Blog 6
For this blog, as noted on the syllabus, find a published example of a logical fallacy. Note what your source is (provide a description and/or link), explain what the fallacy is, and your evidence for labeling it as such.

seen from Vietnam

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Blog 6
For this blog, as noted on the syllabus, find a published example of a logical fallacy. Note what your source is (provide a description and/or link), explain what the fallacy is, and your evidence for labeling it as such.
First Comfort in Uncomfortable Walk- Me
I had first started my color walk in the early morning, it was, to be frank, cold, gloomy and generally unpleasant given the lack of sun. Overtime as I was on my walk, the sun began to present itself and all the prior conditions I had experienced slowly melted away. This particular image was the metaphorical changing point for me, and in turn it is also the image with the warmest hue in my collection.
What I found particularly pleasing about this image was how yellow the base of it is, even the greenery has a predominantly yellow hue. Yellow is generally interpreted with positive connotations, hope, warmth, and comfort. As the color became more apparent in my chilly and gloomy walk, those narratives seeped in by the minute. I found this image to be the best representation of such, and given that it was a physical embodiment of my comfort during my walk, it quickly grew to be my favorite of my collection.
Blog 6: Semiotics in Digital Media: Symbolism in "Dark Souls"
The master class in the semiotics indeed, “Dark Souls” took the advantage of visual and environmental symbols for absorbing the players for an enigmatic and unforgiving world. The bonfire is one of perhaps the most iconic symbols within the sport, a place of safety, respite, and progress in a world filled with hazard. Bonfires are also checkpointing, a way to heal and save your progress, but more importantly, they are a beacon of hope, in the dead, terrible landscape. Deeply embedded game and story symbols, these resonate on practical, emotional, and thematic levels, and within the gameplay (Barthes, 2009).
The symbols are as the signs for carrying the layered meanings in the keeping with the Roland Barthes' semiotic theory. As taken a bonfire, like example; in Dark Souls it signifies the bonfire of precious relief, and how real it is, and that it winks out all too quickly only to blink back on again. Just like the decayed architecture and scattered broken ruins dotted all over the world of game, they represent decayed and lost civilizations and forgotten histories which players are encouraged to find out the narrative aspects of them.
What makes the Dark Souls clear is how it tells its goods with semiotics and not words. Players are allowed to put their own interpretation on the visual cues, item descriptions and environmental detail which will be in order to figure out the lore and themes of that world. Active interpretation becomes a part of that process, adding to storytelling so that its brevity isn't limited to explicit dialogue or cut screens. As the Dark Souls completes this through semiotics, it is presenting a tremendously immersive, and the concomitantly challenging, narrative wherein players pry a narrative from the many signs, symbols, and meanings present in every nook and cranny of its design.
Conclusion
This semiotic flight whereas having everything to do with the more extensive setting of Dull Souls as a generation has been illuminating and significant to me as a imaginative professional. Through this investigation, the centrality of closely-embedded images as being solid sufficient to reflect its many-faceted profundities of part, hopelessness and anguish has been brought into point of view, rising above medieval strategies of portrayal and multiplying up for a notable involvement tasting distinctive subtleties at each level. Learned from Dull Souls how mechanics don't have to be be expressed unequivocally, and how them can communicate frameworks and connections between them, by observing the natural, visual that with rehashed presentation brings out feelings and rouses elucidation without depending so much on stories.
Steven notes that this knowledge makes a difference you the foremost in your own work, emphasizing how subtle narrating can, and ought to, be executed, too trusting that your group of onlookers will lock in together with your fabric effectively. It has made me realize that indeed the foremost oversimplified pieces — a repeating, planetary image or an unpredictably planned environment — can be significant apparatuses in a writer's arms stockpile for unequivocally passing on topics or making a world that feels lively.
These concepts can impact what I do inventively moving forward, making visual and relevant prompts in stories so that the other individuals find their possess meaning. It's a strategy that deepens not fair the setting, but the engagement, guaranteeing discussion after the shades drop. Actualizing semiotics permits me to create work like Dim Souls that welcomes each person to translate it in their possess individual way.
Reference
Barthes, R. (2009) Mythologies. London: Vintage.
