Wikiversity enwikiversity https://en.wikiversity.org/wiki/Wikiversity:Main_Page MediaWiki 1.47.0-wmf.6 first-letter Media Special Talk User User talk Wikiversity Wikiversity talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk School School talk Portal Portal talk Topic Topic talk Collection Collection talk Draft Draft talk TimedText TimedText talk Module Module talk Event Event talk Wikiversity:Colloquium 4 28 2815255 2815244 2026-06-11T13:59:08Z Koavf 147 /* Image not displaying */ Reply 2815255 wikitext text/x-wiki {{Wikiversity:Colloquium/Header}} <!-- MESSAGES GO BELOW --> == [[MediaWiki:Protectedpagetext#Protected edit request on 11 December 2025]] == I posted an edit request there 5 months ago, so I’ll be taking it to this page. [[Special:Contributions/&#126;2026-28640-56|&#126;2026-28640-56]] ([[User talk:&#126;2026-28640-56|talk]]) 23:33, 12 May 2026 (UTC) :What exactly is the problem? I don't understand what needs to change and why. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 23:35, 12 May 2026 (UTC) : Pinging @[[User:Atcovi|Atcovi]], @[[User:Jtneill|Jtneill]] and @[[User:Juandev|Juandev]] for further input. Someone is requesting a modification to [[MediaWiki:Protectedpagetext]] to use {{tlx|Protected page text}}, but we might need to discuss whether to use the template. In the meantime, I'll start a sandbox version of the protected page text template. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 23:19, 14 May 2026 (UTC) ::Sounds good -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 04:13, 15 May 2026 (UTC) :::+1 Jtneill. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 12:59, 19 May 2026 (UTC) == Proposal to rehost Wikinews here == As many of you know, and mentioned here at the Colloquium, our sister project Wikinews recently closed, with all 31 active editions made read-only. [[User:BigKrow]] has asked about the prospect of writing news stories here and I suggested that since we already have [[School:Journalism]] and some resources related to the [[:Category:Journalism|broader topic of journalism]]. I would like to propose that we have continued and indefinite space for {{w|citizen journalism}} by essentially repurposing Wikinews into a sub-project here. The only special infrastructure that Wikinews required was [[:mw:Extension:DynamicPageList]], which was deactivated and caused issues due to a lack of maintenance. I will add this proposal to the site banner, but I recognize that that may be a conflict of interest, so if anyone requests that I remove it, I will. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:30, 14 May 2026 (UTC) :I would like to see this conversation go for at least 30 days to establish a consensus. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:35, 14 May 2026 (UTC) ::A few days shy of 30, it seems obvious that this is not going to pass. So I '''withdraw''' as presumptively '''failed'''. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:14, 9 June 2026 (UTC) ===Votes=== *{{support}} as proposer (with BK's inspiration). I think that an ongoing experiment in citizen journalism is a fit and appropriate use of this site. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:35, 14 May 2026 (UTC) *{{support}}, hope to seeing ideas about this, and thank you @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 11:08, 14 May 2026 (UTC) *{{support}} Other than perhaps inflating the total number of pages reported, I see the idea of "practicing journalism" a worthy and relevant activity within the domain of Wikiversity. [[User:IanVG|IanVG]] ([[User talk:IanVG|discuss]] • [[Special:Contributions/IanVG|contribs]]) 21:41, 14 May 2026 (UTC) *{{support}} Conditional on development of (a) community guidelines that ensure alignment with Wikiversity's purpose, and (b) clear, nested page-naming structures for projects. More detail below. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:48, 15 May 2026 (UTC) *{{contra}} This proposal doesn't seem interested in expanding educational materials in journalism, but rather in providing space and protection for Wikinews contributors. But this is contrary to the goals of Wikiversity, and I'm not sure it's a good idea, even with regard to WMF. If WMF decides to close a project and another community lets it run on its domain, that's a bit of an undermining of WMF's and the community's decisions. Given that Wikiversity has had several conflicts with other communities and WMF in its history, I'm against it.--[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:59, 15 May 2026 (UTC) *{{contra}} This seems like a proposal to continue the mission of WikiNews, but not a proposal specifically to improve Wikiversity. I concur with Juandev's comments. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 20:29, 30 May 2026 (UTC) * {{oppose}} per above. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 19:05, 1 June 2026 (UTC) *{{oppose}} Wikiversity isn’t Wikinews and it also isn’t a dumping ground for anything not covered by other projects. It was already suggested, rather bafflingly, that Wikinews parasitize Wikipedia as a host. If it were allowed to freeload off of Wikiversity it would simply promote a view I and likely many others have— that Wikiversity (as it currently exists) has no standards and mostly just exists to host subpar content that wouldn’t be tolerated on any other Wikimedia site. Wikinews needs a new, non-Wikimedia host, and Wikiversity needs to get its act together by enforcing a minimum scope and standard for what it allows. --[[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 01:16, 4 June 2026 (UTC) * {{oppose}} per above. Wikiversity<math>\not=</math> Wikinews - not a good idea to mix the scope of projects. --[[User:Bert Niehaus|Bert Niehaus]] ([[User talk:Bert Niehaus|discuss]] • [[Special:Contributions/Bert Niehaus|contribs]]) 12:03, 8 June 2026 (UTC) * {{abstain}} I will abstain since I'm not an active Wikiversity contributor. But I just feel like Wikinews had a very clear and specific goal of providing news, and Wikiversity is just a different project with different goals. For me, it would be odd to rehost Wikinews here. But please do not count my vote, this is only a comment. --[[User:Antimundo|Antimundo]] ([[User talk:Antimundo|discuss]] • [[Special:Contributions/Antimundo|contribs]]) 13:19, 6 June 2026 (UTC) * {{oppose}} Although I think it's a pity that Wikinews is closed. --[[User:Dick Bos|Dick Bos]] ([[User talk:Dick Bos|discuss]] • [[Special:Contributions/Dick Bos|contribs]]) 19:06, 8 June 2026 (UTC) *{{support}} In 2018 I initiated [[:Category:Videoconferences on media and democracy]] as a platform for disseminating public affairs events. In 2021 I officially initiated a podcast series on "Media & Democracy" syndicated for the [[w:List of Pacifica Radio stations and affiliates|Pacifica radio network]]. In 2024 I converted it from irregular to fortnightly. I think this is all educational and supports the Wikiversity education mission, and I think that "rehost Wikinews here" would be appropriate. (I had some experience with Wikinews a few years ago. I felt it was too tightly controlled: Article submissions went stale, because I could not get official permission to publish and I could not get the information needed to understand what I was supposed to do to obtain the official permission. I would be opposed to rehosting Wikinews here if the policy similarly made it unreasonably difficult for volunteer contributor to get the information needed to meet the journalistic standards imposed by the overworked editors.) {{unsigned|DavidMCEddy}} ===Comments and questions=== :Definitely worthy of discussion, so I have no problem with the proposal in the sitenotice. :Initial questions: :* Does this proposal include importing English Wikinews content e.g., to [[Wikinews]] subpages? :* What are "active editions"? :* How can Wikiversity navigate the concerns that lead to the closure of Wikinews? :* Are any changes to the scope of Wikinews proposed? :* How does [[Wikinews]] fit with the [[Wikiversity:Mission]]? What aligns well? Where might there be tension? :** e.g., I'm not sure that a page like [[User:BigKrow/Manchester City moves two points behind Arsenal]] in and of itself will serve as an educational resource. :-- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 05:52, 14 May 2026 (UTC) :* Does this proposal include importing English Wikinews content e.g., to [[Wikinews]] subpages? ::*No, not at this time. :* What are "active editions"? ::*There were 30 other active editions of Wikinews in addition to English (e.g. [[:n:es:]]) at the time of universal closure (2026-05-04). :* How can Wikiversity navigate the concerns that lead to the closure of Wikinews? ::*One of the biggest issues was the problems with DPL, which is now irrelevant. Another was the lack of activity, which can be ameliorated by having it be part of an existing project instead of its own domain (e.g. some editions of Wikipedia host their own Wikinews already and those projects were not impacted by the closure). :* Are any changes to the scope of Wikinews proposed? ::*Not at this juncture. I would also propose as far as implemention goes that we would request a new namespace and that the material be more-or-less sequestered into its own ongoing project, like Wikijournal is or like the Cookbook and Wikijunior are at our sister [[:b:]]. :* How does [[Wikinews]] fit with the [[Wikiversity:Mission]]? What aligns well? Where might there be tension? :** e.g., I'm not sure that a page like [[Story/Manchester City moves two points behind Arsenal]] in and of itself will serve as an educational resource. ::*The process of citizen journalists practicing their craft in real-time and collaborating with others to do so is itself an education activity. We would essentially be hosting a real-time experiment in citizen journalism, online communities, and collaborative learning in addition to the prospect of spreading educational information from someone actually reading the news. I would propose that we could also make a more deliberate attempt to engage with learning <em>about</em> what does and doesn't work with collaborative news writing by experimentation (e.g. audio news, syndicating to other sites, incorporating freely-licensed news from other sources, writing hyper-local news, writing briefs versus longer-term reportage) and also seeing if the problems noted in the Task Force report that recommended closure can be overcome. Note that we have already done some local investigation about and learning about wiki-based journalism on Wikinews here at [[Journalism studies and Wikinews]]. We could continue that learning and refine the process, including incorporating journalism students from universities. As for tensions, Wikinews is the only sister project that must be done with a quick turn-around: if you take a long time to [[:s:|transcribe a book]], that's just how long it takes, but if you take a long time to write news, it ceases to be news entirely. Wikiversity has been a very slow-growing project that has definitely had some successes but has generally come together over a long period with most learning resources being individual passion projects (or sometimes, frankly, crankery) which would not work with collaborative news that requires more than just a single editor writing whatever he feels like. ::Please let me know any other questions/concerns and any other editors feel free to give your own perspective. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 06:13, 14 May 2026 (UTC) :::Thanks, Justin — it is food for thought. :::In attempting to understand how we've arrived here, I've summarised some of the background on this page: [[Wikinews]]. :::Perhaps it could be helpful to flesh out more of the vision / ideas / possibilities / challenges on that page? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:49, 14 May 2026 (UTC) :::*Having given it some thought, in principle, I support hosting [[citizen journalism]] on Wikiversity where it is clearly connected to a learning project and/or constitutes original research, both of which align strongly with [[Wikiversity:Mission|Wikiversity’s educational mission]]. :::*My chief concern is the potential for news content that is not clearly linked to the purpose of Wikiversity. To avoid this, some community-agreed guidelines would be prudent. These need not be overly restrictive; they should support boldness and experimentation while helping ensure alignment with Wikiversity's purpose. :::*Given the reported low and declining activity on Wikinews, it seems unlikely that English Wikiversity would be overwhelmed by an influx of news-related editing. My impression is that English Wikinews was the most active edition, but even so, many contributors are likely to disperse to other projects or cease editing altogether. A modest migration of interested editors to Wikiversity seems manageable. :::*At this stage, I do not think a dedicated namespace is necessary. Subpages under [[Wikinews]] or nested pages under relevant learning or research projects, or user-space draft pages should be suitable. I agree that [[Wikijournal]] offers a useful model, as do several existing course structures on Wikiversity. :::*I support [[User:Koavf]]’s suggestions about framing Wikinews activity explicitly around learning. This would create a distinctive space for experimenting with collaborative news production in ways that are pedagogically meaningful. I agree that the [[journalism studies and Wikinews]] project developed by David and Leigh Blackall through the University of Wollongong is an excellent example of the intersection between Wikiversity and Wikinews. The [[Wikinews]] page could evolve into a hub for such projects. :::*I've tidied the [[:Category:Wikinews|Wikinews category]] and merged some content into the [[Wikinews]] page. As part of a reinvigoration effort, please review these and related resources such as [[:Category:Journalism]] and [[School:Journalism]]. :::*A further argument in favour of this initiative is that Wikipedia explicitly excludes both news reporting and original research. So, there is value in maintaining spaces within the Wikimedia ecosystem where these forms of knowledge production can be openly developed and curated. Such work can, in turn, generate valuable evidence and source material that may later inform Wikipedia articles. :::*The closure of WMF-hosted Wikinews does not imply that open wiki-based news curation lacks value. Indeed, the closure documentation appears supportive of experimentation with alternative news models across Wikimedia projects, including through Wikipedia and Wikidata. In that context, Wikiversity seems a natural home for a Wikinews experiment, provided it is clearly grounded in learning and/or research. :::-- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:39, 15 May 2026 (UTC) My understanding towards Wikinews' failure is that everything takes too long to be approved for the publish status, which means that any breaking news would have already become days-old stale news. Wikinews has a brand recognition (for right or wrong reasons) than Wikiversity and I wonder how effective Wikiversity can attract the "Wikinews refugees" to edit here. And just a quick note on the governance. Since each Wikiversity language operates independently, each language has to vote & adopt this proposal independently. [[User:OhanaUnited|<b><span style="color: #0000FF;">OhanaUnited</span></b>]][[User talk:OhanaUnited|<b><span style="color: green;"><sup>Talk page</sup></span></b>]] 13:47, 15 May 2026 (UTC) :Your assessment about Wikinews is partially correct. I referenced it earlier, but to be explicit, there is a [[:m:Proposal for Closing Wikinews|report by a task force on sister projects]] that outlines their concerns. There are a few, one of which was the nature of the staleness of news. Thanks also for clarifying that this proposal is only relevant to en.wv and is not binding or even proposed for other editions of Wikiversity. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:54, 15 May 2026 (UTC) *Note: I am not a regular here, and just visit Wikiversity for the WikiJournal project. Challenges of Wikinews included that it required timely reporting and fact-checking processes which differed greatly from the well-established ones in Wikipedia. Here in Wikiversity, there is the WikiJournal project, and that can take some some forms of journalism, just not breaking news reporting. I am in favor of salvaging parts of Wikinews if helpful. Could it, would it be feasible to adapt Wikijournal to accept some forms of news journalism, but just not the timed news reporting? For example, WikiJournal already is doing conference proceedings, and could likely do related event reports even months after the event ended. It could probably accept long-form investigative reporting, which is a sort of news that is not breaking news. I am not sure what the possibilities are, but I would prefer to build up systems that already work rather than import systems which had problems elsewhere. Thanks. [[User:Bluerasberry|<span style="background:#cedff2;color:#11e">''' Blue Rasberry '''</span>]][[User talk:Bluerasberry|<span style="cursor:help"><span style="background:#cedff2;color:#11e">(talk)</span></span>]] 19:17, 22 May 2026 (UTC) *:I agree that there are certain kinds of journalism that are perfectly valid and not time-bound like breaking news reporting, so that won't suffer from the issues noted before. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 21:15, 22 May 2026 (UTC) *::@[[User:Bluerasberry|Bluerasberry]] WikiJournal is not interested in taking on news journalism. WikiJournal is publishing conference proceedings at the request of some Wikimedian educators, and conference proceedings is what a "regular" journal publishes. News journalism is quite different from this, and if WikiJournal starts to deviate towards publishing news journalism, it will create barrier towards future initiatives like being indexed in Medline or Web of Science, and may risk being delisted from Scopus. [[User:OhanaUnited|<b><span style="color: #0000FF;">OhanaUnited</span></b>]][[User talk:OhanaUnited|<b><span style="color: green;"><sup>Talk page</sup></span></b>]] 22:43, 5 June 2026 (UTC) *:::Thats a good point. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 08:09, 9 June 2026 (UTC) == [[Wikiversity:Deletion policy]] proposed as policy == {{archive top|Consensus to promote to an official policy. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:30, 1 June 2026 (UTC)}} [[Wikiversity:Deletions]] has been operating as a [[Wikiversity:Guidelines|guideline]]. It has been revised and moved to [[Wikiversity:Deletion policy]], consistent with naming conventions used across sister projects such as Wikipedia, Wikibooks, and Wikiquote. The speedy deletion criteria have also been updated for consistency with [[MediaWiki:Deletereason-dropdown]]. This proposal is for the page to be formally adopted as [[Wikiversity:Policies|Wikiversity policy]]. Community feedback is invited, including suggestions for further improvements that may strengthen the proposed policy. === Voting === *{{support}} Seems reasonable. If there's somehow something missed here, we can just amend it later. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:33, 18 May 2026 (UTC) *{{support}} I don't see any issues with the policy. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 16:07, 18 May 2026 (UTC) === Comments === {{archive bottom}} == May 2026 Wikimedia Café meetups regarding the Wikimedia Foundation Annual Plan == <div class="border-box" style="background-color: var(--background-color-warning-subtle, #f8eaba); max-width: 875px; padding: 5px; border: 1px solid black; margin: 5px; color: var(--clr-dark)"> <div class="box" style="float:left; padding-top: 15px; padding-right: 15px;">[[File:Wikimedia Café logo in plain SVG format.svg|75px|alt=The logo for the Wikimedia Café]]</div> Hello! There will be two '''[https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9 Wikimedia Café]''' discussion opportunities during the last weekend of May. Both sessions will focus on the [https://meta.wikimedia.org/wiki/Wikimedia_Foundation_Annual_Plan/2026-2027 the 2026-2027 Wikimedia Foundation Annual Plan]. Participants may attend either or both sessions. #'''Saturday, 30 May 2026 at 15:00 UTC''' ([https://zonestamp.toolforge.org/1780153200 timestamp converter]), at a time friendly to the Americas, Africa, and Europe #'''Sunday, 31 May 2026 at 05:00 UTC''' ([https://zonestamp.toolforge.org/1780203600 timestamp converter]), at a time friendly to Asia and the Pacific Café participants are highly encouraged to read in advance [https://en.wikipedia.org/wiki/User:Sohom_Datta/annual_plan_guide at least this summary of the plan]. Optionally, Café participants are encouraged to read portions of the plan that interest them and [https://meta.wikimedia.org/wiki/Talk:Wikimedia_Foundation_Annual_Plan/2026-2027 ask questions or provide feedback on the Annual Plan talk page]. Please see the Café page for more information, including [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#May_2026_meetings_with_a_focus_on_Wikimedia_Foundation_Annual_Plan/2026-2027 tables of timestamp conversions for both sessions], [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#Agenda._This_will_be_an_approximately_1_hour_Caf%C3%A9_session,_and_is_extendible_for_an_additional_30_minutes_if_needed. the agenda], and [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#How_to_attend_the_session how to register]! <br /> [[File:Buntstifte Eberhard Faber crop 64h.jpg|860px|alt=cropped image of colored pencils]]</div> <span style="white-space:nowrap;">[[User:Pine|<span style="color:#01796f; text-shadow:#00BFFF 0 0 1.0em">↠Pine</span>]] [[User talk:Pine|<span style="color:DeepSkyBlue">(<b style="color:#FFDF00;text-shadow:#FFDF00 0 0 1.0em">✉</b>)</span>]]</span> 19:46, 21 May 2026 (UTC) == Vote now in the 2026 U4C election == <section begin="announcement-content" /> Eligible voters are asked to participate in the 2026 [[m:Special:MyLanguage/Universal_Code_of_Conduct/Coordinating_Committee|Universal Code of Conduct Coordinating Committee]] election. More information–including an eligibility check, voting process information, candidate information, and a link to the vote–are available on Meta at the [[m:Special:MyLanguage/Universal_Code_of_Conduct/Coordinating_Committee/Election/2026|2026 Election information page]]. The vote closes on 2 June 2026 at [https://zonestamp.toolforge.org/1780358400 00:00 UTC]. Please vote if your account is eligible. Results will be available by 14 June 2026. -- In cooperation with the U4C,<section end="announcement-content" /> [[m:User:Keegan (WMF)|Keegan (WMF)]] ([[m:User talk:Keegan (WMF)|talk]]) 17:15, 27 May 2026 (UTC) <!-- Message sent by User:Keegan (WMF)@metawiki using the list at https://meta.wikimedia.org/w/index.php?title=Distribution_list/Global_message_delivery&oldid=30513860 --> == Create an autopatrolled user group? == {{tracked|T428269|resolved}} I would like to propose creating the user group <code>autopatrolled</code> (autopatrolled user), in which for non-curators and non-custodians, their page creations and file uploads would be automatically marked as patrolled by the MediaWiki software. Custodians may grant the user group, at their discretion, to users who create good quality pages that do not need frequent patrolling. On a side note, the term {{tq|autopatroller}} would be used, but because we don't have non-curator/custodian patrollers (as we rely on curators and custodians to patrol), I suggest on using the term {{tq|autopatrolled user}}. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:31, 29 May 2026 (UTC) :'''Support''' re: the name, I don't really understand the reasoning, so I am '''neutral''' on that. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 15:45, 29 May 2026 (UTC) :: Regarding the name, this is because as we don't have the patroller user group, we rely on curators and custodians to patrol new pages and file uploads. Does that make sense? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 16:39, 29 May 2026 (UTC) :::Not really, but I don't think it's the most important thing. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 16:42, 29 May 2026 (UTC) :::: We'll decide on the name later. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 01:48, 30 May 2026 (UTC) :::::Oh, please don't let me stand in the way. I'm just not very smart, so don't hold up a matter on my account. I didn't want to derail the proposal, which is a fine and sensible one. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 04:16, 30 May 2026 (UTC) : '''Support''' - sounds like a good idea :* Suggest adding a draft section about this group to [[Wikiversity:Patrolling]]. There is a statement in the Introduction of the page that I'm not sure if its correct and at least could be improved: "Wikiversity also uses an autopatrol right, meaning trusted users' contributions are automatically marked as checked so patrollers can focus on reviewing newer or anonymous editors." :* Regarding autopatroller vs autropatrolled user, what terms are used on similar WMF wiki projects? : -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:28, 30 May 2026 (UTC) ::# I would create a starting page about the user groups, with experienced editors expanding the page. A summarized part of that page would also be added to [[Wikiversity:Patrolling]]. ::# For a similar example, English Wikipedia uses the term {{tq|Autopatrolled}}, just that term only. :: [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 21:22, 30 May 2026 (UTC) : @[[User:Jtneill|Jtneill]] and @[[User:Koavf|Koavf]]: the autopatroller user group has been implemented here. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 21:14, 8 June 2026 (UTC) ::Thanks. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:13, 9 June 2026 (UTC) == How much of Wikiversity’s content is LLM slop? == Because it seems like a non-trivial amount, along with AI slop images as well. Is there some kind of AI cleanup project established yet? [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 01:20, 4 June 2026 (UTC) :We have discussed AI but I don't know of any explicit initiative to find and delete AI-generated noise. Individual modules have been deleted for having been made by AI. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 08:50, 4 June 2026 (UTC) :Recently agreed [[Wikiversity:Artificial intelligence|policy]] welcome users to tag AI generated pages. Me personally I am not against the use of AI. What is the difference in abstract schematic image created by a human and the same by an AI. If the users does not have finances to pay digital artest and you dont want to let them use AI, would you pay the artest for them? [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 17:07, 8 June 2026 (UTC) ::Wikimedia has a lot of ''volunteer'' artists who can illustrate if asked. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 08:11, 9 June 2026 (UTC) :::Interesting! That's good to know. Where can we find the volunteer artists for illustrating? [[User:IanVG|IanVG]] ([[User talk:IanVG|discuss]] • [[Special:Contributions/IanVG|contribs]]) 20:11, 9 June 2026 (UTC) ::::Wikimedia commons has [[commons:Commons:Graphic Lab/Illustration workshop]] [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 02:18, 10 June 2026 (UTC) == Draft inactivity policy == I created [[Wikiversity:Inactivity policy]] as a start. Any experienced Wikiversity user may feel free to expand it. This is also one-to-two step(s) towards opting out of the [[m:Admin activity review|AAR process]]. However, I made a bold change to reduce the response timeframe from one month to two weeks. In addition, should we reduce the inactivity timeframe to one year? For the latter, most projects use that timeframe and I suggested this for consistency. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:57, 4 June 2026 (UTC) :I support those suggestions. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:55, 4 June 2026 (UTC) == Proposed user group and/or possible policy changes == I want to discuss about user group and possible policy changes. # First, interface administrators. I don't think we should allow interface administrators to remove their permission from their own account, since we have multiple active bureaucrats and we can ask them to remove the permission when done, or for them to add a temporary grant. This is according to the [[Wikiversity:IA|current IA policy]]. I also left [[Wikiversity talk:Interface administrators#My thoughts about this user group|my thoughts on the relevant talk page]]. # Second, curators. Given that curators have some sensitive custodian rights (such as <code>delete</code> [but not <code>undelete</code> or similar rights that allow viewing deleted content, unless the curatorship process is RFA-like] and <code>protect</code>), it would probably make more sense only for bureaucrats to grant and remove it, on par with them granting (but not removing) custodian permissions. # Third, about probationary custodians. [[Wikiversity:Probationary custodians]] is currently marked as historical, and the process might still exist on [[Wikiversity:Custodianship]]. Therefore, to maintain consistency with [[Wikiversity:Curatorship#How does one become a curator?]], I propose that we repeal the probationary custodianship process and change it more or less to align with the curatorship process, effectively making probationary custodians permanent ones. However, custodian mentors would still be retained. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:55, 5 June 2026 (UTC) :#Yes, I agree. :#Thats a good point, but I dont know. At least I dont think its a good idea that both groups i.e. crats and custodiants can do that, it may create chaos. :#Another good point. It seems to me that the current situation is somewhat unclear and should be clarified. I understand the original status of [[Wikiversity:Probationary custodians|Probationary custodians]] as a historicall and invalid, but at the same time I consider myself a probationary custodian, because on the Wikiversity:Custodianship page in the ''[[Wikiversity:Custodianship#How does one become a custodian?|How does one become a custodian?]]'' section it says, I quote, ''"II ...then you will be approved as a probationary custodian for a period of at least four weeks"''. :::Mentors should definitely be kept, but for certain applicants the probation and mentorship should be abolished. For example, if someone was an active custodian for 5 years, then loses their rights or gives them up for a year and then wants to resume their custodial activities, there is no reason for them to undergo a training period. It burdens both the mentors and the community with double voting. The only exception could be a situation where policies or tools for custodians change significantly during that year, or the candidate wants to. :[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 06:08, 9 June 2026 (UTC) == New user what do I do here == I love wikipedia and the wikiversity project seems super interesting. However I know very little about wikiversity and would like to know how i can best contribute to the project. Also if there are forums or discord or reddit that would be very helpful. (One last thing is it normal that my userboxes don't work here) {{unsigned|AUBSTRAWBS}} :Hey {{ping|AUBSTRAWBS}} Welcome to Wikiversity! I've left a welcome message on your talk page so that should provide you a plethora of useful links for you to look at so you can familiarize yourself with the project. Also, feel free to create the userboxes you need. Wikiversity doesn't have as many userboxes as Wikipedia. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 21:45, 8 June 2026 (UTC) :Thank you very much :) hope to contribute a lot. [[User:AUBSTRAWBS|AUBSTRAWBS]] ([[User talk:AUBSTRAWBS|discuss]] • [[Special:Contributions/AUBSTRAWBS|contribs]]) 21:50, 8 June 2026 (UTC) == Towards an Ethics policy == In connection with the [[Wikiversity:Community Review/Removal of Wikidebates|discussion of Wikidebates]], I said that it would be good to establish a policy on ethics, or rather a boundary between ethical and unethical content, so that we don't have to discuss individual cases. In addition, today we also have some global policies that prohibit, for example, attacks on members of the Wikimedia movement or undermining other projects. However, at the very beginning, I would start by collecting your opinions. What content or what research should not be allowed on Wikiversity? [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 05:52, 9 June 2026 (UTC) :One ethical issue that I think should be non-controversial is related to good faith in the learning modules. So, learning materials should not be hoaxes or encourage behavior or methods that don't work or that misrepresent the facts or the likelihood of something occurring, etc. and authors should also not plagiarize or misrepresent authorship, etc. That was quite a run-on, but I hope that others can tease out what I mean here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:39, 9 June 2026 (UTC) ::I look at it from a practical perspective. We can give that to the policy, but I see the problem in that we are not able to check it except plagiarism. ::Plagiarism can be partially detected during patrolling. I see a new text, I put part of it in Google and I check if it is copied from the web. It is a problem with copying from books or other offline sources, but sometimes it happens that someone finds out that something is copied from somewhere and it can be deleted. ::The biggest issue we have here is that we are missing Wikipedia's control mechanism: references. Only some types of resources on Wikiversity require references. In-line references are not often used in courses, exercises, lectures, etc. We are thus deprived of one of the excellent control mechanisms and the only option is for the increase in the number of members with various qualifications to check it for their colleagues. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 07:59, 9 June 2026 (UTC) :::Having a policy and enforcing that policy are indeed two different things. If we are only concerned with issues that we can definitively enforce, then that will definitely change this conversation. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 08:06, 9 June 2026 (UTC) :AI generated content should not be allowed as it is inherently plagiarism. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 08:14, 9 June 2026 (UTC) ::And if the user mention it was generated by an AI? Note that there is something called as public domain, that is the author wave its rights. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 09:53, 9 June 2026 (UTC) :::Plagiarism isn’t copyright violation. Crediting the AI is not crediting the authors the AI stole from without credit. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 10:18, 9 June 2026 (UTC) == Deployment of Legal and Safety Contacts Link in the Footer of Your Wiki == Hello community, The Wikimedia Foundation has provided [[foundation:Legal:Wikimedia Foundation Legal and Safety Contact Information|a single legal and safety contact page]], to be linked in the footer of your wiki, to ensure access to accurate legal information. This is a regulatory requirement. We have already rolled out links to English, German, Italian, Spanish Wikipedias and other wikis and we will deploy to your wiki soon. Please [[m:Wikimedia Foundation Legal and Safety Contacts FAQ|read more on the project page]] and leave any comments in this thread or on [[m:Talk:Wikimedia Foundation Legal and Safety Contacts FAQ|the talk page]]. –– [[User:STei (WMF)|STei (WMF)]] ([[User talk:STei (WMF)|discuss]] • [[Special:Contributions/STei (WMF)|contribs]]) 18:12, 9 June 2026 (UTC) :Thanks for the notice. In case anyone is not clear, we cannot locally change the text at the footer, as it [[:mw:Manual:Footer|requires access to the server settings]]. If we locally needed to change it, we would have to file a ticket at [[:phab:]]. Since the above was sent by someone from the WMF, I think they are on it and it will be updated without any action from anyone here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:24, 9 June 2026 (UTC) == Image not displaying == Can anyone work out why this image isn't displaying?<br> [[Educational Media Awareness Campaign/Physics/POTD 10]] -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:45, 11 June 2026 (UTC) :Not sure, but it was an issue with the file itself and either way, it should be (and I have since done this) replaced with the SVG [[:File:Telescope-schematic.svg]]. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 13:59, 11 June 2026 (UTC) oyrco5fw55ap8velgfxieihvhfu90t3 2815343 2815255 2026-06-12T07:06:49Z Jtneill 10242 /* Wikiversity:Deletion policy proposed as policy */ archive to [[Wikiversity:Colloquium/archives/May 2026#Wikiversity:Deletion policy proposed as policy]] ([[mw:c:Special:MyLanguage/User:JWBTH/CD|CD]]) 2815343 wikitext text/x-wiki {{Wikiversity:Colloquium/Header}} <!-- MESSAGES GO BELOW --> == [[MediaWiki:Protectedpagetext#Protected edit request on 11 December 2025]] == I posted an edit request there 5 months ago, so I’ll be taking it to this page. [[Special:Contributions/&#126;2026-28640-56|&#126;2026-28640-56]] ([[User talk:&#126;2026-28640-56|talk]]) 23:33, 12 May 2026 (UTC) :What exactly is the problem? I don't understand what needs to change and why. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 23:35, 12 May 2026 (UTC) : Pinging @[[User:Atcovi|Atcovi]], @[[User:Jtneill|Jtneill]] and @[[User:Juandev|Juandev]] for further input. Someone is requesting a modification to [[MediaWiki:Protectedpagetext]] to use {{tlx|Protected page text}}, but we might need to discuss whether to use the template. In the meantime, I'll start a sandbox version of the protected page text template. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 23:19, 14 May 2026 (UTC) ::Sounds good -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 04:13, 15 May 2026 (UTC) :::+1 Jtneill. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 12:59, 19 May 2026 (UTC) == Proposal to rehost Wikinews here == As many of you know, and mentioned here at the Colloquium, our sister project Wikinews recently closed, with all 31 active editions made read-only. [[User:BigKrow]] has asked about the prospect of writing news stories here and I suggested that since we already have [[School:Journalism]] and some resources related to the [[:Category:Journalism|broader topic of journalism]]. I would like to propose that we have continued and indefinite space for {{w|citizen journalism}} by essentially repurposing Wikinews into a sub-project here. The only special infrastructure that Wikinews required was [[:mw:Extension:DynamicPageList]], which was deactivated and caused issues due to a lack of maintenance. I will add this proposal to the site banner, but I recognize that that may be a conflict of interest, so if anyone requests that I remove it, I will. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:30, 14 May 2026 (UTC) :I would like to see this conversation go for at least 30 days to establish a consensus. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:35, 14 May 2026 (UTC) ::A few days shy of 30, it seems obvious that this is not going to pass. So I '''withdraw''' as presumptively '''failed'''. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:14, 9 June 2026 (UTC) ===Votes=== *{{support}} as proposer (with BK's inspiration). I think that an ongoing experiment in citizen journalism is a fit and appropriate use of this site. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:35, 14 May 2026 (UTC) *{{support}}, hope to seeing ideas about this, and thank you @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 11:08, 14 May 2026 (UTC) *{{support}} Other than perhaps inflating the total number of pages reported, I see the idea of "practicing journalism" a worthy and relevant activity within the domain of Wikiversity. [[User:IanVG|IanVG]] ([[User talk:IanVG|discuss]] • [[Special:Contributions/IanVG|contribs]]) 21:41, 14 May 2026 (UTC) *{{support}} Conditional on development of (a) community guidelines that ensure alignment with Wikiversity's purpose, and (b) clear, nested page-naming structures for projects. More detail below. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:48, 15 May 2026 (UTC) *{{contra}} This proposal doesn't seem interested in expanding educational materials in journalism, but rather in providing space and protection for Wikinews contributors. But this is contrary to the goals of Wikiversity, and I'm not sure it's a good idea, even with regard to WMF. If WMF decides to close a project and another community lets it run on its domain, that's a bit of an undermining of WMF's and the community's decisions. Given that Wikiversity has had several conflicts with other communities and WMF in its history, I'm against it.--[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:59, 15 May 2026 (UTC) *{{contra}} This seems like a proposal to continue the mission of WikiNews, but not a proposal specifically to improve Wikiversity. I concur with Juandev's comments. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 20:29, 30 May 2026 (UTC) * {{oppose}} per above. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 19:05, 1 June 2026 (UTC) *{{oppose}} Wikiversity isn’t Wikinews and it also isn’t a dumping ground for anything not covered by other projects. It was already suggested, rather bafflingly, that Wikinews parasitize Wikipedia as a host. If it were allowed to freeload off of Wikiversity it would simply promote a view I and likely many others have— that Wikiversity (as it currently exists) has no standards and mostly just exists to host subpar content that wouldn’t be tolerated on any other Wikimedia site. Wikinews needs a new, non-Wikimedia host, and Wikiversity needs to get its act together by enforcing a minimum scope and standard for what it allows. --[[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 01:16, 4 June 2026 (UTC) * {{oppose}} per above. Wikiversity<math>\not=</math> Wikinews - not a good idea to mix the scope of projects. --[[User:Bert Niehaus|Bert Niehaus]] ([[User talk:Bert Niehaus|discuss]] • [[Special:Contributions/Bert Niehaus|contribs]]) 12:03, 8 June 2026 (UTC) * {{abstain}} I will abstain since I'm not an active Wikiversity contributor. But I just feel like Wikinews had a very clear and specific goal of providing news, and Wikiversity is just a different project with different goals. For me, it would be odd to rehost Wikinews here. But please do not count my vote, this is only a comment. --[[User:Antimundo|Antimundo]] ([[User talk:Antimundo|discuss]] • [[Special:Contributions/Antimundo|contribs]]) 13:19, 6 June 2026 (UTC) * {{oppose}} Although I think it's a pity that Wikinews is closed. --[[User:Dick Bos|Dick Bos]] ([[User talk:Dick Bos|discuss]] • [[Special:Contributions/Dick Bos|contribs]]) 19:06, 8 June 2026 (UTC) *{{support}} In 2018 I initiated [[:Category:Videoconferences on media and democracy]] as a platform for disseminating public affairs events. In 2021 I officially initiated a podcast series on "Media & Democracy" syndicated for the [[w:List of Pacifica Radio stations and affiliates|Pacifica radio network]]. In 2024 I converted it from irregular to fortnightly. I think this is all educational and supports the Wikiversity education mission, and I think that "rehost Wikinews here" would be appropriate. (I had some experience with Wikinews a few years ago. I felt it was too tightly controlled: Article submissions went stale, because I could not get official permission to publish and I could not get the information needed to understand what I was supposed to do to obtain the official permission. I would be opposed to rehosting Wikinews here if the policy similarly made it unreasonably difficult for volunteer contributor to get the information needed to meet the journalistic standards imposed by the overworked editors.) {{unsigned|DavidMCEddy}} ===Comments and questions=== :Definitely worthy of discussion, so I have no problem with the proposal in the sitenotice. :Initial questions: :* Does this proposal include importing English Wikinews content e.g., to [[Wikinews]] subpages? :* What are "active editions"? :* How can Wikiversity navigate the concerns that lead to the closure of Wikinews? :* Are any changes to the scope of Wikinews proposed? :* How does [[Wikinews]] fit with the [[Wikiversity:Mission]]? What aligns well? Where might there be tension? :** e.g., I'm not sure that a page like [[User:BigKrow/Manchester City moves two points behind Arsenal]] in and of itself will serve as an educational resource. :-- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 05:52, 14 May 2026 (UTC) :* Does this proposal include importing English Wikinews content e.g., to [[Wikinews]] subpages? ::*No, not at this time. :* What are "active editions"? ::*There were 30 other active editions of Wikinews in addition to English (e.g. [[:n:es:]]) at the time of universal closure (2026-05-04). :* How can Wikiversity navigate the concerns that lead to the closure of Wikinews? ::*One of the biggest issues was the problems with DPL, which is now irrelevant. Another was the lack of activity, which can be ameliorated by having it be part of an existing project instead of its own domain (e.g. some editions of Wikipedia host their own Wikinews already and those projects were not impacted by the closure). :* Are any changes to the scope of Wikinews proposed? ::*Not at this juncture. I would also propose as far as implemention goes that we would request a new namespace and that the material be more-or-less sequestered into its own ongoing project, like Wikijournal is or like the Cookbook and Wikijunior are at our sister [[:b:]]. :* How does [[Wikinews]] fit with the [[Wikiversity:Mission]]? What aligns well? Where might there be tension? :** e.g., I'm not sure that a page like [[Story/Manchester City moves two points behind Arsenal]] in and of itself will serve as an educational resource. ::*The process of citizen journalists practicing their craft in real-time and collaborating with others to do so is itself an education activity. We would essentially be hosting a real-time experiment in citizen journalism, online communities, and collaborative learning in addition to the prospect of spreading educational information from someone actually reading the news. I would propose that we could also make a more deliberate attempt to engage with learning <em>about</em> what does and doesn't work with collaborative news writing by experimentation (e.g. audio news, syndicating to other sites, incorporating freely-licensed news from other sources, writing hyper-local news, writing briefs versus longer-term reportage) and also seeing if the problems noted in the Task Force report that recommended closure can be overcome. Note that we have already done some local investigation about and learning about wiki-based journalism on Wikinews here at [[Journalism studies and Wikinews]]. We could continue that learning and refine the process, including incorporating journalism students from universities. As for tensions, Wikinews is the only sister project that must be done with a quick turn-around: if you take a long time to [[:s:|transcribe a book]], that's just how long it takes, but if you take a long time to write news, it ceases to be news entirely. Wikiversity has been a very slow-growing project that has definitely had some successes but has generally come together over a long period with most learning resources being individual passion projects (or sometimes, frankly, crankery) which would not work with collaborative news that requires more than just a single editor writing whatever he feels like. ::Please let me know any other questions/concerns and any other editors feel free to give your own perspective. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 06:13, 14 May 2026 (UTC) :::Thanks, Justin — it is food for thought. :::In attempting to understand how we've arrived here, I've summarised some of the background on this page: [[Wikinews]]. :::Perhaps it could be helpful to flesh out more of the vision / ideas / possibilities / challenges on that page? