing them to do any of them lets them take responsibility for their actions.
Examples In Animal Crossing: New Leaf there are numerous activities such as fishing, decorating, gardening, clothing creation, fetch quests, etc.
But all of these can be ignored with no ill results.
The same pattern is used in Stardew Valley and Harvest Moon. We see something similar in less cozy games like Zelda: Breath of the Wild. Cozy activities are harvesting and cooking are never required to progress.
If you kick it into a goal, a scoreboard increments. But nothing tells you to play soccer.
This ends up being a cozy moment of opt-in social fun. Safe rituals Some player activities can achieve a sense of coziness due to their familiarity. Repeated low risk tasks allow the player to relax.Stanford Libraries' official online search tool for books, media, journals, databases, government documents and more.
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John Rawls (—) John Rawls was arguably the most important political philosopher of the twentieth century. He wrote a series of highly influential articles in the s and ’60s that helped refocus Anglo-American moral and political philosophy on substantive problems about what we ought to do.
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