Bonfire. (2024, December 21). In Wikipedia. Available at: https://en.wikipedia.org/wiki/Bonfire_(Dark_Souls) (Accessed: 18 December 2024)
Blog 6: Video Game Prototype
The title of our game is The Secrets of Time. The game credits include myself as the artist, who created all the assets with pixel art, and Michael Webber as the programmer, who worked with game mechanics and gameplay in Unity. The concept of our game is a 2D side-scrolling platformer where a time traveler explores different time periods while evading the shadow timekeepers. The controls are “WASD” to move and a spacebar to jump. During alpha testing, we only had a single level with a background, an animation, and a jump and walk mechanic. Currently, the game has three levels: one in a medieval castle, one outside the castle, and one on a modern street, each with an enemy. Overall, I believe we successfully created a game prototype. Even though it had its flaws, it was a good first attempt.
The original idea of the game was to have a time travel concept and have each level be a different time period. However, as the artist, I think I may have partially struggled with conveying this theme. If I were to continue development, I would probably move the backgrounds so that outside the castle is first, inside the castle is second, and then have a time vortex transport the character to the third. Along with this, I could add collectibles that direct the player along the way to make it clear where to go. On the mechanics side, the hitboxes are slightly larger than they should be which leads the player to hover in mid-air randomly. Also, my programmer struggled with fixing stretched backgrounds. If we were to continue developing this game, we would solve these issues together.
Link: https://webbs19.itch.io/the-secrets-of-time
Blog 6
So today is Friday which means I have two days left to finish all the notes I can before I start writing again on Monday. To tell you the truth I am a little disappointed at the fact I did not finish the notes for chapter 1 of my novel. I think I am going to be spending the time all weekend trying to finish it. Hopefully, I might even finish or get some more notes for chapter 2 as well. Hopefully.
Blog 6: English Literary Reading Event
There was a literary reading event called Montreal review of Books – Fall Issue Launch where three writers read aloud some of their work. It was on November 16th at 7 pm as a YouTube live event from the Atwater Library and Computer Centre Westmount. The authors were Eli Tareq El Bechelany-Lynch, Helen Chau Bradley and Tara McGowan-Ross and they were presented by Malcolm Fraser. Before the event I was dreading it, I expected it to be an elitist event. I had a very stereotypical idea of old white men talking about their poems that I could not quite relate to or even understand. It was also part of the reason why I chose to attend the online live event instead of going in person. I thought I would feel out of place. To my pleasant surprise, it was the total opposite. The authors were young and interesting and it made me regret not meeting them. Something that I enjoyed about every author was seeing their style and then hearing their text. It was fun to put a real person behind those words. It is also very interesting to hear how the text was intended to be read, with all the pauses and intonations at all the right places. The only downside from this event compared to reading the stories myself was that I could not binge-read everything. They were only excerpts and the interruption from the rest of the crowds also put a distracting effect to it. Overall, I felt more connected to the text than I usually do by reading them myself, since the text seemed more alive. The author who struck me out the most was Tara McGowan-Ross with her memoir called Nothing Will Be Different. For someone so young who does not have any particularly grand achievements to be writing a memoir is such an interesting concept. It highlights how everyone has something to say and that it is worth listening to. She made it so captivating that I even bought her book.
Blog #6 (20/07/2021)
Resulta que la AztraZeneca pega fuerte.
Me levanté sintiéndome bien, pero empecé a declinar después de almorzar. Igualmente me puse a trabajar un par de horas. Después de esas dos horas empezaron los dolores corporales, no levanté fiebre, pero algo raro en la cabeza tengo. Digo, algo más de lo normal. Ja.
Are we on the brink on Revolution?
D’après l’article, l’idée d’une révolution aux États Unis n’est pas assez difficile à visionner qu’avant. Aussi, quand nous sommes des adolescents aux États Unis, en train de vivre dans un temps où toutes les inégalités de notre société injuste deviennent plus en plus apparent, c’est facile à développer un espoir pour un grand changement politique et social. Comme l’article, « Are We on the Brink of Revolution ? » souligne, les révolutions vient quand les gens sont extrêmement déçus après avoir reçu de l’espoir. En 1789, il y avait un changement de la littérature qui a présenté les idées d’égalité dans la société et une meilleure vie. Ce changement a réussi à convaincre les gens que leurs futurs pouvaient être mieux. Aujourd’hui, avec la technologie, c’est beaucoup plus facile à partager les actes d’injuste quand ils se passent. En plus, il y a un grand accès au les opinions d’autres, ou les gens peuvent partager leurs idées en cherchant les gens qui penses comme eux. Selon moi, il y a une sorte de révolution sociale en place maintenant, un résultat d’une connaissance partagée – un type de révolution qu’à mon avis, Staël aimerait.