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:49, 14 May 2026 (UTC) :::*Having given it some thought, in principle, I support hosting [[citizen journalism]] on Wikiversity where it is clearly connected to a learning project and/or constitutes original research, both of which align strongly with [[Wikiversity:Mission|Wikiversity’s educational mission]]. :::*My chief concern is the potential for news content that is not clearly linked to the purpose of Wikiversity. To avoid this, some community-agreed guidelines would be prudent. These need not be overly restrictive; they should support boldness and experimentation while helping ensure alignment with Wikiversity's purpose. :::*Given the reported low and declining activity on Wikinews, it seems unlikely that English Wikiversity would be overwhelmed by an influx of news-related editing. My impression is that English Wikinews was the most active edition, but even so, many contributors are likely to disperse to other projects or cease editing altogether. A modest migration of interested editors to Wikiversity seems manageable. :::*At this stage, I do not think a dedicated namespace is necessary. Subpages under [[Wikinews]] or nested pages under relevant learning or research projects, or user-space draft pages should be suitable. I agree that [[Wikijournal]] offers a useful model, as do several existing course structures on Wikiversity. :::*I support [[User:Koavf]]’s suggestions about framing Wikinews activity explicitly around learning. This would create a distinctive space for experimenting with collaborative news production in ways that are pedagogically meaningful. I agree that the [[journalism studies and Wikinews]] project developed by David and Leigh Blackall through the University of Wollongong is an excellent example of the intersection between Wikiversity and Wikinews. The [[Wikinews]] page could evolve into a hub for such projects. :::*I've tidied the [[:Category:Wikinews|Wikinews category]] and merged some content into the [[Wikinews]] page. As part of a reinvigoration effort, please review these and related resources such as [[:Category:Journalism]] and [[School:Journalism]]. :::*A further argument in favour of this initiative is that Wikipedia explicitly excludes both news reporting and original research. So, there is value in maintaining spaces within the Wikimedia ecosystem where these forms of knowledge production can be openly developed and curated. Such work can, in turn, generate valuable evidence and source material that may later inform Wikipedia articles. :::*The closure of WMF-hosted Wikinews does not imply that open wiki-based news curation lacks value. Indeed, the closure documentation appears supportive of experimentation with alternative news models across Wikimedia projects, including through Wikipedia and Wikidata. In that context, Wikiversity seems a natural home for a Wikinews experiment, provided it is clearly grounded in learning and/or research. :::-- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:39, 15 May 2026 (UTC) My understanding towards Wikinews' failure is that everything takes too long to be approved for the publish status, which means that any breaking news would have already become days-old stale news. Wikinews has a brand recognition (for right or wrong reasons) than Wikiversity and I wonder how effective Wikiversity can attract the "Wikinews refugees" to edit here. And just a quick note on the governance. Since each Wikiversity language operates independently, each language has to vote & adopt this proposal independently. [[User:OhanaUnited|<b><span style="color: #0000FF;">OhanaUnited</span></b>]][[User talk:OhanaUnited|<b><span style="color: green;"><sup>Talk page</sup></span></b>]] 13:47, 15 May 2026 (UTC) :Your assessment about Wikinews is partially correct. I referenced it earlier, but to be explicit, there is a [[:m:Proposal for Closing Wikinews|report by a task force on sister projects]] that outlines their concerns. There are a few, one of which was the nature of the staleness of news. Thanks also for clarifying that this proposal is only relevant to en.wv and is not binding or even proposed for other editions of Wikiversity. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:54, 15 May 2026 (UTC) *Note: I am not a regular here, and just visit Wikiversity for the WikiJournal project. Challenges of Wikinews included that it required timely reporting and fact-checking processes which differed greatly from the well-established ones in Wikipedia. Here in Wikiversity, there is the WikiJournal project, and that can take some some forms of journalism, just not breaking news reporting. I am in favor of salvaging parts of Wikinews if helpful. Could it, would it be feasible to adapt Wikijournal to accept some forms of news journalism, but just not the timed news reporting? For example, WikiJournal already is doing conference proceedings, and could likely do related event reports even months after the event ended. It could probably accept long-form investigative reporting, which is a sort of news that is not breaking news. I am not sure what the possibilities are, but I would prefer to build up systems that already work rather than import systems which had problems elsewhere. Thanks. [[User:Bluerasberry|<span style="background:#cedff2;color:#11e">''' Blue Rasberry '''</span>]][[User talk:Bluerasberry|<span style="cursor:help"><span style="background:#cedff2;color:#11e">(talk)</span></span>]] 19:17, 22 May 2026 (UTC) *:I agree that there are certain kinds of journalism that are perfectly valid and not time-bound like breaking news reporting, so that won't suffer from the issues noted before. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 21:15, 22 May 2026 (UTC) *::@[[User:Bluerasberry|Bluerasberry]] WikiJournal is not interested in taking on news journalism. WikiJournal is publishing conference proceedings at the request of some Wikimedian educators, and conference proceedings is what a "regular" journal publishes. News journalism is quite different from this, and if WikiJournal starts to deviate towards publishing news journalism, it will create barrier towards future initiatives like being indexed in Medline or Web of Science, and may risk being delisted from Scopus. [[User:OhanaUnited|<b><span style="color: #0000FF;">OhanaUnited</span></b>]][[User talk:OhanaUnited|<b><span style="color: green;"><sup>Talk page</sup></span></b>]] 22:43, 5 June 2026 (UTC) *:::Thats a good point. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 08:09, 9 June 2026 (UTC) == May 2026 Wikimedia Café meetups regarding the Wikimedia Foundation Annual Plan == <div class="border-box" style="background-color: var(--background-color-warning-subtle, #f8eaba); max-width: 875px; padding: 5px; border: 1px solid black; margin: 5px; color: var(--clr-dark)"> <div class="box" style="float:left; padding-top: 15px; padding-right: 15px;">[[File:Wikimedia Café logo in plain SVG format.svg|75px|alt=The logo for the Wikimedia Café]]</div> Hello! There will be two '''[https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9 Wikimedia Café]''' discussion opportunities during the last weekend of May. Both sessions will focus on the [https://meta.wikimedia.org/wiki/Wikimedia_Foundation_Annual_Plan/2026-2027 the 2026-2027 Wikimedia Foundation Annual Plan]. Participants may attend either or both sessions. #'''Saturday, 30 May 2026 at 15:00 UTC''' ([https://zonestamp.toolforge.org/1780153200 timestamp converter]), at a time friendly to the Americas, Africa, and Europe #'''Sunday, 31 May 2026 at 05:00 UTC''' ([https://zonestamp.toolforge.org/1780203600 timestamp converter]), at a time friendly to Asia and the Pacific Café participants are highly encouraged to read in advance [https://en.wikipedia.org/wiki/User:Sohom_Datta/annual_plan_guide at least this summary of the plan]. Optionally, Café participants are encouraged to read portions of the plan that interest them and [https://meta.wikimedia.org/wiki/Talk:Wikimedia_Foundation_Annual_Plan/2026-2027 ask questions or provide feedback on the Annual Plan talk page]. Please see the Café page for more information, including [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#May_2026_meetings_with_a_focus_on_Wikimedia_Foundation_Annual_Plan/2026-2027 tables of timestamp conversions for both sessions], [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#Agenda._This_will_be_an_approximately_1_hour_Caf%C3%A9_session,_and_is_extendible_for_an_additional_30_minutes_if_needed. the agenda], and [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#How_to_attend_the_session how to register]! <br /> [[File:Buntstifte Eberhard Faber crop 64h.jpg|860px|alt=cropped image of colored pencils]]</div> <span style="white-space:nowrap;">[[User:Pine|<span style="color:#01796f; text-shadow:#00BFFF 0 0 1.0em">↠Pine</span>]] [[User talk:Pine|<span style="color:DeepSkyBlue">(<b style="color:#FFDF00;text-shadow:#FFDF00 0 0 1.0em">✉</b>)</span>]]</span> 19:46, 21 May 2026 (UTC) == Vote now in the 2026 U4C election == <section begin="announcement-content" /> Eligible voters are asked to participate in the 2026 [[m:Special:MyLanguage/Universal_Code_of_Conduct/Coordinating_Committee|Universal Code of Conduct Coordinating Committee]] election. More information–including an eligibility check, voting process information, candidate information, and a link to the vote–are available on Meta at the [[m:Special:MyLanguage/Universal_Code_of_Conduct/Coordinating_Committee/Election/2026|2026 Election information page]]. The vote closes on 2 June 2026 at [https://zonestamp.toolforge.org/1780358400 00:00 UTC]. Please vote if your account is eligible. Results will be available by 14 June 2026. -- In cooperation with the U4C,<section end="announcement-content" /> [[m:User:Keegan (WMF)|Keegan (WMF)]] ([[m:User talk:Keegan (WMF)|talk]]) 17:15, 27 May 2026 (UTC) <!-- Message sent by User:Keegan (WMF)@metawiki using the list at https://meta.wikimedia.org/w/index.php?title=Distribution_list/Global_message_delivery&oldid=30513860 --> == Create an autopatrolled user group? == {{tracked|T428269|resolved}} I would like to propose creating the user group <code>autopatrolled</code> (autopatrolled user), in which for non-curators and non-custodians, their page creations and file uploads would be automatically marked as patrolled by the MediaWiki software. Custodians may grant the user group, at their discretion, to users who create good quality pages that do not need frequent patrolling. On a side note, the term {{tq|autopatroller}} would be used, but because we don't have non-curator/custodian patrollers (as we rely on curators and custodians to patrol), I suggest on using the term {{tq|autopatrolled user}}. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:31, 29 May 2026 (UTC) :'''Support''' re: the name, I don't really understand the reasoning, so I am '''neutral''' on that. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 15:45, 29 May 2026 (UTC) :: Regarding the name, this is because as we don't have the patroller user group, we rely on curators and custodians to patrol new pages and file uploads. Does that make sense? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 16:39, 29 May 2026 (UTC) :::Not really, but I don't think it's the most important thing. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 16:42, 29 May 2026 (UTC) :::: We'll decide on the name later. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 01:48, 30 May 2026 (UTC) :::::Oh, please don't let me stand in the way. I'm just not very smart, so don't hold up a matter on my account. I didn't want to derail the proposal, which is a fine and sensible one. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 04:16, 30 May 2026 (UTC) : '''Support''' - sounds like a good idea :* Suggest adding a draft section about this group to [[Wikiversity:Patrolling]]. There is a statement in the Introduction of the page that I'm not sure if its correct and at least could be improved: "Wikiversity also uses an autopatrol right, meaning trusted users' contributions are automatically marked as checked so patrollers can focus on reviewing newer or anonymous editors." :* Regarding autopatroller vs autropatrolled user, what terms are used on similar WMF wiki projects? : -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:28, 30 May 2026 (UTC) ::# I would create a starting page about the user groups, with experienced editors expanding the page. A summarized part of that page would also be added to [[Wikiversity:Patrolling]]. ::# For a similar example, English Wikipedia uses the term {{tq|Autopatrolled}}, just that term only. :: [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 21:22, 30 May 2026 (UTC) : @[[User:Jtneill|Jtneill]] and @[[User:Koavf|Koavf]]: the autopatroller user group has been implemented here. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 21:14, 8 June 2026 (UTC) ::Thanks. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:13, 9 June 2026 (UTC) == How much of Wikiversity’s content is LLM slop? == Because it seems like a non-trivial amount, along with AI slop images as well. Is there some kind of AI cleanup project established yet? [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 01:20, 4 June 2026 (UTC) :We have discussed AI but I don't know of any explicit initiative to find and delete AI-generated noise. Individual modules have been deleted for having been made by AI. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 08:50, 4 June 2026 (UTC) :Recently agreed [[Wikiversity:Artificial intelligence|policy]] welcome users to tag AI generated pages. Me personally I am not against the use of AI. What is the difference in abstract schematic image created by a human and the same by an AI. If the users does not have finances to pay digital artest and you dont want to let them use AI, would you pay the artest for them? [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 17:07, 8 June 2026 (UTC) ::Wikimedia has a lot of ''volunteer'' artists who can illustrate if asked. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 08:11, 9 June 2026 (UTC) :::Interesting! That's good to know. Where can we find the volunteer artists for illustrating? [[User:IanVG|IanVG]] ([[User talk:IanVG|discuss]] • [[Special:Contributions/IanVG|contribs]]) 20:11, 9 June 2026 (UTC) ::::Wikimedia commons has [[commons:Commons:Graphic Lab/Illustration workshop]] [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 02:18, 10 June 2026 (UTC) == Draft inactivity policy == I created [[Wikiversity:Inactivity policy]] as a start. Any experienced Wikiversity user may feel free to expand it. This is also one-to-two step(s) towards opting out of the [[m:Admin activity review|AAR process]]. However, I made a bold change to reduce the response timeframe from one month to two weeks. In addition, should we reduce the inactivity timeframe to one year? For the latter, most projects use that timeframe and I suggested this for consistency. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:57, 4 June 2026 (UTC) :I support those suggestions. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:55, 4 June 2026 (UTC) == Proposed user group and/or possible policy changes == I want to discuss about user group and possible policy changes. # First, interface administrators. I don't think we should allow interface administrators to remove their permission from their own account, since we have multiple active bureaucrats and we can ask them to remove the permission when done, or for them to add a temporary grant. This is according to the [[Wikiversity:IA|current IA policy]]. I also left [[Wikiversity talk:Interface administrators#My thoughts about this user group|my thoughts on the relevant talk page]]. # Second, curators. Given that curators have some sensitive custodian rights (such as <code>delete</code> [but not <code>undelete</code> or similar rights that allow viewing deleted content, unless the curatorship process is RFA-like] and <code>protect</code>), it would probably make more sense only for bureaucrats to grant and remove it, on par with them granting (but not removing) custodian permissions. # Third, about probationary custodians. [[Wikiversity:Probationary custodians]] is currently marked as historical, and the process might still exist on [[Wikiversity:Custodianship]]. Therefore, to maintain consistency with [[Wikiversity:Curatorship#How does one become a curator?]], I propose that we repeal the probationary custodianship process and change it more or less to align with the curatorship process, effectively making probationary custodians permanent ones. However, custodian mentors would still be retained. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:55, 5 June 2026 (UTC) :#Yes, I agree. :#Thats a good point, but I dont know. At least I dont think its a good idea that both groups i.e. crats and custodiants can do that, it may create chaos. :#Another good point. It seems to me that the current situation is somewhat unclear and should be clarified. I understand the original status of [[Wikiversity:Probationary custodians|Probationary custodians]] as a historicall and invalid, but at the same time I consider myself a probationary custodian, because on the Wikiversity:Custodianship page in the ''[[Wikiversity:Custodianship#How does one become a custodian?|How does one become a custodian?]]'' section it says, I quote, ''"II ...then you will be approved as a probationary custodian for a period of at least four weeks"''. :::Mentors should definitely be kept, but for certain applicants the probation and mentorship should be abolished. For example, if someone was an active custodian for 5 years, then loses their rights or gives them up for a year and then wants to resume their custodial activities, there is no reason for them to undergo a training period. It burdens both the mentors and the community with double voting. The only exception could be a situation where policies or tools for custodians change significantly during that year, or the candidate wants to. :[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 06:08, 9 June 2026 (UTC) == New user what do I do here == I love wikipedia and the wikiversity project seems super interesting. However I know very little about wikiversity and would like to know how i can best contribute to the project. Also if there are forums or discord or reddit that would be very helpful. (One last thing is it normal that my userboxes don't work here) {{unsigned|AUBSTRAWBS}} :Hey {{ping|AUBSTRAWBS}} Welcome to Wikiversity! I've left a welcome message on your talk page so that should provide you a plethora of useful links for you to look at so you can familiarize yourself with the project. Also, feel free to create the userboxes you need. Wikiversity doesn't have as many userboxes as Wikipedia. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 21:45, 8 June 2026 (UTC) :Thank you very much :) hope to contribute a lot. [[User:AUBSTRAWBS|AUBSTRAWBS]] ([[User talk:AUBSTRAWBS|discuss]] • [[Special:Contributions/AUBSTRAWBS|contribs]]) 21:50, 8 June 2026 (UTC) == Towards an Ethics policy == In connection with the [[Wikiversity:Community Review/Removal of Wikidebates|discussion of Wikidebates]], I said that it would be good to establish a policy on ethics, or rather a boundary between ethical and unethical content, so that we don't have to discuss individual cases. In addition, today we also have some global policies that prohibit, for example, attacks on members of the Wikimedia movement or undermining other projects. However, at the very beginning, I would start by collecting your opinions. What content or what research should not be allowed on Wikiversity? [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 05:52, 9 June 2026 (UTC) :One ethical issue that I think should be non-controversial is related to good faith in the learning modules. So, learning materials should not be hoaxes or encourage behavior or methods that don't work or that misrepresent the facts or the likelihood of something occurring, etc. and authors should also not plagiarize or misrepresent authorship, etc. That was quite a run-on, but I hope that others can tease out what I mean here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:39, 9 June 2026 (UTC) ::I look at it from a practical perspective. We can give that to the policy, but I see the problem in that we are not able to check it except plagiarism. ::Plagiarism can be partially detected during patrolling. I see a new text, I put part of it in Google and I check if it is copied from the web. It is a problem with copying from books or other offline sources, but sometimes it happens that someone finds out that something is copied from somewhere and it can be deleted. ::The biggest issue we have here is that we are missing Wikipedia's control mechanism: references. Only some types of resources on Wikiversity require references. In-line references are not often used in courses, exercises, lectures, etc. We are thus deprived of one of the excellent control mechanisms and the only option is for the increase in the number of members with various qualifications to check it for their colleagues. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 07:59, 9 June 2026 (UTC) :::Having a policy and enforcing that policy are indeed two different things. If we are only concerned with issues that we can definitively enforce, then that will definitely change this conversation. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 08:06, 9 June 2026 (UTC) :AI generated content should not be allowed as it is inherently plagiarism. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 08:14, 9 June 2026 (UTC) ::And if the user mention it was generated by an AI? Note that there is something called as public domain, that is the author wave its rights. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 09:53, 9 June 2026 (UTC) :::Plagiarism isn’t copyright violation. Crediting the AI is not crediting the authors the AI stole from without credit. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 10:18, 9 June 2026 (UTC) == Deployment of Legal and Safety Contacts Link in the Footer of Your Wiki == Hello community, The Wikimedia Foundation has provided [[foundation:Legal:Wikimedia Foundation Legal and Safety Contact Information|a single legal and safety contact page]], to be linked in the footer of your wiki, to ensure access to accurate legal information. This is a regulatory requirement. We have already rolled out links to English, German, Italian, Spanish Wikipedias and other wikis and we will deploy to your wiki soon. Please [[m:Wikimedia Foundation Legal and Safety Contacts FAQ|read more on the project page]] and leave any comments in this thread or on [[m:Talk:Wikimedia Foundation Legal and Safety Contacts FAQ|the talk page]]. –– [[User:STei (WMF)|STei (WMF)]] ([[User talk:STei (WMF)|discuss]] • [[Special:Contributions/STei (WMF)|contribs]]) 18:12, 9 June 2026 (UTC) :Thanks for the notice. In case anyone is not clear, we cannot locally change the text at the footer, as it [[:mw:Manual:Footer|requires access to the server settings]]. If we locally needed to change it, we would have to file a ticket at [[:phab:]]. Since the above was sent by someone from the WMF, I think they are on it and it will be updated without any action from anyone here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:24, 9 June 2026 (UTC) == Image not displaying == Can anyone work out why this image isn't displaying?<br> [[Educational Media Awareness Campaign/Physics/POTD 10]] -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:45, 11 June 2026 (UTC) :Not sure, but it was an issue with the file itself and either way, it should be (and I have since done this) replaced with the SVG [[:File:Telescope-schematic.svg]]. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 13:59, 11 June 2026 (UTC) e79c77oudb4tpmyr503l9meybrpcc46 2815345 2815343 2026-06-12T07:08:04Z Jtneill 10242 /* May 2026 Wikimedia Café meetups regarding the Wikimedia Foundation Annual Plan */ archive to [[Wikiversity:Colloquium/archives/May 2026#May 2026 Wikimedia Café meetups regarding the Wikimedia Foundation Annual Plan]] ([[mw:c:Special:MyLanguage/User:JWBTH/CD|CD]]) 2815345 wikitext text/x-wiki {{Wikiversity:Colloquium/Header}} <!-- MESSAGES GO BELOW --> == [[MediaWiki:Protectedpagetext#Protected edit request on 11 December 2025]] == I posted an edit request there 5 months ago, so I’ll be taking it to this page. [[Special:Contributions/&#126;2026-28640-56|&#126;2026-28640-56]] ([[User talk:&#126;2026-28640-56|talk]]) 23:33, 12 May 2026 (UTC) :What exactly is the problem? I don't understand what needs to change and why. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 23:35, 12 May 2026 (UTC) : Pinging @[[User:Atcovi|Atcovi]], @[[User:Jtneill|Jtneill]] and @[[User:Juandev|Juandev]] for further input. Someone is requesting a modification to [[MediaWiki:Protectedpagetext]] to use {{tlx|Protected page text}}, but we might need to discuss whether to use the template. In the meantime, I'll start a sandbox version of the protected page text template. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 23:19, 14 May 2026 (UTC) ::Sounds good -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 04:13, 15 May 2026 (UTC) :::+1 Jtneill. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 12:59, 19 May 2026 (UTC) == Proposal to rehost Wikinews here == As many of you know, and mentioned here at the Colloquium, our sister project Wikinews recently closed, with all 31 active editions made read-only. [[User:BigKrow]] has asked about the prospect of writing news stories here and I suggested that since we already have [[School:Journalism]] and some resources related to the [[:Category:Journalism|broader topic of journalism]]. I would like to propose that we have continued and indefinite space for {{w|citizen journalism}} by essentially repurposing Wikinews into a sub-project here. The only special infrastructure that Wikinews required was [[:mw:Extension:DynamicPageList]], which was deactivated and caused issues due to a lack of maintenance. I will add this proposal to the site banner, but I recognize that that may be a conflict of interest, so if anyone requests that I remove it, I will. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:30, 14 May 2026 (UTC) :I would like to see this conversation go for at least 30 days to establish a consensus. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:35, 14 May 2026 (UTC) ::A few days shy of 30, it seems obvious that this is not going to pass. So I '''withdraw''' as presumptively '''failed'''. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:14, 9 June 2026 (UTC) ===Votes=== *{{support}} as proposer (with BK's inspiration). I think that an ongoing experiment in citizen journalism is a fit and appropriate use of this site. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:35, 14 May 2026 (UTC) *{{support}}, hope to seeing ideas about this, and thank you @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 11:08, 14 May 2026 (UTC) *{{support}} Other than perhaps inflating the total number of pages reported, I see the idea of "practicing journalism" a worthy and relevant activity within the domain of Wikiversity. [[User:IanVG|IanVG]] ([[User talk:IanVG|discuss]] • [[Special:Contributions/IanVG|contribs]]) 21:41, 14 May 2026 (UTC) *{{support}} Conditional on development of (a) community guidelines that ensure alignment with Wikiversity's purpose, and (b) clear, nested page-naming structures for projects. More detail below. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:48, 15 May 2026 (UTC) *{{contra}} This proposal doesn't seem interested in expanding educational materials in journalism, but rather in providing space and protection for Wikinews contributors. But this is contrary to the goals of Wikiversity, and I'm not sure it's a good idea, even with regard to WMF. If WMF decides to close a project and another community lets it run on its domain, that's a bit of an undermining of WMF's and the community's decisions. Given that Wikiversity has had several conflicts with other communities and WMF in its history, I'm against it.--[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:59, 15 May 2026 (UTC) *{{contra}} This seems like a proposal to continue the mission of WikiNews, but not a proposal specifically to improve Wikiversity. I concur with Juandev's comments. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 20:29, 30 May 2026 (UTC) * {{oppose}} per above. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 19:05, 1 June 2026 (UTC) *{{oppose}} Wikiversity isn’t Wikinews and it also isn’t a dumping ground for anything not covered by other projects. It was already suggested, rather bafflingly, that Wikinews parasitize Wikipedia as a host. If it were allowed to freeload off of Wikiversity it would simply promote a view I and likely many others have— that Wikiversity (as it currently exists) has no standards and mostly just exists to host subpar content that wouldn’t be tolerated on any other Wikimedia site. Wikinews needs a new, non-Wikimedia host, and Wikiversity needs to get its act together by enforcing a minimum scope and standard for what it allows. --[[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 01:16, 4 June 2026 (UTC) * {{oppose}} per above. Wikiversity<math>\not=</math> Wikinews - not a good idea to mix the scope of projects. --[[User:Bert Niehaus|Bert Niehaus]] ([[User talk:Bert Niehaus|discuss]] • [[Special:Contributions/Bert Niehaus|contribs]]) 12:03, 8 June 2026 (UTC) * {{abstain}} I will abstain since I'm not an active Wikiversity contributor. But I just feel like Wikinews had a very clear and specific goal of providing news, and Wikiversity is just a different project with different goals. For me, it would be odd to rehost Wikinews here. But please do not count my vote, this is only a comment. --[[User:Antimundo|Antimundo]] ([[User talk:Antimundo|discuss]] • [[Special:Contributions/Antimundo|contribs]]) 13:19, 6 June 2026 (UTC) * {{oppose}} Although I think it's a pity that Wikinews is closed. --[[User:Dick Bos|Dick Bos]] ([[User talk:Dick Bos|discuss]] • [[Special:Contributions/Dick Bos|contribs]]) 19:06, 8 June 2026 (UTC) *{{support}} In 2018 I initiated [[:Category:Videoconferences on media and democracy]] as a platform for disseminating public affairs events. In 2021 I officially initiated a podcast series on "Media & Democracy" syndicated for the [[w:List of Pacifica Radio stations and affiliates|Pacifica radio network]]. In 2024 I converted it from irregular to fortnightly. I think this is all educational and supports the Wikiversity education mission, and I think that "rehost Wikinews here" would be appropriate. (I had some experience with Wikinews a few years ago. I felt it was too tightly controlled: Article submissions went stale, because I could not get official permission to publish and I could not get the information needed to understand what I was supposed to do to obtain the official permission. I would be opposed to rehosting Wikinews here if the policy similarly made it unreasonably difficult for volunteer contributor to get the information needed to meet the journalistic standards imposed by the overworked editors.) {{unsigned|DavidMCEddy}} ===Comments and questions=== :Definitely worthy of discussion, so I have no problem with the proposal in the sitenotice. :Initial questions: :* Does this proposal include importing English Wikinews content e.g., to [[Wikinews]] subpages? :* What are "active editions"? :* How can Wikiversity navigate the concerns that lead to the closure of Wikinews? :* Are any changes to the scope of Wikinews proposed? :* How does [[Wikinews]] fit with the [[Wikiversity:Mission]]? What aligns well? Where might there be tension? :** e.g., I'm not sure that a page like [[User:BigKrow/Manchester City moves two points behind Arsenal]] in and of itself will serve as an educational resource. :-- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 05:52, 14 May 2026 (UTC) :* Does this proposal include importing English Wikinews content e.g., to [[Wikinews]] subpages? ::*No, not at this time. :* What are "active editions"? ::*There were 30 other active editions of Wikinews in addition to English (e.g. [[:n:es:]]) at the time of universal closure (2026-05-04). :* How can Wikiversity navigate the concerns that lead to the closure of Wikinews? ::*One of the biggest issues was the problems with DPL, which is now irrelevant. Another was the lack of activity, which can be ameliorated by having it be part of an existing project instead of its own domain (e.g. some editions of Wikipedia host their own Wikinews already and those projects were not impacted by the closure). :* Are any changes to the scope of Wikinews proposed? ::*Not at this juncture. I would also propose as far as implemention goes that we would request a new namespace and that the material be more-or-less sequestered into its own ongoing project, like Wikijournal is or like the Cookbook and Wikijunior are at our sister [[:b:]]. :* How does [[Wikinews]] fit with the [[Wikiversity:Mission]]? What aligns well? Where might there be tension? :** e.g., I'm not sure that a page like [[Story/Manchester City moves two points behind Arsenal]] in and of itself will serve as an educational resource. ::*The process of citizen journalists practicing their craft in real-time and collaborating with others to do so is itself an education activity. We would essentially be hosting a real-time experiment in citizen journalism, online communities, and collaborative learning in addition to the prospect of spreading educational information from someone actually reading the news. I would propose that we could also make a more deliberate attempt to engage with learning <em>about</em> what does and doesn't work with collaborative news writing by experimentation (e.g. audio news, syndicating to other sites, incorporating freely-licensed news from other sources, writing hyper-local news, writing briefs versus longer-term reportage) and also seeing if the problems noted in the Task Force report that recommended closure can be overcome. Note that we have already done some local investigation about and learning about wiki-based journalism on Wikinews here at [[Journalism studies and Wikinews]]. We could continue that learning and refine the process, including incorporating journalism students from universities. As for tensions, Wikinews is the only sister project that must be done with a quick turn-around: if you take a long time to [[:s:|transcribe a book]], that's just how long it takes, but if you take a long time to write news, it ceases to be news entirely. Wikiversity has been a very slow-growing project that has definitely had some successes but has generally come together over a long period with most learning resources being individual passion projects (or sometimes, frankly, crankery) which would not work with collaborative news that requires more than just a single editor writing whatever he feels like. ::Please let me know any other questions/concerns and any other editors feel free to give your own perspective. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 06:13, 14 May 2026 (UTC) :::Thanks, Justin — it is food for thought. :::In attempting to understand how we've arrived here, I've summarised some of the background on this page: [[Wikinews]]. :::Perhaps it could be helpful to flesh out more of the vision / ideas / possibilities / challenges on that page? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:49, 14 May 2026 (UTC) :::*Having given it some thought, in principle, I support hosting [[citizen journalism]] on Wikiversity where it is clearly connected to a learning project and/or constitutes original research, both of which align strongly with [[Wikiversity:Mission|Wikiversity’s educational mission]]. :::*My chief concern is the potential for news content that is not clearly linked to the purpose of Wikiversity. To avoid this, some community-agreed guidelines would be prudent. These need not be overly restrictive; they should support boldness and experimentation while helping ensure alignment with Wikiversity's purpose. :::*Given the reported low and declining activity on Wikinews, it seems unlikely that English Wikiversity would be overwhelmed by an influx of news-related editing. My impression is that English Wikinews was the most active edition, but even so, many contributors are likely to disperse to other projects or cease editing altogether. A modest migration of interested editors to Wikiversity seems manageable. :::*At this stage, I do not think a dedicated namespace is necessary. Subpages under [[Wikinews]] or nested pages under relevant learning or research projects, or user-space draft pages should be suitable. I agree that [[Wikijournal]] offers a useful model, as do several existing course structures on Wikiversity. :::*I support [[User:Koavf]]’s suggestions about framing Wikinews activity explicitly around learning. This would create a distinctive space for experimenting with collaborative news production in ways that are pedagogically meaningful. I agree that the [[journalism studies and Wikinews]] project developed by David and Leigh Blackall through the University of Wollongong is an excellent example of the intersection between Wikiversity and Wikinews. The [[Wikinews]] page could evolve into a hub for such projects. :::*I've tidied the [[:Category:Wikinews|Wikinews category]] and merged some content into the [[Wikinews]] page. As part of a reinvigoration effort, please review these and related resources such as [[:Category:Journalism]] and [[School:Journalism]]. :::*A further argument in favour of this initiative is that Wikipedia explicitly excludes both news reporting and original research. So, there is value in maintaining spaces within the Wikimedia ecosystem where these forms of knowledge production can be openly developed and curated. Such work can, in turn, generate valuable evidence and source material that may later inform Wikipedia articles. :::*The closure of WMF-hosted Wikinews does not imply that open wiki-based news curation lacks value. Indeed, the closure documentation appears supportive of experimentation with alternative news models across Wikimedia projects, including through Wikipedia and Wikidata. In that context, Wikiversity seems a natural home for a Wikinews experiment, provided it is clearly grounded in learning and/or research. :::-- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:39, 15 May 2026 (UTC) My understanding towards Wikinews' failure is that everything takes too long to be approved for the publish status, which means that any breaking news would have already become days-old stale news. Wikinews has a brand recognition (for right or wrong reasons) than Wikiversity and I wonder how effective Wikiversity can attract the "Wikinews refugees" to edit here. And just a quick note on the governance. Since each Wikiversity language operates independently, each language has to vote & adopt this proposal independently. [[User:OhanaUnited|<b><span style="color: #0000FF;">OhanaUnited</span></b>]][[User talk:OhanaUnited|<b><span style="color: green;"><sup>Talk page</sup></span></b>]] 13:47, 15 May 2026 (UTC) :Your assessment about Wikinews is partially correct. I referenced it earlier, but to be explicit, there is a [[:m:Proposal for Closing Wikinews|report by a task force on sister projects]] that outlines their concerns. There are a few, one of which was the nature of the staleness of news. Thanks also for clarifying that this proposal is only relevant to en.wv and is not binding or even proposed for other editions of Wikiversity. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:54, 15 May 2026 (UTC) *Note: I am not a regular here, and just visit Wikiversity for the WikiJournal project. Challenges of Wikinews included that it required timely reporting and fact-checking processes which differed greatly from the well-established ones in Wikipedia. Here in Wikiversity, there is the WikiJournal project, and that can take some some forms of journalism, just not breaking news reporting. I am in favor of salvaging parts of Wikinews if helpful. Could it, would it be feasible to adapt Wikijournal to accept some forms of news journalism, but just not the timed news reporting? For example, WikiJournal already is doing conference proceedings, and could likely do related event reports even months after the event ended. It could probably accept long-form investigative reporting, which is a sort of news that is not breaking news. I am not sure what the possibilities are, but I would prefer to build up systems that already work rather than import systems which had problems elsewhere. Thanks. [[User:Bluerasberry|<span style="background:#cedff2;color:#11e">''' Blue Rasberry '''</span>]][[User talk:Bluerasberry|<span style="cursor:help"><span style="background:#cedff2;color:#11e">(talk)</span></span>]] 19:17, 22 May 2026 (UTC) *:I agree that there are certain kinds of journalism that are perfectly valid and not time-bound like breaking news reporting, so that won't suffer from the issues noted before. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 21:15, 22 May 2026 (UTC) *::@[[User:Bluerasberry|Bluerasberry]] WikiJournal is not interested in taking on news journalism. WikiJournal is publishing conference proceedings at the request of some Wikimedian educators, and conference proceedings is what a "regular" journal publishes. News journalism is quite different from this, and if WikiJournal starts to deviate towards publishing news journalism, it will create barrier towards future initiatives like being indexed in Medline or Web of Science, and may risk being delisted from Scopus. [[User:OhanaUnited|<b><span style="color: #0000FF;">OhanaUnited</span></b>]][[User talk:OhanaUnited|<b><span style="color: green;"><sup>Talk page</sup></span></b>]] 22:43, 5 June 2026 (UTC) *:::Thats a good point. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 08:09, 9 June 2026 (UTC) == Vote now in the 2026 U4C election == <section begin="announcement-content" /> Eligible voters are asked to participate in the 2026 [[m:Special:MyLanguage/Universal_Code_of_Conduct/Coordinating_Committee|Universal Code of Conduct Coordinating Committee]] election. More information–including an eligibility check, voting process information, candidate information, and a link to the vote–are available on Meta at the [[m:Special:MyLanguage/Universal_Code_of_Conduct/Coordinating_Committee/Election/2026|2026 Election information page]]. The vote closes on 2 June 2026 at [https://zonestamp.toolforge.org/1780358400 00:00 UTC]. Please vote if your account is eligible. Results will be available by 14 June 2026. -- In cooperation with the U4C,<section end="announcement-content" /> [[m:User:Keegan (WMF)|Keegan (WMF)]] ([[m:User talk:Keegan (WMF)|talk]]) 17:15, 27 May 2026 (UTC) <!-- Message sent by User:Keegan (WMF)@metawiki using the list at https://meta.wikimedia.org/w/index.php?title=Distribution_list/Global_message_delivery&oldid=30513860 --> == Create an autopatrolled user group? == {{tracked|T428269|resolved}} I would like to propose creating the user group <code>autopatrolled</code> (autopatrolled user), in which for non-curators and non-custodians, their page creations and file uploads would be automatically marked as patrolled by the MediaWiki software. Custodians may grant the user group, at their discretion, to users who create good quality pages that do not need frequent patrolling. On a side note, the term {{tq|autopatroller}} would be used, but because we don't have non-curator/custodian patrollers (as we rely on curators and custodians to patrol), I suggest on using the term {{tq|autopatrolled user}}. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:31, 29 May 2026 (UTC) :'''Support''' re: the name, I don't really understand the reasoning, so I am '''neutral''' on that. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 15:45, 29 May 2026 (UTC) :: Regarding the name, this is because as we don't have the patroller user group, we rely on curators and custodians to patrol new pages and file uploads. Does that make sense? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 16:39, 29 May 2026 (UTC) :::Not really, but I don't think it's the most important thing. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 16:42, 29 May 2026 (UTC) :::: We'll decide on the name later. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 01:48, 30 May 2026 (UTC) :::::Oh, please don't let me stand in the way. I'm just not very smart, so don't hold up a matter on my account. I didn't want to derail the proposal, which is a fine and sensible one. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 04:16, 30 May 2026 (UTC) : '''Support''' - sounds like a good idea :* Suggest adding a draft section about this group to [[Wikiversity:Patrolling]]. There is a statement in the Introduction of the page that I'm not sure if its correct and at least could be improved: "Wikiversity also uses an autopatrol right, meaning trusted users' contributions are automatically marked as checked so patrollers can focus on reviewing newer or anonymous editors." :* Regarding autopatroller vs autropatrolled user, what terms are used on similar WMF wiki projects? : -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:28, 30 May 2026 (UTC) ::# I would create a starting page about the user groups, with experienced editors expanding the page. A summarized part of that page would also be added to [[Wikiversity:Patrolling]]. ::# For a similar example, English Wikipedia uses the term {{tq|Autopatrolled}}, just that term only. :: [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 21:22, 30 May 2026 (UTC) : @[[User:Jtneill|Jtneill]] and @[[User:Koavf|Koavf]]: the autopatroller user group has been implemented here. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 21:14, 8 June 2026 (UTC) ::Thanks. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:13, 9 June 2026 (UTC) == How much of Wikiversity’s content is LLM slop? == Because it seems like a non-trivial amount, along with AI slop images as well. Is there some kind of AI cleanup project established yet? [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 01:20, 4 June 2026 (UTC) :We have discussed AI but I don't know of any explicit initiative to find and delete AI-generated noise. Individual modules have been deleted for having been made by AI. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 08:50, 4 June 2026 (UTC) :Recently agreed [[Wikiversity:Artificial intelligence|policy]] welcome users to tag AI generated pages. Me personally I am not against the use of AI. What is the difference in abstract schematic image created by a human and the same by an AI. If the users does not have finances to pay digital artest and you dont want to let them use AI, would you pay the artest for them? [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 17:07, 8 June 2026 (UTC) ::Wikimedia has a lot of ''volunteer'' artists who can illustrate if asked. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 08:11, 9 June 2026 (UTC) :::Interesting! That's good to know. Where can we find the volunteer artists for illustrating? [[User:IanVG|IanVG]] ([[User talk:IanVG|discuss]] • [[Special:Contributions/IanVG|contribs]]) 20:11, 9 June 2026 (UTC) ::::Wikimedia commons has [[commons:Commons:Graphic Lab/Illustration workshop]] [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 02:18, 10 June 2026 (UTC) == Draft inactivity policy == I created [[Wikiversity:Inactivity policy]] as a start. Any experienced Wikiversity user may feel free to expand it. This is also one-to-two step(s) towards opting out of the [[m:Admin activity review|AAR process]]. However, I made a bold change to reduce the response timeframe from one month to two weeks. In addition, should we reduce the inactivity timeframe to one year? For the latter, most projects use that timeframe and I suggested this for consistency. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:57, 4 June 2026 (UTC) :I support those suggestions. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:55, 4 June 2026 (UTC) == Proposed user group and/or possible policy changes == I want to discuss about user group and possible policy changes. # First, interface administrators. I don't think we should allow interface administrators to remove their permission from their own account, since we have multiple active bureaucrats and we can ask them to remove the permission when done, or for them to add a temporary grant. This is according to the [[Wikiversity:IA|current IA policy]]. I also left [[Wikiversity talk:Interface administrators#My thoughts about this user group|my thoughts on the relevant talk page]]. # Second, curators. Given that curators have some sensitive custodian rights (such as <code>delete</code> [but not <code>undelete</code> or similar rights that allow viewing deleted content, unless the curatorship process is RFA-like] and <code>protect</code>), it would probably make more sense only for bureaucrats to grant and remove it, on par with them granting (but not removing) custodian permissions. # Third, about probationary custodians. [[Wikiversity:Probationary custodians]] is currently marked as historical, and the process might still exist on [[Wikiversity:Custodianship]]. Therefore, to maintain consistency with [[Wikiversity:Curatorship#How does one become a curator?]], I propose that we repeal the probationary custodianship process and change it more or less to align with the curatorship process, effectively making probationary custodians permanent ones. However, custodian mentors would still be retained. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:55, 5 June 2026 (UTC) :#Yes, I agree. :#Thats a good point, but I dont know. At least I dont think its a good idea that both groups i.e. crats and custodiants can do that, it may create chaos. :#Another good point. It seems to me that the current situation is somewhat unclear and should be clarified. I understand the original status of [[Wikiversity:Probationary custodians|Probationary custodians]] as a historicall and invalid, but at the same time I consider myself a probationary custodian, because on the Wikiversity:Custodianship page in the ''[[Wikiversity:Custodianship#How does one become a custodian?|How does one become a custodian?]]'' section it says, I quote, ''"II ...then you will be approved as a probationary custodian for a period of at least four weeks"''. :::Mentors should definitely be kept, but for certain applicants the probation and mentorship should be abolished. For example, if someone was an active custodian for 5 years, then loses their rights or gives them up for a year and then wants to resume their custodial activities, there is no reason for them to undergo a training period. It burdens both the mentors and the community with double voting. The only exception could be a situation where policies or tools for custodians change significantly during that year, or the candidate wants to. :[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 06:08, 9 June 2026 (UTC) == New user what do I do here == I love wikipedia and the wikiversity project seems super interesting. However I know very little about wikiversity and would like to know how i can best contribute to the project. Also if there are forums or discord or reddit that would be very helpful. (One last thing is it normal that my userboxes don't work here) {{unsigned|AUBSTRAWBS}} :Hey {{ping|AUBSTRAWBS}} Welcome to Wikiversity! I've left a welcome message on your talk page so that should provide you a plethora of useful links for you to look at so you can familiarize yourself with the project. Also, feel free to create the userboxes you need. Wikiversity doesn't have as many userboxes as Wikipedia. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 21:45, 8 June 2026 (UTC) :Thank you very much :) hope to contribute a lot. [[User:AUBSTRAWBS|AUBSTRAWBS]] ([[User talk:AUBSTRAWBS|discuss]] • [[Special:Contributions/AUBSTRAWBS|contribs]]) 21:50, 8 June 2026 (UTC) == Towards an Ethics policy == In connection with the [[Wikiversity:Community Review/Removal of Wikidebates|discussion of Wikidebates]], I said that it would be good to establish a policy on ethics, or rather a boundary between ethical and unethical content, so that we don't have to discuss individual cases. In addition, today we also have some global policies that prohibit, for example, attacks on members of the Wikimedia movement or undermining other projects. However, at the very beginning, I would start by collecting your opinions. What content or what research should not be allowed on Wikiversity? [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 05:52, 9 June 2026 (UTC) :One ethical issue that I think should be non-controversial is related to good faith in the learning modules. So, learning materials should not be hoaxes or encourage behavior or methods that don't work or that misrepresent the facts or the likelihood of something occurring, etc. and authors should also not plagiarize or misrepresent authorship, etc. That was quite a run-on, but I hope that others can tease out what I mean here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:39, 9 June 2026 (UTC) ::I look at it from a practical perspective. We can give that to the policy, but I see the problem in that we are not able to check it except plagiarism. ::Plagiarism can be partially detected during patrolling. I see a new text, I put part of it in Google and I check if it is copied from the web. It is a problem with copying from books or other offline sources, but sometimes it happens that someone finds out that something is copied from somewhere and it can be deleted. ::The biggest issue we have here is that we are missing Wikipedia's control mechanism: references. Only some types of resources on Wikiversity require references. In-line references are not often used in courses, exercises, lectures, etc. We are thus deprived of one of the excellent control mechanisms and the only option is for the increase in the number of members with various qualifications to check it for their colleagues. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 07:59, 9 June 2026 (UTC) :::Having a policy and enforcing that policy are indeed two different things. If we are only concerned with issues that we can definitively enforce, then that will definitely change this conversation. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 08:06, 9 June 2026 (UTC) :AI generated content should not be allowed as it is inherently plagiarism. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 08:14, 9 June 2026 (UTC) ::And if the user mention it was generated by an AI? Note that there is something called as public domain, that is the author wave its rights. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 09:53, 9 June 2026 (UTC) :::Plagiarism isn’t copyright violation. Crediting the AI is not crediting the authors the AI stole from without credit. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 10:18, 9 June 2026 (UTC) == Deployment of Legal and Safety Contacts Link in the Footer of Your Wiki == Hello community, The Wikimedia Foundation has provided [[foundation:Legal:Wikimedia Foundation Legal and Safety Contact Information|a single legal and safety contact page]], to be linked in the footer of your wiki, to ensure access to accurate legal information. This is a regulatory requirement. We have already rolled out links to English, German, Italian, Spanish Wikipedias and other wikis and we will deploy to your wiki soon. Please [[m:Wikimedia Foundation Legal and Safety Contacts FAQ|read more on the project page]] and leave any comments in this thread or on [[m:Talk:Wikimedia Foundation Legal and Safety Contacts FAQ|the talk page]]. –– [[User:STei (WMF)|STei (WMF)]] ([[User talk:STei (WMF)|discuss]] • [[Special:Contributions/STei (WMF)|contribs]]) 18:12, 9 June 2026 (UTC) :Thanks for the notice. In case anyone is not clear, we cannot locally change the text at the footer, as it [[:mw:Manual:Footer|requires access to the server settings]]. If we locally needed to change it, we would have to file a ticket at [[:phab:]]. Since the above was sent by someone from the WMF, I think they are on it and it will be updated without any action from anyone here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:24, 9 June 2026 (UTC) == Image not displaying == Can anyone work out why this image isn't displaying?<br> [[Educational Media Awareness Campaign/Physics/POTD 10]] -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:45, 11 June 2026 (UTC) :Not sure, but it was an issue with the file itself and either way, it should be (and I have since done this) replaced with the SVG [[:File:Telescope-schematic.svg]]. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 13:59, 11 June 2026 (UTC) bw1rtd292e2qvx2j643yopg2wwmrqr9 2815348 2815345 2026-06-12T07:08:24Z Jtneill 10242 /* Vote now in the 2026 U4C election */ archive to [[Wikiversity:Colloquium/archives/May 2026#Vote now in the 2026 U4C election]] ([[mw:c:Special:MyLanguage/User:JWBTH/CD|CD]]) 2815348 wikitext text/x-wiki {{Wikiversity:Colloquium/Header}} <!-- MESSAGES GO BELOW --> == [[MediaWiki:Protectedpagetext#Protected edit request on 11 December 2025]] == I posted an edit request there 5 months ago, so I’ll be taking it to this page. [[Special:Contributions/&#126;2026-28640-56|&#126;2026-28640-56]] ([[User talk:&#126;2026-28640-56|talk]]) 23:33, 12 May 2026 (UTC) :What exactly is the problem? I don't understand what needs to change and why. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 23:35, 12 May 2026 (UTC) : Pinging @[[User:Atcovi|Atcovi]], @[[User:Jtneill|Jtneill]] and @[[User:Juandev|Juandev]] for further input. Someone is requesting a modification to [[MediaWiki:Protectedpagetext]] to use {{tlx|Protected page text}}, but we might need to discuss whether to use the template. In the meantime, I'll start a sandbox version of the protected page text template. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 23:19, 14 May 2026 (UTC) ::Sounds good -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 04:13, 15 May 2026 (UTC) :::+1 Jtneill. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 12:59, 19 May 2026 (UTC) == Proposal to rehost Wikinews here == As many of you know, and mentioned here at the Colloquium, our sister project Wikinews recently closed, with all 31 active editions made read-only. [[User:BigKrow]] has asked about the prospect of writing news stories here and I suggested that since we already have [[School:Journalism]] and some resources related to the [[:Category:Journalism|broader topic of journalism]]. I would like to propose that we have continued and indefinite space for {{w|citizen journalism}} by essentially repurposing Wikinews into a sub-project here. The only special infrastructure that Wikinews required was [[:mw:Extension:DynamicPageList]], which was deactivated and caused issues due to a lack of maintenance. I will add this proposal to the site banner, but I recognize that that may be a conflict of interest, so if anyone requests that I remove it, I will. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:30, 14 May 2026 (UTC) :I would like to see this conversation go for at least 30 days to establish a consensus. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:35, 14 May 2026 (UTC) ::A few days shy of 30, it seems obvious that this is not going to pass. So I '''withdraw''' as presumptively '''failed'''. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:14, 9 June 2026 (UTC) ===Votes=== *{{support}} as proposer (with BK's inspiration). I think that an ongoing experiment in citizen journalism is a fit and appropriate use of this site. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:35, 14 May 2026 (UTC) *{{support}}, hope to seeing ideas about this, and thank you @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 11:08, 14 May 2026 (UTC) *{{support}} Other than perhaps inflating the total number of pages reported, I see the idea of "practicing journalism" a worthy and relevant activity within the domain of Wikiversity. [[User:IanVG|IanVG]] ([[User talk:IanVG|discuss]] • [[Special:Contributions/IanVG|contribs]]) 21:41, 14 May 2026 (UTC) *{{support}} Conditional on development of (a) community guidelines that ensure alignment with Wikiversity's purpose, and (b) clear, nested page-naming structures for projects. More detail below. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:48, 15 May 2026 (UTC) *{{contra}} This proposal doesn't seem interested in expanding educational materials in journalism, but rather in providing space and protection for Wikinews contributors. But this is contrary to the goals of Wikiversity, and I'm not sure it's a good idea, even with regard to WMF. If WMF decides to close a project and another community lets it run on its domain, that's a bit of an undermining of WMF's and the community's decisions. Given that Wikiversity has had several conflicts with other communities and WMF in its history, I'm against it.--[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:59, 15 May 2026 (UTC) *{{contra}} This seems like a proposal to continue the mission of WikiNews, but not a proposal specifically to improve Wikiversity. I concur with Juandev's comments. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 20:29, 30 May 2026 (UTC) * {{oppose}} per above. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 19:05, 1 June 2026 (UTC) *{{oppose}} Wikiversity isn’t Wikinews and it also isn’t a dumping ground for anything not covered by other projects. It was already suggested, rather bafflingly, that Wikinews parasitize Wikipedia as a host. If it were allowed to freeload off of Wikiversity it would simply promote a view I and likely many others have— that Wikiversity (as it currently exists) has no standards and mostly just exists to host subpar content that wouldn’t be tolerated on any other Wikimedia site. Wikinews needs a new, non-Wikimedia host, and Wikiversity needs to get its act together by enforcing a minimum scope and standard for what it allows. --[[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 01:16, 4 June 2026 (UTC) * {{oppose}} per above. Wikiversity<math>\not=</math> Wikinews - not a good idea to mix the scope of projects. --[[User:Bert Niehaus|Bert Niehaus]] ([[User talk:Bert Niehaus|discuss]] • [[Special:Contributions/Bert Niehaus|contribs]]) 12:03, 8 June 2026 (UTC) * {{abstain}} I will abstain since I'm not an active Wikiversity contributor. But I just feel like Wikinews had a very clear and specific goal of providing news, and Wikiversity is just a different project with different goals. For me, it would be odd to rehost Wikinews here. But please do not count my vote, this is only a comment. --[[User:Antimundo|Antimundo]] ([[User talk:Antimundo|discuss]] • [[Special:Contributions/Antimundo|contribs]]) 13:19, 6 June 2026 (UTC) * {{oppose}} Although I think it's a pity that Wikinews is closed. --[[User:Dick Bos|Dick Bos]] ([[User talk:Dick Bos|discuss]] • [[Special:Contributions/Dick Bos|contribs]]) 19:06, 8 June 2026 (UTC) *{{support}} In 2018 I initiated [[:Category:Videoconferences on media and democracy]] as a platform for disseminating public affairs events. In 2021 I officially initiated a podcast series on "Media & Democracy" syndicated for the [[w:List of Pacifica Radio stations and affiliates|Pacifica radio network]]. In 2024 I converted it from irregular to fortnightly. I think this is all educational and supports the Wikiversity education mission, and I think that "rehost Wikinews here" would be appropriate. (I had some experience with Wikinews a few years ago. I felt it was too tightly controlled: Article submissions went stale, because I could not get official permission to publish and I could not get the information needed to understand what I was supposed to do to obtain the official permission. I would be opposed to rehosting Wikinews here if the policy similarly made it unreasonably difficult for volunteer contributor to get the information needed to meet the journalistic standards imposed by the overworked editors.) {{unsigned|DavidMCEddy}} ===Comments and questions=== :Definitely worthy of discussion, so I have no problem with the proposal in the sitenotice. :Initial questions: :* Does this proposal include importing English Wikinews content e.g., to [[Wikinews]] subpages? :* What are "active editions"? :* How can Wikiversity navigate the concerns that lead to the closure of Wikinews? :* Are any changes to the scope of Wikinews proposed? :* How does [[Wikinews]] fit with the [[Wikiversity:Mission]]? What aligns well? Where might there be tension? :** e.g., I'm not sure that a page like [[User:BigKrow/Manchester City moves two points behind Arsenal]] in and of itself will serve as an educational resource. :-- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 05:52, 14 May 2026 (UTC) :* Does this proposal include importing English Wikinews content e.g., to [[Wikinews]] subpages? ::*No, not at this time. :* What are "active editions"? ::*There were 30 other active editions of Wikinews in addition to English (e.g. [[:n:es:]]) at the time of universal closure (2026-05-04). :* How can Wikiversity navigate the concerns that lead to the closure of Wikinews? ::*One of the biggest issues was the problems with DPL, which is now irrelevant. Another was the lack of activity, which can be ameliorated by having it be part of an existing project instead of its own domain (e.g. some editions of Wikipedia host their own Wikinews already and those projects were not impacted by the closure). :* Are any changes to the scope of Wikinews proposed? ::*Not at this juncture. I would also propose as far as implemention goes that we would request a new namespace and that the material be more-or-less sequestered into its own ongoing project, like Wikijournal is or like the Cookbook and Wikijunior are at our sister [[:b:]]. :* How does [[Wikinews]] fit with the [[Wikiversity:Mission]]? What aligns well? Where might there be tension? :** e.g., I'm not sure that a page like [[Story/Manchester City moves two points behind Arsenal]] in and of itself will serve as an educational resource. ::*The process of citizen journalists practicing their craft in real-time and collaborating with others to do so is itself an education activity. We would essentially be hosting a real-time experiment in citizen journalism, online communities, and collaborative learning in addition to the prospect of spreading educational information from someone actually reading the news. I would propose that we could also make a more deliberate attempt to engage with learning <em>about</em> what does and doesn't work with collaborative news writing by experimentation (e.g. audio news, syndicating to other sites, incorporating freely-licensed news from other sources, writing hyper-local news, writing briefs versus longer-term reportage) and also seeing if the problems noted in the Task Force report that recommended closure can be overcome. Note that we have already done some local investigation about and learning about wiki-based journalism on Wikinews here at [[Journalism studies and Wikinews]]. We could continue that learning and refine the process, including incorporating journalism students from universities. As for tensions, Wikinews is the only sister project that must be done with a quick turn-around: if you take a long time to [[:s:|transcribe a book]], that's just how long it takes, but if you take a long time to write news, it ceases to be news entirely. Wikiversity has been a very slow-growing project that has definitely had some successes but has generally come together over a long period with most learning resources being individual passion projects (or sometimes, frankly, crankery) which would not work with collaborative news that requires more than just a single editor writing whatever he feels like. ::Please let me know any other questions/concerns and any other editors feel free to give your own perspective. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 06:13, 14 May 2026 (UTC) :::Thanks, Justin — it is food for thought. :::In attempting to understand how we've arrived here, I've summarised some of the background on this page: [[Wikinews]]. :::Perhaps it could be helpful to flesh out more of the vision / ideas / possibilities / challenges on that page? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:49, 14 May 2026 (UTC) :::*Having given it some thought, in principle, I support hosting [[citizen journalism]] on Wikiversity where it is clearly connected to a learning project and/or constitutes original research, both of which align strongly with [[Wikiversity:Mission|Wikiversity’s educational mission]]. :::*My chief concern is the potential for news content that is not clearly linked to the purpose of Wikiversity. To avoid this, some community-agreed guidelines would be prudent. These need not be overly restrictive; they should support boldness and experimentation while helping ensure alignment with Wikiversity's purpose. :::*Given the reported low and declining activity on Wikinews, it seems unlikely that English Wikiversity would be overwhelmed by an influx of news-related editing. My impression is that English Wikinews was the most active edition, but even so, many contributors are likely to disperse to other projects or cease editing altogether. A modest migration of interested editors to Wikiversity seems manageable. :::*At this stage, I do not think a dedicated namespace is necessary. Subpages under [[Wikinews]] or nested pages under relevant learning or research projects, or user-space draft pages should be suitable. I agree that [[Wikijournal]] offers a useful model, as do several existing course structures on Wikiversity. :::*I support [[User:Koavf]]’s suggestions about framing Wikinews activity explicitly around learning. This would create a distinctive space for experimenting with collaborative news production in ways that are pedagogically meaningful. I agree that the [[journalism studies and Wikinews]] project developed by David and Leigh Blackall through the University of Wollongong is an excellent example of the intersection between Wikiversity and Wikinews. The [[Wikinews]] page could evolve into a hub for such projects. :::*I've tidied the [[:Category:Wikinews|Wikinews category]] and merged some content into the [[Wikinews]] page. As part of a reinvigoration effort, please review these and related resources such as [[:Category:Journalism]] and [[School:Journalism]]. :::*A further argument in favour of this initiative is that Wikipedia explicitly excludes both news reporting and original research. So, there is value in maintaining spaces within the Wikimedia ecosystem where these forms of knowledge production can be openly developed and curated. Such work can, in turn, generate valuable evidence and source material that may later inform Wikipedia articles. :::*The closure of WMF-hosted Wikinews does not imply that open wiki-based news curation lacks value. Indeed, the closure documentation appears supportive of experimentation with alternative news models across Wikimedia projects, including through Wikipedia and Wikidata. In that context, Wikiversity seems a natural home for a Wikinews experiment, provided it is clearly grounded in learning and/or research. :::-- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:39, 15 May 2026 (UTC) My understanding towards Wikinews' failure is that everything takes too long to be approved for the publish status, which means that any breaking news would have already become days-old stale news. Wikinews has a brand recognition (for right or wrong reasons) than Wikiversity and I wonder how effective Wikiversity can attract the "Wikinews refugees" to edit here. And just a quick note on the governance. Since each Wikiversity language operates independently, each language has to vote & adopt this proposal independently. [[User:OhanaUnited|<b><span style="color: #0000FF;">OhanaUnited</span></b>]][[User talk:OhanaUnited|<b><span style="color: green;"><sup>Talk page</sup></span></b>]] 13:47, 15 May 2026 (UTC) :Your assessment about Wikinews is partially correct. I referenced it earlier, but to be explicit, there is a [[:m:Proposal for Closing Wikinews|report by a task force on sister projects]] that outlines their concerns. There are a few, one of which was the nature of the staleness of news. Thanks also for clarifying that this proposal is only relevant to en.wv and is not binding or even proposed for other editions of Wikiversity. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:54, 15 May 2026 (UTC) *Note: I am not a regular here, and just visit Wikiversity for the WikiJournal project. Challenges of Wikinews included that it required timely reporting and fact-checking processes which differed greatly from the well-established ones in Wikipedia. Here in Wikiversity, there is the WikiJournal project, and that can take some some forms of journalism, just not breaking news reporting. I am in favor of salvaging parts of Wikinews if helpful. Could it, would it be feasible to adapt Wikijournal to accept some forms of news journalism, but just not the timed news reporting? For example, WikiJournal already is doing conference proceedings, and could likely do related event reports even months after the event ended. It could probably accept long-form investigative reporting, which is a sort of news that is not breaking news. I am not sure what the possibilities are, but I would prefer to build up systems that already work rather than import systems which had problems elsewhere. Thanks. [[User:Bluerasberry|<span style="background:#cedff2;color:#11e">''' Blue Rasberry '''</span>]][[User talk:Bluerasberry|<span style="cursor:help"><span style="background:#cedff2;color:#11e">(talk)</span></span>]] 19:17, 22 May 2026 (UTC) *:I agree that there are certain kinds of journalism that are perfectly valid and not time-bound like breaking news reporting, so that won't suffer from the issues noted before. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 21:15, 22 May 2026 (UTC) *::@[[User:Bluerasberry|Bluerasberry]] WikiJournal is not interested in taking on news journalism. WikiJournal is publishing conference proceedings at the request of some Wikimedian educators, and conference proceedings is what a "regular" journal publishes. News journalism is quite different from this, and if WikiJournal starts to deviate towards publishing news journalism, it will create barrier towards future initiatives like being indexed in Medline or Web of Science, and may risk being delisted from Scopus. [[User:OhanaUnited|<b><span style="color: #0000FF;">OhanaUnited</span></b>]][[User talk:OhanaUnited|<b><span style="color: green;"><sup>Talk page</sup></span></b>]] 22:43, 5 June 2026 (UTC) *:::Thats a good point. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 08:09, 9 June 2026 (UTC) == Create an autopatrolled user group? == {{tracked|T428269|resolved}} I would like to propose creating the user group <code>autopatrolled</code> (autopatrolled user), in which for non-curators and non-custodians, their page creations and file uploads would be automatically marked as patrolled by the MediaWiki software. Custodians may grant the user group, at their discretion, to users who create good quality pages that do not need frequent patrolling. On a side note, the term {{tq|autopatroller}} would be used, but because we don't have non-curator/custodian patrollers (as we rely on curators and custodians to patrol), I suggest on using the term {{tq|autopatrolled user}}. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:31, 29 May 2026 (UTC) :'''Support''' re: the name, I don't really understand the reasoning, so I am '''neutral''' on that. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 15:45, 29 May 2026 (UTC) :: Regarding the name, this is because as we don't have the patroller user group, we rely on curators and custodians to patrol new pages and file uploads. Does that make sense? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 16:39, 29 May 2026 (UTC) :::Not really, but I don't think it's the most important thing. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 16:42, 29 May 2026 (UTC) :::: We'll decide on the name later. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 01:48, 30 May 2026 (UTC) :::::Oh, please don't let me stand in the way. I'm just not very smart, so don't hold up a matter on my account. I didn't want to derail the proposal, which is a fine and sensible one. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 04:16, 30 May 2026 (UTC) : '''Support''' - sounds like a good idea :* Suggest adding a draft section about this group to [[Wikiversity:Patrolling]]. There is a statement in the Introduction of the page that I'm not sure if its correct and at least could be improved: "Wikiversity also uses an autopatrol right, meaning trusted users' contributions are automatically marked as checked so patrollers can focus on reviewing newer or anonymous editors." :* Regarding autopatroller vs autropatrolled user, what terms are used on similar WMF wiki projects? : -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:28, 30 May 2026 (UTC) ::# I would create a starting page about the user groups, with experienced editors expanding the page. A summarized part of that page would also be added to [[Wikiversity:Patrolling]]. ::# For a similar example, English Wikipedia uses the term {{tq|Autopatrolled}}, just that term only. :: [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 21:22, 30 May 2026 (UTC) : @[[User:Jtneill|Jtneill]] and @[[User:Koavf|Koavf]]: the autopatroller user group has been implemented here. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 21:14, 8 June 2026 (UTC) ::Thanks. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:13, 9 June 2026 (UTC) == How much of Wikiversity’s content is LLM slop? == Because it seems like a non-trivial amount, along with AI slop images as well. Is there some kind of AI cleanup project established yet? [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 01:20, 4 June 2026 (UTC) :We have discussed AI but I don't know of any explicit initiative to find and delete AI-generated noise. Individual modules have been deleted for having been made by AI. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 08:50, 4 June 2026 (UTC) :Recently agreed [[Wikiversity:Artificial intelligence|policy]] welcome users to tag AI generated pages. Me personally I am not against the use of AI. What is the difference in abstract schematic image created by a human and the same by an AI. If the users does not have finances to pay digital artest and you dont want to let them use AI, would you pay the artest for them? [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 17:07, 8 June 2026 (UTC) ::Wikimedia has a lot of ''volunteer'' artists who can illustrate if asked. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 08:11, 9 June 2026 (UTC) :::Interesting! That's good to know. Where can we find the volunteer artists for illustrating? [[User:IanVG|IanVG]] ([[User talk:IanVG|discuss]] • [[Special:Contributions/IanVG|contribs]]) 20:11, 9 June 2026 (UTC) ::::Wikimedia commons has [[commons:Commons:Graphic Lab/Illustration workshop]] [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 02:18, 10 June 2026 (UTC) == Draft inactivity policy == I created [[Wikiversity:Inactivity policy]] as a start. Any experienced Wikiversity user may feel free to expand it. This is also one-to-two step(s) towards opting out of the [[m:Admin activity review|AAR process]]. However, I made a bold change to reduce the response timeframe from one month to two weeks. In addition, should we reduce the inactivity timeframe to one year? For the latter, most projects use that timeframe and I suggested this for consistency. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:57, 4 June 2026 (UTC) :I support those suggestions. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:55, 4 June 2026 (UTC) == Proposed user group and/or possible policy changes == I want to discuss about user group and possible policy changes. # First, interface administrators. I don't think we should allow interface administrators to remove their permission from their own account, since we have multiple active bureaucrats and we can ask them to remove the permission when done, or for them to add a temporary grant. This is according to the [[Wikiversity:IA|current IA policy]]. I also left [[Wikiversity talk:Interface administrators#My thoughts about this user group|my thoughts on the relevant talk page]]. # Second, curators. Given that curators have some sensitive custodian rights (such as <code>delete</code> [but not <code>undelete</code> or similar rights that allow viewing deleted content, unless the curatorship process is RFA-like] and <code>protect</code>), it would probably make more sense only for bureaucrats to grant and remove it, on par with them granting (but not removing) custodian permissions. # Third, about probationary custodians. [[Wikiversity:Probationary custodians]] is currently marked as historical, and the process might still exist on [[Wikiversity:Custodianship]]. Therefore, to maintain consistency with [[Wikiversity:Curatorship#How does one become a curator?]], I propose that we repeal the probationary custodianship process and change it more or less to align with the curatorship process, effectively making probationary custodians permanent ones. However, custodian mentors would still be retained. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:55, 5 June 2026 (UTC) :#Yes, I agree. :#Thats a good point, but I dont know. At least I dont think its a good idea that both groups i.e. crats and custodiants can do that, it may create chaos. :#Another good point. It seems to me that the current situation is somewhat unclear and should be clarified. I understand the original status of [[Wikiversity:Probationary custodians|Probationary custodians]] as a historicall and invalid, but at the same time I consider myself a probationary custodian, because on the Wikiversity:Custodianship page in the ''[[Wikiversity:Custodianship#How does one become a custodian?|How does one become a custodian?]]'' section it says, I quote, ''"II ...then you will be approved as a probationary custodian for a period of at least four weeks"''. :::Mentors should definitely be kept, but for certain applicants the probation and mentorship should be abolished. For example, if someone was an active custodian for 5 years, then loses their rights or gives them up for a year and then wants to resume their custodial activities, there is no reason for them to undergo a training period. It burdens both the mentors and the community with double voting. The only exception could be a situation where policies or tools for custodians change significantly during that year, or the candidate wants to. :[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 06:08, 9 June 2026 (UTC) == New user what do I do here == I love wikipedia and the wikiversity project seems super interesting. However I know very little about wikiversity and would like to know how i can best contribute to the project. Also if there are forums or discord or reddit that would be very helpful. (One last thing is it normal that my userboxes don't work here) {{unsigned|AUBSTRAWBS}} :Hey {{ping|AUBSTRAWBS}} Welcome to Wikiversity! I've left a welcome message on your talk page so that should provide you a plethora of useful links for you to look at so you can familiarize yourself with the project. Also, feel free to create the userboxes you need. Wikiversity doesn't have as many userboxes as Wikipedia. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 21:45, 8 June 2026 (UTC) :Thank you very much :) hope to contribute a lot. [[User:AUBSTRAWBS|AUBSTRAWBS]] ([[User talk:AUBSTRAWBS|discuss]] • [[Special:Contributions/AUBSTRAWBS|contribs]]) 21:50, 8 June 2026 (UTC) == Towards an Ethics policy == In connection with the [[Wikiversity:Community Review/Removal of Wikidebates|discussion of Wikidebates]], I said that it would be good to establish a policy on ethics, or rather a boundary between ethical and unethical content, so that we don't have to discuss individual cases. In addition, today we also have some global policies that prohibit, for example, attacks on members of the Wikimedia movement or undermining other projects. However, at the very beginning, I would start by collecting your opinions. What content or what research should not be allowed on Wikiversity? [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 05:52, 9 June 2026 (UTC) :One ethical issue that I think should be non-controversial is related to good faith in the learning modules. So, learning materials should not be hoaxes or encourage behavior or methods that don't work or that misrepresent the facts or the likelihood of something occurring, etc. and authors should also not plagiarize or misrepresent authorship, etc. That was quite a run-on, but I hope that others can tease out what I mean here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 07:39, 9 June 2026 (UTC) ::I look at it from a practical perspective. We can give that to the policy, but I see the problem in that we are not able to check it except plagiarism. ::Plagiarism can be partially detected during patrolling. I see a new text, I put part of it in Google and I check if it is copied from the web. It is a problem with copying from books or other offline sources, but sometimes it happens that someone finds out that something is copied from somewhere and it can be deleted. ::The biggest issue we have here is that we are missing Wikipedia's control mechanism: references. Only some types of resources on Wikiversity require references. In-line references are not often used in courses, exercises, lectures, etc. We are thus deprived of one of the excellent control mechanisms and the only option is for the increase in the number of members with various qualifications to check it for their colleagues. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 07:59, 9 June 2026 (UTC) :::Having a policy and enforcing that policy are indeed two different things. If we are only concerned with issues that we can definitively enforce, then that will definitely change this conversation. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 08:06, 9 June 2026 (UTC) :AI generated content should not be allowed as it is inherently plagiarism. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 08:14, 9 June 2026 (UTC) ::And if the user mention it was generated by an AI? Note that there is something called as public domain, that is the author wave its rights. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 09:53, 9 June 2026 (UTC) :::Plagiarism isn’t copyright violation. Crediting the AI is not crediting the authors the AI stole from without credit. [[User:Dronebogus|Dronebogus]] ([[User talk:Dronebogus|discuss]] • [[Special:Contributions/Dronebogus|contribs]]) 10:18, 9 June 2026 (UTC) == Deployment of Legal and Safety Contacts Link in the Footer of Your Wiki == Hello community, The Wikimedia Foundation has provided [[foundation:Legal:Wikimedia Foundation Legal and Safety Contact Information|a single legal and safety contact page]], to be linked in the footer of your wiki, to ensure access to accurate legal information. This is a regulatory requirement. We have already rolled out links to English, German, Italian, Spanish Wikipedias and other wikis and we will deploy to your wiki soon. Please [[m:Wikimedia Foundation Legal and Safety Contacts FAQ|read more on the project page]] and leave any comments in this thread or on [[m:Talk:Wikimedia Foundation Legal and Safety Contacts FAQ|the talk page]]. –– [[User:STei (WMF)|STei (WMF)]] ([[User talk:STei (WMF)|discuss]] • [[Special:Contributions/STei (WMF)|contribs]]) 18:12, 9 June 2026 (UTC) :Thanks for the notice. In case anyone is not clear, we cannot locally change the text at the footer, as it [[:mw:Manual:Footer|requires access to the server settings]]. If we locally needed to change it, we would have to file a ticket at [[:phab:]]. Since the above was sent by someone from the WMF, I think they are on it and it will be updated without any action from anyone here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:24, 9 June 2026 (UTC) == Image not displaying == Can anyone work out why this image isn't displaying?<br> [[Educational Media Awareness Campaign/Physics/POTD 10]] -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:45, 11 June 2026 (UTC) :Not sure, but it was an issue with the file itself and either way, it should be (and I have since done this) replaced with the SVG [[:File:Telescope-schematic.svg]]. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 13:59, 11 June 2026 (UTC) lbgqykwvk0vpha7ubgvhkbi6pnishet Wikiversity:Support staff 4 55 2815317 2812279 2026-06-12T02:23:24Z Jtneill 10242 2815317 wikitext text/x-wiki {{Shortcut|WV:STAFF}} __NOTOC__ Wikiversity staff are trusted [[Wikiversity:Users|users]] who volunteer to help maintain the site as [[Wikiversity:Curators|curators]], [[Wikiversity:Custodianship|custodians]], or [[Wikiversity:Bureaucratship|bureaucrats]]. They are happy to assist and answer any of your questions. Request assistance at [[Wikiversity:Request custodian action|request custodian action]] or contact someone directly. == Support staff directory == {{Shortcut|WV:SS/D}} * Staff who have been active in the last three months (as of May 2026<ref>based on [[Special:Log]] actions</ref>) are shown in bold * Inactive staff may not be available to provide assistance <!-- Update details at [[Template:Support staff]] -->{{Support staff}} ==Automatic lists of support staff== *[[Special:ListUsers|Users]] **[[Special:ListUsers/bureaucrat|Bureaucrats]] **[[Special:ListUsers/checkuser|Checkusers]] **[[Special:ListUsers/curator|Curators]] **[[Special:ListUsers/sysop|Custodians]] == Roles == {| class="wikitable" style="width:100%; text-align:left;" |+Overview of support staff roles !scope="col"| Role !scope="col"| Description !scope="col"| Key Permissions |- |scope="row"| '''[[Wikiversity:Curators|Curator]]''' | Users who help manage Wikiversity content. | * [[Wikiversity:Deletion policy|Delete pages]] * [[Wikiversity:Rollback|Rollback edits]] * [[Wikiversity:Import|Import content]] * [[Wikiversity:Page protection|Protect pages]] |- |scope="row"| '''[[Wikiversity:Custodianship|Custodian]]''' | Equivalent to administrators (sysops) on other Wikimedia projects. | * All curator permissions * [[Wikiversity:Blocking policy|Block users]] * Edit user interface text |- |scope="row"| '''[[Wikiversity:Bureaucratship|Bureaucrat]]''' | Senior users with advanced user management permissions. | * All custodian permissions * Promote users to curator or custodian * Grant/revoke [[Wikiversity:Bots|bot]] and [[Wikiversity:Interface administrators|interface admin]] rights |- |scope="row"| '''[[Wikiversity:CheckUser policy|CheckUser]]''' | Users who can investigate misuse of multiple accounts | * Investigate sockpuppetry and abuse * Access technical user data via [[meta:Checkuser|CheckUser tool]] |- |scope="row"| '''[[Wikiversity:Bots|Bots]]''' | Automated or semi-automated accounts used to perform repetitive tasks. | * Fix links * Correct typos * Update categories * Perform maintenance tasks |} == Candidates == [[File:Wikiversity Administrator.svg|right|110px]] '''If you would like to help out as a staff member on Wikiversity, please list yourself at''': * [[Wikiversity:Candidates for Curatorship|Candidates for Curatorship]] * [[Wikiversity:Candidates for Custodianship|Candidates for Custodianship]] * [[Wikiversity:Candidates for Curatorship|Candidates for Bureaucratship]] You are strongly encouraged to familiarise yourself with [[Wikiversity:Maintenance|the maintenance page]] and [[Wikiversity:Policy|Wikiversity policies]], and to gain experience with non-custodial maintenance tasks before applying. There are many valuable ways you can contribute to Wikiversity before becoming a staff member. ==See also== *[[Wikiversity:Maintenance]] *[[Wikiversity:Notices for custodians|Notices for custodians]] *[[Wikiversity:Request custodian action]] *[[Wikiversity:User access levels]] ==Footnote== <references /> ==External links== *[https://xtools.wmflabs.org/adminstats/en.wikiversity.org?actions=delete|revision-delete|log-delete|restore|re-block|unblock|re-protect|unprotect|rights|merge|import|abusefilter Staff activity on Wikiversity] (xtools) [[Category:Wikiversity administration]] [[Category:Wikiversity custodianship|Wikiversity custodianship]] [[Category:Wikiversity support staff]] 8a3ve6hsyn1iikfu3hj8tq1ncydqwdd Wikiversity:Notices for custodians 4 1786 2815297 2814675 2026-06-12T00:59:59Z Jtneill 10242 /* Guy vandegrift rights change */ new topic ([[mw:c:Special:MyLanguage/User:JWBTH/CD|CD]]) 2815297 wikitext text/x-wiki {{/Header}} == 2FA requirement for bureaucrats == Per [[Special:ListGroupRights#bureaucrat]] and per [[phab:T423120|T423120]], you'll notice that two-factor authentication is required to use bureaucrat permissions (and will soon be enforced). Our existing bureaucrats should take a moment to verify and utilize two-factor authentication. Thank you. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:31, 27 May 2026 (UTC) : Thanks for the reminder. Bureaucrats should have received emails. I switched it on recently. Relatively painless and hasn't disrupted workflow, so seems to be well implemented. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 02:13, 28 May 2026 (UTC) ::Yes, I turned this on. I would highly recommend that anyone with rights (custodians, curators, etc.) enable this. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 19:42, 30 May 2026 (UTC) == Redundant user rights == I recently changed the user rights for community approved custodians and bureaucrats per consensus. I just realized that I removed curator for Atcovi when adding 'crat thinking that curator was redundant. I then realized that I haven't been consistent about removing old bits. I don't have a strong opinion on this. Just asking. Should curator rights be removed when adding custodian or 'crat? I've never been a curator and don't currently have that bit set. Some accounts still have curator with other rights and others (like mine) don't. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 00:00, 31 May 2026 (UTC) :If someone steps down as bureaucrat but wants to remain a custodian/curator, then having those rights as well ensures that they won't be accidentally removed. This exact scenario just happened on another wiki where I am a bureaucrat. It can't hurt to have the redundant ones, if you ask me. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 00:02, 31 May 2026 (UTC) ::[[Special:ListUsers/bureaucrat|Currently]], all the 'crats have custodian; Koavf additionally has curator, which none of the other 'crat accounts have. PieWriter, MathXplore, and Koavf are the only custodians to also have curator. [https://en.wikiversity.org/wiki/Special:ListUsers?username=&group=sysop&wpsubmit=&wpFormIdentifier=mw-listusers-form&limit=50] I propose that we should either a) add curator to all 'crats and custodians or b) remove the redundant bit from all accounts. I don't have a preference, I'm just advocating for consistency and clarity. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 00:49, 31 May 2026 (UTC) ::: I lean more on removing the curator bit from all custodians and bureaucrats, as custodians themselves have most, if not all curator user rights, followed by some additional user rights. I planned to remove the curator bit from custodians and to leave a note here about my action(s) for review, until I saw this message. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 00:54, 31 May 2026 (UTC) :::: I'm inclined to follow the [[w:Principle of least privilege]] and remove redundant bits. A custodian or 'crat doesn't need curator. Granting these bits later should be no big deal. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 01:13, 31 May 2026 (UTC) : Agree with principles of simplicity and consistency. Plus that agreed practice should be documented. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 03:18, 31 May 2026 (UTC) {{ping|Atcovi|PieWriter|MathXplore|Koavf}} Pinging contributors who may have an interest in discussion. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 01:59, 31 May 2026 (UTC) :I'm okay with whatever. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 02:19, 31 May 2026 (UTC) : Removing the curator is OK. [[User:MathXplore|MathXplore]] ([[User talk:MathXplore|discuss]] • [[Special:Contributions/MathXplore|contribs]]) 02:33, 31 May 2026 (UTC) :Seems fine to me [[User:PieWriter|PieWriter]] ([[User talk:PieWriter|discuss]] • [[Special:Contributions/PieWriter|contribs]]) 02:37, 31 May 2026 (UTC) : {{done}} for all three above. Atcovi already removed his own curator rights as it was redundant to custodian rights. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 14:59, 31 May 2026 (UTC) == Deleting subpages == What script do you suggest for deleting a large number of subpages? I found: * [[Wikipedia:User:Splarka/ajaxbatchdelete.js]] * [[Wikisource:User:George Orwell III/ajaxbatchdelete.js]] -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:31, 5 June 2026 (UTC) :I use MassDelete. You can find a copy at [[User:Koavf/common.js]] and enable it at [[Special:MassDelete]] once you have added it to your JS page(s). ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 12:00, 5 June 2026 (UTC) : I use MassDelete by DreamRimmer, see [[m:User:DreamRimmer/MassDelete.js]]. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:14, 5 June 2026 (UTC) :As far as I dont know MassDelete, I would try to do it with [[special:nuke]]. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 16:57, 8 June 2026 (UTC) ::Nuke expires, so if a page was created more than <var>x</var> days ago, then Nuke won't catch it. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:15, 8 June 2026 (UTC) == Guy vandegrift rights change == {{Ping|Maintenance script}} I'm curious about this [https://en.wikiversity.org/w/index.php?title=Special:Log&logid=3555817 rights change for Guy vandegrift] which removed Bureaucrat status. Guy hasn't edited for 6 months, but I thought the [[meta:Admin activity review|Wikimedia inactivity policy was for 2 years]]. Plus, I don't think see any communication with [[User:Guy vandegrift|Guy vandegrift]] prior to the rights change. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 00:59, 12 June 2026 (UTC) tbs0vp4l2gnpfva6humb791rms34br9 2815307 2815297 2026-06-12T02:06:19Z Codename Noreste 2969951 /* Guy vandegrift rights change */ reply ([[mw:c:Special:MyLanguage/User:JWBTH/CD|CD]]) 2815307 wikitext text/x-wiki {{/Header}} == 2FA requirement for bureaucrats == Per [[Special:ListGroupRights#bureaucrat]] and per [[phab:T423120|T423120]], you'll notice that two-factor authentication is required to use bureaucrat permissions (and will soon be enforced). Our existing bureaucrats should take a moment to verify and utilize two-factor authentication. Thank you. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:31, 27 May 2026 (UTC) : Thanks for the reminder. Bureaucrats should have received emails. I switched it on recently. Relatively painless and hasn't disrupted workflow, so seems to be well implemented. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 02:13, 28 May 2026 (UTC) ::Yes, I turned this on. I would highly recommend that anyone with rights (custodians, curators, etc.) enable this. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 19:42, 30 May 2026 (UTC) == Redundant user rights == I recently changed the user rights for community approved custodians and bureaucrats per consensus. I just realized that I removed curator for Atcovi when adding 'crat thinking that curator was redundant. I then realized that I haven't been consistent about removing old bits. I don't have a strong opinion on this. Just asking. Should curator rights be removed when adding custodian or 'crat? I've never been a curator and don't currently have that bit set. Some accounts still have curator with other rights and others (like mine) don't. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 00:00, 31 May 2026 (UTC) :If someone steps down as bureaucrat but wants to remain a custodian/curator, then having those rights as well ensures that they won't be accidentally removed. This exact scenario just happened on another wiki where I am a bureaucrat. It can't hurt to have the redundant ones, if you ask me. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 00:02, 31 May 2026 (UTC) ::[[Special:ListUsers/bureaucrat|Currently]], all the 'crats have custodian; Koavf additionally has curator, which none of the other 'crat accounts have. PieWriter, MathXplore, and Koavf are the only custodians to also have curator. [https://en.wikiversity.org/wiki/Special:ListUsers?username=&group=sysop&wpsubmit=&wpFormIdentifier=mw-listusers-form&limit=50] I propose that we should either a) add curator to all 'crats and custodians or b) remove the redundant bit from all accounts. I don't have a preference, I'm just advocating for consistency and clarity. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 00:49, 31 May 2026 (UTC) ::: I lean more on removing the curator bit from all custodians and bureaucrats, as custodians themselves have most, if not all curator user rights, followed by some additional user rights. I planned to remove the curator bit from custodians and to leave a note here about my action(s) for review, until I saw this message. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 00:54, 31 May 2026 (UTC) :::: I'm inclined to follow the [[w:Principle of least privilege]] and remove redundant bits. A custodian or 'crat doesn't need curator. Granting these bits later should be no big deal. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 01:13, 31 May 2026 (UTC) : Agree with principles of simplicity and consistency. Plus that agreed practice should be documented. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 03:18, 31 May 2026 (UTC) {{ping|Atcovi|PieWriter|MathXplore|Koavf}} Pinging contributors who may have an interest in discussion. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 01:59, 31 May 2026 (UTC) :I'm okay with whatever. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 02:19, 31 May 2026 (UTC) : Removing the curator is OK. [[User:MathXplore|MathXplore]] ([[User talk:MathXplore|discuss]] • [[Special:Contributions/MathXplore|contribs]]) 02:33, 31 May 2026 (UTC) :Seems fine to me [[User:PieWriter|PieWriter]] ([[User talk:PieWriter|discuss]] • [[Special:Contributions/PieWriter|contribs]]) 02:37, 31 May 2026 (UTC) : {{done}} for all three above. Atcovi already removed his own curator rights as it was redundant to custodian rights. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 14:59, 31 May 2026 (UTC) == Deleting subpages == What script do you suggest for deleting a large number of subpages? I found: * [[Wikipedia:User:Splarka/ajaxbatchdelete.js]] * [[Wikisource:User:George Orwell III/ajaxbatchdelete.js]] -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:31, 5 June 2026 (UTC) :I use MassDelete. You can find a copy at [[User:Koavf/common.js]] and enable it at [[Special:MassDelete]] once you have added it to your JS page(s). ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 12:00, 5 June 2026 (UTC) : I use MassDelete by DreamRimmer, see [[m:User:DreamRimmer/MassDelete.js]]. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:14, 5 June 2026 (UTC) :As far as I dont know MassDelete, I would try to do it with [[special:nuke]]. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 16:57, 8 June 2026 (UTC) ::Nuke expires, so if a page was created more than <var>x</var> days ago, then Nuke won't catch it. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:15, 8 June 2026 (UTC) == Guy vandegrift rights change == {{Ping|Maintenance script}} I'm curious about this [https://en.wikiversity.org/w/index.php?title=Special:Log&logid=3555817 rights change for Guy vandegrift] which removed Bureaucrat status. Guy hasn't edited for 6 months, but I thought the [[meta:Admin activity review|Wikimedia inactivity policy was for 2 years]]. Plus, I don't think see any communication with [[User:Guy vandegrift|Guy vandegrift]] prior to the rights change. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 00:59, 12 June 2026 (UTC) : It's not a user, it's actually a maintenance script. Guy vandegrift's bureaucrat permission was removed presumably because they did not enable 2FA. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 02:06, 12 June 2026 (UTC) 2z33r5lhndghgi10p5g5afvi6tkni1q 2815314 2815307 2026-06-12T02:21:17Z Jtneill 10242 /* Guy vandegrift rights change */ reply: OK, yes, thankyou, that makes sense. (-) ([[mw:c:Special:MyLanguage/User:JWBTH/CD|CD]]) 2815314 wikitext text/x-wiki {{/Header}} == 2FA requirement for bureaucrats == Per [[Special:ListGroupRights#bureaucrat]] and per [[phab:T423120|T423120]], you'll notice that two-factor authentication is required to use bureaucrat permissions (and will soon be enforced). Our existing bureaucrats should take a moment to verify and utilize two-factor authentication. Thank you. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:31, 27 May 2026 (UTC) : Thanks for the reminder. Bureaucrats should have received emails. I switched it on recently. Relatively painless and hasn't disrupted workflow, so seems to be well implemented. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 02:13, 28 May 2026 (UTC) ::Yes, I turned this on. I would highly recommend that anyone with rights (custodians, curators, etc.) enable this. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 19:42, 30 May 2026 (UTC) == Redundant user rights == I recently changed the user rights for community approved custodians and bureaucrats per consensus. I just realized that I removed curator for Atcovi when adding 'crat thinking that curator was redundant. I then realized that I haven't been consistent about removing old bits. I don't have a strong opinion on this. Just asking. Should curator rights be removed when adding custodian or 'crat? I've never been a curator and don't currently have that bit set. Some accounts still have curator with other rights and others (like mine) don't. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 00:00, 31 May 2026 (UTC) :If someone steps down as bureaucrat but wants to remain a custodian/curator, then having those rights as well ensures that they won't be accidentally removed. This exact scenario just happened on another wiki where I am a bureaucrat. It can't hurt to have the redundant ones, if you ask me. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 00:02, 31 May 2026 (UTC) ::[[Special:ListUsers/bureaucrat|Currently]], all the 'crats have custodian; Koavf additionally has curator, which none of the other 'crat accounts have. PieWriter, MathXplore, and Koavf are the only custodians to also have curator. [https://en.wikiversity.org/wiki/Special:ListUsers?username=&group=sysop&wpsubmit=&wpFormIdentifier=mw-listusers-form&limit=50] I propose that we should either a) add curator to all 'crats and custodians or b) remove the redundant bit from all accounts. I don't have a preference, I'm just advocating for consistency and clarity. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 00:49, 31 May 2026 (UTC) ::: I lean more on removing the curator bit from all custodians and bureaucrats, as custodians themselves have most, if not all curator user rights, followed by some additional user rights. I planned to remove the curator bit from custodians and to leave a note here about my action(s) for review, until I saw this message. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 00:54, 31 May 2026 (UTC) :::: I'm inclined to follow the [[w:Principle of least privilege]] and remove redundant bits. A custodian or 'crat doesn't need curator. Granting these bits later should be no big deal. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 01:13, 31 May 2026 (UTC) : Agree with principles of simplicity and consistency. Plus that agreed practice should be documented. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 03:18, 31 May 2026 (UTC) {{ping|Atcovi|PieWriter|MathXplore|Koavf}} Pinging contributors who may have an interest in discussion. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 01:59, 31 May 2026 (UTC) :I'm okay with whatever. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 02:19, 31 May 2026 (UTC) : Removing the curator is OK. [[User:MathXplore|MathXplore]] ([[User talk:MathXplore|discuss]] • [[Special:Contributions/MathXplore|contribs]]) 02:33, 31 May 2026 (UTC) :Seems fine to me [[User:PieWriter|PieWriter]] ([[User talk:PieWriter|discuss]] • [[Special:Contributions/PieWriter|contribs]]) 02:37, 31 May 2026 (UTC) : {{done}} for all three above. Atcovi already removed his own curator rights as it was redundant to custodian rights. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 14:59, 31 May 2026 (UTC) == Deleting subpages == What script do you suggest for deleting a large number of subpages? I found: * [[Wikipedia:User:Splarka/ajaxbatchdelete.js]] * [[Wikisource:User:George Orwell III/ajaxbatchdelete.js]] -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:31, 5 June 2026 (UTC) :I use MassDelete. You can find a copy at [[User:Koavf/common.js]] and enable it at [[Special:MassDelete]] once you have added it to your JS page(s). ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 12:00, 5 June 2026 (UTC) : I use MassDelete by DreamRimmer, see [[m:User:DreamRimmer/MassDelete.js]]. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:14, 5 June 2026 (UTC) :As far as I dont know MassDelete, I would try to do it with [[special:nuke]]. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 16:57, 8 June 2026 (UTC) ::Nuke expires, so if a page was created more than <var>x</var> days ago, then Nuke won't catch it. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:15, 8 June 2026 (UTC) == Guy vandegrift rights change == {{Ping|Maintenance script}} I'm curious about this [https://en.wikiversity.org/w/index.php?title=Special:Log&logid=3555817 rights change for Guy vandegrift] which removed Bureaucrat status. Guy hasn't edited for 6 months, but I thought the [[meta:Admin activity review|Wikimedia inactivity policy was for 2 years]]. Plus, I don't think see any communication with [[User:Guy vandegrift|Guy vandegrift]] prior to the rights change. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 00:59, 12 June 2026 (UTC) : It's not a user, it's actually a maintenance script. Guy vandegrift's bureaucrat permission was removed presumably because they did not enable 2FA. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 02:06, 12 June 2026 (UTC) : OK, yes, thankyou, that makes sense. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 02:21, 12 June 2026 (UTC) c5jdyv6buo7pmj6bt5l893lkyfrz4x8 2815315 2815314 2026-06-12T02:21:34Z Jtneill 10242 /* Guy vandegrift rights change */ 2815315 wikitext text/x-wiki {{/Header}} == 2FA requirement for bureaucrats == Per [[Special:ListGroupRights#bureaucrat]] and per [[phab:T423120|T423120]], you'll notice that two-factor authentication is required to use bureaucrat permissions (and will soon be enforced). Our existing bureaucrats should take a moment to verify and utilize two-factor authentication. Thank you. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:31, 27 May 2026 (UTC) : Thanks for the reminder. Bureaucrats should have received emails. I switched it on recently. Relatively painless and hasn't disrupted workflow, so seems to be well implemented. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 02:13, 28 May 2026 (UTC) ::Yes, I turned this on. I would highly recommend that anyone with rights (custodians, curators, etc.) enable this. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 19:42, 30 May 2026 (UTC) == Redundant user rights == I recently changed the user rights for community approved custodians and bureaucrats per consensus. I just realized that I removed curator for Atcovi when adding 'crat thinking that curator was redundant. I then realized that I haven't been consistent about removing old bits. I don't have a strong opinion on this. Just asking. Should curator rights be removed when adding custodian or 'crat? I've never been a curator and don't currently have that bit set. Some accounts still have curator with other rights and others (like mine) don't. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 00:00, 31 May 2026 (UTC) :If someone steps down as bureaucrat but wants to remain a custodian/curator, then having those rights as well ensures that they won't be accidentally removed. This exact scenario just happened on another wiki where I am a bureaucrat. It can't hurt to have the redundant ones, if you ask me. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 00:02, 31 May 2026 (UTC) ::[[Special:ListUsers/bureaucrat|Currently]], all the 'crats have custodian; Koavf additionally has curator, which none of the other 'crat accounts have. PieWriter, MathXplore, and Koavf are the only custodians to also have curator. [https://en.wikiversity.org/wiki/Special:ListUsers?username=&group=sysop&wpsubmit=&wpFormIdentifier=mw-listusers-form&limit=50] I propose that we should either a) add curator to all 'crats and custodians or b) remove the redundant bit from all accounts. I don't have a preference, I'm just advocating for consistency and clarity. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 00:49, 31 May 2026 (UTC) ::: I lean more on removing the curator bit from all custodians and bureaucrats, as custodians themselves have most, if not all curator user rights, followed by some additional user rights. I planned to remove the curator bit from custodians and to leave a note here about my action(s) for review, until I saw this message. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 00:54, 31 May 2026 (UTC) :::: I'm inclined to follow the [[w:Principle of least privilege]] and remove redundant bits. A custodian or 'crat doesn't need curator. Granting these bits later should be no big deal. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 01:13, 31 May 2026 (UTC) : Agree with principles of simplicity and consistency. Plus that agreed practice should be documented. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 03:18, 31 May 2026 (UTC) {{ping|Atcovi|PieWriter|MathXplore|Koavf}} Pinging contributors who may have an interest in discussion. --[[User:Mu301|mikeu]] <sup>[[User talk:Mu301|talk]]</sup> 01:59, 31 May 2026 (UTC) :I'm okay with whatever. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 02:19, 31 May 2026 (UTC) : Removing the curator is OK. [[User:MathXplore|MathXplore]] ([[User talk:MathXplore|discuss]] • [[Special:Contributions/MathXplore|contribs]]) 02:33, 31 May 2026 (UTC) :Seems fine to me [[User:PieWriter|PieWriter]] ([[User talk:PieWriter|discuss]] • [[Special:Contributions/PieWriter|contribs]]) 02:37, 31 May 2026 (UTC) : {{done}} for all three above. Atcovi already removed his own curator rights as it was redundant to custodian rights. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 14:59, 31 May 2026 (UTC) == Deleting subpages == What script do you suggest for deleting a large number of subpages? I found: * [[Wikipedia:User:Splarka/ajaxbatchdelete.js]] * [[Wikisource:User:George Orwell III/ajaxbatchdelete.js]] -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 11:31, 5 June 2026 (UTC) :I use MassDelete. You can find a copy at [[User:Koavf/common.js]] and enable it at [[Special:MassDelete]] once you have added it to your JS page(s). ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 12:00, 5 June 2026 (UTC) : I use MassDelete by DreamRimmer, see [[m:User:DreamRimmer/MassDelete.js]]. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:14, 5 June 2026 (UTC) :As far as I dont know MassDelete, I would try to do it with [[special:nuke]]. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 16:57, 8 June 2026 (UTC) ::Nuke expires, so if a page was created more than <var>x</var> days ago, then Nuke won't catch it. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:15, 8 June 2026 (UTC) == Guy vandegrift rights change == {{Ping|Maintenance script}} I'm curious about this [https://en.wikiversity.org/w/index.php?title=Special:Log&logid=3555817 rights change for Guy vandegrift] which removed Bureaucrat status. Guy hasn't edited for 6 months, but I thought the [[meta:Admin activity review|Wikimedia inactivity policy was for 2 years]]. Plus, I don't think see any communication with [[User:Guy vandegrift|Guy vandegrift]] prior to the rights change. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 00:59, 12 June 2026 (UTC) : It's not a user, it's actually a maintenance script. Guy vandegrift's bureaucrat permission was removed presumably because they did not enable 2FA. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 02:06, 12 June 2026 (UTC) :: OK, yes, thankyou, that makes sense. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 02:21, 12 June 2026 (UTC) 7q0mvgsfk5als1ik0q5knnqpvqj26sv Graphic Design 0 6234 2815264 2795470 2026-06-11T19:49:15Z RiadS99 1319448 2815264 wikitext text/x-wiki {{RightTOC}} '''Graphic design''' is the art, profession, and academic discipline of projecting visual communications intended to transmit specific messages to social groups, with specific objectives. It is an interdisciplinary branch of design and fine arts. == Resources == * [[/2D Design/]] * [[/Elements of Design/]] * [[/Design Process/]] * [[/Using a Grid/]] * [[/Logo Design/]] * [[/Glossary/]] * Pixar design * Sketching == Software == * Poster design * Book design * Brochure design * Illustration * Typography * Web design == See Also == * [[Typography]] * [[Web design]] * [[User:Friedebarth/Adobe CS4 Design&Image Manipulation Course|Adobe CS4 Design&Image Manipulation]] ===Wikipedia=== * [[Wikipedia: Graphic design]] * [[Wikipedia: Graphic designer]] * [[Wikipedia: Graphic design occupations]] * [[Wikipedia: Motion graphic design]] * [[Wikipedia: Environmental graphic design]] * [[Wikipedia: World graphic design day]] * [[Wikipedia: Sustainable graphic design]] * [[Wikipedia: User interface design]] ===Wikibooks=== * [[Wikibooks: Graphic Design]] [[Category:Graphic design| ]] [[Category:Media Technology]] q0vr9ut0gs0yy2jd2zgv0xuxqy6j558 2815265 2815264 2026-06-11T19:49:33Z RiadS99 1319448 2815265 wikitext text/x-wiki {{RightTOC}} '''Graphic design''' is the art, profession, and academic discipline of projecting visual communications intended to transmit specific messages to social groups, with specific objectives. It is an interdisciplinary branch of design and fine arts. Its practice involves creativity, innovation, and lateral thinking using manual or digital tools, where the designer combines typography, visual arts, and page layout techniques to produce final artifacts. == Resources == * [[/2D Design/]] * [[/Elements of Design/]] * [[/Design Process/]] * [[/Using a Grid/]] * [[/Logo Design/]] * [[/Glossary/]] * Pixar design * Sketching == Software == * Poster design * Book design * Brochure design * Illustration * Typography * Web design == See Also == * [[Typography]] * [[Web design]] * [[User:Friedebarth/Adobe CS4 Design&Image Manipulation Course|Adobe CS4 Design&Image Manipulation]] ===Wikipedia=== * [[Wikipedia: Graphic design]] * [[Wikipedia: Graphic designer]] * [[Wikipedia: Graphic design occupations]] * [[Wikipedia: Motion graphic design]] * [[Wikipedia: Environmental graphic design]] * [[Wikipedia: World graphic design day]] * [[Wikipedia: Sustainable graphic design]] * [[Wikipedia: User interface design]] ===Wikibooks=== * [[Wikibooks: Graphic Design]] [[Category:Graphic design| ]] [[Category:Media Technology]] 114uvpvp03utqmpupz1zw3stuc51lxt 2815266 2815265 2026-06-11T19:49:38Z RiadS99 1319448 2815266 wikitext text/x-wiki {{RightTOC}} '''Graphic design''' is the art, profession, and academic discipline of projecting visual communications intended to transmit specific messages to social groups, with specific objectives. It is an interdisciplinary branch of design and fine arts. Its practice involves creativity, innovation, and lateral thinking using manual or digital tools, where the designer combines typography, visual arts, and page layout techniques to produce final artifacts. == Resources == * [[/2D Design/]] * [[/Elements of Design/]] * [[/Design Process/]] * [[/Using a Grid/]] * [[/Logo Design/]] * [[/Glossary/]] * Pixar design * Sketching == Software == * Poster design * Book design * Brochure design * Illustration * Typography * Web design == See Also == * [[Typography]] * [[Web design]] * [[User:Friedebarth/Adobe CS4 Design&Image Manipulation Course|Adobe CS4 Design&Image Manipulation]] ===Wikipedia=== * [[Wikipedia: Graphic design]] * [[Wikipedia: Graphic designer]] * [[Wikipedia: Graphic design occupations]] * [[Wikipedia: Motion graphic design]] * [[Wikipedia: Environmental graphic design]] * [[Wikipedia: World graphic design day]] * [[Wikipedia: Sustainable graphic design]] * [[Wikipedia: User interface design]] ===Wikibooks=== * [[Wikibooks: Graphic Design]] [[Category:Graphic design| ]] [[Category:Media Technology]] ntiuz81nw6d3917fkrbisj8vt6gjc1f 2815267 2815266 2026-06-11T19:49:44Z RiadS99 1319448 2815267 wikitext text/x-wiki {{RightTOC}} '''Graphic design''' is the art, profession, and academic discipline of projecting visual communications intended to transmit specific messages to social groups, with specific objectives. It is an interdisciplinary branch of design and fine arts. Its practice involves creativity, innovation, and lateral thinking using manual or digital tools, where the designer combines typography, visual arts, and page layout techniques to produce final artifacts. Common uses include identity (logos, branding), publications (magazines, books, reports), print advertisements, packaging, signage, and digital interfaces (websites, apps, motion graphics). == Resources == * [[/2D Design/]] * [[/Elements of Design/]] * [[/Design Process/]] * [[/Using a Grid/]] * [[/Logo Design/]] * [[/Glossary/]] * Pixar design * Sketching == Software == * Poster design * Book design * Brochure design * Illustration * Typography * Web design == See Also == * [[Typography]] * [[Web design]] * [[User:Friedebarth/Adobe CS4 Design&Image Manipulation Course|Adobe CS4 Design&Image Manipulation]] ===Wikipedia=== * [[Wikipedia: Graphic design]] * [[Wikipedia: Graphic designer]] * [[Wikipedia: Graphic design occupations]] * [[Wikipedia: Motion graphic design]] * [[Wikipedia: Environmental graphic design]] * [[Wikipedia: World graphic design day]] * [[Wikipedia: Sustainable graphic design]] * [[Wikipedia: User interface design]] ===Wikibooks=== * [[Wikibooks: Graphic Design]] [[Category:Graphic design| ]] [[Category:Media Technology]] os4pq9f9xu1tfzph0jot5iolij0949f 2815268 2815267 2026-06-11T19:49:48Z RiadS99 1319448 2815268 wikitext text/x-wiki {{RightTOC}} '''Graphic design''' is the art, profession, and academic discipline of projecting visual communications intended to transmit specific messages to social groups, with specific objectives. It is an interdisciplinary branch of design and fine arts. Its practice involves creativity, innovation, and lateral thinking using manual or digital tools, where the designer combines typography, visual arts, and page layout techniques to produce final artifacts. Common uses include identity (logos, branding), publications (magazines, books, reports), print advertisements, packaging, signage, and digital interfaces (websites, apps, motion graphics). == Resources == * [[/2D Design/]] * [[/Elements of Design/]] * [[/Design Process/]] * [[/Using a Grid/]] * [[/Logo Design/]] * [[/Glossary/]] * Pixar design * Sketching == Software == * Poster design * Book design * Brochure design * Illustration * Typography * Web design == See Also == * [[Typography]] * [[Web design]] * [[User:Friedebarth/Adobe CS4 Design&Image Manipulation Course|Adobe CS4 Design&Image Manipulation]] ===Wikipedia=== * [[Wikipedia: Graphic design]] * [[Wikipedia: Graphic designer]] * [[Wikipedia: Graphic design occupations]] * [[Wikipedia: Motion graphic design]] * [[Wikipedia: Environmental graphic design]] * [[Wikipedia: World graphic design day]] * [[Wikipedia: Sustainable graphic design]] * [[Wikipedia: User interface design]] ===Wikibooks=== * [[Wikibooks: Graphic Design]] [[Category:Graphic design| ]] [[Category:Media Technology]] eamueeshr8xgim0bi0qp05bqedgqmde 2815269 2815268 2026-06-11T19:49:53Z RiadS99 1319448 2815269 wikitext text/x-wiki {{RightTOC}} '''Graphic design''' is the art, profession, and academic discipline of projecting visual communications intended to transmit specific messages to social groups, with specific objectives. It is an interdisciplinary branch of design and fine arts. Its practice involves creativity, innovation, and lateral thinking using manual or digital tools, where the designer combines typography, visual arts, and page layout techniques to produce final artifacts. Common uses include identity (logos, branding), publications (magazines, books, reports), print advertisements, packaging, signage, and digital interfaces (websites, apps, motion graphics). == Resources == * [[/2D Design/]] * [[/Elements of Design/]] * [[/Design Process/]] * [[/Using a Grid/]] * [[/Logo Design/]] * [[/Glossary/]] * Pixar design * Sketching == Software == * Poster design * Book design * Brochure design * Illustration * Typography * Web design == See Also == * [[Typography]] * [[Web design]] * [[User:Friedebarth/Adobe CS4 Design&Image Manipulation Course|Adobe CS4 Design&Image Manipulation]] ===Wikipedia=== * [[Wikipedia: Graphic design]] * [[Wikipedia: Graphic designer]] * [[Wikipedia: Graphic design occupations]] * [[Wikipedia: Motion graphic design]] * [[Wikipedia: Environmental graphic design]] * [[Wikipedia: World graphic design day]] * [[Wikipedia: Sustainable graphic design]] * [[Wikipedia: User interface design]] ===Wikibooks=== * [[Wikibooks: Graphic Design]] [[Category:Graphic design| ]] [[Category:Media Technology]] 8amzpi694pejfwsgy7xu87ek1fc0fsq 2815270 2815269 2026-06-11T19:50:32Z RiadS99 1319448 2815270 wikitext text/x-wiki {{RightTOC}} '''Graphic design''' is the art, profession, and academic discipline of projecting visual communications intended to transmit specific messages to social groups, with specific objectives. It is an interdisciplinary branch of design and fine arts. Its practice involves creativity, innovation, and lateral thinking using manual or digital tools, where the designer combines typography, visual arts, and page layout techniques to produce final artifacts. Common uses include identity (logos, branding), publications (magazines, books, reports), print advertisements, packaging, signage, and digital interfaces (websites, apps, motion graphics). The term ''graphic design'' emerged in the early 20th century. While graphic forms of communication (cave paintings, illuminated manuscripts, heraldry) have existed for millennia, the professional distinction arose with the industrial and commercial expansions that demanded mass visual communication. == Resources == * [[/2D Design/]] * [[/Elements of Design/]] * [[/Design Process/]] * [[/Using a Grid/]] * [[/Logo Design/]] * [[/Glossary/]] * Pixar design * Sketching == Software == * Poster design * Book design * Brochure design * Illustration * Typography * Web design == See Also == * [[Typography]] * [[Web design]] * [[User:Friedebarth/Adobe CS4 Design&Image Manipulation Course|Adobe CS4 Design&Image Manipulation]] ===Wikipedia=== * [[Wikipedia: Graphic design]] * [[Wikipedia: Graphic designer]] * [[Wikipedia: Graphic design occupations]] * [[Wikipedia: Motion graphic design]] * [[Wikipedia: Environmental graphic design]] * [[Wikipedia: World graphic design day]] * [[Wikipedia: Sustainable graphic design]] * [[Wikipedia: User interface design]] ===Wikibooks=== * [[Wikibooks: Graphic Design]] [[Category:Graphic design| ]] [[Category:Media Technology]] nfngxj3jqdjnk4rb40qw0t6peokzalx 2815271 2815270 2026-06-11T19:50:40Z RiadS99 1319448 2815271 wikitext text/x-wiki {{RightTOC}} '''Graphic design''' is the art, profession, and academic discipline of projecting visual communications intended to transmit specific messages to social groups, with specific objectives. It is an interdisciplinary branch of design and fine arts. Its practice involves creativity, innovation, and lateral thinking using manual or digital tools, where the designer combines typography, visual arts, and page layout techniques to produce final artifacts. Common uses include identity (logos, branding), publications (magazines, books, reports), print advertisements, packaging, signage, and digital interfaces (websites, apps, motion graphics). The term ''graphic design'' emerged in the early 20th century. While graphic forms of communication (cave paintings, illuminated manuscripts, heraldry) have existed for millennia, the professional distinction arose with the industrial and commercial expansions that demanded mass visual communication. The American book and type designer William Addison Dwiggins is widely credited with first using the term “graphic design” in 1922 to describe his diverse work in structural and visual planning for print. Prior to this, roles now considered graphic design were described as ''commercial art'', ''decorative art'', or ''printing crafts''. == Resources == * [[/2D Design/]] * [[/Elements of Design/]] * [[/Design Process/]] * [[/Using a Grid/]] * [[/Logo Design/]] * [[/Glossary/]] * Pixar design * Sketching == Software == * Poster design * Book design * Brochure design * Illustration * Typography * Web design == See Also == * [[Typography]] * [[Web design]] * [[User:Friedebarth/Adobe CS4 Design&Image Manipulation Course|Adobe CS4 Design&Image Manipulation]] ===Wikipedia=== * [[Wikipedia: Graphic design]] * [[Wikipedia: Graphic designer]] * [[Wikipedia: Graphic design occupations]] * [[Wikipedia: Motion graphic design]] * [[Wikipedia: Environmental graphic design]] * [[Wikipedia: World graphic design day]] * [[Wikipedia: Sustainable graphic design]] * [[Wikipedia: User interface design]] ===Wikibooks=== * [[Wikibooks: Graphic Design]] [[Category:Graphic design| ]] [[Category:Media Technology]] 97g1zwjkeavfqwbch5sx51l8vm2iq6c 2815272 2815271 2026-06-11T19:50:45Z RiadS99 1319448 2815272 wikitext text/x-wiki {{RightTOC}} '''Graphic design''' is the art, profession, and academic discipline of projecting visual communications intended to transmit specific messages to social groups, with specific objectives. It is an interdisciplinary branch of design and fine arts. Its practice involves creativity, innovation, and lateral thinking using manual or digital tools, where the designer combines typography, visual arts, and page layout techniques to produce final artifacts. Common uses include identity (logos, branding), publications (magazines, books, reports), print advertisements, packaging, signage, and digital interfaces (websites, apps, motion graphics). The term ''graphic design'' emerged in the early 20th century. While graphic forms of communication (cave paintings, illuminated manuscripts, heraldry) have existed for millennia, the professional distinction arose with the industrial and commercial expansions that demanded mass visual communication. The American book and type designer William Addison Dwiggins is widely credited with first using the term “graphic design” in 1922 to describe his diverse work in structural and visual planning for print. Prior to this, roles now considered graphic design were described as ''commercial art'', ''decorative art'', or ''printing crafts''. == Resources == * [[/2D Design/]] * [[/Elements of Design/]] * [[/Design Process/]] * [[/Using a Grid/]] * [[/Logo Design/]] * [[/Glossary/]] * Pixar design * Sketching == Software == * Poster design * Book design * Brochure design * Illustration * Typography * Web design == See Also == * [[Typography]] * [[Web design]] * [[User:Friedebarth/Adobe CS4 Design&Image Manipulation Course|Adobe CS4 Design&Image Manipulation]] ===Wikipedia=== * [[Wikipedia: Graphic design]] * [[Wikipedia: Graphic designer]] * [[Wikipedia: Graphic design occupations]] * [[Wikipedia: Motion graphic design]] * [[Wikipedia: Environmental graphic design]] * [[Wikipedia: World graphic design day]] * [[Wikipedia: Sustainable graphic design]] * [[Wikipedia: User interface design]] ===Wikibooks=== * [[Wikibooks: Graphic Design]] [[Category:Graphic design| ]] [[Category:Media Technology]] d1pczsffwbkm2nw0hkj9yfiwlqc5x4r 2815273 2815272 2026-06-11T19:51:02Z RiadS99 1319448 2815273 wikitext text/x-wiki {{RightTOC}} '''Graphic design''' is the art, profession, and academic discipline of projecting visual communications intended to transmit specific messages to social groups, with specific objectives. It is an interdisciplinary branch of design and fine arts. Its practice involves creativity, innovation, and lateral thinking using manual or digital tools, where the designer combines typography, visual arts, and page layout techniques to produce final artifacts. Common uses include identity (logos, branding), publications (magazines, books, reports), print advertisements, packaging, signage, and digital interfaces (websites, apps, motion graphics). The term ''graphic design'' emerged in the early 20th century. While graphic forms of communication (cave paintings, illuminated manuscripts, heraldry) have existed for millennia, the professional distinction arose with the industrial and commercial expansions that demanded mass visual communication. The American book and type designer William Addison Dwiggins is widely credited with first using the term “graphic design” in 1922 to describe his diverse work in structural and visual planning for print. Prior to this, roles now considered graphic design were described as ''commercial art'', ''decorative art'', or ''printing crafts''. == Resources == * [[/2D Design/]] * [[/Elements of Design/]] * [[/Design Process/]] * [[/Using a Grid/]] * [[/Logo Design/]] * [[/Glossary/]] * Pixar design * Sketching == Software == * Poster design * Book design * Brochure design * Illustration * Typography * Web design == See Also == * [[Typography]] * [[Web design]] * [[User:Friedebarth/Adobe CS4 Design&Image Manipulation Course|Adobe CS4 Design&Image Manipulation]] ===Wikipedia=== * [[Wikipedia: Graphic design]] * [[Wikipedia: Graphic designer]] * [[Wikipedia: Graphic design occupations]] * [[Wikipedia: Motion graphic design]] * [[Wikipedia: Environmental graphic design]] * [[Wikipedia: World graphic design day]] * [[Wikipedia: Sustainable graphic design]] * [[Wikipedia: User interface design]] ===Wikibooks=== * [[Wikibooks: Graphic Design]] [[Category:Graphic design| ]] [[Category:Media Technology]] p0j5a818yc7hdpf3b7q9lxayshrvfh0 Educational Media Awareness Campaign 0 55801 2815351 2815240 2026-06-12T07:13:22Z Jtneill 10242 /* Background */ Copyedit and add opportunity to use AI for educational image creation 2815351 wikitext text/x-wiki {{Educational Media Awareness Campaign/Nav}} __NOTOC__ {{Robelbox | theme = 14 | title = Greetings Fellow Humans, | width = 100% | icon = Nuvola gaim.svg | iconwidth = 48px }} <div style="{{Robelbox/pad}}"> == Goals == The goal of the [[Educational Media Awareness Campaign]] is twofold: # To help educators effectively use the internet to find suitable media for learning resources. # To assist educators in integrating media correctly and legally, ensuring reusability and proper permission handling. This campaign is primarily targeted at the primary and secondary education sectors, but it is also beneficial for tertiary, informal, and other educational fields. == Background == One of the biggest challenges faced by creators of digital educational resources is the ''illegal use of images and graphic content''. Publishers—both digital and print—regularly receive submissions that must be rejected due to copyright violations. Image copyright infringement is especially common in schools. This situation is paradoxical. In recent years, the availability of well-documented, reusable, and redistributable media has increased significantly: * [[c:|Wikimedia Commons]] provides millions of legally reusable, well-categorized images. * [[w:Flickr|Flickr]] also offers a vast collection of reusable images, though less structured. In addition, although somewhat controversial, [[w:Artificial intelligence|artificial intelligence]] is increasingly effective in helping to develop free to use educational media. With such resources available, there is no need for illegal use of images. The [[Educational Media Awareness Campaign]] aims to solve this issue by: * Showcasing galleries of reusable images * Providing case studies on finding appropriate media * Listing trusted media repositories * Offering tutorials on licensing and documentation A key focus is introducing educators to the effective educational use of Wikimedia Commons. == A Multi-site Effort == The [[Educational Media Awareness Campaign]] is a subproject of Wikiversity Outreach. It collaborates with various educational and media platforms to expand its impact. == Galleries and Pictures of the Day == The campaign includes: * 100+ featured images * Coverage across 12 major school subjects * Carefully written captions with source links * Access to thousands of related images These images serve as entry points for educators. Additionally: * Images are organized into dynamic pages * They can be used as "Picture of the Day" on wikis * Separate rotating sections exist for each subject == Investigation and Analysis of Digital Educational Resources == With technological advancement, digital educational resources have become increasingly diverse. A survey of 82 undergraduate students revealed: * Students prefer digital resources for self-directed learning * Search engines are the most commonly used access method * Traditional computers are still the preferred device To maximize effectiveness, educational providers should: * Understand user behavior * Align resources with user needs * Optimize accessibility and usability == See also == * [https://outreach.wikimedia.org/wiki/Education/Archive/Main_page Outreach:Education] == References == <references /> </div> {{robelbox/close}} [[Category:EMAC]] dgfsuv7slekard3r28qbcskcuk0njid 2815354 2815351 2026-06-12T07:15:36Z Jtneill 10242 /* See also */ Update 2815354 wikitext text/x-wiki {{Educational Media Awareness Campaign/Nav}} __NOTOC__ {{Robelbox | theme = 14 | title = Greetings Fellow Humans, | width = 100% | icon = Nuvola gaim.svg | iconwidth = 48px }} <div style="{{Robelbox/pad}}"> == Goals == The goal of the [[Educational Media Awareness Campaign]] is twofold: # To help educators effectively use the internet to find suitable media for learning resources. # To assist educators in integrating media correctly and legally, ensuring reusability and proper permission handling. This campaign is primarily targeted at the primary and secondary education sectors, but it is also beneficial for tertiary, informal, and other educational fields. == Background == One of the biggest challenges faced by creators of digital educational resources is the ''illegal use of images and graphic content''. Publishers—both digital and print—regularly receive submissions that must be rejected due to copyright violations. Image copyright infringement is especially common in schools. This situation is paradoxical. In recent years, the availability of well-documented, reusable, and redistributable media has increased significantly: * [[c:|Wikimedia Commons]] provides millions of legally reusable, well-categorized images. * [[w:Flickr|Flickr]] also offers a vast collection of reusable images, though less structured. In addition, although somewhat controversial, [[w:Artificial intelligence|artificial intelligence]] is increasingly effective in helping to develop free to use educational media. With such resources available, there is no need for illegal use of images. The [[Educational Media Awareness Campaign]] aims to solve this issue by: * Showcasing galleries of reusable images * Providing case studies on finding appropriate media * Listing trusted media repositories * Offering tutorials on licensing and documentation A key focus is introducing educators to the effective educational use of Wikimedia Commons. == A Multi-site Effort == The [[Educational Media Awareness Campaign]] is a subproject of Wikiversity Outreach. It collaborates with various educational and media platforms to expand its impact. == Galleries and Pictures of the Day == The campaign includes: * 100+ featured images * Coverage across 12 major school subjects * Carefully written captions with source links * Access to thousands of related images These images serve as entry points for educators. Additionally: * Images are organized into dynamic pages * They can be used as "Picture of the Day" on wikis * Separate rotating sections exist for each subject == Investigation and Analysis of Digital Educational Resources == With technological advancement, digital educational resources have become increasingly diverse. A survey of 82 undergraduate students revealed: * Students prefer digital resources for self-directed learning * Search engines are the most commonly used access method * Traditional computers are still the preferred device To maximize effectiveness, educational providers should: * Understand user behavior * Align resources with user needs * Optimize accessibility and usability == See also == * [[meta:Education]] == References == <references /> </div> {{robelbox/close}} [[Category:EMAC]] 174cd3k4v4sn9k7pp8uqi8ewi2toq22 2815355 2815354 2026-06-12T07:16:13Z Jtneill 10242 Remove unused External links 2815355 wikitext text/x-wiki {{Educational Media Awareness Campaign/Nav}} __NOTOC__ {{Robelbox | theme = 14 | title = Greetings Fellow Humans, | width = 100% | icon = Nuvola gaim.svg | iconwidth = 48px }} <div style="{{Robelbox/pad}}"> == Goals == The goal of the [[Educational Media Awareness Campaign]] is twofold: # To help educators effectively use the internet to find suitable media for learning resources. # To assist educators in integrating media correctly and legally, ensuring reusability and proper permission handling. This campaign is primarily targeted at the primary and secondary education sectors, but it is also beneficial for tertiary, informal, and other educational fields. == Background == One of the biggest challenges faced by creators of digital educational resources is the ''illegal use of images and graphic content''. Publishers—both digital and print—regularly receive submissions that must be rejected due to copyright violations. Image copyright infringement is especially common in schools. This situation is paradoxical. In recent years, the availability of well-documented, reusable, and redistributable media has increased significantly: * [[c:|Wikimedia Commons]] provides millions of legally reusable, well-categorized images. * [[w:Flickr|Flickr]] also offers a vast collection of reusable images, though less structured. In addition, although somewhat controversial, [[w:Artificial intelligence|artificial intelligence]] is increasingly effective in helping to develop free to use educational media. With such resources available, there is no need for illegal use of images. The [[Educational Media Awareness Campaign]] aims to solve this issue by: * Showcasing galleries of reusable images * Providing case studies on finding appropriate media * Listing trusted media repositories * Offering tutorials on licensing and documentation A key focus is introducing educators to the effective educational use of Wikimedia Commons. == A Multi-site Effort == The [[Educational Media Awareness Campaign]] is a subproject of Wikiversity Outreach. It collaborates with various educational and media platforms to expand its impact. == Galleries and Pictures of the Day == The campaign includes: * 100+ featured images * Coverage across 12 major school subjects * Carefully written captions with source links * Access to thousands of related images These images serve as entry points for educators. Additionally: * Images are organized into dynamic pages * They can be used as "Picture of the Day" on wikis * Separate rotating sections exist for each subject == Investigation and Analysis of Digital Educational Resources == With technological advancement, digital educational resources have become increasingly diverse. A survey of 82 undergraduate students revealed: * Students prefer digital resources for self-directed learning * Search engines are the most commonly used access method * Traditional computers are still the preferred device To maximize effectiveness, educational providers should: * Understand user behavior * Align resources with user needs * Optimize accessibility and usability == See also == * [[meta:Education]] {{robelbox/close}} [[Category:EMAC]] ly62k2k1ef2hcmtjli409zz9zzlpdfx Educational Media Awareness Campaign/Physics/POTD 10 0 55826 2815254 1831497 2026-06-11T13:57:10Z Koavf 147 Telescope-schematic.svg 2815254 wikitext text/x-wiki {{Educational Media Awareness Campaign/POTD|The Telescope|Telescope-schematic.svg|Diagram of a Keplerian or astronomical telescope.|w1=40%|w2=60%|b1= 1. Objective lens <br>2. Eyepiece <br>3. Eye <br>4. Object (at a large distance)|b2= 5. Real image of the object at the focal plane of the objective lens - a film could be placed here for photographing the object <br>6. Virtual image of the object (as it appears to the eye) <br>7. Tube| [[:commons:Category:Telescopes|Images of telescopes]] - [[:commons:Category:Lenses|Images of lenses]]<br>[[:commons:Category:Mechanics|Mechanics images]] - [[:commons:Category:Electromagnetism|Electromagnetism images]] - [[:commons:Category:Optics|Optics images]] - [[:commons:Category:Atomic physics|Atomic physics images]] <br>[[:commons:Category:Physics|Images relating to physics in general]]|420px|}} f9uixj4vj79ulje658xnf2ksv9qvgdo User:Jtneill/Wikiversity 2 56061 2815334 2814826 2026-06-12T02:59:10Z Jtneill 10242 /* Categories */ Listing pages that intersect categories 2815334 wikitext text/x-wiki {{TOCright}} [[:Category:Wikiversitans|Wikiversitan]] since March, 2008 ''A loose, personal (i.e., somewhat idiosynchratic) organisation of Wikiversity-related how-tos and links.'' ==To sort== {|style="background:transparent;" |valign=top| * [http://tools.wikimedia.de/~magnus/commonshelper.php commonshelper] * [[User:Jtneill/Wikification|Wikification]] * [[w:Help:Interwiki_linking#Project_titles_and_shortcuts|Interwiki linking]] * [[Wikiversity:Activity bars]] * [[Wikiversity:Percent complete]] |valign=top| * [[Wikiversity:Import|import]] * [[Wikiversity:Maintenance]] * [[Wikiversity:Namespaces]] * [[Wikiversity:Naming conventions]] |valign=top| * [[Wikiversity:Participants]] * [[Wikiversity:Peer review]] * [[Wikiversity:Review board]] * [[Wikiversity:Searching]] * [[How to be a Wikimedia sysop]] |} ==Anchor== * [[Template:Anchor]], e.g., [[#test]] will go to <code><nowiki>{{anchor|test}}</nowiki></code> or <code><nowiki>{{anchor|anchor=test}}</nowiki></code> (should go to end of page) ==Archiving== * Example of autoarchiving: [[User talk:Terra]] ==Blogging== * [[Wikiversity Blog howto]] ==Boxes== [[User:Jtneill/Sandbox/Tables and boxes]] The simplest of boxes {| class="messagebox" |- | ABC XYZ |} <blockquote style="padding-left:1.0em; padding-right:1.0em; background-color:#eaf8f4;"> Its good that it works in practice, because it certainly doesn’t work in theory[https://blogs.ch.cam.ac.uk/pmr/2007/10/14/the-thing-about-wikipedia-is-that-it-only-works-in-practice-in-theory-it-can-never-work/] </blockquote> ==Categories== ===Listing pages that intersect categories=== <nowiki> <dynamicpagelist> category = Resources needing improved grammar category = Motivation and emotion/Book/2025 mode = bullet </dynamicpagelist> </nowiki> <dynamicpagelist> category = Resources needing improved grammar category = Motivation and emotion/Book/2025 mode = bullet </dynamicpagelist> ===Order/sort=== wikitext. Wikis with a consensus to do so can [[m:Special:MyLanguage/Requesting wiki configuration changes|request]] a configuration change to display them in alphabetical order. [https://phabricator.wikimedia.org/T373480] Using titleparts <nowiki>[[Category:{{#titleparts:{{PAGENAME}}|1}}]]</nowiki> ==[[/Centering/]]== {{User:Jtneill/Wikiversity/Centering}} ==Chat== * [[irc:wikiversity-en|#wikiversity-en]] ==Citations and referencing== * [[w:Help:Citation tools|Citation tools]] * [[:Category:Citation templates]] * [[mw:Help:Cite]] * [[Template:Citation]] * [[WV:REF]] * Example: Outward Bound Process Model<ref>Walsh, V., & Golins, G. L. (1976). ''[http://wilderdom.com/theory/OutwardBoundProcessModel.html The exploration of the Outward Bound process]''. Denver, CO: Colorado Outward Bound School.</ref> ;References {{reflist|1}} ==Collapse boxes== {{collapse top|Mary had a little lamb}} Mary had a little lamb, Little lamb, little lamb, Mary had a little lamb, Its fleece was white as snow And everywhere that Mary went, Mary went, Mary went, Everywhere that Mary went The lamb was sure to go It followed her to school one day School one day, school one day It followed her to school one day Which was against the rules. It made the children laugh and play, Laugh and play, laugh and play, It made the children laugh and play To see a lamb at school And so the teacher turned it out, Turned it out, turned it out, And so the teacher turned it out, But still it lingered near And waited patiently about, Patiently about, patiently about, And waited patiently about Till Mary did appear "Why does the lamb love Mary so?" Love Mary so? Love Mary so? "Why does the lamb love Mary so?" The eager children cry "Why, Mary loves the lamb, you know." Loves the lamb, you know, loves the lamb, you know "Why, Mary loves the lamb, you know." The teacher did reply {{collapse bottom}} ==Colour== * [[Wikiversity web page colors|Color tables]] | [[Wikiversity:Color names|Color names]] * e.g., Font: {{font|color=green|Green}}, Background: <span style="background:hotpink; color:white;">Pink</span> ==Columns== ===Column breaks=== {| |- | Works on all browsers (col-begin/break/end): {{col-begin}} {{col-break}} * Col1 {{col-break}} * Col2 {{col-break}} * Col3 {{col-end}} Works on all browsers (col/break/colend): {{col}} {{break}} * Col1 {{break}} * Col2 {{break}} * Col3 {{col/end}} |} ===Moz-column=== Easier to use, but doesn't work on all browsers: <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> * Ant * Bee * Buzzard * Cat * Dog * Egret * Elephant * Tiger * Whale * Worm </div> ==Conversions== ===HTML=== * [[w:Wikipedia:Tools/Editing_tools#From_HTML]] * [http://www.ebruni.it/en/software/os/i_love_wiki/index.mpl i love wiki] * {{tick}} [http://diberri.dyndns.org/wikipedia/html2wiki/index.html HTML::WikiConverter] * {{tick}} [http://openfacts2.berlios.de/html2wiki/index.php HTML::WikiConverter]] Add URL ==CSS== * [[MediaWiki:Common.css]] ==Custodianship== * [[Wikiversity:Custodianship]] ** [[Wikiversity:Candidates for Custodianship]] ** [[Wikiversity:Notices for custodians]] ** [[Wikiversity:Request custodian action]] ** [[:Category:Wikiversity custodians]] ==Diffs== Some ways of showing diffs: * [[Wikipedia:User:NguoiDungKhongDinhDanh/FormattedEditRequest|Proposed edits side by side]] (using script) * {{tl|Text diff}}: e.g., {{text diff|old text|new text}} {{Text diff|[[file:Question book-new.svg|50x40px|alt=icon]]|[[file:Question book-new.svg|50x40px|alt=icon|link=]]}} {| class="diff" ! Before ! After |- | class="diff-deletedline" | <div> The course page should list all enrolled students.<br> Student names should be updated weekly. </div> | class="diff-addedline" | <div> The course page should identify participating student editors.<br> Student editor names may be added as appropriate. </div> |} <syntaxhighlight lang="diff"> -The course page should list all enrolled students. +The course page should identify participating student editors. </syntaxhighlight> ==Edit page== Create an internal link to the edit source page using: [[Special:EditPage/{{FULLPAGENAME}}|Edit source]] <nowiki> {{edit page}} </nowiki> gives: {{edit page}} <nowiki> {{edit page box}} </nowiki> gives: {{edit page box}} ==Extensions== * [[Special:Version#Extensions]] * [[/CategoryTree|CategoryTree]] * [http://www.sandboxserver.org/wiki/index.php?title=Testing_Mediawiki_extensions Sandbox server - testing extensions] * [[User:Jtneill/WYSIWIG|WYSIWIG]] ==Font== <p>{{font|face="courier"|size=medium|courier size 3}}</p> <p>{{font|face="verdana"|size=large|verdana size 4}}</p> <p>{{font|face="arial"|size=x-large|arial size 5}}</p> <p>{{font|face="times new roman"|size=xx-large|times new roman size 6}}</p> <p><b>{{font|face="verdana"|size=xx-large|verdana bold size 6}}</b></p> <p>{{font|face="lucida calligraphy"|size=xx-large|lucida calligraphy size 7}}</p> ==Formatting== ===Justification=== <div style="text-align: justify"> This text is right justified (but it doesn't look like unless the paragraph is long enough to go over one line on the page, so this is intentionally a particularly and unnecessarily long sentence in order to demonstrate right justification using <nowiki><div style="text-align: justify">...</div></nowiki>).</div> ==Line height== {{center top}}<p style="line-height: 36px;"> <big><big><big><big>This uses a<br>line height of 36px</big></big></big></big></p> <pre><p style="line-height: 36px;">...</p></pre> {{center bottom}} ===Mouse-over=== * [[Help:Mouse-over]] * [[Template:H:title]] ==Getting started== * [[Wikiversity:Guided tour|Guided tour]] * [[Wikiversity:Introduction|Introduction]] (Wikiversity) * [[/Introduction|Introduction]] (Jtneill) * [[/Welcome|Welcome]] (Jtneill) * [[Introduction to Wiki]] - [[Wiki 101]] * [[How to use wiki technology as a free learner]] * [[:Image:Short.ogg|Wikiversity - short intro]] (10 sec. video) * [[:Image:Editing_tutorial-large.ogg|Wikiversity editing tutorial]] (2 min video) * [[Wikiversity:Community Portal]] * [[Wikiversity:Content development]] * [[Help:Edit summary]] * [[Making links]] ==Good design== * [[User:Jtneill/Good design]] ==Icons== * [[Help:Icons]] * [[User:McCormack/icons]] ==Images== ===[[Template:Gallery|Gallery]]=== {{Gallery |title=Gallery of images |footer=Uses this [[Template:Gallery|template]] |width=150 |lines=2 ||Comment |File:Wikiversity-logo-Snorky.svg|[[Help:Contents/Links|Links]] can be put in captions. |File:Wikiversity-logo-Snorky.svg|Full [[MediaWiki]]<br />[[syntax]] may be used… |File:Wikiversity-logo-Snorky.svg| }} <!-- Fixed image in bottom right which is linked --> <div id="template-navbar" style="position: fixed; left:1; right:0; bottom:0; padding:0; font-size:122%;">[[Image:Happy.png|right|50px|link=en:Happiness|Happiness]]</div> ===ImageMap=== * [[mw:Extension:ImageMap|Extension ImageMap]] e.g., {{center top}} <imagemap>File:Treasurchest.svg|center|80px default [[Special:Random/|Random Wikiversity mainspace page]] desc none</imagemap>Click the treasure box to go to a random [[Wikiversity]] page{{center bottom}} ;Explanation The ImageMap extension allows, among other things, an image to link directly to a page e.g., as an internal link: <imagemap> File:Treasurchest.svg|center|150px|alt=Alt text default [[Motivation and emotion/Book/2015|Motivation and emotion Book - 2015]] </imagemap> The syntax is: <pre style="overflow:auto"> <imagemap> File:Treasurchest.svg|center|150px|alt=Alt text default [[Motivation and emotion/Book/2015|Motivation and emotion Book - 2015]] </imagemap> </pre> or as an external link: <imagemap> File:Treasurchest.svg|center|150px|alt=Alt text default [https://www.psychologytoday.com/basics/motivation Motivation (Psychology Today)] </imagemap> The syntax is: <pre style="overflow:auto"> <imagemap> File:Treasurchest.svg|center|150px|alt=Alt text default [https://www.psychologytoday.com/basics/motivation Motivation (Psychology Today)] </imagemap> </pre> ==Integrations== I'm interested to explore possible connections between WV and: * [http://archive.org Archive.org] * [[w:Citizendium|Citizendium]] * [[w:Google Groups]] * [[Moodle]] * [[Open University]] * [http://openlearn.open.ac.uk/course/view.php?name=Cohere Cohere] * [[WikiMedia Sister Projects]], particularly: ** [[Wikibooks]] ** [[Wikipedia]] ** [[Simple Wikipedia]] ==Licensing== * My teaching materials are licensed under [[Wikiversity:License tags#Free licenses|creative commons attribution 2.5]] and hosted either on http://wilderdom.com or http://ucspace.canberra.edu.au. I am thinking I should be dual licensing, but am still coming to grips with trying to understand the licensing similarities, differences, and issues. * I plan to gradually transfer most of my teaching materials to the various [[w:WikiMedia Foundation|WikiMedia Foundation]] wiki projects, particularly wikiversity. [[m:Polls|Let's just hope Jimbo doesn't put adds on these sites]], otherwise I will be transferring the materials somewhere else (again). * [http://beta.wikiversity.org/wiki/Wikiversity:IRC_meeting:New_licence_for_Wikiversity_Beta New_licence_for_Wikiversity_Beta] * {{tl|db-copyvio}} * {{tl|hangon}} * [[:Category:Astronomy Images]] ==Links== * Plain links: e.g., <span class="plainlinks">[http://archive.org http://archive.org]</span>: <br><nowiki><span class="plainlinks"> ... </span></nowiki> * [[mw:Manual:Opening external links in a new window]] ==Long page warning== * [[MediaWiki:Longpagewarning]] ==[[Main page]]== * [[:Category:Main page templates]] * [[Main Page/Layout 0.5]] * <span class="plainlinks">[http://en.wikiversity.org/w/index.php?title=Wikiversity:Main_Page&oldid=209253 Main page]</span> (old) ==Map== <mapframe latitude="-28.420391" longitude="136.757813" zoom="2" width="200" height="109" align="right">{ "type": "FeatureCollection", "features": [ { "type": "Feature", "properties": {}, "geometry": { "type": "Point", "coordinates": [ 149.12419, -35.308275 ] } } ] }</mapframe> ==Namespaces== * [[Special:NamespaceInfo]] ==Navigation== {{nav|User:Jtneill}} * [[Template:nav]] ==Notes== Small e.g., {{attention}} <small>For calendar due dates, see unit outline.</small> Notice templates {{Notice|{{tl|Notice}}}} {{Note|{{tl|Note}}}} ==Notifications== * [[Help:Notifications]] ==Pages== * [[Special:AllPages]] * Number of pages in category: <nowiki>{{PAGESINCATEGORY:User:Jtneill}}</nowiki> * {{hitcounter}} - <nowiki>{{hitcounter}}</nowiki> ==Page size== * [[Motivation and emotion/Book/2025/Size]] ==[[Project:Participants|Participants]]== *[[Wikiversity:Support staff]] ===Users=== *{{Participant|CQ}} - see Person of the Hour script *{{Participant|Donek}} *{{Participant|Dan Polansky}} ==Pedagogy== * [[Learning by doing]] * [[Wikiversity:Project incubator]] ==Policy== * [[w:Wikipedia:Contributing_FAQ#Is_there_a_minimum_age_requirement_to_contribute_or_register.3F|Is there a minimum age requirement?]] {{Official policies}} {{Proposed policies}} ==Project boxes== * [[Help:Resource attribution]] ==Purge== To purge the cache for a given page, append this to the URL: ?action=purge [[mw:Manual:Purge]] ==Quotes== * [[Template:Quote]] * ==[[Quizzes]]== * [[Help:Quiz-Simple]] * [http://www.qedoc.org/en/index.php?title=User:Jtneill My Qedoc user page] ** [http://eduforge.org/forum/forum.php?forum_id=1138 Qedoc now exports quizzes to Wikiversity] ==Referencing== * [[meta:WMDE Technical Wishes/Sub-referencing]] ==Sandbox== * http://www.sandboxserver.org/ * [[Wikiversity:Sandbox Server]] * [[Topic:Sandbox Server 0.5]] * [http://scratchpad.wikia.com/wiki/Scratchpad_Wiki_Labs Scratchpad] * [[../Sandbox]] ==Searching== * [[Help:Google]] * [[Wikiversity:Colloquium/archives/April 2008#Google search|Google search]] - <nowiki>[[google:wikiversity]]</nowiki> [[google:wikiversity]] * Use a + instead of a space ==Search multiple categories== ;Dual category search including one category with subcategories Search for chapters which [[Template:Clarification templates|need clarification]]: <inputbox> type=search width=33 default=incategory:"Resources needing clarification" namespaces=Main** prefix=Motivation and emotion/Book searchbuttonlabel=Search book chapters bgcolor=transparent break=no </inputbox> ==Sitenotice== * [[MediaWiki:Sitenotice]] * [[MediaWiki:Sitenotice id]] ==Size== ===Big/small=== * Use <code><nowiki><big>...</big> - could be also <big><big>...</big></big> etc. and also <small>...</small></nowiki></code> ===CSS=== <div style="font-size: 200%">200% text</div><code><nowiki><div style="font-size: 200%">200% text</div></nowiki></code> <div style="font-size: 150%">150% text</div><code><nowiki><div style="font-size: 150%">150% text</div></nowiki></code> ==Special== * [[Special:SpecialPages]] * Abuse ** [[Special:AbuseFilter]] ** [[Special:AbuseLog]] * [[Special:AccountSecurity]] * [[Special:Allpages]] * [https://auth.wikimedia.org/enwikiversity/wiki/Special:CreateAccount Create account] * [[meta:Special:GlobalWatchlist]] * [[Special:ListGroupRights]] * [[Special:PermanentLink]] * [[Random]] - [[Special:Random]] - [[Wikiversity:Random]] * [[Special:ShortPages]] * [[Special:Version#Installed extensions]] ==Strategy== * [[Wikiversity:Publicity]] * [[Wikiversity:Vision]] * [[Wikiversity:Vision 2009]] ==Statistics== * [[Wikiversity:Statistics]] * [[Google Search and Wikiversity]] * [http://wikistics.falsikon.de/latest/wikiversity/en/ Monthly page hits for wikiversity.en] * [http://gtools.org/tool/wikipedia-edit-counter/?str=jtneill&project=en.wikiversity Jtneill edit count] * https://xtools.wmcloud.org/pageinfo/en.wikiversity.org/ * [[Special:Impact]] - [[w:Special:Impact]] ==Sub-pages== * [[Special:Prefixindex/User:Jtneill]] * Transclude: ** <code><nowiki>{{Special:Prefixindex/User:Jtneill}}</nowiki></code> ** <code><nowiki>{{Special:Prefixindex/{{NAMESPACE}}:{{PAGENAME}}}}</nowiki></code> ==Stubs== * [[:Category:Stub templates]] ==Structure== * [[Wikiversity:Browse/Concept]] ==Symbols== 🟨🟡⭐💛🟥⭕️❌🟦🔵🟩🟢✅ * [[User:VeronicaJeanAnderson]] ==System messages== * [[Special:AllMessages]] * [[#Sitenotice|Site notice]] ==Style== * [[MoS]] * [[MediaWiki:Common.css]] ==Tables== * [[Help:Table]] * [[User:Jtneill/Sandbox/Tables and boxes]] ==Tagging/notification== * <nowiki>@[[User:UserName|UserName]]</nowiki> * <nowiki>{{ping|UserName}}</nowiki> ==Templates== ===Page development=== * {{tl|welcome and expand}} - {{tl|we}} * {{tl|main welcome}} * {{tl|search}} * {{tl|draft}} * {{tl|underconstruction}} * {{tl|Learning project boilerplate}} * {{tl|info}} * {{tl|note}} * {{tl|notice}} * {{tl|Nutshell}} * <nowiki>{{notice|{{findsources}}}}</nowiki> ===Page navigation=== * [[Template:EasyNavBar]] * [[Template:Recovery psychology]] (example) * [[Workshop for Australian education policy]] (example) ===Sister projects=== * [[Template:Sisterprojectsearch]] * [[Template:Wikibooks]] * [[Template:Wikipedia]] * [[Template:Wikiversity]] ===User talk=== * {{tl|Welcomeip}} * {{tl|Welcome}} * {{tl|Talk header}} * [[:Category:User warning templates]] ===Administrative=== * [[Template:Category redirect]] * [[Template:Warning]] ==Theory== * [[Learning by engagement]] * [[User:JWSchmidt/Wiki Scholar]] ==Thoughts== * [[Red link]]s are doorways to the infinite library ([[w:The Library of Babel|Library of Babel]]) ==Tooltips== {{Tooltip|Tooltips allow additional text to be displayed when cursor hovers over|Pretty cool, eh?}} ==User== * [[w:Special:GlobalRenameRequest]] * [[Special:UserGroupRights]] * [[Special:UserRights]] * [[m:Steward requests/Permissions]] * [[meta:Help:Two-factor authentication]] ==Usability== * [[Wikiversity:Usability]] * http://usability.wikimedia.org - [http://usability.wikimedia.org/wiki/User:Jtneill Jtneill] ==Video== * .ogg files can be uploaded and embedded * See [[/Video]] for examples ==wikEd== * [[w:User_talk:Cacycle/wikEd]] ==Wiki2Reveal== * [[Wiki2Reveal]] (slides on the fly from MediaWiki page) ==x Test anchor== <!-- Test anchor - don't delete! --> {{anchor|test}} ==See also== * [[User:Jade Knight/Tools]] 2795j58vmiwtv0n08a8xbss34h8ufzf 2815335 2815334 2026-06-12T03:13:42Z Jtneill 10242 /* Listing pages that intersect categories */ 2815335 wikitext text/x-wiki {{TOCright}} [[:Category:Wikiversitans|Wikiversitan]] since March, 2008 ''A loose, personal (i.e., somewhat idiosynchratic) organisation of Wikiversity-related how-tos and links.'' ==To sort== {|style="background:transparent;" |valign=top| * [http://tools.wikimedia.de/~magnus/commonshelper.php commonshelper] * [[User:Jtneill/Wikification|Wikification]] * [[w:Help:Interwiki_linking#Project_titles_and_shortcuts|Interwiki linking]] * [[Wikiversity:Activity bars]] * [[Wikiversity:Percent complete]] |valign=top| * [[Wikiversity:Import|import]] * [[Wikiversity:Maintenance]] * [[Wikiversity:Namespaces]] * [[Wikiversity:Naming conventions]] |valign=top| * [[Wikiversity:Participants]] * [[Wikiversity:Peer review]] * [[Wikiversity:Review board]] * [[Wikiversity:Searching]] * [[How to be a Wikimedia sysop]] |} ==Anchor== * [[Template:Anchor]], e.g., [[#test]] will go to <code><nowiki>{{anchor|test}}</nowiki></code> or <code><nowiki>{{anchor|anchor=test}}</nowiki></code> (should go to end of page) ==Archiving== * Example of autoarchiving: [[User talk:Terra]] ==Blogging== * [[Wikiversity Blog howto]] ==Boxes== [[User:Jtneill/Sandbox/Tables and boxes]] The simplest of boxes {| class="messagebox" |- | ABC XYZ |} <blockquote style="padding-left:1.0em; padding-right:1.0em; background-color:#eaf8f4;"> Its good that it works in practice, because it certainly doesn’t work in theory[https://blogs.ch.cam.ac.uk/pmr/2007/10/14/the-thing-about-wikipedia-is-that-it-only-works-in-practice-in-theory-it-can-never-work/] </blockquote> ==Categories== ===Listing pages that intersect categories=== <pre> <dynamicpagelist> category = Resources needing improved grammar category = Motivation and emotion/Book/2025 mode = bullet </dynamicpagelist> </pre> {{collapse top|2025 book chapters that need grammar improvements}} <dynamicpagelist> category = Resources needing improved grammar category = Motivation and emotion/Book/2025 mode = bullet </dynamicpagelist> {{collapse bottom}} ===Order/sort=== wikitext. Wikis with a consensus to do so can [[m:Special:MyLanguage/Requesting wiki configuration changes|request]] a configuration change to display them in alphabetical order. [https://phabricator.wikimedia.org/T373480] Using titleparts <nowiki>[[Category:{{#titleparts:{{PAGENAME}}|1}}]]</nowiki> ==[[/Centering/]]== {{User:Jtneill/Wikiversity/Centering}} ==Chat== * [[irc:wikiversity-en|#wikiversity-en]] ==Citations and referencing== * [[w:Help:Citation tools|Citation tools]] * [[:Category:Citation templates]] * [[mw:Help:Cite]] * [[Template:Citation]] * [[WV:REF]] * Example: Outward Bound Process Model<ref>Walsh, V., & Golins, G. L. (1976). ''[http://wilderdom.com/theory/OutwardBoundProcessModel.html The exploration of the Outward Bound process]''. Denver, CO: Colorado Outward Bound School.</ref> ;References {{reflist|1}} ==Collapse boxes== {{collapse top|Mary had a little lamb}} Mary had a little lamb, Little lamb, little lamb, Mary had a little lamb, Its fleece was white as snow And everywhere that Mary went, Mary went, Mary went, Everywhere that Mary went The lamb was sure to go It followed her to school one day School one day, school one day It followed her to school one day Which was against the rules. It made the children laugh and play, Laugh and play, laugh and play, It made the children laugh and play To see a lamb at school And so the teacher turned it out, Turned it out, turned it out, And so the teacher turned it out, But still it lingered near And waited patiently about, Patiently about, patiently about, And waited patiently about Till Mary did appear "Why does the lamb love Mary so?" Love Mary so? Love Mary so? "Why does the lamb love Mary so?" The eager children cry "Why, Mary loves the lamb, you know." Loves the lamb, you know, loves the lamb, you know "Why, Mary loves the lamb, you know." The teacher did reply {{collapse bottom}} ==Colour== * [[Wikiversity web page colors|Color tables]] | [[Wikiversity:Color names|Color names]] * e.g., Font: {{font|color=green|Green}}, Background: <span style="background:hotpink; color:white;">Pink</span> ==Columns== ===Column breaks=== {| |- | Works on all browsers (col-begin/break/end): {{col-begin}} {{col-break}} * Col1 {{col-break}} * Col2 {{col-break}} * Col3 {{col-end}} Works on all browsers (col/break/colend): {{col}} {{break}} * Col1 {{break}} * Col2 {{break}} * Col3 {{col/end}} |} ===Moz-column=== Easier to use, but doesn't work on all browsers: <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> * Ant * Bee * Buzzard * Cat * Dog * Egret * Elephant * Tiger * Whale * Worm </div> ==Conversions== ===HTML=== * [[w:Wikipedia:Tools/Editing_tools#From_HTML]] * [http://www.ebruni.it/en/software/os/i_love_wiki/index.mpl i love wiki] * {{tick}} [http://diberri.dyndns.org/wikipedia/html2wiki/index.html HTML::WikiConverter] * {{tick}} [http://openfacts2.berlios.de/html2wiki/index.php HTML::WikiConverter]] Add URL ==CSS== * [[MediaWiki:Common.css]] ==Custodianship== * [[Wikiversity:Custodianship]] ** [[Wikiversity:Candidates for Custodianship]] ** [[Wikiversity:Notices for custodians]] ** [[Wikiversity:Request custodian action]] ** [[:Category:Wikiversity custodians]] ==Diffs== Some ways of showing diffs: * [[Wikipedia:User:NguoiDungKhongDinhDanh/FormattedEditRequest|Proposed edits side by side]] (using script) * {{tl|Text diff}}: e.g., {{text diff|old text|new text}} {{Text diff|[[file:Question book-new.svg|50x40px|alt=icon]]|[[file:Question book-new.svg|50x40px|alt=icon|link=]]}} {| class="diff" ! Before ! After |- | class="diff-deletedline" | <div> The course page should list all enrolled students.<br> Student names should be updated weekly. </div> | class="diff-addedline" | <div> The course page should identify participating student editors.<br> Student editor names may be added as appropriate. </div> |} <syntaxhighlight lang="diff"> -The course page should list all enrolled students. +The course page should identify participating student editors. </syntaxhighlight> ==Edit page== Create an internal link to the edit source page using: [[Special:EditPage/{{FULLPAGENAME}}|Edit source]] <nowiki> {{edit page}} </nowiki> gives: {{edit page}} <nowiki> {{edit page box}} </nowiki> gives: {{edit page box}} ==Extensions== * [[Special:Version#Extensions]] * [[/CategoryTree|CategoryTree]] * [http://www.sandboxserver.org/wiki/index.php?title=Testing_Mediawiki_extensions Sandbox server - testing extensions] * [[User:Jtneill/WYSIWIG|WYSIWIG]] ==Font== <p>{{font|face="courier"|size=medium|courier size 3}}</p> <p>{{font|face="verdana"|size=large|verdana size 4}}</p> <p>{{font|face="arial"|size=x-large|arial size 5}}</p> <p>{{font|face="times new roman"|size=xx-large|times new roman size 6}}</p> <p><b>{{font|face="verdana"|size=xx-large|verdana bold size 6}}</b></p> <p>{{font|face="lucida calligraphy"|size=xx-large|lucida calligraphy size 7}}</p> ==Formatting== ===Justification=== <div style="text-align: justify"> This text is right justified (but it doesn't look like unless the paragraph is long enough to go over one line on the page, so this is intentionally a particularly and unnecessarily long sentence in order to demonstrate right justification using <nowiki><div style="text-align: justify">...</div></nowiki>).</div> ==Line height== {{center top}}<p style="line-height: 36px;"> <big><big><big><big>This uses a<br>line height of 36px</big></big></big></big></p> <pre><p style="line-height: 36px;">...</p></pre> {{center bottom}} ===Mouse-over=== * [[Help:Mouse-over]] * [[Template:H:title]] ==Getting started== * [[Wikiversity:Guided tour|Guided tour]] * [[Wikiversity:Introduction|Introduction]] (Wikiversity) * [[/Introduction|Introduction]] (Jtneill) * [[/Welcome|Welcome]] (Jtneill) * [[Introduction to Wiki]] - [[Wiki 101]] * [[How to use wiki technology as a free learner]] * [[:Image:Short.ogg|Wikiversity - short intro]] (10 sec. video) * [[:Image:Editing_tutorial-large.ogg|Wikiversity editing tutorial]] (2 min video) * [[Wikiversity:Community Portal]] * [[Wikiversity:Content development]] * [[Help:Edit summary]] * [[Making links]] ==Good design== * [[User:Jtneill/Good design]] ==Icons== * [[Help:Icons]] * [[User:McCormack/icons]] ==Images== ===[[Template:Gallery|Gallery]]=== {{Gallery |title=Gallery of images |footer=Uses this [[Template:Gallery|template]] |width=150 |lines=2 ||Comment |File:Wikiversity-logo-Snorky.svg|[[Help:Contents/Links|Links]] can be put in captions. |File:Wikiversity-logo-Snorky.svg|Full [[MediaWiki]]<br />[[syntax]] may be used… |File:Wikiversity-logo-Snorky.svg| }} <!-- Fixed image in bottom right which is linked --> <div id="template-navbar" style="position: fixed; left:1; right:0; bottom:0; padding:0; font-size:122%;">[[Image:Happy.png|right|50px|link=en:Happiness|Happiness]]</div> ===ImageMap=== * [[mw:Extension:ImageMap|Extension ImageMap]] e.g., {{center top}} <imagemap>File:Treasurchest.svg|center|80px default [[Special:Random/|Random Wikiversity mainspace page]] desc none</imagemap>Click the treasure box to go to a random [[Wikiversity]] page{{center bottom}} ;Explanation The ImageMap extension allows, among other things, an image to link directly to a page e.g., as an internal link: <imagemap> File:Treasurchest.svg|center|150px|alt=Alt text default [[Motivation and emotion/Book/2015|Motivation and emotion Book - 2015]] </imagemap> The syntax is: <pre style="overflow:auto"> <imagemap> File:Treasurchest.svg|center|150px|alt=Alt text default [[Motivation and emotion/Book/2015|Motivation and emotion Book - 2015]] </imagemap> </pre> or as an external link: <imagemap> File:Treasurchest.svg|center|150px|alt=Alt text default [https://www.psychologytoday.com/basics/motivation Motivation (Psychology Today)] </imagemap> The syntax is: <pre style="overflow:auto"> <imagemap> File:Treasurchest.svg|center|150px|alt=Alt text default [https://www.psychologytoday.com/basics/motivation Motivation (Psychology Today)] </imagemap> </pre> ==Integrations== I'm interested to explore possible connections between WV and: * [http://archive.org Archive.org] * [[w:Citizendium|Citizendium]] * [[w:Google Groups]] * [[Moodle]] * [[Open University]] * [http://openlearn.open.ac.uk/course/view.php?name=Cohere Cohere] * [[WikiMedia Sister Projects]], particularly: ** [[Wikibooks]] ** [[Wikipedia]] ** [[Simple Wikipedia]] ==Licensing== * My teaching materials are licensed under [[Wikiversity:License tags#Free licenses|creative commons attribution 2.5]] and hosted either on http://wilderdom.com or http://ucspace.canberra.edu.au. I am thinking I should be dual licensing, but am still coming to grips with trying to understand the licensing similarities, differences, and issues. * I plan to gradually transfer most of my teaching materials to the various [[w:WikiMedia Foundation|WikiMedia Foundation]] wiki projects, particularly wikiversity. [[m:Polls|Let's just hope Jimbo doesn't put adds on these sites]], otherwise I will be transferring the materials somewhere else (again). * [http://beta.wikiversity.org/wiki/Wikiversity:IRC_meeting:New_licence_for_Wikiversity_Beta New_licence_for_Wikiversity_Beta] * {{tl|db-copyvio}} * {{tl|hangon}} * [[:Category:Astronomy Images]] ==Links== * Plain links: e.g., <span class="plainlinks">[http://archive.org http://archive.org]</span>: <br><nowiki><span class="plainlinks"> ... </span></nowiki> * [[mw:Manual:Opening external links in a new window]] ==Long page warning== * [[MediaWiki:Longpagewarning]] ==[[Main page]]== * [[:Category:Main page templates]] * [[Main Page/Layout 0.5]] * <span class="plainlinks">[http://en.wikiversity.org/w/index.php?title=Wikiversity:Main_Page&oldid=209253 Main page]</span> (old) ==Map== <mapframe latitude="-28.420391" longitude="136.757813" zoom="2" width="200" height="109" align="right">{ "type": "FeatureCollection", "features": [ { "type": "Feature", "properties": {}, "geometry": { "type": "Point", "coordinates": [ 149.12419, -35.308275 ] } } ] }</mapframe> ==Namespaces== * [[Special:NamespaceInfo]] ==Navigation== {{nav|User:Jtneill}} * [[Template:nav]] ==Notes== Small e.g., {{attention}} <small>For calendar due dates, see unit outline.</small> Notice templates {{Notice|{{tl|Notice}}}} {{Note|{{tl|Note}}}} ==Notifications== * [[Help:Notifications]] ==Pages== * [[Special:AllPages]] * Number of pages in category: <nowiki>{{PAGESINCATEGORY:User:Jtneill}}</nowiki> * {{hitcounter}} - <nowiki>{{hitcounter}}</nowiki> ==Page size== * [[Motivation and emotion/Book/2025/Size]] ==[[Project:Participants|Participants]]== *[[Wikiversity:Support staff]] ===Users=== *{{Participant|CQ}} - see Person of the Hour script *{{Participant|Donek}} *{{Participant|Dan Polansky}} ==Pedagogy== * [[Learning by doing]] * [[Wikiversity:Project incubator]] ==Policy== * [[w:Wikipedia:Contributing_FAQ#Is_there_a_minimum_age_requirement_to_contribute_or_register.3F|Is there a minimum age requirement?]] {{Official policies}} {{Proposed policies}} ==Project boxes== * [[Help:Resource attribution]] ==Purge== To purge the cache for a given page, append this to the URL: ?action=purge [[mw:Manual:Purge]] ==Quotes== * [[Template:Quote]] * ==[[Quizzes]]== * [[Help:Quiz-Simple]] * [http://www.qedoc.org/en/index.php?title=User:Jtneill My Qedoc user page] ** [http://eduforge.org/forum/forum.php?forum_id=1138 Qedoc now exports quizzes to Wikiversity] ==Referencing== * [[meta:WMDE Technical Wishes/Sub-referencing]] ==Sandbox== * http://www.sandboxserver.org/ * [[Wikiversity:Sandbox Server]] * [[Topic:Sandbox Server 0.5]] * [http://scratchpad.wikia.com/wiki/Scratchpad_Wiki_Labs Scratchpad] * [[../Sandbox]] ==Searching== * [[Help:Google]] * [[Wikiversity:Colloquium/archives/April 2008#Google search|Google search]] - <nowiki>[[google:wikiversity]]</nowiki> [[google:wikiversity]] * Use a + instead of a space ==Search multiple categories== ;Dual category search including one category with subcategories Search for chapters which [[Template:Clarification templates|need clarification]]: <inputbox> type=search width=33 default=incategory:"Resources needing clarification" namespaces=Main** prefix=Motivation and emotion/Book searchbuttonlabel=Search book chapters bgcolor=transparent break=no </inputbox> ==Sitenotice== * [[MediaWiki:Sitenotice]] * [[MediaWiki:Sitenotice id]] ==Size== ===Big/small=== * Use <code><nowiki><big>...</big> - could be also <big><big>...</big></big> etc. and also <small>...</small></nowiki></code> ===CSS=== <div style="font-size: 200%">200% text</div><code><nowiki><div style="font-size: 200%">200% text</div></nowiki></code> <div style="font-size: 150%">150% text</div><code><nowiki><div style="font-size: 150%">150% text</div></nowiki></code> ==Special== * [[Special:SpecialPages]] * Abuse ** [[Special:AbuseFilter]] ** [[Special:AbuseLog]] * [[Special:AccountSecurity]] * [[Special:Allpages]] * [https://auth.wikimedia.org/enwikiversity/wiki/Special:CreateAccount Create account] * [[meta:Special:GlobalWatchlist]] * [[Special:ListGroupRights]] * [[Special:PermanentLink]] * [[Random]] - [[Special:Random]] - [[Wikiversity:Random]] * [[Special:ShortPages]] * [[Special:Version#Installed extensions]] ==Strategy== * [[Wikiversity:Publicity]] * [[Wikiversity:Vision]] * [[Wikiversity:Vision 2009]] ==Statistics== * [[Wikiversity:Statistics]] * [[Google Search and Wikiversity]] * [http://wikistics.falsikon.de/latest/wikiversity/en/ Monthly page hits for wikiversity.en] * [http://gtools.org/tool/wikipedia-edit-counter/?str=jtneill&project=en.wikiversity Jtneill edit count] * https://xtools.wmcloud.org/pageinfo/en.wikiversity.org/ * [[Special:Impact]] - [[w:Special:Impact]] ==Sub-pages== * [[Special:Prefixindex/User:Jtneill]] * Transclude: ** <code><nowiki>{{Special:Prefixindex/User:Jtneill}}</nowiki></code> ** <code><nowiki>{{Special:Prefixindex/{{NAMESPACE}}:{{PAGENAME}}}}</nowiki></code> ==Stubs== * [[:Category:Stub templates]] ==Structure== * [[Wikiversity:Browse/Concept]] ==Symbols== 🟨🟡⭐💛🟥⭕️❌🟦🔵🟩🟢✅ * [[User:VeronicaJeanAnderson]] ==System messages== * [[Special:AllMessages]] * [[#Sitenotice|Site notice]] ==Style== * [[MoS]] * [[MediaWiki:Common.css]] ==Tables== * [[Help:Table]] * [[User:Jtneill/Sandbox/Tables and boxes]] ==Tagging/notification== * <nowiki>@[[User:UserName|UserName]]</nowiki> * <nowiki>{{ping|UserName}}</nowiki> ==Templates== ===Page development=== * {{tl|welcome and expand}} - {{tl|we}} * {{tl|main welcome}} * {{tl|search}} * {{tl|draft}} * {{tl|underconstruction}} * {{tl|Learning project boilerplate}} * {{tl|info}} * {{tl|note}} * {{tl|notice}} * {{tl|Nutshell}} * <nowiki>{{notice|{{findsources}}}}</nowiki> ===Page navigation=== * [[Template:EasyNavBar]] * [[Template:Recovery psychology]] (example) * [[Workshop for Australian education policy]] (example) ===Sister projects=== * [[Template:Sisterprojectsearch]] * [[Template:Wikibooks]] * [[Template:Wikipedia]] * [[Template:Wikiversity]] ===User talk=== * {{tl|Welcomeip}} * {{tl|Welcome}} * {{tl|Talk header}} * [[:Category:User warning templates]] ===Administrative=== * [[Template:Category redirect]] * [[Template:Warning]] ==Theory== * [[Learning by engagement]] * [[User:JWSchmidt/Wiki Scholar]] ==Thoughts== * [[Red link]]s are doorways to the infinite library ([[w:The Library of Babel|Library of Babel]]) ==Tooltips== {{Tooltip|Tooltips allow additional text to be displayed when cursor hovers over|Pretty cool, eh?}} ==User== * [[w:Special:GlobalRenameRequest]] * [[Special:UserGroupRights]] * [[Special:UserRights]] * [[m:Steward requests/Permissions]] * [[meta:Help:Two-factor authentication]] ==Usability== * [[Wikiversity:Usability]] * http://usability.wikimedia.org - [http://usability.wikimedia.org/wiki/User:Jtneill Jtneill] ==Video== * .ogg files can be uploaded and embedded * See [[/Video]] for examples ==wikEd== * [[w:User_talk:Cacycle/wikEd]] ==Wiki2Reveal== * [[Wiki2Reveal]] (slides on the fly from MediaWiki page) ==x Test anchor== <!-- Test anchor - don't delete! --> {{anchor|test}} ==See also== * [[User:Jade Knight/Tools]] 062bgwdw7ptb9tvuhxdmmhjj5y45qx7 Volunteer motivation 0 87001 2815279 2392351 2026-06-11T22:06:42Z Jtneill 10242 + link to [[w:volunteering|volunteering]] 2815279 wikitext text/x-wiki {{psych-stub}} This page is for exploring the [[motivation]]s underlying [[w:volunteering|volunteering]]. [[File:Volunteering SVG.svg|center|400px]] ==See also== * [[Altruism]] * [[w:Volunteering|Volunteering]] (Wikipedia) * [[Motivation and emotion/Book/2011/Volunteerism|Volunteerism: What motivates people to volunteer? Does volunteering promote happiness?]] (Book chapter, 2011) * [[Volunteer Functions Inventory]] * [[Motivation and emotion/Book/2013/Volunteer motivation|Volunteer motivation: What motivates volunteering?]] (Book chapter, 2013) ==References== # ABS Voluntary work survey, 2000 ABS 4441.0 # Clary, E.G., & Snyder, M. (1991). A functional analysis of altruism and prosocial behavior: the case of volunteerism. In Clark, M.S. (ed). Prosocial behavior. Review of Personality and Social Psychology, 12, 119-148. # Clary, E.G., & Snyder, M. (1999). [http://move.org.sg/web/wp-content/uploads/2013/08/The-Motivations-to-Volunteer-Clary-and-Snyder-1999.pdf The motivations to volunteer: theoretical and practical considerations.] Current Directions in Psychological Science, 8, 156-159. # Clary, E.G., Snyder, M. & Ridge, R. (1992). Volunteers' motivations: A functional strategy for the recruitment, placement, and retention of volunteers. Nonprofit Management & Leadership, 2, 333-350. # Clary, E.G., Snyder, M., Ridge, R.D., Copeland, J., Stukas, A.A., Haugen, J., & Miene, P. (1998). [https://xa.yimg.com/kq/groups/20454064/692910115/name/Clary+et+al.pdf Understanding and assessing the motivations of volunteers: a functional approach]. Journal of Personality and Social Psychology, 74(6), 1516-1530. # Cnaan, R.A., & Golderg-Glen, R.S. (1991). Measuring motivation to volunteer in human services. Journal of Applied Behavioral Science, 27, 269-284. # Grube, J., & Piliavin, J.A. (1996). General and specific role identity in volunteer commitment. Unpublished manuscript, University of Wisconsin - Madison. # Omoto, A.M. & Snyder, M. (1990). # Omoto, A.M., & Snyder, M. (1995). [http://faculty.washington.edu/jdb/345/345%20Articles/Chapter%2012%20Omoto%20&%20Snyder%20(1995).pdf Sustained helping without obligation: motivation, longevity of service, and perceived attitude change among AIDS volunteers]. Journal of Personality and Social Psychology, 68(4), 671-686. ==External links== * [http://www.edmentoring.org/pubs/factsheet8.pdf Volunteer Motivation and Mentor Recruitment Factsheet] [[Category:Motivation]] [[Category:Social psychology]] cl9nmlsezy4cb11de0fls57to8szacw 2815280 2815279 2026-06-11T22:07:30Z Jtneill 10242 Make image smaller and align right 2815280 wikitext text/x-wiki {{psych-stub}} This page is for exploring the [[motivation]]s underlying [[w:volunteering|volunteering]]. [[File:Volunteering SVG.svg|right|200px]] ==See also== * [[Altruism]] * [[w:Volunteering|Volunteering]] (Wikipedia) * [[Motivation and emotion/Book/2011/Volunteerism|Volunteerism: What motivates people to volunteer? Does volunteering promote happiness?]] (Book chapter, 2011) * [[Volunteer Functions Inventory]] * [[Motivation and emotion/Book/2013/Volunteer motivation|Volunteer motivation: What motivates volunteering?]] (Book chapter, 2013) ==References== # ABS Voluntary work survey, 2000 ABS 4441.0 # Clary, E.G., & Snyder, M. (1991). A functional analysis of altruism and prosocial behavior: the case of volunteerism. In Clark, M.S. (ed). Prosocial behavior. Review of Personality and Social Psychology, 12, 119-148. # Clary, E.G., & Snyder, M. (1999). [http://move.org.sg/web/wp-content/uploads/2013/08/The-Motivations-to-Volunteer-Clary-and-Snyder-1999.pdf The motivations to volunteer: theoretical and practical considerations.] Current Directions in Psychological Science, 8, 156-159. # Clary, E.G., Snyder, M. & Ridge, R. (1992). Volunteers' motivations: A functional strategy for the recruitment, placement, and retention of volunteers. Nonprofit Management & Leadership, 2, 333-350. # Clary, E.G., Snyder, M., Ridge, R.D., Copeland, J., Stukas, A.A., Haugen, J., & Miene, P. (1998). [https://xa.yimg.com/kq/groups/20454064/692910115/name/Clary+et+al.pdf Understanding and assessing the motivations of volunteers: a functional approach]. Journal of Personality and Social Psychology, 74(6), 1516-1530. # Cnaan, R.A., & Golderg-Glen, R.S. (1991). Measuring motivation to volunteer in human services. Journal of Applied Behavioral Science, 27, 269-284. # Grube, J., & Piliavin, J.A. (1996). General and specific role identity in volunteer commitment. Unpublished manuscript, University of Wisconsin - Madison. # Omoto, A.M. & Snyder, M. (1990). # Omoto, A.M., & Snyder, M. (1995). [http://faculty.washington.edu/jdb/345/345%20Articles/Chapter%2012%20Omoto%20&%20Snyder%20(1995).pdf Sustained helping without obligation: motivation, longevity of service, and perceived attitude change among AIDS volunteers]. Journal of Personality and Social Psychology, 68(4), 671-686. ==External links== * [http://www.edmentoring.org/pubs/factsheet8.pdf Volunteer Motivation and Mentor Recruitment Factsheet] [[Category:Motivation]] [[Category:Social psychology]] ahiyzn00g2s0w7zb051w10ljhnry2w8 2815282 2815280 2026-06-11T22:11:13Z Jtneill 10242 /* See also */ Add link to category instead of individual Motivation and Emotion book chapters 2815282 wikitext text/x-wiki {{psych-stub}} This page is for exploring the [[motivation]]s underlying [[w:volunteering|volunteering]]. [[File:Volunteering SVG.svg|right|200px]] ==See also== * [[Altruism]] * [[w:Volunteering|Volunteering]] (Wikipedia) * [[Volunteer Functions Inventory]] * [[:Category:Motivation and emotion/Book/Volunteering]] ==References== # ABS Voluntary work survey, 2000 ABS 4441.0 # Clary, E.G., & Snyder, M. (1991). A functional analysis of altruism and prosocial behavior: the case of volunteerism. In Clark, M.S. (ed). Prosocial behavior. Review of Personality and Social Psychology, 12, 119-148. # Clary, E.G., & Snyder, M. (1999). [http://move.org.sg/web/wp-content/uploads/2013/08/The-Motivations-to-Volunteer-Clary-and-Snyder-1999.pdf The motivations to volunteer: theoretical and practical considerations.] Current Directions in Psychological Science, 8, 156-159. # Clary, E.G., Snyder, M. & Ridge, R. (1992). Volunteers' motivations: A functional strategy for the recruitment, placement, and retention of volunteers. Nonprofit Management & Leadership, 2, 333-350. # Clary, E.G., Snyder, M., Ridge, R.D., Copeland, J., Stukas, A.A., Haugen, J., & Miene, P. (1998). [https://xa.yimg.com/kq/groups/20454064/692910115/name/Clary+et+al.pdf Understanding and assessing the motivations of volunteers: a functional approach]. Journal of Personality and Social Psychology, 74(6), 1516-1530. # Cnaan, R.A., & Golderg-Glen, R.S. (1991). Measuring motivation to volunteer in human services. Journal of Applied Behavioral Science, 27, 269-284. # Grube, J., & Piliavin, J.A. (1996). General and specific role identity in volunteer commitment. Unpublished manuscript, University of Wisconsin - Madison. # Omoto, A.M. & Snyder, M. (1990). # Omoto, A.M., & Snyder, M. (1995). [http://faculty.washington.edu/jdb/345/345%20Articles/Chapter%2012%20Omoto%20&%20Snyder%20(1995).pdf Sustained helping without obligation: motivation, longevity of service, and perceived attitude change among AIDS volunteers]. Journal of Personality and Social Psychology, 68(4), 671-686. ==External links== * [http://www.edmentoring.org/pubs/factsheet8.pdf Volunteer Motivation and Mentor Recruitment Factsheet] [[Category:Motivation]] [[Category:Social psychology]] 5jw884w2q22kgdqhi8y09o5shdykpap 2815284 2815282 2026-06-11T22:26:38Z Jtneill 10242 removed [[Category:Social psychology]]; added [[Category:Volunteering]] using [[Help:Gadget-HotCat|HotCat]] 2815284 wikitext text/x-wiki {{psych-stub}} This page is for exploring the [[motivation]]s underlying [[w:volunteering|volunteering]]. [[File:Volunteering SVG.svg|right|200px]] ==See also== * [[Altruism]] * [[w:Volunteering|Volunteering]] (Wikipedia) * [[Volunteer Functions Inventory]] * [[:Category:Motivation and emotion/Book/Volunteering]] ==References== # ABS Voluntary work survey, 2000 ABS 4441.0 # Clary, E.G., & Snyder, M. (1991). A functional analysis of altruism and prosocial behavior: the case of volunteerism. In Clark, M.S. (ed). Prosocial behavior. Review of Personality and Social Psychology, 12, 119-148. # Clary, E.G., & Snyder, M. (1999). [http://move.org.sg/web/wp-content/uploads/2013/08/The-Motivations-to-Volunteer-Clary-and-Snyder-1999.pdf The motivations to volunteer: theoretical and practical considerations.] Current Directions in Psychological Science, 8, 156-159. # Clary, E.G., Snyder, M. & Ridge, R. (1992). Volunteers' motivations: A functional strategy for the recruitment, placement, and retention of volunteers. Nonprofit Management & Leadership, 2, 333-350. # Clary, E.G., Snyder, M., Ridge, R.D., Copeland, J., Stukas, A.A., Haugen, J., & Miene, P. (1998). [https://xa.yimg.com/kq/groups/20454064/692910115/name/Clary+et+al.pdf Understanding and assessing the motivations of volunteers: a functional approach]. Journal of Personality and Social Psychology, 74(6), 1516-1530. # Cnaan, R.A., & Golderg-Glen, R.S. (1991). Measuring motivation to volunteer in human services. Journal of Applied Behavioral Science, 27, 269-284. # Grube, J., & Piliavin, J.A. (1996). General and specific role identity in volunteer commitment. Unpublished manuscript, University of Wisconsin - Madison. # Omoto, A.M. & Snyder, M. (1990). # Omoto, A.M., & Snyder, M. (1995). [http://faculty.washington.edu/jdb/345/345%20Articles/Chapter%2012%20Omoto%20&%20Snyder%20(1995).pdf Sustained helping without obligation: motivation, longevity of service, and perceived attitude change among AIDS volunteers]. Journal of Personality and Social Psychology, 68(4), 671-686. ==External links== * [http://www.edmentoring.org/pubs/factsheet8.pdf Volunteer Motivation and Mentor Recruitment Factsheet] [[Category:Motivation]] [[Category:Volunteering]] n22w5fk2rd5fty30otjnm2o1qxh10hi 2815288 2815284 2026-06-11T22:29:16Z Jtneill 10242 /* External links */ Remove broken link 2815288 wikitext text/x-wiki {{psych-stub}} This page is for exploring the [[motivation]]s underlying [[w:volunteering|volunteering]]. [[File:Volunteering SVG.svg|right|200px]] ==See also== * [[Altruism]] * [[w:Volunteering|Volunteering]] (Wikipedia) * [[Volunteer Functions Inventory]] * [[:Category:Motivation and emotion/Book/Volunteering]] ==References== # ABS Voluntary work survey, 2000 ABS 4441.0 # Clary, E.G., & Snyder, M. (1991). A functional analysis of altruism and prosocial behavior: the case of volunteerism. In Clark, M.S. (ed). Prosocial behavior. Review of Personality and Social Psychology, 12, 119-148. # Clary, E.G., & Snyder, M. (1999). [http://move.org.sg/web/wp-content/uploads/2013/08/The-Motivations-to-Volunteer-Clary-and-Snyder-1999.pdf The motivations to volunteer: theoretical and practical considerations.] Current Directions in Psychological Science, 8, 156-159. # Clary, E.G., Snyder, M. & Ridge, R. (1992). Volunteers' motivations: A functional strategy for the recruitment, placement, and retention of volunteers. Nonprofit Management & Leadership, 2, 333-350. # Clary, E.G., Snyder, M., Ridge, R.D., Copeland, J., Stukas, A.A., Haugen, J., & Miene, P. (1998). [https://xa.yimg.com/kq/groups/20454064/692910115/name/Clary+et+al.pdf Understanding and assessing the motivations of volunteers: a functional approach]. Journal of Personality and Social Psychology, 74(6), 1516-1530. # Cnaan, R.A., & Golderg-Glen, R.S. (1991). Measuring motivation to volunteer in human services. Journal of Applied Behavioral Science, 27, 269-284. # Grube, J., & Piliavin, J.A. (1996). General and specific role identity in volunteer commitment. Unpublished manuscript, University of Wisconsin - Madison. # Omoto, A.M. & Snyder, M. (1990). # Omoto, A.M., & Snyder, M. (1995). [http://faculty.washington.edu/jdb/345/345%20Articles/Chapter%2012%20Omoto%20&%20Snyder%20(1995).pdf Sustained helping without obligation: motivation, longevity of service, and perceived attitude change among AIDS volunteers]. Journal of Personality and Social Psychology, 68(4), 671-686. [[Category:Motivation]] [[Category:Volunteering]] 059g5w4kdf31heqn48h93n387mano85 2815289 2815288 2026-06-11T22:30:40Z Jtneill 10242 /* References */ + link 2815289 wikitext text/x-wiki {{psych-stub}} This page is for exploring the [[motivation]]s underlying [[w:volunteering|volunteering]]. [[File:Volunteering SVG.svg|right|200px]] ==See also== * [[Altruism]] * [[w:Volunteering|Volunteering]] (Wikipedia) * [[Volunteer Functions Inventory]] * [[:Category:Motivation and emotion/Book/Volunteering]] ==References== # Australian Bureau of Statistics (2000). [https://www.abs.gov.au/AUSSTATS/abs@.nsf/Lookup/4441.0Main+Features12000 Voluntary work survey]. ABS 4441.0 # Clary, E.G., & Snyder, M. (1991). A functional analysis of altruism and prosocial behavior: the case of volunteerism. In Clark, M.S. (ed). Prosocial behavior. Review of Personality and Social Psychology, 12, 119-148. # Clary, E.G., & Snyder, M. (1999). [http://move.org.sg/web/wp-content/uploads/2013/08/The-Motivations-to-Volunteer-Clary-and-Snyder-1999.pdf The motivations to volunteer: theoretical and practical considerations.] Current Directions in Psychological Science, 8, 156-159. # Clary, E.G., Snyder, M. & Ridge, R. (1992). Volunteers' motivations: A functional strategy for the recruitment, placement, and retention of volunteers. Nonprofit Management & Leadership, 2, 333-350. # Clary, E.G., Snyder, M., Ridge, R.D., Copeland, J., Stukas, A.A., Haugen, J., & Miene, P. (1998). [https://xa.yimg.com/kq/groups/20454064/692910115/name/Clary+et+al.pdf Understanding and assessing the motivations of volunteers: a functional approach]. Journal of Personality and Social Psychology, 74(6), 1516-1530. # Cnaan, R.A., & Golderg-Glen, R.S. (1991). Measuring motivation to volunteer in human services. Journal of Applied Behavioral Science, 27, 269-284. # Grube, J., & Piliavin, J.A. (1996). General and specific role identity in volunteer commitment. Unpublished manuscript, University of Wisconsin - Madison. # Omoto, A.M. & Snyder, M. (1990). # Omoto, A.M., & Snyder, M. (1995). [http://faculty.washington.edu/jdb/345/345%20Articles/Chapter%2012%20Omoto%20&%20Snyder%20(1995).pdf Sustained helping without obligation: motivation, longevity of service, and perceived attitude change among AIDS volunteers]. Journal of Personality and Social Psychology, 68(4), 671-686. [[Category:Motivation]] [[Category:Volunteering]] cku0toxvervom5wem9rmqqrxe71mgeo 2815290 2815289 2026-06-11T22:32:54Z Jtneill 10242 /* References */ Remove a difficult to find reference 2815290 wikitext text/x-wiki {{psych-stub}} This page is for exploring the [[motivation]]s underlying [[w:volunteering|volunteering]]. [[File:Volunteering SVG.svg|right|200px]] ==See also== * [[Altruism]] * [[w:Volunteering|Volunteering]] (Wikipedia) * [[Volunteer Functions Inventory]] * [[:Category:Motivation and emotion/Book/Volunteering]] ==References== # Australian Bureau of Statistics (2000). [https://www.abs.gov.au/AUSSTATS/abs@.nsf/Lookup/4441.0Main+Features12000 Voluntary work survey]. ABS 4441.0 # Clary, E.G., & Snyder, M. (1999). [http://move.org.sg/web/wp-content/uploads/2013/08/The-Motivations-to-Volunteer-Clary-and-Snyder-1999.pdf The motivations to volunteer: theoretical and practical considerations.] Current Directions in Psychological Science, 8, 156-159. # Clary, E.G., Snyder, M. & Ridge, R. (1992). Volunteers' motivations: A functional strategy for the recruitment, placement, and retention of volunteers. Nonprofit Management & Leadership, 2, 333-350. # Clary, E.G., Snyder, M., Ridge, R.D., Copeland, J., Stukas, A.A., Haugen, J., & Miene, P. (1998). [https://xa.yimg.com/kq/groups/20454064/692910115/name/Clary+et+al.pdf Understanding and assessing the motivations of volunteers: a functional approach]. Journal of Personality and Social Psychology, 74(6), 1516-1530. # Cnaan, R.A., & Golderg-Glen, R.S. (1991). Measuring motivation to volunteer in human services. Journal of Applied Behavioral Science, 27, 269-284. # Grube, J., & Piliavin, J.A. (1996). General and specific role identity in volunteer commitment. Unpublished manuscript, University of Wisconsin - Madison. # Omoto, A.M. & Snyder, M. (1990). # Omoto, A.M., & Snyder, M. (1995). [http://faculty.washington.edu/jdb/345/345%20Articles/Chapter%2012%20Omoto%20&%20Snyder%20(1995).pdf Sustained helping without obligation: motivation, longevity of service, and perceived attitude change among AIDS volunteers]. Journal of Personality and Social Psychology, 68(4), 671-686. [[Category:Motivation]] [[Category:Volunteering]] ekdscs5z2u50s0eaj9wjhyvxnig8sil 2815291 2815290 2026-06-11T22:44:58Z Jtneill 10242 /* References */ Tidy (remove broken links and add links etc.) 2815291 wikitext text/x-wiki {{psych-stub}} This page is for exploring the [[motivation]]s underlying [[w:volunteering|volunteering]]. [[File:Volunteering SVG.svg|right|200px]] ==See also== * [[Altruism]] * [[w:Volunteering|Volunteering]] (Wikipedia) * [[Volunteer Functions Inventory]] * [[:Category:Motivation and emotion/Book/Volunteering]] ==References== {{Hanging indent|1= Australian Bureau of Statistics (2000). ''[https://www.abs.gov.au/AUSSTATS/abs@.nsf/Lookup/4441.0Main+Features12000 Voluntary work survey]''. ABS 4441.0 Clary, E. G., & Snyder, M. (1999). [https://journals.sagepub.com/doi/pdf/10.1111/1467-8721.00037 The motivations to volunteer: theoretical and practical considerations.] ''Current Directions in Psychological Science'', ''8'', 156–159. https://doi.org/10.1111/1467-8721.0003 Clary, E. G., Snyder, M. & Ridge, R. (1992). [https://www.ellisarchive.org/sites/default/files/2019-07/Contract_20190726_0001_0.pdf Volunteers' motivations: A functional strategy for the recruitment, placement, and retention of volunteers'. ''Nonprofit Management & Leadership'', ''2'', 333–350. https://doi.org/10.1002/nml.4130020403 Clary, E. G., Snyder, M., Ridge, R.D., Copeland, J., Stukas, A. A., Haugen, J., & Miene, P. (1998). [http://www.communicationcache.com/uploads/1/0/8/8/10887248/understanding_and_assessing_the_motivations_of_volunteers-_a_functional_approach.pdf Understanding and assessing the motivations of volunteers: a functional approach]. ''Journal of Personality and Social Psychology'', ''74''(6), 1516–1530. https://doi.org/10.1037/0022-3514.74.6.1516 Cnaan, R. A., & Golderg-Glen, R. S. (1991). [https://www.researchgate.net/profile/Ram-Cnaan-3/publication/240966570_Measuring_Motivation_to_Volunteer_in_Human_Services/links/5565e55508aeccd777359abf/Measuring-Motivation-to-Volunteer-in-Human-Services.pdf Measuring motivation to volunteer in human services]. ''Journal of Applied Behavioral Science'', ''27'', 269-284. https://doi.org/10.1177/002188639127300 Omoto, A. M., & Snyder, M. (1995). [http://faculty.washington.edu/jdb/345/345%20Articles/Chapter%2012%20Omoto%20&%20Snyder%20(1995).pdf Sustained helping without obligation: motivation, longevity of service, and perceived attitude change among AIDS volunteers]. ''Journal of Personality and Social Psychology'', ''68''(4), 671–686. https://doi.org/10.1037/0022-3514.68.4.671 }} [[Category:Motivation]] [[Category:Volunteering]] n2ieqkeldnpp6jmcm10hc408vz8zm4e Volunteer Functions Inventory 0 87002 2815278 2392350 2026-06-11T22:04:13Z Jtneill 10242 /* See also */ 2815278 wikitext text/x-wiki {{psych-stub}} This page is for teaching and research related to use of Clary and Snyder's '''Volunteer Functions Inventory'''<ref>[http://generosityresearch.nd.edu/assets/13636/clary_snyder_volunteer_function_inventory_scale.pdf The Functional Approach to Volunteers’ Motivations]</ref> which assesses [[motivation]]s for, and [[reward]]s (functions) of, [[volunteering]] - or [[volunteer motivation]]s. ==Assumptions== # People are purposeful, planful, goal-directed -- Volunteers engage in volunteer work in order to satisfy important personal goals # Different people may do similar things for different reasons -- Volunteers performing the same volunteer activity for the same organization may have different reasons for volunteering # Any one individual may be motivated by more than one need or goal -- An individual volunteer may be attempting to satisfy two or more motives through one activity at your organization # Outcomes depend on the matching of needs and goals to the opportunities afforded by the environment – Successful volunteer recruitment, satisfaction, and retention is tied to the ability of the volunteer experience to fulfil the volunteer’s important motives ==Motivations for volunteering== {| border=1 cellspacing=0 cellpadding=5 |- ! Function ! Description |- | '''Values''' | expressing or acting on important values, such as humanitarianism and helping those less fortunate |- | '''Understanding''' | seeking to learn more about the world and/or exercise skills that are often unused |- | '''Enhancement''' | seeking to grow and develop psychologically through involvement in volunteering |- | '''Career''' | goal of gaining career-related experience through volunteering |- | '''Social''' | volunteering allows the person to strengthen one’s social relationships |- | '''Protective''' | volunteering to reduce negative feelings, such as guilt, or to address personal problems |} ==See also== * [[w:Volunteer Functions Inventory|Volunteer Functions Inventory]] (Wikipedia) ==References== {{reflist}} [[Category:Motivation]] [[Category:Social psychology]] 779nzp872ys7xxnkkrp3b7drrot9b04 2815286 2815278 2026-06-11T22:27:28Z Jtneill 10242 removed [[Category:Social psychology]]; added [[Category:Volunteering]] using [[Help:Gadget-HotCat|HotCat]] 2815286 wikitext text/x-wiki {{psych-stub}} This page is for teaching and research related to use of Clary and Snyder's '''Volunteer Functions Inventory'''<ref>[http://generosityresearch.nd.edu/assets/13636/clary_snyder_volunteer_function_inventory_scale.pdf The Functional Approach to Volunteers’ Motivations]</ref> which assesses [[motivation]]s for, and [[reward]]s (functions) of, [[volunteering]] - or [[volunteer motivation]]s. ==Assumptions== # People are purposeful, planful, goal-directed -- Volunteers engage in volunteer work in order to satisfy important personal goals # Different people may do similar things for different reasons -- Volunteers performing the same volunteer activity for the same organization may have different reasons for volunteering # Any one individual may be motivated by more than one need or goal -- An individual volunteer may be attempting to satisfy two or more motives through one activity at your organization # Outcomes depend on the matching of needs and goals to the opportunities afforded by the environment – Successful volunteer recruitment, satisfaction, and retention is tied to the ability of the volunteer experience to fulfil the volunteer’s important motives ==Motivations for volunteering== {| border=1 cellspacing=0 cellpadding=5 |- ! Function ! Description |- | '''Values''' | expressing or acting on important values, such as humanitarianism and helping those less fortunate |- | '''Understanding''' | seeking to learn more about the world and/or exercise skills that are often unused |- | '''Enhancement''' | seeking to grow and develop psychologically through involvement in volunteering |- | '''Career''' | goal of gaining career-related experience through volunteering |- | '''Social''' | volunteering allows the person to strengthen one’s social relationships |- | '''Protective''' | volunteering to reduce negative feelings, such as guilt, or to address personal problems |} ==See also== * [[w:Volunteer Functions Inventory|Volunteer Functions Inventory]] (Wikipedia) ==References== {{reflist}} [[Category:Motivation]] [[Category:Volunteering]] 2mwzr1upls8abppj6qka72vqbnhybgf Music/Software/Lilypond 0 90768 2815262 2812327 2026-06-11T14:23:27Z KaraLG84 2832471 /* Two versions of LylyPond */ Corrected spelling of LilyPond 2815262 wikitext text/x-wiki {{box|background=yellow|align=center|border size=10px|radius=20px|text align=center| <big>''To sample audio files for each of the 128 instruments available on LilyPond visit this link:''</big><br> <br> <big><u>[[Music/Software/Lilypond/MIDI]]</u></big> <br> &nbsp;}} [[file:LilyPond-logo-with-music.png|150px|center]] __TOC__ ==Two versions of LilyPond== ===Lilypond.org (GNU)]=== :This "[[w:GNU|GNU]]" version is the stronger of the two, with documentation so well written that users of the weaker and more restricted WMF version can glean useful information: :* https://lilypond.org/manuals.html :*[https://lilypond.org/text-input.html Brief introduction to LilyPond] :*[https://lilypond.org/learning.html Manuals (available in three convenient formats)] :The editor [[w:Frescobaldi_(software)|Frescobaldi]] is essential for this version. For a Windows machine, downloading instructions are available at: :*[https://lilypond.org/doc/v2.23/Documentation/learning/graphical-setup-under-windows lilypond.org/doc/v2.23/Documentation/learning/graphical-setup-under-windows] ===Wikimedia Foundation (WMF)=== :A restricted version of [[w:LilyPond|LilyPond]] has been installed for use by the [https://wikimediafoundation.org/our-work/wikimedia-projects/ Wikimedia Foundation]. Two good resources for this version can be found at: :*[[Wikipedia:Help:Score]] :*[[Wikisource:Help:Sheet music]] [[File:LilyPond wikimedia Playback speed.png|thumb|LilyPond wikimedia Playback speed]] :The simple approach to sound used by the WMF version is described at Wikipedia's [https://en.wikipedia.org/wiki/Help:Score#MIDI_instruments Help:Score#MIDI_instruments]. As shown in the figure to the right, editors have the option of including a tab that not only plays the sound, but also allows readers to modify the playback speed, as well as download a MIDI sound file. The methods described by [[Wikipedia:Help:Score]] create what looks like an image from [[w:Wikimedia commons|Wikimedia Commons]]. But it is actually [[w:HTML|hypertext markup]]. :The Lilypond.org (GNU) version is also suitable for WMF editors, provided adjustments are made to the [[w:muscore3_(software)|muscore3 editor.]] These adjustments include changing the ouput format from wave to an muscore xml image.<ref>I had trouble doing this on my Windows machine. See [https://lilypond.org/doc/v2.23/Documentation/learning/graphical-setup-under-windows lilypond.org/doc/v2.23/Documentation/learning/graphical-setup-under-windows] and </ref> ==Musical instruments available through the MIDI sound option== <big>''To hear a [[w:MIDI|MIDI sound file]] for each of the 128 "instruments" available on LilyPond vist:''</big> *<big>[[Music/Software/Lilypond/MIDI]]</big> This link allows you to play short [[w:Riff|riff]]s that samples the sound of these instruments at various tempos and pitches. [[w:special:permalink/1114897134#Part_I:_The_Adoration_of_the_Earth|Stravinsky's riff]] was deliberately made unmusical, with the last fermata extra long so that the listener can hear both rapid, as well as sustained notes. For example, if the [[w:Help:Score#MIDI_instruments|MIDI instrument]] selection is #"bassoon", the corresponding WMF LilyPond script, score, and audio are: <pre><score sound="1"> \relative c''{\set Staff.midiInstrument = #"bassoon"\clef treble\cadenzaOn c2\grace { b16[c] } [b g e (b'] a1~a2) } </score></pre> <score sound="1"> \relative c''{\set Staff.midiInstrument = #"bassoon"\clef treble\cadenzaOn c2\grace { b16[c] } [b g e (b'] a1~a2) } </score> The purpose of the <code>\cadenzaOn</code> command was to remove all bar lines from the printed score. It has no effect on the tempo. Since three tempos are given for each "instrument", this code had to be written in 384 times, each with small changes in the parameters. The python code that performed this feat is documented at: *[[Python/LilyPond]] ===Modifying the tempo=== The tempo of the passages can be changed by replacing the text <code>\set Staff.midiInstrument</code> by <code>\set Score.tempoHideNote = ##t \tempo 4 = 40</code> to obtain:<ref>[[w:special:permalink/1118265754#Hiding_tempo]]</ref><ref>We also replaced the last note by a4 since the slower pace does not need such a long note at the end.</ref> <score sound="1"> \relative c''{\set Score.tempoHideNote = ##t \tempo 4 = 40 \set Staff.midiInstrument = #"bassoon"\clef treble\cadenzaOn c2\grace { b16[c] } [b g e (b'] a4) } </score> ===Glockenspiel's strange harmonics=== I noticed that the glockenspiel plays strange harmonics and subharmonics. In this passage all values of C are half-notes. <score sound="1"> \relative c{\set Score.tempoHideNote = ##t \tempo 4 = 80 \set Staff.midiInstrument = #"glockenspiel"\clef treble\cadenzaOn c2 d4 e f g a b c2 d4 e f g a b c2 d4 e f g a b c2 d4 e f g a b c2} </score> ----- {{Subpages}} [[Category:Music software]] p09mnpgjx2ztzgyvp8c90ionlwk7kg7 Emerging scholar 0 92390 2815295 2569538 2026-06-12T00:26:09Z Jtneill 10242 Copyedit Overview 2815295 wikitext text/x-wiki ==Overview== In collaborative learning environments, the roles of "[[w:student|student]]" and "[[w:teacher|teacher]]" are [[fuzzy concept|blurry]]. At various times, and often simultaneously, teachers are students and students are teachers. When such roles are artificially separated, problems can ensue, not the least of which is the insidious seduction of power and control by "teachers" over "students". For active, [[experiential learning]] to occur, emerging scholars should be permitted and encouraged to engage in [https://hbr.org/cover-story/2016/10/let-your-workers-rebel constructive nonconformism]; in so doing, they are likely to transcend the constrained, "industrial" passive student role. This pages explores these concepts by suggesting more emancipatory nomenclature for roles played by those participating in collaborative learning environments. ==Alternative terms for student== This page has arisen out of dissatisfaction with common use of the term "student" in institutionalised teaching and learning, and a search for more empowering language. Some alternative terms that have been suggested are "emerging scholar", "learner", "participant", and "future leader". What other terms can you suggest? When you are a learner, how would like to be described and thought of by others? {{cquote|Rogers continually lamented contemporary educational practices. He did not like the idea of a “teacher” because he felt that the only learning that really mattered was self-initiated learning (Rogers, 1969). Little of consequence occurs when a teacher gives out heaps of information for students to digest. Instead of “teacher,” Rogers preferred “facilitator,” a term that describes the classroom leader as one who creates and then supports an atmosphere conducive to students’ learning. Learning does not follow teaching. Rather, learning follows having one’s interests, goals, and aspirations identified and supported. Personal initiative and self-evaluation are of prime importance. Thus, education is not something a teacher can give to (or force on) a student. Rather, education must be acquired by the student through an investment of his energies and interests.<br>- Johnmarshall Reeve, 2018, p. 382}} ===Emerging scholar=== "Emerging scholar" (or "emerging academic") offers an alternative the student-teacher dichotomy. Emerging scholar is an [[wikt:emancipation|emancipatory]] term which emphasises scholarly study as an ongoing act of collaboration and collegiality. An emerging scholar engages in [[scholarship]] through knowledge-sharing communities such as [[w:Types of educational institutions|learning institutions]] to help learn about and pursue the tasks of [[academia]]. The notion of an emerging scholar offers a more empowering, equitable, and developmental conception of a learner's role and potential. The "emerging academic" term was inspired by an Otago Polytechnic researcher, Russell Butson (communicated ~2010 by [[User:Leighblackall|Leigh Blackall]] to [[User:Jtneill|James Neill]]). The "emerging scholar" term was used in this tweet by Kelly Matthews, University of Queensland (https://twitter.com/UQkelly/status/786725549553045504). ===Learner=== "Learner" is an active term, emphasising the act and process of developing skills and knowledge. A student can sit through school and "learn nothing" - but can a learner? Conceptualising a person's role as learner suggest belief in the person's capacity for development. ===Participant=== Another useful, non-provocative, term is "participants". Everyone who participates in a learning activity can play different roles at different times in terms of leading, guiding, responding etcetera. ===Future leader=== Often developing sufficient knowledge and skills to then be able to lead others is an educational goal. In such contexts, "future leaders" can be used to "forward-think" the role and purpose of the educational program. For example, UniJobs' University of Canberra Lecturer of the Year (2011-2012), Michael DePercy explains that[http://www.canberra.edu.au/monitor/2012/nov/top-marks-for-uc-lecturer]: {{quote|“The attitude you have towards your students is important, I don’t refer to them as kids, I refer to them as future leaders, because that’s what they can be. I try to build them up to be future leaders of their community.”}} ==Alternative terms for teacher== The notion of a "student" also implies that there is a "teacher". Used in institutionalised education, these terms tend to be used to set and reinforce distinct hierarchical roles. But in collaborative learning and discovery, the teacher role can usually be better described using alternative terms such as "facilitator". "instructor", "leader", or "academic". What other terms can you suggest? ===Facilitator=== {{section-stub}} ===Instructor=== {{section-stub}} ===Leader=== {{section-stub}} ===Academic=== {{section-stub}} ==See also== * [[Facilitator]] * [[Open academia]] * [[Student expectations of lecturers]] * [[Motivation and emotion/Book/2016/Motivational interviewing#Partnership|Partnership in motivational interviewing]] * [[Students as partners]] * [[Wikiversity:Who are Wikiversity participants?]] ==References== {{Hanging indent|1= Cook-Sather, A. (2016). [http://repository.brynmawr.edu/cgi/viewcontent.cgi?article=1143&context=tlthe Creating brave spaces within and through student-faculty pedagogical partnerships], ''18''. {{:Motivation and emotion/Readings/Textbooks/Reeve/2018}} Waller, R. (2006). “[http://www.eric.ed.gov/ERICWebPortal/search/detailmini.jsp?_nfpb=true&_&ERICExtSearch_SearchValue_0=EJ830913&ERICExtSearch_SearchType_0=no&accno=EJ830913 I don’t feel like ‘a student’, I feel like ‘me!’: The oversimplification of mature learners’ experience(s)]. ''Research in Post-Compulsory Education'', ''11'', 115- 130. }} [[Category:Learning]] [[Category:Open academia]] [[Category:University students]] 365g4mivup00tcpw8reaavkjeur4pas Motivation and emotion/Lectures/Introduction 0 98588 2815403 2767790 2026-06-12T11:35:06Z Jtneill 10242 In development for 2026 2815403 wikitext text/x-wiki <noinclude>{{Motivation and emotion/Lectures|Lecture 01: Introduction|first}}</noinclude> {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:Portrait gemma and mehmet.jpg|230px|right|thumb|'''Figure 1'''. Motivation and emotion are complex psychological constructs that affect one another.]] ==Overview== This lecture: * Overviews the unit, highlighting: ** key points from the [[Motivation and emotion/About/Outline|unit outline]] ** [[Motivation and emotion/Assessment|assessment]]: *** major project: **** [[Motivation and emotion/Assessment/Topic|topic development]] (10%) **** [[Motivation and emotion/Assessment/Chapter|book chapter]] (50%) *** [[Motivation and emotion/Assessment/Exam|exam]] (40%) * Introduces the psychological study of motivation and emotion and key conceptual frameworks ==Outline== ;Unit overview {{Div col}} * [[Motivation and emotion/About|Unit description]] * [[Motivation and emotion/About/Learning outcomes|Learning outcomes]] * [[Motivation and emotion/About/Graduate attributes|Graduate attributes]] * [[Motivation and emotion/About/Delivery mode|Delivery mode]] * [[Motivation and emotion/About/Schedule|Schedule]] * [[Motivation and emotion/Lectures|Lectures]] * [[Motivation and emotion/Tutorials|Tutorials]] * [[Motivation and emotion/About/Textbook|Readings]] * [[Motivation and emotion/About/Websites|Websites]] * [[Motivation and emotion/Drop-in|Drop-in]] * [[Motivation and emotion/About/Discussion|Discussion]] * [[Motivation and emotion/Assessment|Assessment]] * [[Motivation and emotion/About/Schedule#Key dates|Key dates]] {{Div col end}} [[File:Motivation and emotion - Lecture slides - Podcast.opus|thumb|200px|Introductory podcast about motivation and emotion (AI-generated, based on slides from the 12 lectures) (16:20 mins)]] ;Introduction to motivation and emotion * Motivational science * Key questions * Motivation theoretical frameworks * Introduction to emotion ==Key observations== [[File:Motivation and Emotion Scrabble.jpg|thumb|right|250px|Motivation and emotion come from the latin verb ''movere'' (to move).]] * People are motivated by different things at different times<br>(motivation is dynamic; motivations rise and fall) * Each person is motivated by multiple things at once<br>(multiple motivations) * Different people are motivated by different things (e.g., two people may perform the same behaviour but for different reasons)<br>(individual differences) ==Motivational science== The psychology of motivation differs from lay perspectives which often focus on how to get motivation to do something inspirational. Academic study of motivation covers this, but also so much more, including implixir, unconscious motivations, and does so scientifically. Psychological science is an evolving body of knowledge and methods that prioritise theory‑driven hypotheses tested via rigorous empirical methods rather than relying on anecdotal or opinion‑based sources (e.g. inspirational quotes, influencers, news articles). Common wisdom and lay notions about motivation are often narrow, and also wrong or lacking in nuance. {{RoundBoxTop|theme=3}} ;Example: New Year's resolutions * Almost half of us make new year's resolutions and this provides a feel‑good effect * Long-term success, however, is modest: 46% maintained resolutions continuously over six months (Norcross et al., 2002). Success predictors: ** Self‑efficacy of change – belief in one's capability to initiate a new behaviour or habit ** Self‑efficacy of maintenance – confidence in one's ability to sustain that behaviour over time ** Readiness to change – psychological and situational preparedness to embark on change * These aspects did not explain success: ** Desire to change – intrinsic motivation or personal aspiration driving the intention to change ** Skills to change – practical competencies and strategies required to execute and manage change ** Social support – encouragement, guidance and assistance provided by one’s social network (Norcross et al., 2002). {{RoundBoxBottom}} Understanding motivational theory and research can be a powerful lever for unlocking one's own motivation but also working effectively with others. Thus, the study of motivation is very applied. [[File:Scientific process.svg|right|400px|thumb|'''Figure 2'''. The scientific process involves data-based testing of theory derived from real world observations, and then applying the refined theory back to the real world.]] Empirical approaches to studying motivational processes (see Figure 2) define and operationalise theoretical psychological construct(s) and then formulate clear, falsifiable hypotheses. Data are collected and analysed through peer‑reviewed research designs (e.g., longitudinal, experimental, meta‑analytic). Each study responds to, or builds on, previous studies, so that a cohesive body of knowledge develops. This is what is meant by being grounded in science, or evidence-based. ==Key questions== The key questions underlying psychological study of motivation and emotion are: {{center top}}Why do we do<br> what we do? <br><br> Why do we feel<br> the way we feel?{{center bottom}} The practical, applied problems are: {{center top}} How can we change<br> what we do?<br><br> How can we change<br> what we feel?{{center bottom}} Core problems to be solved by motivational science include "What causes behaviour?" and, more specifically: * Why does behaviour start? * Why is behaviour sustained over time? * Why is behaviour directed towards some goals yet away from others? * Why does behaviour change its direction? * Why does behaviour stop? ==Etymology== [[File:Running Samburu Boy.jpg|thumb|right|170px|thumb|'''Figure 3'''. [[w:Etymology|Etymology]]: The terms "motivation" and "emotion" have a common root in the Latin verb "movere" (to move).]] The terms "motivation" and "emotion" have their roots in the Latin verb "movere" which means "to move" (see Figure 3). More specifically: * "motivation" is derived from "motivus" which refers to the action of moving or being moved. This evolved to "motivare" which means "to set in motion" or "to stimulate". In the context of psychology and behaviour, "motivation" refers to the processes that initiate, direct, and sustain goal-directed behavior. It is the ''driving force'' that pushes individuals to take action and achieve their objectives. * "emotion" comes from "emotus" which means "moved" or "agitated." Emotions are complex psychological states characterised by feelings, physiological responses, and behavioral expressions. Emotions are often triggered by internal or external events and can significantly influence behavior and decision-making. Therefore, both motivation and emotion are linked to the idea of movement or being moved, but represent different aspects of human experiences and behaviour. Motivation is the driving force behind goal-oriented actions, while emotion is the affective states and responses to stimuli that often influence behavior and decision-making. ==What is motivation?== ;Common understanding The everyday, layperson understanding of "motivation" is that it involves using will-power and self-discipline to focus and channel one's attention and efforts towards achieving challenging short- or long-term goals such as working out or studying. For example, how does this video make you feel? Why? [https://www.youtube.com/watch?v=hbkZrOU1Zag The ultimate motivational clip - Rise and shine!] (YouTube) (3:24 mins): How do you motivate yourself? ;Psychological understanding In contrast, psychological science considers ''ALL behaviour'' to be motivated, including: * mundane behaviour (e.g., drinking and eating) * less "desirable" behaviours (e.g., avoidance, procrastination, nose-picking etc.) * "non-behaviour" (i.e., choosing not to do something is also a motivated behaviour) * approach-based goal-directed behaviours (e.g., training for a marathon) Motivation is complex: * Multiple people engaged in the SAME behaviour (e.g., a workout) may have DIFFERENT motivations (e.g., fitness, emotion regulation, social engagement). * We each have MULTIPLE motivations in any moment, but only our DOMINANT motivation gets acted upon. Motivation can be defined as all internal process that give behaviour energy, direction, and persistence (Reeve, 2018): * Energy (Strength): Behaviour strength, intensity, resilience * Direction (Purpose): Behaviour aimed to achieve particular purposes or outcome * Persistence (Endurance): Behaviour sustained over time and place What is [[Motivation and emotion/Definitions#Motivation|your definition of motivation]]? ==What is emotion?== Emotions: * are dynamic e.g., help us adapt to our environment * provide feedback about our behaviour * motivate changes in energy, direction, and persistence of behaviour Emotions involve subjective feelings, psychophysiological arousal, purposeful/motivated response, and expressive reactions to significant life events such as opportunity, threat, and loss (Reeve, 2018). Emotional intelligence involves tuning into, self-regulating, and making effective use of emotion in one's self and others. What is [[Motivation and emotion/Definitions#Emotion|your definition of emotion]]? ==What is the relationship between motivation and emotion?== How do motivation and emotion relate to each other? How do they work together? Consider: * Emotion provides feedback about motivation processes (e.g., positive emotion if motivational pursuit is going well and negative emotion if it is going badly) * Emotions trigger motivational response (e.g., fear → fight, freeze, flight, fawn) Although we often study and discuss motivation and emotion as separate constructs, they are intrinsically intertwined. To start, we'll study motivation and emotion separately, but along the way, and increasingly towards the end, we'll focus on their relationship. == Take-home messages == * This unit seeks to understand and apply psychological theory and research about motivation and emotion. * Motivation refers to the processes that give behaviour its energy, direction, and persistence. * Emotions help us to adapt by functioning as motivators, providing feedback about our behaviour, and communicating our needs to others. ==Readings== # [[Motivation and emotion/About/Outline|Unit outline]] # Chapter 01: Introduction ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]] or [[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) # [[w:Motivation|Motivation]] (Wikipedia) ==Slides== * [https://docs.google.com/presentation/d/1IHVku9yn61fH2zj9A5CuR-ubOxyKyKTE_xnnQ5K0rws/edit?usp=sharing Unit overview] (Google Slides) * [https://docs.google.com/presentation/d/1QXyFYRso_B6dhzK_0_jg1PW203mFn8RwmZR8R2e9o6g/edit?usp=sharing Introduction to motivation and emotion] (Google Slides) <!-- * [http://www.slideshare.net/jtneill/motivation-and-emotion-unit-outline Lecture slides - Part A - Unit outline] (Slideshare) * [http://www.slideshare.net/jtneill/introduction-to-motivation-and-emotion Lecture slides - Part B - Introduction to motivation and emotion] (Slideshare) * Handouts ** [[Media:Introduction to motivation and emotion 3 slides per page.pdf|Download 3 slides per page]]: [[File:Introduction to motivation and emotion 3 slides per page.pdf|3 slides per page|100px]] ** [[Media:Introduction to motivation and emotion 6 slides per page.pdf|Download 6 slides per page]]: [[File:Introduction to motivation and emotion 6 slides per page.pdf|6 slides per page|100px]] --> ==See also== <!-- * [[Motivation and emotion/Lectures/Introduction/Images|Images]] --> * [[Introduction to psychology/Lectures/Motivation and emotion|Motivation and emotion]] (Introduction to Psychology - 1st year lecture) <!-- * [[b:Cognitive Psychology and Cognitive Neuroscience/Motivation and Emotion|Motivation and emotion]] (Wikibooks chapter) --> ;Lecture * [[{{#titleparts:{{PAGENAME}}|2}}/Historical development and assessment skills|Historical development and assessment skills]] (Next lecture) ;Tutorial * [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01: Topic selection]] ==References== {{Hanging indent|1= Norcross, J. C., Mrykalo, M. S., & Blagys, M. D. (2002). Auld Lang Syne: Success predictors, change processes, and self‑reported outcomes of New Year’s resolvers and nonresolvers. ''Journal of Clinical Psychology'', ''58''(4), 397–405. https://doi.org/10.1002/jclp.1151 <nowiki>[</nowiki>[https://www.academia.edu/download/69869946/jclp.115120210918-10660-21ixpu.pdf pdf]<nowiki>]</nowiki> }} ==Recording== * [https://au-lti.bbcollab.com/recording/999a26ea301f48dfacb80155c624a594 Lecture 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/de540a9ab5474cf98bd718ae01f46b89 Lecture 01] (2024) * [https://au-lti.bbcollab.com/recording/e9cbc0b184474eebb10ae3532bda2055 Lecture 01] (2023) * [https://au-lti.bbcollab.com/recording/652f5ec1e86149a2921ed17923aed431 Lecture 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/2075b3596d29469bb5e13a3b7f41ae30 Lecture 01 recording] (2021) --> {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Introduction]] glq3sszoh9wfdjn3pje0bnkthewd1z6 Motivation and emotion/Lectures/Historical development and assessment skills 0 98592 2815404 2767794 2026-06-12T11:35:33Z Jtneill 10242 In development for 2026 2815404 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 02: Historical development and assessment skills|second}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:Forestay-Eye-Round-seizings-Bulls-eye.jpg|250px|right]] ==Overview== This lecture: * Provides historical context about the development of psychological knowledge about motivation and emotion * Explains the [[Motivation and emotion/Assessment|assessment]], including how to: ** use [[Wikiversity]] for the: *** [[{{#titleparts:{{PAGENAME}}|1}}/Assessment/Topic|topic development]] *** [[{{#titleparts:{{PAGENAME}}|1}}/Assessment/Chapter|book chapter]] <!-- ** develop a [[{{#titleparts:{{PAGENAME}}|1}}/Assessment/Multimedia|multimedia]] recording ** complete the [[{{#titleparts:{{PAGENAME}}|1}}/Assessment/Quizzes|quizzes]] --> ** prepare for and complete the [[{{#titleparts:{{PAGENAME}}|1}}/Assessment/Exam|exam]] ** access support for completing the assessment Take-home messages: * Motivation and emotion has evolved from grand theories to mini-theories which exhibit some common themes but some differences, with greater emphasis on the active nature of the person in shaping the environment to meet their needs * A wiki is the simplest collaborative platform - anyone can edit to contribute to the knowledge commons ==Outline== * Motivation in historical perspective ** Philosophical origins ** Grand theories ** Rise of mini-theories ** Post-drive theory years ** Contemporary era ** Brief history of emotion study * Assessment task skills ** Topic selection ** Topic development ** Book chapter * <!-- * Multimedia presentation ** Quizzes --> ** Exam ==Motivation in historical perspective== * Motivation emerged as a central topic in [[w:Psychology|psychology]]: ** beginning with the [[w:Ancient Greece|Ancient Greek]] dualistic view of behaviour as a conflict between body (irrational impulses) and mind (rational control) ** later echoed by Descartes' distinction between passive biological impulses and the active will * Early ideas were challenged and replaced, with the field remerging as an interdisciplinary science integrating biological, cognitive, and social perspectives. * In evolving from philosophical ideas to empirical psychological science, emphasis shifted from passive, mechanistic views to active, dynamic conceptions of the person ===Philosophical origins=== [[File:Plato Pio-Clemetino Inv305.jpg|right|200px|thumb|Plato viewed human motivation as a struggle between appetitive desires, spirited will, and rational thought, an early tripartite model of the psyche that shaped later theories of volition and self-control.]] * Ancient Greek philosophers (e.g. [[w:Socrates|Socrates]] → [[w:Plato|Plato]] → [[w:Aristotle|Aristotle]]) proposed that human action results from competing internal forces:<br> ** Socrates (~470s-390s BC) → Plato (~420s-340s BC) - 3 aspects (tripartite model) of the soul/mind: *** Appetitive - Bodily related appetite and desire (e.g., hunger) (physiological) *** Competitive - Socially-referenced standard (e.g., pride) (social) *** Calculating - Decision-making capabilities (e.g., reasoning) (thinking) ** → Aristotle's (~380s-320s BC) version: *** Nutritive - Impulsive, irrational, animal-like (e.g., urges) (animalistic impulses) *** Sensitive - Bodily-related (e.g, pleasure & pain) *** Rational - Idea-related, intellectual - featured the will (e.g., intention, choice) ** What is similar or different? *** Both identify appetitive/nutritive—what today we might call physiological needs *** Both identify calculating/rational—what today we might call cognitive motivations *** Plato identified competitive social motivations which differs from Aristotle’s sensitive motivations (related to pleasure and pain) * [[w:René Descartes|Descartes]] (16th century AD) distinguished between passive bodily instincts and the active will of the soul * These early ideas framed motivation as a battle between animalistic/biological impulses and calculated/logical thought and reason ===Grand theories=== Scientific study of motivation initially pursued comprehensive, all-encompassing theories. These grand theories sought to explain all behaviour under unified principles. Three grand theories are discussed by Reeve (2018, 2024): ====Will==== * Seen as the primary cause of human behaviour during the 17th–19th centuries * The [[w:Will (philosophy)|will]] was viewed as a faculty of the mind that initiates and sustains voluntary action * Declined as an explanatory concept because it was unobservable, lacked measurable mechanisms, and offered limited explanatory power * See also: [[Motivation and emotion/Book/2015/Willpower|Willpower: What is it and how can it be strengthened?]] (Book chapter, 2015) ====Instinct==== * Emerged late 19th century, influenced by [[w:Charles Darwin|Darwinian theory]] (i.e., biological, genetic) * Behaviour attributed to inherited, innate [[w:Instinct|instinct]]s (e.g., [[w:William James|William James]] listed dozens) * Instincts are unlearned, automated, mechanistic, inherited sources of motivation * [[w:William McDougall (psychologist)|William McDougall]] (early 20th century) proposed links between innate instincts and specific emotions and goal-directed behaviours, helping bridge biological impulses with purposive action * Declined because it was overly broad (e.g., countless proposed instincts), lacked empirical support, and failed to explain complex, learned, or culturally shaped behaviours (e.g., travel, creativity, altruism); labelling actions as “instinctive” offered description rather than genuine explanation * Watch: [https://www.youtube.com/embed/9hdSLiHaJz8?start=90&end=165 Instinct theory, the power of motivation] (CrashCourse Psychology #17, YouTube; 2:09 mins): Introduces motivation by explaining instinct theory ====Drive==== [[File:Sigmund Freud LIFE.jpg|right|200px|thumb|In the early 20th century [[w:Sigmund Freud|Sigmund Freud]] proposed that behaviour is driven by unconscious desires and internal conflicts between instinctual drives and social constraints.]] * Dominated early-to-mid 20th century psychology, notably: ** [[w:Sigmund Freud|Freud]]'s [[w:Psychodynamics|psychodynamic theory]] ** [[w:Clark L. Hull|Hull]]’s [[w:Drive reduction theory (learning theory)|drive reduction theory]] * Internal biological deficits (e.g., hunger) created drive states that directed behaviour * Emphasised [[w:Homeostasis|homeostasis]] and reinforcement learning * Declined because it could not only account for biological need reduction behaviours and not higher-order behaviours such as curiosity, achievement, or creativity. Drive theory also failed to explain cases where behaviour opposed drives (e.g., anorexia) or was elicited by external incentives rather than internal deficits. I * Resources ** [https://www.youtube.com/embed/9hdSLiHaJz8?start=165&end=219 Drive theory, the power of motivation] (CrashCourse Psychology #17, YouTube; 2:09 mins): Introduces motivation by explaining drive theory ** [[w:Drive reduction theory (learning theory)|Drive reduction theory]] ** [[Motivation and emotion/Book/2017/Drive reduction theory of motivation|Drive-reduction theory of motivation]] (Book chapter, 2017) ====Decline of grand theories==== The grand theories provided some of the jigsaw puzzle for psychological understanding of motivation, but lacked sufficient, nuanced detail to be practically useful. However, several broad motivational principles emerged, including [[w:Incentive|incentive]] and [[w:Arousal|arousal]]. ===Post-drive theory years=== * 1950s–1960s * [[w:Thomas Kuhn|Thomas Kuhn]]'s concept of [[w:Paradigm shift|paradigm shift]] (1962) in [[w:The Structure of Scientific Revolutions|The Structure of Scientific Revolutions]] helped reframe scientific progress as non-linear, influencing motivation science by encouraging the move away from rigid grand theories toward flexible, domain-specific mini-theories grounded in empirical research * In response to the limitations of grand theories, psychologists turned to narrower, more testable theories which focused on specific aspects of motivation (e.g., [[w:Goal setting|goal-setting]], [[w:Cognitive dissonance|cognitive dissonance]], [[w:Attribution (psychology)|attribution theory]]) * Emphasised empirical evidence over philosophical speculation * Three contemporary themes that characterise the mini-theories: ====Active nature of the person==== [[File:Arianna e la sua lente.JPG|200px|right|thumb|Curiosity reflects intrinsic motivation to explore, learn, and understand—core to the view of humans as active agents.]] * A major shift reframed humans not as passive responders but as active, curious, and self-regulating agents * Organismic theories (e.g., [[w:Self-determination theory|self-determination theory]]) highlighted the innate tendency to seek growth, mastery, and integration ====Cognitive revolution==== * In the 1960s–1970s, cognition gained prominence: beliefs, expectations, goals, and self-concepts became central to understanding motivation * Emphasis moved from behaviourism (classical and operant conditioning) to information processing and decision-making * Key developments included [[w:Expectancy-value theory|expectancy-value theories]] and attribution theory ====Socially relevant questions==== * Research extended beyond laboratory studies to address real-world problems: e.g., ** How do teachers motivate students? ** Why do people engage in risky behaviours? ** What sustains long-term goal pursuit? * Motivation became increasingly applied in education, health, work, and clinical domains ===Rise of mini-theories=== * Grand theories tried to explain full range of motivation, whereas mini-theories limit their attention to: ** Specific motivational phenomenon (e.g., achievement motivation, flow experiences) ** Special motivational circumstances (e.g., failure feedback, role models) ** Groups of people (e.g., extraverts, children, workers) ** Particular theoretical questions (e.g., relationship between cognition and emotion) * Example mini-theories ** [[w:Need for achievement|Achievement motivation theory]] ** [[w:Cognitive dissonance|Cognitive dissonance theory]] ** [[w:Goal-setting|Goal-setting theory]] ** [[w:Intrinsic motivation|Intrinsic motivation]] ** [[w:Learned helplessness|Learned helplessness theory]] ** [[w:Reactance (psychology)|Reactance theory]] ** [[w:Self-efficacy|Self-efficacy theory]] ** [[w:Self-schema|Self-schemas]] ===Contemporary era=== [[File:Mascia Ferri in Speed Skydiving.jpg|right|200px|thumb|Some people are motivated by sensation-seeking and the desire for high arousal, which can lead to engagement in high-risk activities like extreme sports]] * 1990s–present * Renewed interest in motivation emerged in 1990s through robust theories (e.g., self-determination theory) * Focus on psychological needs (autonomy, competence, relatedness), goals, and self-regulation * Pluralistic: Mini-theories each provide useful, interlocking perspectives for understanding the puzzle of motivation and emotion * Motivation became integrated with emotion, neuroscience, and social cognition * Current understanding: ** Behaviour is energised and directed by a multitude of multi-level and co-acting influences ** Motivational states need to be understood at multiple levels—neurological, cognitive, social, etc. ===Relationship with other areas of psychology=== Motivation and emotion are important pieces of the psycholog None ical puzzle, overlapping with multiple perspectives and domains: * '''[[w:Social psychology|Social]]''': The social environment causes and contributes to much of our motivation and emotional experience * '''[[w:Developmental psychology|Developmental]]''': Human motivational and emotional capacity and experience grow and change across the lifespan * '''[[w:Personality psychology|Personality]]''': Patterns of individual differences in motivation and emotion underlie personality traits * '''[[w:Cognitive psychology|Cognitive]]''': Cognitions such as expectations, appraisals, decision-making, and self-concepts are central to understanding motivation and emotional responses * '''[[w:Physiological psychology|Physiological]]''': Motivation and emotion have distinct physiological and neurological components and processes * '''[[w:Health psychology|Health]], [[w:Counselling psychology|counselling]], and [[w:Clinical psychology|clinical]]''': Dysregulation (e.g., too much, too little) of motivation and emotion contributes to psychological disorders and affects physical health * '''[[w:Educational psychology|Educational]]''': Motivation plays a key role in learning and achievement; emotion influences attention and cognitive processing * '''[[w:Organizational psychology|Organisational]]''': Motivation affects job performance, satisfaction, and leadership; emotions affect decision-making and relationships ===Brief history of emotion study=== * For much of psychology’s early development, emotion was neglected or treated as secondary to cognition * Descartes viewed emotion as psychosomatic, involving physical mechanisms and mental experience, vigorous bodily reaction to a person, object, or event—marking early dualistic thought * Charles Darwin viewed emotions as innate, universal, and evolutionarily adaptative for responding to environmental challenges and opportunities * William James proposed that emotions arise from physiological reactions to stimuli ([[w:James–Lange theory|James–Lange theory]], treating them as temporary psychological states * [[w:Cannon-Bard theory|Cannon-Bard theory]] challenged this view, arguing that emotions are generated in the brain (specifically, the thalamus) and occur simultaneously with physiological responses * Schachter-Singer's [[w:Two-factor theory of emotion|two-factor theory of emotion]] introduced the idea that emotion depends on both physiological arousal and cognitive appraisal * Cross-cultural research (e.g., [[w:Paul Ekman|Ekman]], 1960s) showed universal recognition of basic facial expressions (e.g., happiness, fear, anger), supporting the evolutionary basis of emotion while also revealing cultural variation in expression and display rules * Since the 1980s, emotion regained prominence through the rise of affective [[w:Neurosciece|neuroscience]], [[w:Appraisal|appraisal theories]] (e.g., Lazarus), and Fredrickson's [[w:Broaden-and-build theory|broaden-and-build theory]] of positive emotion * [[w:Affective computing|Affective computing]] emerged as a contemporary focus, exploring how technology can detect, interpret, and stimulate human emotions—highlighting the role of emotional intelligence in humans and machines * Today, motivation and emotion are understood as deeply interconnected processes that together shape behaviour, decision-making, and psychological well-being ==Assessment skills== Assessment skills (wiki editing) are taught in [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]]. ===Examples=== Examples of high quality major project submissions: # [[Motivation and emotion/Assessment/Topic#Examples|Topic development]] # [[Motivation and emotion/Assessment/Chapter#Examples|Book chapter]] + [[Motivation and emotion/Assessment/Chapter/Summarising social contributions#Socialcontributionexamples|Social contributions]] ===Multimedia=== * [http://www.youtube.com/watch?v=dGCJ46vyR9o A vision of students today] (YouTube; 4:44 mins): Explores some reasons behind why are approaching the assessment this way * [http://www.youtube.com/watch?v=-dnL00TdmLY Wikis in plain English] (Commoncraft; 3:53 mins) explains the concept of a wiki and how it works * [http://www.youtube.com/watch?v=WghdsOz9KwA Wikipedia - An investment for your future; your children's future] (YouTube; 4:10 mins) explains the purpose of Wikipedia ==Readings== # Chapter 02: Motivation in historical perspective ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]] or [[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) # [[Motivation and emotion/Assessment|Assessment]] ## [[Motivation and emotion/Assessment/Topic|Topic development]] ## [[Motivation and emotion/Assessment/Chapter|Book chapter]] ## [[Motivation and emotion/Assessment/Exam|Exam]] ## [[Motivation and emotion/Wikiversity|Wikiversity skills]] ## [[Motivation and emotion/Assessment/Using generative AI|Using generative AI]] ==Slides== * [https://docs.google.com/presentation/d/1E1iEIUhiFJ4ecCVZgxnC5uGYOfK3t8Uq4_FKUW06Eyg/edit?usp=sharing Historical development] (Google Slides) * [https://docs.google.com/presentation/d/157gL4ep4QJ9CuIqEV5t6PsDFCGtXO2N8AeIFodXUqK8/edit?usp=sharing Assessment skills] (Google Slides) <!-- * [http://www.slideshare.net/jtneill/motivation-in-historical-perspective Lecture slides - Part A - Historical development] (Slideshare) * [http://www.slideshare.net/jtneill/motivation-and-emotion-assessment-task-skills Lecture slides - Part B - Assessment skills] (Slideshare) * Handouts ** [[Media:Historical development and assessment skills 3 slides per page.pdf|Download 3 slides per page]]: [[File:Historical development and assessment skills 3 slides per page.pdf|100px|3 slides per page]] ** [[Media:Historical development and assessment skills 6 slides per page.pdf|Download 6 slides per page]]: [[File:Historical development and assessment skills 6 slides per page.pdf|100px|6 slides per page]] --> ==See also== * [[/Images/]] ;Lectures * [[{{#titleparts:{{PAGENAME}}|2}}/Introduction|Introduction]] (Previous lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Brain and physiological needs|Brain and physiological needs]] (Next lecture) ;Tutorials * [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02: Wiki editing]] ==Recording== * [https://au-lti.bbcollab.com/recording/fd7370b440ed499da200e2cdf34f602a Lecture 02] (2025)<!-- * [https://au-lti.bbcollab.com/recording/4918a6b3058a4552889eac514250ff22 Lecture 02] (2024) * [https://au-lti.bbcollab.com/recording/d92064ed8ef044878d63355e0a920832 Lecture 02] (2023) * [https://au-lti.bbcollab.com/recording/e7fa41feb77c43eab6580a9f338e13c8 Lecture 02] (2022) * [https://au-lti.bbcollab.com/recording/3951859be633471f9544ac5084837075 Lecture 02] (2021) --> ==External links== * [https://www.verywellmind.com/drive-reduction-theory-2795381 Drive-reduction theory and human behavior: Biological need motivates behavior] (verywellmind) <!-- [http://study.com/academy/lesson/drive-reduction-theory-of-motivation-definition-examples-quiz.html Drive reduction theory of motivation: Definition & examples] --> {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Historical development and assessment skills]] dhzxct1fvi7al8doq84xhgbij7x1c50 Motivation and emotion/Lectures/Brain and physiological needs 0 98602 2815405 2811505 2026-06-12T11:36:05Z Jtneill 10242 In development for 2026 2815405 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 03: Brain and physiological needs|third}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:WP20Symbols brain.svg|right|250px]] ==Overview== This lecture: * explains the role of [[Motivation and emotion/Brain structures|brain structures]], [[Motivation and emotion/Neurotransmitters|neurotransmitters]], and [[Motivation and emotion/Hormones|hormones]] in regulating motivational drives * discusses physiological needs, particularly thirst, hunger, and sexual motivation Take-home messages: * The brain is as much about motivation and emotion as it is about cognition and thinking * Biological urges are underestimated motivational forces when we are not currently experiencing them ==Outline== [[File:Hunger strike - Day 53.JPG|thumb|right|250px|Physiological needs such as breathing, drinking, urinating, eating, defecating, and sleeping are often overlooked as motivational forces until they range outside of [[w:Homeostasis|homeostasis]] and then become increasingly urgemt amd motivationally demanding. It takes extreme motivation, for example, to go on an extended hunger strike.]] ;Motivated and emotional brain * Neuroscience * Brain structures * Subcortical ** Reticular formation ** Amygdala **Reward centre **Basal ganglia **Hypothalamus * Cortical ** Insula ** Prefrontal cortex ** Orbitofrontal cortex ** Ventromedial PFC ** Dorsolateral PFC ** Anterior cingulate cortex * Bidirectional ** Neurotransmitters ** Dopamine ** Serotonin ** Norepinephrine ** Endorphins *Hormones ** Cortisol ** Oxytocin ** Testosterone ** Ghrelin (Part B) ** Leptin (Part B) ;Physiological needs * Needs * Regulatory processes * Example physiological needs ** Thirst ** Hunger ** Sexual motivation ==Focus== This lecture highlights specific brain structures and communication pathways that psychological science has identified as contributing to the subjective experience of various motivational and emotional states. ==3D brain model== * Learn about the location and function of key brain structures using [https://www.brainfacts.org/3d-brain 3d brain] (brainfacts.org) * This 3D, interactive model of the human brain shows the main structures and explains their functions. * Task: Can you find each of the brain structures mentioned in this lecture in the 3D model? ==Readings== * Chapter 03: The motivated and emotional brain ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]] or [[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) * Chapter 04: Physiological needs ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 4: Biological needs ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2024]]) ==Slides== <!-- ** [https://docs.google.com/presentation/d/1wNaegpzIkQ4XyeRcN9BRXQ1gGNR5XX3cG7x_dtBGj6c/edit?usp=sharing Lecture 01 and 02 recap] (Google Slides) --> * [https://docs.google.com/presentation/d/1oI8g-0xvSxETUwYOW1TLsRJdiSq3AbVq6YMlm8D3ivc/edit?usp=sharing Motivated and emotional brain] (Google Slides) * [https://docs.google.com/presentation/d/1LgYQ9ydIaj5AJZEW7MkH1M2zVKxjWQe4vetZnOairQE/edit?usp=sharing Physiological needs] (Google Slides) <!-- ** [https://www.slideshare.net/jtneill/motivation-and-emotion-introduction-and-historical-perspectives-recap Lecture 01 and 02 recap] (Slideshare) ** [https://www.slideshare.net/jtneill/motivated-and-emotional-brain Motivated and emotional brain] (Slideshare) ** [https://www.slideshare.net/jtneill/physiological-needs Physiological needs] (Slideshare) --> <!-- * [http://www.slideshare.net/jtneill/brain-and-physiological-needs Lecture slides] (Slideshare) * Handouts ** [[Media:Brain and physiological needs 6 slides per page.pdf|Download 6 slides to a page]]: [[File:Brain and physiological needs 6 slides per page.pdf|100px]] ** [[Media:Brain and physiological needs 3 slides per page.pdf|Download 3 slides to a page]]:[[File:Brain and physiological needs 3 slides per page.pdf|100px]] --> ==See also== ;Wikiversity * [[/Images/]] * [[Motivation and emotion/Brain structures|Brain structures]] * [[Motivation and emotion/Hormones|Hormones]] * [[Motivation and emotion/Neurotransmitters|Neurotransmitters]] * Book chapters ** [[:Category:Motivation and emotion/Book/Brain|Brain]] (Category) ** [[:Category:Motivation and emotion/Book/Hormones|Hormones]] (Category) ** [[:Category:Motivation and emotion/Book/Neurotransmitters|Neurotransmitters]] (Category) ** [[:Category:Motivation and emotion/Book/Needs/Physiological|Physiological needs]] (Category)<!-- [[Motivation and emotion/Book/2025/Thirst regulation|Thirst regulation]] --> ;Wikipedia * [[w:Autonomic nervous system|Autonomic nervous system]] * [[w:ERG theory|ERG theory]] * [[w:Limbic system|Limbic system]] * [[w:Maslow's hierarchy of needs|Maslow's hierarchy of needs]] * [[w:Nucleus (neuroanatomy)|Nucleus (neuroanatomy)]] * [[w:Parasympathetic nervous system|Parasympathetic nervous system]] * [[w:Prefrontal cortex|Prefrontal cortex]] * [[w:Reward system|Reward system]] * [[w:Sympathetic nervous system|Sympathetic nervous system]] ;Lectures * [[{{#titleparts:{{PAGENAME}}|2}}/Historical development and assessment skills|Historical development and assessment skills]] (Previous lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Extrinsic motivation and psychological needs|Extrinsic motivation and psychological needs]] (Next lecture) ;Tutorials * [[Motivation and emotion/Tutorials/Physiological needs|Physiological needs]] <!-- ==References== {{Hanging indent|1= Australian Bureau of Statistics (2013). [http://www.abs.gov.au/ausstats/abs@.nsf/Lookup/by%20Subject/4338.0~2011-13~Main%20Features~Overweight%20and%20obesity~10007 Overweight and obesity]. ''4338.0 - Profiles of Health, Australia, 2011-13''. Eder, A. B., Elliot, A. J., & Harmon-Jones, E. (2013). [http://emr.sagepub.com/content/5/3/227 Approach and avoidance motivation: Issues and advances]. ''Emotion Review'', ''5''(3), 308-311. https://doi.org/10.1177/1754073913477990.}} --> ==Recording== * [https://au-lti.bbcollab.com/recording/54f3cdb5b30a476fbcbb77824a1b9dfb Lecture 03] (2025)<!-- * [https://au-lti.bbcollab.com/recording/b8834e9830314aa3b804d3c6c3e7a740 Lecture 03] (2024) * [https://au-lti.bbcollab.com/recording/546476bf547f4efd8ae55b05e4547efc Lecture 03] (2023) * [https://au-lti.bbcollab.com/recording/17f200f050e044da9a6571ffdf63c78c Lecture 03] (2022) * [https://au-lti.bbcollab.com/recording/d34da988d75c48b99df662329594cc9f Lecture 03] (2021) --> ==References== {{Hanging indent|1= Saper, C. B., & Lowell, B. B. (2014). The hypothalamus. ''Current Biology'', ''24''(23), R1111–R1116. https://doi.org/10.1016/j.cub.2014.10.023 }} ==External links== * [https://fs.blog/knowledge-project-podcast/anna-lembke/ Between pleasure and pain] (Dr. Anna Lembke, The Knowledge Project Ep. #159) * [https://www.iheart.com/podcast/105-stuff-you-should-know-26940277/episode/short-stuff-hangry-102038598/ Hangry] (Stuff You Should Know, Podcast, 12:30 mins) * [https://www.youtube.com/watch?v=tZ4YnYUJnOQ&list=PL9JAHwJN4qyArhEyLUgU_MoGddk2PVTeb Hormones of hunger: Leptin and ghrelin] (Corporis, 2019, YouTube, 9:33 mins) - how leptin and ghrelin work together to modulate hunger<!-- As you watch the video, consider: What causes hunger and eating? --> * [https://www.ted.com/playlists/1/how_does_my_brain_work How does my brain work?] (TED Talks playlist) * [https://www.youtube.com/watch?v=Qymp_VaFo9M Let's talk about sex] (Crash Course Psychology #27; YouTube 11:35 mins) * [https://www.ted.com/talks/david_anderson_your_brain_is_more_than_a_bag_of_chemicals Your brain is more than a bag of chemicals] (David Anderson, 2013, TED talk, 16 mins) - neuroscientific research into motivation and emotion using a basic animal model (fruit fly)<!-- As you watch the video, some questions to think about: 1. Do animals experience emotions? If so, which emotions - and why? 2. What might pharmacological treatment of psychological disorders look like in 20, 50, 100 years? --> {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Brain and physiological needs]] 1m7lwwhjohkvyfdkk9202l7325loxl0 Motivation and emotion/Lectures/Mindsets, control, and the self 0 98605 2815408 2749260 2026-06-12T11:37:01Z Jtneill 10242 In development for 2026 2815408 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 06: Mindsets, control, and the self|sixth}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:Girl with swimming board.jpg|right|250px]] ==Overview== This lecture discusses: * mindsets * personal control beliefs * the self and its strivings Take-home messages: * Different mindsets lead to different goal striving strategies * The core efficacy belief of "I can do it" and the outcome belief of "it will work" lead to competent, enthusiastic functioning * Exerting self-control over short-term urges is needed to pursue long-term goals; but this capacity is limited and needs replenishment ==Outline== Mindsets * What are mindsets? * Deliberative – Implemental * Prevention – Promotion * Fixed – Growth * Dissonance – Consistency Personal control beliefs * Expectancy and control * Self-efficacy * Mastery vs helplessness * Reactance * Expectancy-value model Self * Self strivings * Self-concept * Self-identity * Agency * Self-regulation ==Readings== * Chapter 09: Mindsets ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 8: Mindsets ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) * Chapter 10: Personal control beliefs ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 9: Personal control beliefs ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) * Chapter 11: The self and its strivings ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 10: The self and its strivings ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) ==Multimedia== * [https://www.youtube.com/embed/RcGyVTAoXEU?start=61&end=802 How to make stress your friend] (Kelly McGonigal, TED talk, 2013) (12:21 min) explains that changing how we think about stress can make stress good for us. ==Slides== * [https://docs.google.com/presentation/d/1910B6x2TYlnIxoTU1Iz6LT6_cgPOf2JXnOgF3OMv0g8 Mindsets] (Google Slides) * [https://docs.google.com/presentation/d/12yhu2Z52vL3teHP3hiFrlE5aZU9_HIyNM45sLeGFCFU Personal control beliefs] (Google Slides) * [https://docs.google.com/presentation/d/1qKeI_k0tYdTLXGOb2gn-gpsvJgzQQkCT16MgaT4_MZY The self and its strivings] (Google Slides)<!-- * Handouts ** [[Media:Motivation and Emotion - Lecture 06 - Mindsets, control, and the self 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 06 - Mindsets, control, and the self 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 06 - Mindsets, control, and the self 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 06 - Mindsets, control, and the self 3slidesperpage.pdf|100px]] --> ==See also== * [[/Images/]] ; Lectures * [[{{#titleparts:{{PAGENAME}}|2}}/Implicit motives and goals|Implicit motives and goals]] (Previous lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Nature of emotion|Nature of emotion]] (Next lecture) ; Tutorial * [[Motivation and emotion/Tutorials/Learned optimism|Learned optimism]] ;Wikipedia * [[w:Learned helplessness|Learned helplessness]] * [[w:Looking-glass self|Looking-glass self]] * [[w:Mastery learning|Mastery learning]] * [[w:Mindset|Mindset]] * [[w:Self-efficacy|Self-efficacy]] * [[w:Self-concept|Self-concept]] * [[w:Trier social stress test|Trier social stress test]] ;Wikiversity * [[:Category:Motivation and emotion/Book/Mindset|Mindset]] (Book chapters) * [[:Category:Motivation and emotion/Book/Optimism|Optimism]] (Book chapters) * [[:Category:Motivation and emotion/Book/Pessimism|Pessimism]] (Book chapters) * [[Motivation and emotion/Book/2017/Reactance|Reactance]] (Book chapter, 2017) * [[Motivation and emotion/Book/2019/Regulatory focus theory and goal pursuit|Regulatory focus theory and goal pursuit]] (Book chapter, 2019) * [[:Category:Motivation and emotion/Book/Self|Self]] (Book chapters) * [[:Category:Motivation and emotion/Book/Self-efficacy|Self-efficacy]] (Book chapters) * [[Motivation and emotion/Book/2024/Stress mindset|Stress mindset]] (Book chapter, 2024) * [[Motivation and emotion/Book/2015/Zeigarnik effect|Zeigarnik effect]] (Book chapter, 2015) ==Recording== * [https://au-lti.bbcollab.com/recording/d4154219da2f4f2b83d7cfdaa39e232e Lecture 06] (2025)<!-- * [https://au-lti.bbcollab.com/recording/9539d2ac3c1246a3ad440fa123bd3368 Lecture 06] (2024) * [https://au-lti.bbcollab.com/recording/4da06d5593484546b453ad3b3ccc5aa3 Lecture 06] (2023) * [https://au-lti.bbcollab.com/recording/7df24087e1aa44d1873b4d5518d37501 Lecture 06] (2022) * [https://au-lti.bbcollab.com/recording/6c1bbc62edf3451c9ba57b9bfda9f0fd Lecture 06] (2021) --> ==References== {{Hanging indent|1= Crum, A. J., Salovey, P., & Achor, S. (2013). Rethinking stress: The role of mindsets in determining the stress response. ''Journal of Personality and Social Psychology'', ''104''(4), 716–733. https://doi.org/10.1037/a0031201 }} ==External links== * [http://www.ted.com/talks/joachim_de_posada_says_don_t_eat_the_marshmallow_yet.html Don't eat the marshmallow!] (Joachim de Posada, TED talk, 2009) (6 min) shows a replication of the infamous [[w:Stanford marshmallow experiment|Stanford marshmellow experiment]] by Walter Mischel which found that children who can resist temptation (delay gratification) tend to have better life outcomes. {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Mindsets, control, and the self]] 3oyruadnr3zt0z9hfimci1s7uym8qla Motivation and emotion/Lectures/Nature of emotion 0 98606 2815409 2749224 2026-06-12T11:37:10Z Jtneill 10242 In development for 2026 2815409 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 07: Nature of emotion|seventh}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:Mary Magdalene Crying Statue.jpg|210px|right]] ==Overview== This lecture introduces the psychology of [[emotion]] by considering six key questions. Take-home messages: * Emotions involve subjective feelings, physiological and neurological change, expressive behaviour, and guide motivation * Emotions serve adaptative, functional purposes ==Outline== * What is an emotion? * What causes an emotion? * How many emotions are there? * What good are emotions? * How can we control our emotions? * What is the difference between emotion and mood? ==What is an emotion?== [[File:Fourcomponents.png|380px|thumb|'''Figure 1'''. Emotions are triggered by significant life events and have at least four distinct components: feelings, bodily arousal, social expression, and goal-directed sense of purpose (based on Reeve, 2018)]] * Emotions are not easily defined, in part because they are integrated, multi-system experiences * There are at least four distinct aspects (see Figure 1): ** '''subjective feelings''': What most people think of as emotion—the ''feeling'' ** '''bodily arousal''': Distinct patterns of physiological activation (e.g., blushing when ashamed) ** '''social expression''': Communicative aspects, including facial expression, body language, and speech ** '''sense of purpose''': Emotion as a stimulation of motivated behaviour ==What causes an emotion?== * Emotions do not occur randomly; they are functional states (i.e., emotions are purposeful responses to specific types of life events) * Emotional experiences motivate effective adaptation to life events * However, emotions are also "primitive" in that they are approximate, impulsive responses, and may not always be well calibrated (e.g., may go over-the-top or be insufficient or inaccurate) ==How many emotions are there?== [[File:Plutchik-wheel.svg|400px|thumb|'''Figure 2'''. Plutchik's wheel of emotions represents the valence and intensity of core emotions using colour. [http://www.personalityresearch.org/basicemotions/plutchik.html More detail].]] * Emotion models typically identify five to eight core or basic emotions * Reeve (2018) describes six core emotions (4 unpleasant and 2 pleasant): ** Fear ** Anger ** Disgust ** Sadness ** Interest ** Joy * Other common candidate core emotions include: ** Contempt ** Surprise * Core emotion criteria ** Distinct facial expression ** Distinct pattern of physiology ** Automatic (unlearned) appraisal ** Distinct antecedent cause ** Inescapable (inevitable) activation ** Presence in other primates ** Rapid onset ** Brief duration ** Distinctive subjective feeling state ** Distinctive cognition * Core emotion exclusion reasons ** Derived from a core emotion ** Mood ** Attitude ** Personality trait ** Disorder ** Blend ** Aspect of emotion * More complex emotion models represent additional dimensions such as: ** Valence ** Arousal ** Intensity (e.g., see Figure 2) ==What is the purpose of emotion?== * Emotions are functional; they facilitate adaptation * Avoid referring to "good" and "bad" emotions because, from a psychoevolutionary point of view, all emotions evolved for a reason and serve an adaptive purpose. * Understanding the purpose of one's emotions is part of developing emotional intelligence (i.e., to be able to welcome emotion because it provides important information about how to adapt to one's current life situation) ==How can we control our emotions?== * [[Emotional self-regulation]] is the ability to manage one's emotion. This is part of [[emotional intelligence]] which consists of: ** Emotion recognition in self: Ability to recognise the type of emotion one is experiencing (emotional literacy) ** Emotion regulation in self: Ability to respond appropriately to one's emotional experience (e.g., if angry, to find appropriate ways of expressing the anger) ** Emotion recognition in others: Ability to recognise the nature of others' emotional experiences ** Appropriate responding to emotion in others: Capacity to respond appropriately to the emotional experiences of others * Emotion regulation strategies ** Situation selection ** Situation modification ** Attentional focus ** Reappraisal ** Suppression ==What is the difference between emotion and mood?== * Emotions are short-lived affective responses to specific life events * Moods are more diffuse affective experiences which may last longer than emotions and are not triggered by specific events (e.g., one may just wake up in a bad mood) ==Readings== * Chapter 12: Nature of emotion ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 11: Nature of emotion ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) ==Multimedia== * [https://www.youtube.com/embed/gAMbkJk6gnE?end=121 Feeling all the feels] (CrashCourse Psychology #25, YouTube) (2:01 mins): an introduction to emotion * [https://www.youtube.com/watch?v=xNY0AAUtH3g Emotions and the brain] (Sentis, YouTube, 2012) (2:02 mins): a simple, clear explanation of emotions, the brain, and emotion regulation * [https://www.youtube.com/embed/nEUzQ7yL9A0?end=188 Inside out - Meet Riley's emotions] (Pixar, YouTube, 2015) (3:08 mins): Trailer for the animated movie ''Inside Out'' which provides an entertaining look at our inner emotions and memories * [https://www.youtube.com/watch?v=gaZDLOAg_Po What is an emotion? (Paul Ekman)] (Mind with Heart, 2012, YouTube) (7:35 mins): Paul Ekman explains what emotion is, why we have emotions, and how they can be regulated * [https://www.youtube.com/watch?v=ijcydVxCBoA Lie to me] (Quicksubs, YouTube, 2015) (2:01 mins): Trailer for a TV series about lie detection through analysis of facial expression and body language ==Slides== * [https://docs.google.com/presentation/d/1P8cE3uOywK7OukK_hJKYH-aNFtuKuY-frNqScvBKRFo/edit?usp=sharing Nature of emotion] (Google Slides)<!-- * Handouts ** [[Media:Motivation and Emotion - Lecture 07 - Nature of emotion 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 07 - Nature of emotion 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 07 - Nature of emotion 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 07 - Nature of emotion 3slidesperpage.pdf|100px]] <!-- * [http://www.slideshare.net/jtneill/nature-of-emotion Lecture slides] (Slideshare) --> ==See also== * [[/Images/]] ;Lectures * [[{{#titleparts:{{PAGENAME}}|2}}/Mindsets, control, and the self|Mindsets, control, & the self]] (Previous lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Aspects of emotion|Aspects of emotion]] (Next lecture) ;Tutorial * [[{{#titleparts:{{PAGENAME}}|1}}/Tutorials/Core emotions|Core emotions]] ;Wikipedia * [[w:Emotion classification|Emotion classification]] * [[w:Inside Out (2015 film)|Inside Out]] | [[w:Inside Out 2|Inside Out 2]] * [[w:Lie to Me|Lie to Me]] * [[w:Paul Ekman|Paul Ekman]] * [[w:The Expression of the Emotions in Man and Animals|The Expression of the Emotions in Man and Animals]] ==Recording== * [https://au-lti.bbcollab.com/recording/d5448bdda2f145788a62c999ee582234 Lecture 07] (2025)<!-- * [https://au-lti.bbcollab.com/recording/68a5ca1e0ff3483dab76f4939e29c490 Lecture 07] (2024) * [https://au-lti.bbcollab.com/recording/c8b6153ac42a4eb89724396d9e9e40a0 Lecture 07] (2023) * [https://au-lti.bbcollab.com/recording/c1cc29b612d04060a52684c01447baa5 Lecture 07] (2022) * [https://au-lti.bbcollab.com/recording/832453a6efcf4086a235877d20ac5b66 Lecture 07] (2021) --> ==References== {{Hanging indent|1= Ekman, P. & Cordaro, D. (2011). [http://emr.sagepub.com/content/3/4/364 What is meant by calling emotions basic]. ''Emotion Review'', ''3'', 364–370. https://doi.org/10.1177/1754073911410740 James, W. (1884). [http://psychclassics.yorku.ca/James/emotion.htm What is an emotion?] ''Mind'', ''9'', 188–205. }} ==External links== * [https://www.youtube.com/watch?v=P_6vDLq64gE How to spot a liar] (Pamela Meyer, TED Talk, YouTube, 2011, 18:51 mins) * [https://www.psypost.org/2017/06/depressed-people-medial-prefrontal-cortex-exerts-control-parts-brain-49168 In depressed people, the medial prefrontal cortex exerts more control over other parts of the brain] (PsyPost, 2017) * [https://www.abc.net.au/news/2024-06-23/inside-out-2-film-brain-changes-puberty-child-new-emotions/103995788 Inside Out 2 is a relatable film about puberty's big brain changes. Here's how to talk to your child about their new emotions] (ABC News, 2024) {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Nature of emotion]] phz1cefodp91yiabopc65w4ltinswm8 Motivation and emotion/Lectures/Aspects of emotion 0 98607 2815410 2749732 2026-06-12T11:37:24Z Jtneill 10242 In development for 2026 2815410 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 08: Aspects of emotion|eighth}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:Two people with brain cogs turning.png|right|250px|thumb|<div style='text-align: center;'>What causes emotion?<br>Biology?<br>Cognition?<br>Sociality?</div>]] ==Overview== This lecture: * discusses biological, cognitive, and social psychological aspects of [[emotion]] * considers the potential of [[w:affective computing|affective computing]] Take-home messages: * Biology and cognition work together to generate emotion * Facial expressions can influence emotional state * Other people are the source of most of our emotions * Emotions are contagious * Computers are increasingly able to detect, imitate, and respond to emotion ==Outline== * Biological * Cognitive * Social * Affective computing ==Biological aspects of emotion== [[File:Bipolar Dyptych 1 365.jpg|thumb|right|200px|'''Figure 1'''. What is the role of the body in causing emotion?]] [[File:Expression of the Emotions Figure 1.png|thumb|right|200px|'''Figure 2'''. The human face has over 80 muscles; ~half of which are involved in expressing ~3,000 different expressions of emotion]] * What is the role of the body in emotion (see Figure 1)? ** Does bodily reaction follow emotion? ** Or does bodily reaction lead to emotion? * [[w:James–Lange theory|James–Lange theory of emotion]]: ** Sequence *** Stimulus → Bodily reaction → Emotion e.g., *** Sudden cold shower → Increased heart rate → Surprise? Fear? ** Emotion is a way of making sense of bodily changes ** Criticisms *** Boldy reactions are part of a general response that does not vary much between emotions *** Emotional experiences occur more quickly than physiological reactions ** Contemporary perspective *** Distinct physiological differences are evident for some emotions, but only a few have distinct [[w:Autonomic nervous system|autonomic nervous system]] patterns *** Emotions recruit bodily reactions to facilitate adaptative behaviours such as fighting, fleeing, and nurturing * Brain activations for specific emotions ** Distinct neural circuits underlie the core emotions of joy, fear, rage, and anxiety ([[w:Gray's biopsychological theory of personality|Gray]]) *** Behavioural approach system *** Fight or flight system *** Behavioural inhibition system ** Neuroscience studies of brain activity during emotional experiences map core emotions to distinct patterns of neural activity * [[w:Facial feedback hypothesis|Facial feedback hypothesis]] ** The facial feedback hypothesis (FFH) proposes that emotional experience arises from interpretation of one's facial expression *** Strong view: FF causes emotion *** Weak view: FF modifies emotion *** Critics: FF effect is small ** Facial expression of core emotions is cross-culturally universal (see Figure 2) *** Some emotions (e.g., joy) are easier to recognise than others (e.g., fear) *** Some cultures (e.g., Western) are better at recognising emotion (e.g., because they focus on the mouth) than other cultures (e.g., Eastern because they focus on the eyes) ==Cognitive aspects of emotion== * Biology alone doesn't explain all aspects of emotion, particularly complex emotions such as hope, pride, envy, and gratitude * Appraisal ** Appraisals, rather than events per se, elicit emotion ** Appraisals evaluates significance of events *** Primary: "Is this event significant to me and my well-being?"; if yes, "Is the event good (beneficial) or bad (harmful)?" *** Secondary: "Can I cope with this situation?" → emotion (e.g., liking/disliking) → approach vs. withdrawal ** Complex appraisal models account for approx. 2/3rds of emotional variability by mapping perceived types of benefit/harm/threat to specific emotions * Emotion knowledge ** Ability to differentiate different types and intensities of emotion ** Part of [[w:Emotional intelligence|emotional intelligence]] ** Can be taught and developed * Attribution ** Different explanations for why life events occur leads to different emotional experiences *** Primary: Good or bad? *** Secondary: Cause? ** Example: *** Primary: Good event *** Secondary: Internal cause *** Emotion: Pride ==Social aspects of emotion== [[File:Just love cropped cropped.jpg|thumb|right|200px|'''Figure 3'''. Emotions are socially intense experiences, bringing us together and driving us apart]] * Emotions are socially intense experiences (see Figure 3) ** Through emotional expression, we signal our needs to others ** Social experiences are the most frequent source of day-to-day emotion; these experiences: *** bring us together (e.g., joy and gratitude) and *** push us apart (e.g., anger, contempt, and schadenfreude) ** [[w:Emotional contagion|Emotional contagion]]: People tend to converge on similar emotions due to: *** [[w:Mirror neuron|Mirror neuron]]s fire in response to observing others' emotion *** People tend to mimic others' emotional expressions * Social sharing of emotion provides conversational context for people to re-experience and recount their emotional experiences ** Social-affective sharing: Listening, comforting, empathy, support → provides temporary relief ** Cognitive sharing: Reframing, meaning-making, reprioritising → stimulates cognitive work for emotional healing and recovery * Common view of emotions as short-lived is challenged by social research about emotion because emotional experiences tend to be retold and relived through social sharing, contributing to emotional continuity over days, weeks, and even years ==Affective computing== [[File:Sophia (robot).jpg|thumb|200px|'''Figure 4'''. Electronic devices such as robots are increasingly able to detect and respond to human emotion.]] * [[w:Affective computing|Affective computing]] is an interdisciplinary field which studies how [[w:Artificial intelligence|artificial intelligence]] can recognise and respond to human emotion * If emotions show ANS specificity, then sensors built into electronic devices can monitor human and adjust accordingly (e.g., empathically) (see Figure 4) ==Readings== * Chapter 13: Aspects of emotion ([[Motivation and emotion/Readings/Textbooks/Reeve/2015|Reeve, 2018]]) or Chapter 12: Aspects of emotion ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) ==Multimedia== * [https://www.youtube.com/embed/-PFqzYoKkCc?si=e9oy7d30rVETd82h&amp;start=12&end=679 Emotions revealed] (KQED QUEST, 2008, YouTube) (11:01 mins): Explains Paul Ekman's work on codifying the intricate ways in which emotions are revealed through facial expressions * [https://www.youtube.com/embed/TdsFGqhoAEo?si=slTlN00GwXbELkDM&amp;start=18&end=160 Why we can't not smile] (Epic Science, 2014, YouTube) (2:22 mins): Explores unconscious emotional mimicry in relation to smiling * [https://www.youtube.com/watch?v=JMLsHI8aV0g How China is using artificial intelligence in classrooms] (The Wall Street Journal, 2020, YouTube) (5:43 mins): Shows real-world application of emotion AI being used to monitor students, illustrating potentials and risks of affective computing ==Slides== * [https://docs.google.com/presentation/d/1b6mSQQGASDgImEPjDt9DyU4Tm2NtT1GO1k0UdWLSSeE/edit?usp=sharing Aspects of emotion] (Google Slides) <!-- * [http://www.slideshare.net/jtneill/aspects-of-emotion Lecture slides] (Slideshare) * Handouts ** [[Media:Motivation and Emotion - Lecture 08 - Aspects of emotion 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 08 - Aspects of emotion 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 08 - Aspects of emotion 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 08 - Aspects of emotion 3slidesperpage.pdf|100px]] * [http://www.slideshare.net/jtneill/aspects-of-emotion Lecture slides] (Slideshare) --> ==See also== * [[/Images/]] ; Lectures * [[{{#titleparts:{{PAGENAME}}|2}}/Nature of emotion|Nature of emotion]] (Previous lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Individual emotions|Individual emotions]] (Next lecture) ;Tutorial * [[{{#titleparts:{{PAGENAME}}|1}}/Tutorials/Measuring emotion|Measuring emotion]] (Tutorial) ;Wikiversity * [[:Category:Motivation and emotion/Book/Affective computing|Affective computing]] (Book chapter category) * [[Motivation and emotion/Book/2014/Appraisal and emotion|Appraisal and emotion]] (Book chapter, 2014) <!-- [[Motivation and emotion/Book/2024/Attribution theory and emotion|Attribution theory and emotion]] (Book chapter 2024) --> * [[Motivation and emotion/Book/2014/Facial Action Coding System|Facial Action Coding System]] (Book chapter, 2014) * [[Motivation and emotion/Book/2023/Smiling and emotion|Smiling and emotion]] (Book chapter, 2023) ;Wikipedia Topics * [[w:Affective computing|Affective computing]] * [[w:Appraisal theory|Appraisal]] * [[w:Attribution (psychology)|Attribution]] * [[w:Gray's biopsychological theory of personality|Gray's biopsychological theory of personality]] * [[w:James–Lange theory|James–Lange theory]] * [[w:Sophia (robot)|Sophia (robot)]] People * [[w:Magda B. Arnold|Magda B. Arnold]] * [[w:Paul Ekman|Paul Ekman]] * [[w:Jeffrey Alan Gray|Jeffrey Gray]] * [[w:Carroll Izard|Carroll Izard]] ==Recording== * [https://au-lti.bbcollab.com/recording/91c30feb657c4f0db225b3babaefd962 Lecture 08] (2025)<!-- * [https://au-lti.bbcollab.com/recording/9c2e9707be814a9d87cc9131d0782390 Lecture 08 recording] (2024) * [https://au-lti.bbcollab.com/recording/4c3533d7c9294b2da8dc4aaa8aac0b93 Lecture 08 recording] (2023) * [https://au-lti.bbcollab.com/recording/def61ff43cfb4f0084e26aac0bc0b52f Lecture 08 recording] (2022) * [https://au-lti.bbcollab.com/recording/7a2b4dd5a81246c096581c3461eae997 Lecture 08 recording] (2021) * [https://au-lti.bbcollab.com/recording/9173da24929249c0905c62f676287d83 Lecture 08 recording] (2020) * [https://echo360.org.au/media/00c6015a-2dd9-48c5-9d78-1f1891908d30/public Lecture 08 recording] (2019) * [https://echo360.org.au/media/17d036bf-4c49-45a9-9dd7-6d9364a51263/public Lecture 08 recording] (2016) --> ==References== {{Hanging indent|1= Gray, J. A. (1987). ''The psychology of fear and stress'' (2nd ed.). Cambridge University Press. <!-- Izard, C. E. (2010). The many meanings/aspects of emotion: Definitions, functions, activation, and regulation. ''Emotion Review'', ''2''(4), 363–370. https://doi.org/10.1177/1754073910374661 --> }} ==External links== * [https://www.paulekman.com Paul Ekman Group] (paulekman.com) * [https://www.bps.org.uk/research-digest/precise-meaning-emotion-words-different-around-world The precise meaning of emotion words is different around the world] (bps.org.uk) ;Multimedia * [https://www.youtube.com/watch?v=ui2_mZWyYK8 Can humanoid robots like Ameca develop emotions?] (Genz Ai Revolution, 2025, YouTube) (3:13 mins)<!-- : Explores whether robots genuinely feel emotions or merely simulate them through sensors and advanced programming. Raises ethical questions about human–robot interaction, emotional mimicry, and the implications of machines acting as companions, caretakers, or friends. --> * [https://youtu.be/WY0j1cZtnp0 In your face] (Mind Field Ep 7, YouTube, 24:33 mins) * [https://www.youtube.com/watch?v=Sq36J9pNaEo Meet Sophia, World's first AI humanoid robot] (Tony Robbins, 2020, YouTube; 9:55 mins): Interview with an AI robot about life, the universe, and everything * [https://www.youtube.com/watch?v=wjW-v0IPT_M Robots that show emotion] (David Hanson, TED talk, 7:29 mins) * [https://www.youtube.com/watch?v=U9cGdRNMdQQ The hidden power of smiling] (Ron Gutman, TED talk; 7:26 mins) * [https://www.youtube.com/watch?v=Uq6XgrYBugo Why we have an emotional connection to robots] (Kate Darling, 2018, TED talk; 11:51 mins) {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Aspects of emotion]] 2w5l5z0c2s6f3o5rph4jaw2ne0d50qw Motivation and emotion/Lectures/Unconscious motivation 0 98609 2815412 2759149 2026-06-12T11:37:59Z Jtneill 10242 In development for 2026 2815412 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 10: Unconscious motivation|tenth}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:Why books are always better than movies.jpg|right|250px]] ==Overview== This lecture: * discusses unconscious aspects of motivation, including historical psychoanalytic perspectives and contemporary perspectives about the adaptive unconscious, priming, and psychodynamics Take-home message: * Motivation often arises from, and is influenced by, sources byeond conscious awareness [[File:FREUD'S SOFA.jpeg|thumb|250px|Freud's psychoanalytic couch – arguably the birthplace of modern psychology]] [[File:Structural-Iceberg.svg|thumb|250px|Freud's id, ego, and superego structural model of the psyche is often depicted as an iceberg]] ==Outline== * Psychodynamic perspective * The unconscious * Psychodynamics * Ego psychology * Object relations theory ==Psychodynamic perspective== * Study of dynamic unconscious mental processes, evolving from the historical psychoanalytic (Freudian) approach ==The unconscious== * Much of mental life operates unconsciously, influencing our thoughts and actions * The adaptive unconscious allows us to make quick, intuitive decisions and behaviours about familiar situations (e.g., driving a known route) ==Psychodynamics== * Conscious and unconscious processes often clash, creating internal psychological conflicts ==Ego psychology== * This theory focuses on the ego's development from immaturity to mature interdependence ==Object relations theory== * Early relationships form mental representations that guide future social motivations and connections ==Multimedia== [[File:Checker shadow illusion.svg|thumb|250px|[[w:Checker shadow illusion|Checker shadow illusion]]: A and B are the same colour; but the different contexts change our perception]] * [https://www.youtube.com/watch?v=HRAKt0GakJM&t=3 Psychological priming] (Bang Goes the Theory, YouTube) (6:14 mins): shows three experiments which indicate that, when primed by handling money, people eat more chocolate, are less likely to help others, and can tolerate more pain. * [https://www.youtube.com/embed/vcJm-y7UnLY?start=316&end=1087 How your unconscious mind rules your behaviour] (Leonard Mlodinow, TEDxReset 2013, YouTube) (12:51 mins): Examples of unconscious perception and decision making from a cognitive neuroscience perspective. Note: camera work and editing is poor. ==Readings== * Chapter 16: Unconscious motivation ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 15: Unconscious motivation ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) ==References== {{Hanging indent|1= Freud, S. (1917). [Original work published 1905]. ''Wit and its relation to the unconscious''. http://www.bartleby.com/279/ Jung, C. G. (Ed.) (1964). ''[[w:Man and His Symbols|Man and his symbols]]''. Doubleday. Lodder, P., Ong, H. H., Grasman, R. P., & Wicherts, J. M. (2019). A comprehensive meta-analysis of money priming. ''Journal of Experimental Psychology: General'', ''148''(4), 688. http://doi.org/10.1037/xge0000570 [https://pure.uvt.nl/ws/portalfiles/portal/29126856/Lodder_et_al._2019_A_Comprehensive_Meta_analysis_of_Money_Priming.pdf] Stajkovic, A. D., Greenwald, J. M., & Stajkovic, K. S. (2022). The money priming debate revisited: A review, meta‐analysis, and extension to organizations. ''Journal of Organizational Behavior'', ''43''(6), 1078–1102. https://doi.org/10.1002/job.2619 [https://pure.uvt.nl/ws/portalfiles/portal/29126856/Lodder_et_al._2019_A_Comprehensive_Meta_analysis_of_Money_Priming.pdf] }} ==Slides== * [https://docs.google.com/presentation/d/16QBIOo1V3pl644ARxu9cPmN7Yjba6Ym-v6rPExVthg4 Unconscious motivation] (Google Slides) <!-- * [http://www.slideshare.net/jtneill/unconscious-motivation Lecture slides] (Slideshare) * Handouts ** [[Media:Motivation and Emotion - Lecture 10 - Unconscious motivation 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 10 - Unconscious motivation 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 10 - Unconscious motivation 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 10 - Unconscious motivation 3slidesperpage.pdf|100px]] --> ==See also== * [[/Images/]] ; Lectures * [[{{#titleparts:{{PAGENAME}}|2}}/Individual emotions|Individual emotions]] (Previous lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Growth psychology|Growth psychology]] (Next lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Implicit motives and goals|Implicit motives and goals]] (Related lecture) ; Tutorial * [[Motivation and emotion/Tutorials/Time perspective|Time perspective]] ;Wikipedia * [[w:Acceptance and commitment therapy|Acceptance and commitment therapy]] * [[w:Checker shadow illusion|Checker shadow illusion]] * [[w:Daniel Kahneman|Daniel Kahneman]] * [[w:Defence mechanism|Defence mechanism]] * [[w:Id, ego and super-ego|Id, ego and super-ego]] * [[w:Mortality salience|Mortality salience]] * [[w:Object relations theory|Object relations theory]] * [[w:Priming (psychology)|Priming]] * [[w:Psychoanalysis|Psychoanalysis]] * [[w:Loevinger's stages of ego development|Stages of ego development]] (Loevinger) * [[w:Stairway to Heaven#Claims of backmasking|Stairway to Heaven - Claims of backmasking]] * [[w:Terror management theory|Terror management theory]] * [[w:Thought suppression|Thought suppression]] ;Wikiversity * [[Motivation and emotion/Book/2016/Death anxiety|Death anxiety]] (Book chapter, 2016) * [[Motivation and emotion/Book/2022/Money priming, motivation, and emotion|Money priming, motivation, and emotion]] (Book chapter, 2022) * [[Motivation and emotion/Book/2014/Psychodynamic perspective of motivation|Psychodynamic perspective of motivation]] (Book chapter, 2014) * [[Motivation and emotion/Book/2020/Subliminal priming and motivation|Subliminal priming and motivation]] (Book chapter, 2020) * [[Motivation and emotion/Book/2020/Terror management theory|Terror management theory]] (Book chapter, 2020) * [[Motivation and emotion/Book/2020/Unconscious motivation|Unconscious motivation]] (Book chapter, 2020) ==Recording== * [https://au-lti.bbcollab.com/recording/cb21a78cf43c491992ea0ea3f76e7271 Lecture 10] (2025)<!-- * [https://au-lti.bbcollab.com/recording/1944933fa16f442b996a13bad744a1d4 Lecture 10 recording] (2024) * [https://au-lti.bbcollab.com/recording/ee0efa2d5c694ab5a1f0ee7a76d087b4 Lecture 10 recording] (2023) * [https://au-lti.bbcollab.com/recording/727ce65d23504207af92b684b5400be3 Lecture 10 recording] (2022) * [https://au-lti.bbcollab.com/recording/45e10c3dce3d45638ee3e7fad628a33c Lecture 10 recording] (2021) * Lecture 10 recording (2020) - TBA * [https://echo360.org.au/media/2915e96a-93b2-4f40-a6cf-87849313caa9/public Lecture 10 recording] (2019) * [https://echo360.org.au/media/45635c5c-4a46-43ac-81a6-c93786c83207/public Lecture 10 recording] (2017) --> ==External links== * [https://www.youtube.com/watch?v=ap-22FjgoE4 New York City subway stairs] (YouTube; 1:27 mins) * [https://www.anopticalillusion.com/2015/02/presidents-day-optical-illusion/ President's Day optical illusion] (anopticalillusion.com) * [https://www.freud.org.uk/about-us/the-house/sigmund-freuds-famous-psychoanalytic-couch/ Sigmund Freud's famous psychoanalytic couch] (Freud Museum London) * [https://www.theifod.com/what-stairway-to-heaven-teaches-us-about-our-brains/ What “Stairway to Heaven” teaches us about our brains] (theifod.com) * [https://www.psychologytoday.com/us/blog/subliminal/201205/why-touch-can-double-your-chances-getting-date Why a touch can double your chances of getting a date] (Leonard Mlodinow, Psychology Today, 2012) {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Unconscious motivation]] 8n9k8dbuh6k0kjlksjivtmomi4u92ic Motivation and emotion/Lectures/Growth psychology 0 98610 2815413 2760809 2026-06-12T11:38:10Z Jtneill 10242 In development for 2026 2815413 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 11: Growth psychology|eleventh}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:USA 10090 x10105 Antelope Canyon Luca Galuzzi 2007.jpg|right|250px]] ==Overview== This lecture considers: * psychological motivation for personal growth and self-actualisation * [[w:Humanistic psychology|humanistic psychology]] and [[w:Positive psychology|positive psychology]] Take-home message: * Focusing on strengths and encouraging growth is more productive than trying to cure weakness ==Outline== * Paradigms in psychology * Humanistic psychology ** Self-actualisation ** Actualising tendency <!-- * Humanistic motivation --> * Positive psychology ** Happiness ** Meaning * Criticisms ==Paradigms in psychology== [[File:WebKit logo.svg|thumb|185px|'''Figure 1'''. The organismic valuing process (Rogers) works like an inner compass, guiding each person towards growth and alignment with their values.]] Psychology is a young science compared, for example, to physical and medical sciences. Although psychological questions have been philosophically debated for millenia, the systematic application of modern scientific principles to psychological problems was first developed in the late 19th century. Several paradigms of thinking have evolved since in psychology (Fleuridas & Krafcik, 2019; Sutich, 1968): * 1st force: '''Psychoanalytic''' - explains behaviour through psychodynamic processes * 2nd force: '''Behaviourism''' - an empirical approach countering vagaries of psychoanalytics * 3rd force: '''Humanistic''' - addresses limitations of behaviourism with a holistic view * Contemporary developments: ** Cognitive psychology ** Social psychology ** Neuroscience * 4th force: '''Transpersonal''' - explores spiritual and transcendent experiences that go beyond the self * Emerging forces: ** Ecopsychology ** Indigenous/decolonising perspectives ==Humanistic psychology== Humanistic psychology was championed by [[w:Abraham Maslow|Abraham Maslow]], [[w:Carl Rogers|Carl Rogers]], and [[w:Category:Humanistic psychologists|many others]] during the 1950s and 1960s. Maslow became known for his description and investigation of self-actualisation. Rogers pursued similar ideas, emphasising the fully functioning person and the organismic valuing process. ===Self-actualisation=== Self-actualisation refers to the fulfilling of one's potential and is understood as the highest motivation. A seed may have the genetic potential to grow into a large, healthy tree, but the outcome will depend on its opportunity and nurturing. Similarly, human beings have inner motivation to achieve their physical and psychological potential (e.g., manifest their unique talents and abilities). But Maslow argued that less than 1% of people self-actualise. Why? It might be too much of a challenge to just meet basic needs, let alone higher needs. Or people might get stuck/obsessed with the lower needs and not connect to the higher meaning/purpose. ===Actualising tendency=== Rogers argued that humans have an innate will to growth that guides people to undertake new and challenging experiences. A fully functioning person uses their organismic valuing process (like an inner compass; see Figure 1) to determine whether specific experiences will promote one's growth or not. A person is most likely to develop full functioning when offered unconditional, rather than conditional, positive regard during their upbringing and subsequent social relations. A fully functioning person experiences congruence between their ideal and actual self. ==Positive psychology== Positive psychology emphasises identification and development psychological strengths and uses a scientific approach to promoting psychological wellbeing. ===Happiness=== ====Types==== Originally proposed by the Ancient Greeks (Aristotle) and reiterated by Martin Seligman, happiness can be understood as consisting of three components: * '''Hedonic pleasure''' (the good life) - these are intense, short-term pleasure, but positive affect is about 50% heritable, difficult to change (see hedonic treadmill), and subject to habituation; it is arguably the shallowest form of happiness * '''Eudaimonia''' (the engaged life) - this is a deeper satisfaction which comes from intrinsic engagement in creative and interesting problems that drawn on strengths and talents, but also nurture learning and development. In this type of happiness, people experience psychological flow. * '''Meaning/purpose''' (connection with values) - this is the deepest and most important aspect of happiness. It is having a reason/purpose for being, a why to live for, a passion often for something bigger, beyond the self. ====World Happiness Report==== The lecture discusses the [[w:World Happiness Report|World Happiness Report]]: * Imagine a ladder with steps numbered from 0 at the bottom to 10 at the top * The top of the ladder (10) represents the best possible life for you and the bottom of the ladder (0) represents the worst possible life for you * On which step of the ladder would you say '''you personally''' feel you stand at this time? * What do you estimate the '''global average''' satisfaction score is out of 10 (based on equal weighting of 143 countries)? * What do you estimate the '''Australian average life satisfaction''' is out of 10? * Where do you think '''Australia ranks''' out of 143 countries? Explanatory factors (descending order of importance): * GDP per capita * Social support * Healthy life expectancy * Freedom to make life choices * Perceptions of corruption * Generousity ===Meaning=== [[File:Viktor Frankl USD Alcalá 1972.jpg|200px|thumb|'''Figure 2'''. Viktor Frankl speaking at the University of San Diego, 1972]] [[w:Existential psychology|Existential psychology]] emphasises the importance of meaning for motivation and wellbeing. [[w:Viktor Frankl|Viktor Frankl]] (see Figure 2) goes as far as arguing that meaning/connection to a higher purpose is the key/essential ingredient for optimal psychological functioning and wellbeing. [[w:Logotherapy|Logotherapy]] was developed by Frankl as a psychotherapeutic method which helps people connect with meaning in their lives. These ideas are famously captured in Frankl's book ''[[w:Man's Search for Meaning|Man's Search for Meaning]]'' which is commonly in the top recommended psychology books. ==Criticisms== * '''Incomplete''': Humanistic view emphasises only one part of human nature. People also have potential to harm themselves and others. * '''Unscientific''': Humanistic theorists use vague and ill-defined constructs (less true of positive psychology). * '''Ambiguity of inner guides''': Origins and accuracy of actualising tendency unclear, challenging its reliability for guiding behaviour. ==Multimedia== * [https://www.youtube.com/watch?v=evoGjRseK8w Maslow on peak experiences] (YouTube) (4:02 mins): An interview with Maslow about his research on peak experiences * [https://www.youtube.com/embed/9FBxfd7DL3E?start=38&end=1227 The new era of positive psychology] (Martin Seligman, TED/YouTube) (19:49 mins): Explains the origins, purpose, and promise of positive psychology * [https://www.youtube.com/watch?v=fD1512_XJEw Viktor Frankl: Search for meaning] (YouTube) (4:22 mins): On the importance of meaning in people's lives ==Readings== * Chapter 15: Growth motivation and positive psychology ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 14: Growth motivation and positive psychology ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) ==Slides== * [https://docs.google.com/presentation/d/1gr6_6wIbctwBABPkxUerGn2adAaOYaRbUXxmfc_fngw/edit?usp=sharing Growth psychology] (Google Slides) <!-- * [http://www.slideshare.net/jtneill/growth-motivation-and-positive-psychology Lecture slides] (Slideshare, 2016) * Handouts ** [[Media:Motivation and Emotion - Lecture 11 - Growth psychology 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 11 - Growth psychology 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 11 - Growth psychology 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 11 - Growth psychology 3slidesperpage.pdf|100px]] --> ==See also== * [[/Images/]] ; Lectures * [[{{#titleparts:{{PAGENAME}}|2}}/Unconscious motivation|Unconscious motivation]] (Previous lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Interventions and review|Interventions and review]] (Next lecture) ; Tutorial * [[Motivation and emotion/Tutorials/Positive psychology|Positive psychology]] (Tutorial) ; Wikipedia People * [[w:Mihaly Csikszentmihalyi|Mihaly Csikszentmihalyi]] * [[w:Viktor Frankl|Viktor Frankl]] * [[w:Barbara Fredrickson|Barbara Fredrickson]] * [[w:Abraham Maslow|Abraham Maslow]] * [[w:Carl Rogers|Carl Rogers]] * [[w:Martin Seligman|Martin Seligman]] * [[w:Category:Humanistic psychologists|Humanistic psychologists]] (Category) * [[w:Category:Positive psychologists|Positive psychologists]] (Category) Topics * [[w:Existential psychology|Existential psychology]] * [[w:Eudaimonia|Eudaimonia]] * [[w:Gestalt psychology|Gestalt psychology]] * [[w:Happiness|Happiness]] * [[w:History of psychology|History of psychology]] * [[w:Holism|Holism]] * [[w:Humanistic psychology|Humanistic psychology]] * [[w:Man's Search for Meaning|Man's Search for Meaning]] * [[w:Paradigm shift|Paradigm shift]] - [[w:The Structure of Scientific Revolutions|The Structure of Scientific Revolutions]] * [[w:Positive psychology|Positive psychology]] * [[w:Self-actualization|Self-actualisation]] * [[w:Transpersonal psychology|Transpersonal psychology]] * [[w:World Happiness Report|World Happiness Report]] ; Wikiversity Categories * [[:Category:Motivation and emotion/Book/Happiness|Happiness]] * [[:Category:Motivation and emotion/Book/Positive psychology|Positive psychology]] Chapters * [[Motivation and emotion/Book/2016/Broaden-and-build theory of positive emotions|Broaden-and-build theory of positive emotions]] (Book chapter, 2016) * [[Motivation and emotion/Book/2011/Eudaimonic well-being|Eudaimonic well-being]] (Book chapter, 2011) * [[Motivation and emotion/Book/2011/Growth through adversity|Growth through adversity]] (Book chapter, 2011) * [[Motivation and emotion/Book/2011/Maslow's hierarchy of needs|Maslow's hierarchy of needs]] (Book chapter, 2011) * [[Motivation and emotion/Book/2018/Mystical experiences and emotion|Mystical experiences and emotion]] (Book chapter, 2018) * [[Motivation and emotion/Book/2015/National and cultural happiness|National and cultural happiness]] (Book chapter, 2015) * [[Motivation and emotion/Book/2019/Peak experiences and emotion|Peak experiences and emotion]] (Book chapter, 2019) * [[Motivation and emotion/Book/2020/PERMA model of well-being|PERMA model of well-being]] (Book chapter, 2020) * [[:Category:Motivation and emotion/Book/Positive psychology|Positive psychology]] (Book chapter category) * [[Motivation and emotion/Textbook/Motivation/Spiritual|Spiritual motivation]] (Book chapter, 2010) * [[Motivation and emotion/Book/2011/Spiritual and religious motivation|Spiritual and religious motivation]] (Book chapter, 2011) * [[Motivation and emotion/Book/2016/Broaden-and-build theory of positive emotions|The broaden-and-build theory of positive emotions]] (Book chapter, 2016) * [[Motivation and emotion/Book/2011/Trauma recovery and growth|Trauma recovery and growth]] (Book chapter, 2011) ==Recording== * [https://au-lti.bbcollab.com/recording/edbd5d843cbc494bb3a8ca018a46d3da Lecture 11] (2025)<!-- * [https://au-lti.bbcollab.com/recording/eb88fd292a9b446fb61e55ac83b693b5 Lecture 11] (2024) * [https://au-lti.bbcollab.com/recording/89129bb8249e47a982d271b57845a3d9 Lecture 11] (2023) * [https://au-lti.bbcollab.com/recording/46c1aeea4ee141c38640042a4dd093f8 Lecture 11] (2022) * [https://au-lti.bbcollab.com/recording/38c4a5b8493044d6843008ed920a6916 Lecture 11] (2021) --> ==References== {{Hanging indent|1= Fleuridas, C., & Krafcik, D. (2019). Beyond four forces: The evolution of psychotherapy. ''Sage Open'', ''9''(1), 2158244018824492. https://doi.org/10.1177/2158244018824 Fredrickson, B. (2001). [https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3122271/ The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions]. ''American Psychologist'', ''56'', 218–226. https://doi.org/10.1037/0003-066X.56.3.218 Helliwell, J. F., Layard, R., Sachs, J. D., De Neve, J.-E., Aknin, L. B., & Wang, S. (Eds.). (2024). ''World happiness report 2024'' (12th ed.). https://worldhappiness.report/ed/2024/ Maslow, A. H. (1954). ''Motivation and personality''. Harper & Brothers. Maslow, A. H. (1971/1976). ''Farther reaches of human nature''. Penguin. Seligman, M. (2018). PERMA and the building blocks of well-being. ''The Journal of Positive Psychology'', ''13''(4), 333–335. https://doi.org/10.1080/17439760.2018.1437466 Sutich, A. J. (1968). Transpersonal psychology: An emerging force. ''Journal of Humanistic Psychology'', ''8''(1), 77–79. https://doi.org/10.1177/002216786800800108 <!-- Peterson, C. (2006). What is positive psychology? In ''A primer in positive psychology'' (pp. 3–24). -->Rogers, C. (1951). ''Client-centered therapy: Its current practice, implications and theory''. Constable. Seligman, M. E. P., & Csikszentmihalyi, M. (2000). [http://www.bdp-gus.de/gus/Positive-Psychologie-Aufruf-2000.pdf Positive psychology: An introduction]. ''American Psychologist'', ''55'', 5–14. https://doi.org/10.1037//0003-066X.55.1.5 Seligman, M. E. P., Rashid, T., & Parks, A. C. (2006). [https://ppc.sas.upenn.edu/sites/default/files/positivepsychotherapyarticle.pdf Positive psychotherapy]. ''American Psychologist'', ''61''(8), 774–788. https://doi.org/10.1037/0003-066X.61.8.774 Sutich, A. J. (1968). Transpersonal psychology: An emerging force. ''Journal of Humanistic Psychology'', ''8''(1), 77–79. https://doi.org/10.1177/002216786800800108 }} ==External links== * [https://www.authentichappiness.sas.upenn.edu Authentic happiness] (University of Pennsylvania) * [https://www.youtube.com/watch?v=6W2dsnhC18Q Happiness and why we want it] (Nancy Etcoff, TED, 20:00 mins) * [https://ppc.sas.upenn.edu/learn-more/perma-theory-well-being-and-perma-workshops PERMA™ theory of well-being and PERMA™ workshops] (upenn.edu) * [https://www.discovermagazine.com/mind/shiny-happy-people Shiny happy people] (Brad Lemley, Discover Magazine, 2006) * [https://www.pushkin.fm/podcasts/the-happiness-lab-with-dr-laurie-santos The happiness lab with Dr. Laurie Santos] (podcast; pushkin.fm) * [https://blogs.scientificamerican.com/beautiful-minds/what-does-it-mean-to-be-self-actualized-in-the-21st-century/ What does it mean to be self-actualized in the 21st century?] (Scott Barry Kaufmann, Scientific American, 2018) * [https://worldhappiness.report/ World happiness report] (worldhappiness.report) {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Growth psychology]] rqfqs8wj99o9ux0i1k29rt2fzkkv84i Motivation and emotion/Lectures/Interventions and review 0 98611 2815414 2762599 2026-06-12T11:38:21Z Jtneill 10242 In development for 2026 2815414 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 12: Interventions and review|twelfth and final}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:Childcare Development Center-Crestwood High School cheerleaders 120815-F-PG936-400.jpg|right|250px|thumb|'''Figure 1'''. Interventions to change motivation and emotion are commonly used in educational settings.]] ==Overview== This lecture applies and reviews the [[motivation and emotion]] unit by discussing: * interventions using motivation and emotion principles * key points and wisdom gained Take-home messages: * Motivation guides engagement in behaviours that optimise well-being * Emotions provide feedback about progress towards goals * There is nothing so practical as a good theory ==Outline== * Interventions ** Interventions ** Practical problems ** Example interventions * Review ** Unit aims ** Nuggets of truth / Wisdom gained ** Review of key content ==Interventions== The ultimate test of a science is how well its principles can be applied to change desired outcomes. Motivation and emotion are malleable and, therefore, can be intentionally changed and strengthened. Well-designed interventions can develop motivational and emotional resources which help promote life outcomes that people care about (e.g., engagement, learning, performance, well-being) (see Figure 1). The "trick" is not to try to change outcomes directly; instead alter the conditions so they are more conducive to the emergence of the desired outcomes. The key to intervention is to create and follow a plan: # '''Explain''': Diagnose–''Why'' is this happening? What is motivating this person? (Remember: All behaviour is motivated.) # '''Predict''': What will happen if nothing is done? What could happen if X changed? What about Y or Z? # '''Intervene''': Apply motivation and emotion principles. Implement step-by-step plan to alter: #* environment #* relationships #* motivation #* emotion # '''Observe/measure/adjust''': #* Measure key processes and outcomes (before, during, after) #* Track progress regularly #* Adjust strategies based on evidence of what works or not #* Document what was done, what changes, and why Change is difficult. Complex problems often need persistence, feedback, and refinement. If an intervention doesn't work, analyse why, and try a revised approach. <div align="center"> {| class="wikitable mw-collapsible" |+ Examples of brief experimental manipulations ! Ch ! Motivation/Emotion ! Experimental manipulation |- | 3 | Trust | Squirt of oxytocin hormone via nasal spray |- | 4 | Sexual attraction | Facial metrics: Large eyes, small nose, small chin |- | 5 | Extrinsic motivation | Offering a scholarship for making high grades |- | 6 | Autonomy | Opportunity for self-direction in pursuit of a personal goal |- | 7 | Power | Election into a position of leadership |- | 8 | Discrepancy | Goal to strive for |- | 9 | Growth mindset | Einstein worked hard to become smart |- | 10 | Self-efficacy | Exposure to a highly competent role model |- | 11 | Self-control depletion | Resisting an attractive temptation for 5 minutes |- | 12 | Positive affect | Receiving a small, unexpected gift |- | 13 | Sadness | Viewing a film about a son at his Dad’s funeral |- | 14 | Embarrassment | Committing a social blunder in front of an audience |- | 15 | Incongruence | Parental negative conditional regard |- | 16 | Obsession | Keep a secret from the person you are talking to |} </div> ''Note''. Based on Reeve (2018), Table 17.1, p. 423 Use theory to help explain the cause of what is happening. All theories are (potentially) "correct" — our job is to find the time and place when a theory can be usefully applied. <div align="center"> {| class="wikitable mw-collapsible" |+ Example mini-theories |- | Achievement goals || Arousal || Attribution |- | Broaden-and-build || Cognitive dissonance || Drive |- | Effectance motivation || Ego depletion || Ego development |- | Expectancy x Value || Facial feedback || Flow |- | Goal setting || Implicit motives || Learned helplessness |- | Mindsets || Positive affect || Psychodynamics |- | Reactance || Self-actualisation || Self-concordance |- | Self-determination || Self-efficacy || Stress and coping |} </div> ''Note''. Based on Reeve (2018, p. 424) What theories help predict motivational and/or emotional responses to the following conditions? * Deprivation from food and people * Seeing a threatening (angry) face * Smelling rotting food * Encountering an obstacle to one's goal * Expecting a tangible reward (e.g., money) * Uncontrollable environment * Failure in front of others * Observing a competent role model * Autonomy-supportive teacher There are two basic strategies for intervening: * Overcome: Fix what isn't working ** Repair weaknesses ** Overcome pathology * Promote ** Amplify strengths ** Improve functioning <div align="center"> {| class="wikitable mw-collapsible" |+ Basic intervention strategies ! Overcome !! Promote |- | Learned helplessness || Resilient self-efficacy |- | Hidden costs of reward || Autonomy need satisfaction |- | Fixed mindset || Difficult, specific, self-congruent goals |- | Depleted self-control || Mastery goals |- | Pessimistic explanatory style || Flow experience |- | Immature defense mechanisms || Organismic valuing process |- | Hubristic pride || Ego development |- | Malicious envy || Joy |- | || Gratitude |} </div> ''Note''. Based on Reeve (2018, pp. 425–426) ==Practical problems== Whilst these scenarios lack context, it should still be possible to generate some ideas about: * Why? (explain) * What will happen; but also, what could be? (predict) * Implementation (application) of strategies Explain → Predict → Intervene: * Child not wanting to brush teeth * Sales employee quota * Elite athlete performance * Weight loss * Study motivation These scenarios are explained in more detail below (based on Reeve, 2018, Box 17, p. 426) ;Child at home A 6-year girl resists brushing her teeth every night before bed. She finds the routine boring and doesn’t understand why it’s important. When asked to brush her teeth, she plays with the water and brushes for only a few seconds. Her parents, aware of the long-term benefits of good dental hygiene, find themselves in a constant battle to get her to complete the task properly. None of their strategies seem to work. This nightly conflict drains the family’s energy and patience. ; Employee at work A mid-level sales representative at a large company feels increasingly disillusioned with her role. Despite knowing she has the skills to sell, she faces rejection on nearly every call. Her company only measures her success through monthly quotas, providing no support for personal development or job satisfaction. She meets her quota some months, but the constant rejection and lack of recognition make her feel drained. Her confidence has eroded, and she is beginning to question whether this job aligns with her strengths and interests. She fantasises about quitting but worries about financial stability. ; Athlete or musician A promising 18-year-old athlete (or musician) is in love with her craft. She spends hours practicing, enjoys the discipline, and consistently performs well. Despite her dedication, her growth in skill level has stagnated over the past year. While her peers are progressing rapidly, she feels stuck. Coaches and teachers praise her current ability but offer no new insights on how to break through to the next level. Frustrated, she worries that no matter how hard she works, she won't reach her goal of becoming an elite performer. Her motivation remains high, but she fears plateauing permanently. ;Medical patient A middle-aged man has been advised by his physician to lose 15 kilograms to avoid serious health risks, including a possible heart attack. He acknowledges the logic of the advice but feels disconnected from the urgency of the situation. A long history of poor dietary habits and a sedentary lifestyle has left him with little confidence that he can make meaningful changes. Despite multiple attempts to exercise and eat healthier in the past, nothing has ever stuck. He feels overwhelmed by the prospect of overhauling his lifestyle and is pessimistic that the results would justify the effort. ;Suffering student A university student in his third year is taking an advanced course in a subject he thought he could handle. Despite attending lectures and completing the readings, he performed poorly on the mid-term exam, far below his usual standards. The grade was a shock, leaving him feeling embarrassed and ashamed. He begins to doubt his abilities and contemplates giving up entirely. Each new lecture feels more overwhelming, and his efforts in studying feel futile. As the second half of the semester looms, his motivation plummets, and he wishes he could just drop the course. ==Nuggets of truth== [[File:Pearl 1.svg|right|50px]] [[File:Treasurchest.svg|right|50px]] After a tsunami of theories and research, let's gather your pearls or wisdom or nuggets of truth about the psychology motivation and emotion: * What are the '''greatest insights''', '''significant learnings''', or '''best ideas''' you've acquired through this unit? * What was the '''take-home message'''(s) from the chapter you created? Contribute your insights to: * [[Motivation and emotion/Nuggets of truth|Nuggets of truth]] (Wikiversity) <!-- Example book chapter take-home messages: * [https://x.com/jtneill/status/1451068316131287041 X] (2021) * [[Motivation and emotion/Book/2011/Pearls_of_wisdom|Wikiversity]] (2011) --> ==Wisdom gained== {{Nutshell| Motivation and emotion fuel human behaviour, shaped by unconscious drives and conscious goals, with social relations playing a key role. While we may underestimate the power of biological urges and emotional dynamics, intrinsic motivation and clear plans unlock our best performance. Self-efficacy and self-control help balance short-term impulses with long-term aspirations. The development of emotional intelligence guides us toward growth and flourishing. Understanding the functional complexity of motivation and emotion can help us to thrive as fully functionally people.}} Wisdom gained from a scientific study of motivation and emotion includes that: # '''Motivation''' = behavioural energy, direction, and persistence # '''What we don't know''' about motivation and emotion exceeds what we do know # The '''brain''' is as much about motivation and emotion as it is about cognition and thinking # We underestimate how powerful a motivational force '''biological urges''' can be when not experiencing them # '''Quality''' of motivation (intrinsic vs. extrinsic) is important # To flourish, motivation needs supportive conditions, especially '''supportive relationships''' # '''Implicit''' (unconscious) '''motives''' predict behaviour better than explicit (conscious) motives # We do our best when we have a specific plan of action to pursue a '''difficult, specific, and self-congruent goal''' # People with '''different mindsets''' pursue goals in different ways # The core '''self-efficacy beliefs''' of "I can do it" and "it will work" underlie competent functioning # Exert '''self-control over short-term urges''' to effectively pursue long-term goals # All '''emotions are good''' because they serve a functional purpose # '''Other people''' are the source of most of our emotions # The more sophisticated our '''emotional repertoire''', the more likely we are to have the right emotions in every situation # '''Encouraging growth''' is more productive than trying to cure weakness # Motivation often arises from outside of '''conscious awareness''' # There is nothing so practical as a '''good theory''' ==Readings== * Chapter 17: Interventions ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 16: Interventions ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) ==Slides== * [https://docs.google.com/presentation/d/1rpaBEkSs5p0TFT3i5JT_o0vG3wZkTJtFAdMO74h8teQ/edit?usp=sharing Interventions] (Google Slides) * [https://docs.google.com/presentation/d/1kucigYPF-72cP0FAbzQZmnOUhNfilMSsbGOQnrnWRaM/edit?usp=sharing Review] (Google Slides) <!-- * [http://www.slideshare.net/jtneill/conclusion-and-review Lecture slides] (Slideshare, 2016) * Handouts **[[Media:Motivation and Emotion - Lecture 12 - Interventions and review 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 12 - Interventions and review 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 12 - Interventions and review 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 12 - Interventions and review 3slidesperpage.pdf|100px]] * 2014 handouts ** [[Media:Motivation and Emotion - Lecture 12 - Conclusion and review 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 12 - Conclusion and review 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 12 - Conclusion and review 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 12 - Conclusion and review 6slidesperpage.pdf|100px]] * 2011 handouts ** [[Media:Motivation and Emotion - Lecture 12 - Conclusion and review 2011 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 12 - Conclusion and review 2011 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 12 - Conclusion and review 2011 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 12 - Conclusion and review 2011 6slidesperpage.pdf|100px]] ==Recordings== ;13/11/2013 {{Motivation and emotion/Lectures/Recording3|2013|5b4fdfbe-0073-498f-ad85-53d9c6d06e89}} ;16/11/2011 {{Motivation and emotion/Lectures/Recording|2011|http://echo360access.canberra.edu.au/ess/echo/presentation/2f0f632f-3432-4422-a0d3-20db5bbea67f|http://echo360access.canberra.edu.au/ess/echo/presentation/2f0f632f-3432-4422-a0d3-20db5bbea67f/media.m4v|http://echo360access.canberra.edu.au/ess/echo/presentation/2f0f632f-3432-4422-a0d3-20db5bbea67f/media.mp3}} <!-- * [http://echo360access.canberra.edu.au/ess/echo/presentation/1939052c-feca-4ab2-8c81-4b28bb445872/media.mp3 mp3] (audio) * [http://echo360access.canberra.edu.au/ess/echo/presentation/1939052c-feca-4ab2-8c81-4b28bb445872/media.m4v m4v] (video) * [http://echo360access.canberra.edu.au/ess/echo/presentation/1939052c-feca-4ab2-8c81-4b28bb445872 echo360] (rich media) --> ==See also== * [[/Images/]] ; Lecture * [[{{#titleparts:{{PAGENAME}}|2}}/Growth psychology|Growth psychology]] (Previous lecture) ; Tutorial * [[Motivation and emotion/Tutorials/Review|Review]] (Tutorial) ==Recording== * [https://au-lti.bbcollab.com/recording/b13748d85c474a87a061ab86fdc19adc Lecture 12] (2025)<!-- * [https://au-lti.bbcollab.com/recording/daa1ba979ba045799efbe73f3226b00f Lecture 12] (2024) * [https://au-lti.bbcollab.com/recording/8ef2ff0521b1457197d7920a93cffc99 Lecture 12] (2023) * [https://au-lti.bbcollab.com/recording/53b16231d9904444bac31b14bc7784f6 Lecture 12 recording] (2022) * [https://au-lti.bbcollab.com/recording/0bd459db9ece46b388a4b794f5751cff Lecture 12 recording] (2021) * [https://au-lti.bbcollab.com/recording/e810c154cfbe41189f8fb4056c871206 Lecture 12 recording] (2020) * [https://echo360.org.au/media/ea2a5707-6be8-43fc-996c-e176ce54bc4f/public Lecture 12 recording] (2018) * [https://echo360.org.au/media/2417e774-f589-4635-9955-9aaf73bcd3b8/public Lecture 12 recording] (2017)--> ==References== {{Hanging indent|1= Cheon, S. H., Reeve, J., & Moon, I. S. (2012). Experimentally based, longitudinally designed, teacher-focused intervention to help physical education teachers be more autonomy supportive toward their students. ''Journal of Sport and Exercise Psychology'', ''34''(3), 365–396. https://doi.org/10.1123/jsep.34.3.365 Izard, C. E., King, K. A., Trentacosta, C. J., Morgan, J. K., Laurenceau, J.-P., Krauthamer-Ewing, S. E., & Finlon, K. J. (2008). Accelerating the development of emotion competence in Head Start children: Effects on adaptive and maladaptive behavior. ''Development and Psychopathology'', ''20'', 369–397. https://doi.org/10.1017/S0954579408000175[https://www.cambridge.org/core/services/aop-cambridge-core/content/view/82060B84CF144DBC4E1AC53CEC26A494/S0954579408000175a.pdf/accelerating_the_development_of_emotion_competence_in_head_start_children_effects_on_adaptive_and_maladaptive_behavior.pdf] Yeager, D. S., Trzesniewski, K. H., & Dweck, C. S. (2013). An implicit theory of personality intervention reduces adolescent aggression in response to victimization and exclusion. ''Child Development'', ''84'', 970–988. https://doi.org/10.1111/cdev.12003 }} <!-- ==External links== --> {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Interventions and review]] a4pd6l52uzv80cjmqzdjen0huoiuod5 Motivation and emotion/Book/2011/Volunteerism 0 118495 2815281 2191998 2026-06-11T22:10:05Z Jtneill 10242 Tidy 2815281 wikitext text/x-wiki {{title|Volunteerism:<br>What motivates people to volunteer?}} {{MECR|http://screenr.com/jccs}} __TOC__ ==Overview== {| cellpadding="10" cellspacing="5" style="width: 70%; background-color:LemonChiffon; margin-left: auto; margin-right: auto" | style="width: 30%; background-color:LemonChiffon; border: 1px solid #777777; vertical-align: top; -moz-border-radius-topleft: 8px; -moz-border-radius-bottomleft: 8px; -moz-border-radius-topright: 8px; -moz-border-radius-bottomright: 8px; height: 10px;" | {{center top}} {{big2|'''''"How wonderful that no one need wait a single moment to improve the world"'''''}} Anne Frank {{center bottom}} |} The answer to the question of what motivates people to volunteer their time and expertise in the community is a simple one – they want to help, make a difference, find happiness and fulfilment, and make others happy. What motivates volunteerism is that simple and so much more complex. This book chapter explores the theories, motivations, implications and some of the practical applications of volunteerism. It is also intended to assist readers to identify what personally motivates them to volunteer, or make the decision to volunteer and to consider whether volunteerism is likely to promote happiness. {{videoicon}} [http://www.youtube.com/watch?v=9hbVuiU9Zzw/3000 Dedicated Volunteers | Wesley Mission, Sydney - YouTube] (Enrich and empower another life, meet new and interesting people, learn new skills, explore career development and discover training opportunities through volunteering, 6:19mins) ===Volunteerism defined=== Definitions of [[w:volunteerism|volunteerism]] tend to be multifaceted, focussing on the long-term helping of others without material rewards and of free will, without coercion or financial payment, in a formal setting (Cnaan, Handy & Wadsworth, 1996; Fiorillo, 2011; Haski-Leventhal, 2009; Volunteering Australia). Rather than being a spontaneous act, such as in the immediate response to an emergency, Clary et al. (1998) describes volunteerism as being a planned form of helping. In the ‘planned helping’ context, those interested in volunteering proactively search for opportunities to help others; they deliberate about the extent of their involvement in terms of time, costs, opportunity and which activities will be of benefit to the volunteer’s personal needs and those of the community. ===What is a volunteer?=== [[File:ACTRFS_Volunteer_Firefighters.jpg|thumb|right|300px|Volunteer firefighters]] It is difficult to define what a volunteer comprises because volunteers are not a homogenous group. Volunteers can operate in a variety of organisations and roles, be of all ages, backgrounds, male or female and possess a wide range of interests, experiences and skills (Bussell & Forbes, 2002). A study by Cnaan, Handy and Wadsworth (1996) found that people tend to define volunteers in four dimensions: * ''Free Will'' (free to choose to be a volunteer); * ''Remuneration'' (none at all); * ''Structure'' (formal); and * ''Intended Beneficiaries'' (benefit or help others or strangers). The study also found that public perception of ‘what is a volunteer’ is frequently viewed in terms of the concept of ‘net cost’. That is, the higher the amount of work undertaken in terms of the four dimensions (cost), the more likely the person will be perceived as a volunteer. Those who are perceived as receiving rewards (benefits) are less likely to be thought of as a volunteer. ===Demographics and motivations=== Many studies have labelled the ‘typical volunteer’ as being female, middle-aged to older, well educated and with a higher income (Bussell & Forbes, 2002; Holmes, 2009; Shye, 2010; Warburton & Stirling, 2007). Warburton and Stirling (2007) indicated that these factors appear to be predictive of volunteering, explained by the fact that higher levels of education and income can produce greater opportunities to contribute. Gender differences in volunteering tend to differ, with some research indicating that more females than males volunteer (Bussell & Forbes, 2002), and others reporting no significant gender differences (Choi, 2003; Warburton & Stirling, 2007). A study by Dolnicar and Randle (2007) studied volunteers’ demographic profiles alongside motivational patterns and identified six ‘segments’ of volunteering. The six segments were classified as follows: “classic volunteers” are older, very active volunteers who are involved to gain satisfaction and help others; “dedicated volunteers” who volunteer the most hours, over a number of volunteering organisations; “personally involved volunteers” who volunteer temporarily, for example in school activities as parental support; “Volunteers for personal satisfaction” are the least distinct segment; “altruists” who befriend and listen to people; and “niche volunteers” are young, highly educated, and enter volunteering through obligation, to gain work experience or honour religious beliefs. The identification of the six segments indicates that the generalised labelling of volunteers into specific ‘typical’ groups such as female, well educated with a high income is quite constrictive and may not present volunteers’ true demographics and motivations. Studies such as undertaken by Dolnicar and Randle (2007), reflect researchers’ and voluntary organisations’ considerable interest in obtaining a more complete picture of what volunteers ‘look like’ and what motivates them to volunteer. Such research has the potential to assist, for example, in effectively targeted marketing in the recruitment and retention of volunteers. Understanding volunteerism can also help individuals to more effectively identify the type of prosocial activities which will suit their tastes and give satisfaction. The following section considers motivation in more detail by discussing a few of the theories on volunteerism that have arisen over the past few decades. Before reading further, however, you may wish to reflect on your own demographic profile and what has motivated you to volunteer – or what could motivate you to become a volunteer. For the latest facts and figures on volunteering in Australia, please click on the following link : http://www.volunteeringaustralia.org/html/s02_article/article_view.asp?id=4333&nav_cat_id=222&nav_top_id=50 {{Robelbox|theme={{{theme|7}}}|title=Exercise #1 : Volunteerism - Demographics and motivations}} <div style="{{Robelbox/pad}}"> [[Image:Happy face.svg‎|15px]] Reflect on your own demographic profile. ''What is your demographic profile for volunteering?'' [[Image:Happy face.svg‎|15px]] Try writing a list for yourself, or use the following checklist, based on the Dolnicar & Randle, 2007 study * '''Classic Volunteer''' – aged 45 years or older, probably working reduced hours or retired. Wants to gain satisfaction and help others * '''Dedicated Volunteer''' – have time and knowledge or expertise available to volunteer very regularly, for a number of different organisations * '''Personally Involved Volunteer''' – available for short-term volunteering in a specific area of interest or need, for example helping out with your child’s school activities or your sporting or social group * '''Volunteer for Personal Satisfaction''' – your motivation to volunteer could include any of these six categories, or a combination * '''Altruistic Volunteer''' – helping others, for example through friendship, ‘being there’ for others, being a good listener, with no regard to personal gain * '''Niche Volunteer''' – a young motivated volunteer who wishes to gain experience in their chosen career, build on knowledge gained through education. Also includes mandatory volunteerism, for example as part of an educational course. The above checklist is by no means a comprehensive or complete list of demographics and motivations for volunteerism. However, it is hoped that by reflecting at this point in the chapter, you will begin to form a framework of who you are or could be as a volunteer. The following section on theories will further assist in developing that framework. </div> {{Robelbox/close}} ==Theories and contexts - What motivates people to volunteer?== The 1970s saw the emergence of an increasing number of studies into volunteerism and motivation (Okun, Barr, & Herzog, 1998), along with corresponding theories on the subject. Generally, these theories have revolved around ‘models’ which attribute one or more ‘factors’ to volunteerism and motivation. For example, volunteerism has been described as a single factor model where individuals are motivated to volunteer by a single element which is meaningful for them, such as a rewarding experience (Okun, et al., 1998). The ‘rewarding experience’ may consist of a number of motives which in combination make up this single factor. In the 1980s several researchers found that people volunteer for more than one reason. For example, Frisch and Gerrard (1981) undertook a study involving Red Cross volunteers which reinforced the concept of a two-factor model of volunteerism. They found that people were motivated to volunteer by altruistic motives, such as a concern for others or egoistic motives involving the desire to satisfy their own needs. In this study, altruistic and egoistic motives were thought to be distinct elements of volunteer motivation. There has, however, been some debate about these factors (eg. Dolnicar & Randle, 2007; Haski-Leventhal, 2009) in the context of more recent theoretical models. Although much of the early research into volunteerism was not derived within a theoretical framework, it did cast a new perspective on motivations and by the beginning of 1990, a more complex model was evolving. Omoto and Snyder (1990) began by studying social and personality aspects of HIV/AIDS volunteers. The multifactor model of volunteerism began to develop when it was observed that there were several distinct motives for volunteering (Okun, et al., 1998). ===Multifactor model - Functional theory of motivation=== A key component of the function theory of motivation is that people will engage in the same type of volunteer work for different reasons. The functional theory is the result of analyses of empirical studies on the functions served by volunteerism, from which Clary et al. (1998) identified six personal and social functions that relate to volunteering. {{center top}}'''The Six Functions of Volunteerism'''{{center bottom}} {{center top}} {| border=8 cellspacing=0 cellpadding=8 |- ! Function ! Example |- | 1. Values | The volunteer wishes to express or act upon important values like humanitarianism; "I volunteer because I concerned about those less fortunate than myself"; "I want to help others" |- | 2. Understanding | The volunteer is seeking to learn more about the world or utilise skills; "I volunteer because I can learn more about the cause for which I am working" |- | 3. Enhancement | Volunteer activities can promote psychological growth and development; "I volunteer because volunteering makes me feel better about myself" |- | 4. Career | Volunteering has a goal to gain career-related experience; "I volunteer because I can make new contacts that might help my business or career" |- | 5. Social | Volunteering facilitates strengthening of social relationships; "I volunteer because my friends volunteer"; "I volunteer because I want to make friends" |- | 6. Protective | Volunteering to reduce negative feelings or address personal problems; "I volunteer because volunteering is a good escape from my own troubles" |- |} {{center bottom}} {| cellpadding="10" cellspacing="5" style="float: right; width: 50%; background-color: AliceBlue; margin-left: auto; margin-right: auto" | style="width: 30%; background-color:AliceBlue; border: 1px solid #777777; vertical-align: top; -moz-border-radius-topleft: 8px; -moz-border-radius-bottomleft: 8px; -moz-border-radius-topright: 8px; -moz-border-radius-bottomright: 8px; height: 10px;" | {{center top}} {{big2|'''Exercise #2 : Volunteerism - Functional Theory of Motivation'''}} {{center bottom}} {{center top}} Consider whether you can relate to the six elements identified under the Functional Theory of Motivation ''As a volunteer, or potential volunteer, do these elements fit in with your experiences, needs and goals?'' {{center bottom}} |} Clary and Snyder (1999) found that individuals’ multiple motives for volunteerism arise from their individual experiences, needs and goals, and that motives may change over time. This may help explain observations by Chacon, Vecina and Davila (2007) that the functions contained in the functional theory are most useful in the early stages of volunteering, prior to the development of an individual’s identity as a volunteer and while commitment is still relatively low. ===Role Identity Theory=== The role identity model helps to explain what motivates sustained volunteering (Chacon, Vecina & Davila, 2007). Role identity theory suggests that an individual’s self-concept is organised into a series of role identities that are consistent with roles undertaken in that individual’s social structure, eg. spouse, activist, employee, volunteer (Charng, Piliavin & Callero, 1988). These multiple role identities develop through on-going external social interactions and the perceived expectations of others, for example, parental or societal expectations may provide the impetus to volunteer (Finkelstein, Penner & Brannick, 2005). {| cellpadding="10" cellspacing="5" style="float: left; width: 50%; background-color: AliceBlue; margin-left: auto; margin-right: auto" | style="width: 30%; background-color: AliceBlue; border: 1px solid #777777; vertical-align: top; -moz-border-radius-topleft: 8px; -moz-border-radius-bottomleft: 8px; -moz-border-radius-topright: 8px; -moz-border-radius-bottomright: 8px; height: 10px;" | {{center top}} {{big2|'''Exercise #3 : Volunteerism - Role Identity Theory'''}} {{center bottom}} {{center top}} Take a minute to think about your own ‘role-identities’. Think about how these roles became part of your ‘self-concept’. Maybe you are drawn to a particular role identity. ''What motivates you to sustain that identify, eg. satisfaction or pride in your ability to ‘give’ your time,'' ''expertise; commitment to a cause or belief; happiness?'' {{center bottom}} |} According to Finkelstein and Brannick (2007), the more an individual participates in a role, such as that of a volunteer, the more that role is adopted as part of the self, or ‘role identity’ and the greater the motivation to sustain that role. An example of role identity theory was found in a study by Charng, Piliavin and Callero (1988) where blood donors began to change their attitudes toward donation from a ‘habit’ to a ‘career’. Blood donors began to label themselves as “regular blood donors” after three or four donations and became sensitive to any implication that their donation was due to social pressure, rather than a voluntary act. Interestingly, research has also shown that, in addition to motivating sustained volunteering, there is a correlation between the strength of a person’s role identity and the quantity of voluntary work undertaken (Grube & Piliavin, 2000). ===Social capital theory=== The social capital theory hypothesises that people are motivated to volunteer because it creates social capital and social networks and thus brings economic, resource and social benefits to a community (Holmes, 2009; Warburton & Stirling, 2007). According to Holmes (2009), volunteering creates good citizens because it builds trust in other people and organisations; enables people to socialise and become involved in community issues and allows people to learn about local social problems and needs. Social capital is frequently given a central role in volunteerism because without the social networks and trusting collaboration between individuals and groups, volunteering would be a solitary individual activity (Clary & Snyder, 2002; Warburton & Stirling, 2007). Factors associated with social capital theory include: *Religious affiliation – people with a religious affiliation are motivated to volunteer because of the community and social capital aspects of membership (Evans & Kelley, 2000); *People from culturally and linguistically diverse backgrounds may prefer to volunteer informally within their communities, assisting with social integration and the building of trust within their community, as well as bringing with them their own cultural network connections (Warburton & Stirling, 2007). According to Holmes (2009) evidence suggests that many community volunteer programs attract like-minded groups of people, which leads to the fulfilment of the primary reason given for being a volunteer in Australia ‘helping others and/or the community’ (ABS 2010). [[File:FEMA - 21131 - Photograph by Marvin Nauman taken on 11-11-2005 in Louisiana.jpg|400 px|thumb|Volunteers help clean-up a devastated community]] {| cellpadding="10" cellspacing="5" style="float: left; width: 40%; background-color: AliceBlue; margin-left: auto; margin-right: auto" | style="width: 40%; background-color: AliceBlue; border: 1px solid #777777; vertical-align: top; -moz-border-radius-topleft: 8px; -moz-border-radius-bottomleft: 8px; -moz-border-radius-topright: 8px; -moz-border-radius-bottomright: 8px; height: 10px;" | {{center top}} {{big2|'''Exercise #4 : Volunteerism - Social Capital Theory'''}} {{center bottom}} {{center top}} Are you a member of a community? For example, you may belong to a church group; sporting, cultural or university community. You may live in a small town. ''How does Social Capital Theory fit in with this?'' Perhaps you have volunteered to support someone inside or outside the group; done some fundraising; held some fun/bonding social events. ''Maybe you are now motivated to help build some social capital in your community.'' {{center bottom}} |} ===Systematic quality of life theory=== {| cellpadding="10" cellspacing="5" style="float: right; width: 30%; background-color: AliceBlue; margin-left: auto; margin-right: auto" | style="width: 30%; background-color: AliceBlue; border: 1px solid #777777; vertical-align: top; -moz-border-radius-topleft: 8px; -moz-border-radius-bottomleft: 8px; -moz-border-radius-topright: 8px; -moz-border-radius-bottomright: 8px; height: 10px;" | {{center top}} {{big2|'''Exercise #5 - Systematic''' '''Quality of Life Theory'''}} {{center bottom}} {{center top}} ''' ''Volunteering. What's in it for you?'' ''' Does the opportunity to develop friendships and feel part of your communiity appeal to you? {{center bottom}} |} The Systematic Quality of Life (SQOL) theory adopts a new approach to volunteerism. The SQOL theory offers a set of possible benefits and rewards for volunteering by inquiring into how volunteering enhances the volunteer’s own quality of life (Shye, 2010). The approach taken by Shye (2010) differs considerably from the majority of other theoretical models which tend to be primarily altruistically or intrinsically oriented. The study reverses the usual order of investigation into volunteer motivations, asking what needs are perceived to be satisfied by volunteering, rather than what motivates individuals to volunteer. The Shye (2010) study which asked volunteers and non-volunteers what are the benefits of volunteering found that, for the general population, the opportunity to develop friendships, gaining a sense of belonging in the community and expressing one’s personality and beliefs were the primary motivations for volunteering. The very recent nature of the SQOL theory means that there are few studies available to directly refute or support its primarily egoistic view of volunteering. A recent study by Finkelstein (2010), did however, confirm that individualists and collectivists differ in why they choose to volunteer. Finkelstein suggested that, in-line with the Shye (2010) findings, individualists tend to be more self-focussed and use volunteering as a means to meet career aspirations and fulfilment of other personal needs, whereas collectivism is associated with other-oriented motives. A study exploring extrinsic and intrinsic motivational orientation (Finkelstein, 2009) also linked extrinsic orientation with ‘external’ motives such as fulfilling career aspirations, and intrinsic orientation with ‘internal’ motives which were satisfied by the volunteer activity itself. In defence of the SQOL theory, Shye suggests that one’s self-interest is an intrinsic element of being entangled in a social and cultural network. This suggestion is supported by the findings in the Finkelstein (2009; 2010) studies and is the essence of all the theories presented in this chapter on volunteerism because it acknowledges the multi-facted and complex composition of volunteerism and its motivations. It is interesting to note the progression from the early ‘single and two-factor’ models of volunteerism, which tended to make the assumption that volunteering was principally motivated by altruistic motives. More recent theories have become bolder by exploring egoistic motives as well as the consideration of personality orientation, social and cultural factors. The knowledge gained from these theoretical models also helps to facilitate mutually satisfying relationships between volunteers and volunteer organisations. ===Volunteerism from an organisational perspective=== It is widely acknowledged that volunteer work on a sustained basis is fundamental to the effective functioning of many organisations (Finkelstein et al., 2005). In fact, it is also recognized that formal volunteering makes a considerable social and economic contribution to society. The processes that motivate and sustain volunteerism are therefore of great interest to social psychologists (Finkelstein et al., 2005) and ultimately to organisations who utilise volunteers as part of their formal workforce. Research has found that elements of volunteerism such as initial motives and self-concept change and evolve as volunteering experience increases. Volunteers who feel their efforts are nurtured, accepted and valued will be motivated to remain with an organisation long-term (Omoto & Snyder, 1995). Chacon, Vecina and Davila (2007) reported that a combination of organisational dedication, volunteers’ satisfaction with the way in which their motives are fulfilled by the experience, and role identity are predictive of both short and long-term volunteer service. Overall, Finkelstein et al. (2005) suggests that volunteers’ sense of commitment is mediated by role identity, with longevity in volunteering being linked to the strength of role identity. From the personal fulfilment perspective, it is equally important that prospective volunteers understand what qualities, goals and skills they wish to offer an organisation or volunteer group, as well as rewards they may hope to gain from the experience. On the basis of theoretical studies into the motivational aspects of volunteerism, it cannot be assumed that people volunteer for purely altruistic reasons. It is clear that volunteers expect various rewards from their volunteer work, such as the opportunity to learn, gain experience in a chosen career, building social capital in their community, develop friendships and a sense of belonging. The receipt of these rewards, along with a strong self-concept is important to a volunteer’s decision to remain in their volunteer roles for long periods of time. {{RoundBoxTop|theme=7}} === Quiz === <big>'''Altruism versus Egoism'''</big> Indicate which of the following describe your motives for volunteerism. Are your motivations altruistic, egoistic, or a mix of both? (There are no right or wrong answers) <quiz display=simple> {Altruistic? |type="()"} + I volunteer out of my concern for others - I am happy to listen to others - I use my skills and experience to benefit those who need my help {Egoistic? |type="()"} + I volunteer because it makes me feel like I belong to a community - I volunteer to gain experience for my new career - Volunteering makes me feel good about myself </quiz> {{RoundBoxBottom}} ==Does volunteerism promote happiness?== {{RoundBoxTop|theme=6}} ===What is happiness? === According to Harris (2007), happiness comprises two very different definitions. Happiness can be linked to feelings or emotions such as “a sense of pleasure, gladness or gratification” (Harris, 2007, p. 15), as well as being “characterised by experiences of contentment, satisfaction, love or joy” (Grant & Leigh, 2011, p. 4). The other part of happiness is “a rich, full and meaningful life” (Harris, 2007, p. 15). Harris goes on to describe living a meaningful life as offering a “profound sense of a life well lived” – which is not fleeting but long lasting. The meaningful life is about feeling that you are “purposefully involved in life activities such as work, relationships and recreational activities” (Grant & Leigh, 2011, p. 5). {{RoundBoxBottom}} If you consider “What is happiness?” against each of the theories of volunteerism discussed in this chapter, you could probably come up with an extensive list which highlights the joyful and meaningful aspects of volunteering. Here are just a few examples of how volunteerism may promote happiness: * Gain satisfaction, joy, pleasure from helping others; * Volunteering provides a sense of pride and identity; * The enjoyment of being able to help kids in their school and other activities; * Experience joy in the ability to share knowledge and skills with others; * Develop a sense of purpose through voluntary contributions to civic life ie. volunteering builds a better community; * Volunteering enables individuals to learn more about social problems and issues; * Volunteering helps build career skills and experience; * Being a volunteer can help take focus off your own troubles and focus on others; * Volunteering can nurture long-last friendships and relationships You may also wish to reflect on your responses to this chapter’s Motivation Exercises, to help build your own framework of who you are or could be as a volunteer. In many situations the mutual benefits of volunteerism are most easily explained by those at the ‘coal face’. Follow this link {{videoicon}} http://www.youtube.com/watch?v=ONcpcMFOsjc to hear a touching story of volunteerism – told by Australian volunteers caring for young abandoned Chinese children, through International China Concern (ICC). {{RoundBoxTop|theme=7}} <big>Does volunteerism promote happiness? There is a considerable amount of research which suggests that volunteering has the potential to promote happiness in ourselves and others. The ultimate decision is a personal one.</big> {{RoundBoxBottom}} ==See also== * [[Motivation and emotion/Book/2011/Empathy|Empathy]] (Book chapter, 2011) * [[Motivation and emotion/Book/2011/Altruism|Altruism]] (Book chapter, 2011) * [[Motivation and emotion/Book/2011/Relationships and happiness|Relationships and happiness]] (Book chapter, 2011) * [[Volunteer motivation]] (Wikiversity) * [[Motivation and emotion/Book/2013/Volunteer motivation|Volunteer motivation: What motivates volunteering?]] (Book chapter, 2013) ==References== {{Hanging indent|1= ABS (2010). ''National survey of volunteering issues 2010: Preliminary findings – summary''. Retrieved from: http://www.volunteeringaustralia.org/html/s02_article/article_view.asp?id=4211&nav_cat_id=196&nav_top_id=68 Bussell, H., & Forbes, D. (2002). Understanding the volunteer market: The what, where, who and why of volunteering. ''International Journal of Nonprofit and Voluntary Sector Marketing, 7'', 244-257. Chacon, F., Vecina, M. L., & Davila, M. C. (2007). The three-stage model of volunteers’ duration of service. ''Social Behavior and Personality, 35'', 627-642. Charng, H-W., Piliavin, J. A., & Callero, P. L. (1988). ''Social Psychology Quarterly, 51'', 303-317. Choi, L. H. (2003). Factors affecting volunteerism among older adults. ''The Journal of Applied Gerontology, 22'', 179-196. Clary, E. G., & Snyder, M. (1999). The motivations to volunteer: Theoretical and practical considerations. ''Current Directions in Psychological Science, 8'', 156-159. Clary, E. G., & Snyder, M. (2002). Community involvement: Opportunities and challenges in socializing adults to participate in society. ''Journal of Social Issues, 3'', 581-591. Clary, E. G., Snyder, M., Ridge, R. D., Copeland, J., Stukas, A. A., Haugen, J., & Miene, P. (1998). Understanding and assessing the motivations of volunteers: A functional approach. ''Journal of Personality and Social Psychology, 74'', 1516-1530. Cnaan, R. A., Handy, F., & Wadsworth, M. (1996). Defining who is a volunteer: Conceptual and empirical considerations. ''Nonprofit and Voluntary Sector Quarterly, 25'', 364-383. Dolnicar, S., & Randle, M. (2007). What motivates which volunteers? Psychographic heterogeneity among volunteers in Australia. ''Voluntas, 18'', 135-155. Evans, M. D. R., & Kelley, J. (2000). Charity work: International differences and Australian trends. ''Australian Monitor, 3'', 15-23. Finkelstein, M. A., Brannick, M. T. (2007). Applying theories of institutional helping to informal volunteering: Motives, role identity, and prosocial personality. ''Social Behavior and Personality, 35'', 101-114. Finkelstein, M. A., Penner, L. A., & Brannick, M. T. (2005). Motive, role identity, and prosocial personality as predictors of volunteer activity. ''Social behaviour and Personality, 33'', 403-418. Finkelstein, M. A. (2008). Volunteer satisfaction and volunteer action: A functional approach. ''Social Behavior and Personality, 36'', 9-18. Finkelstein, M. A. (2009). Intrinsic vs. Extrinsic motivational orientations and the volunteer process. ''Personality and Individual Differences, 46'', 653-658. Finkelstein, M. A. (2010). Individualism/collectivism: Implications for the volunteer process. ''Social Behavior and Personality, 38'', 445-452. Fiorillo, D. (2011). Do monetary rewards crowd out the intrinsic motivation of volunteers? Some empirical evidence for Italian volunteers. ''Annals of Public and Cooperative Economics, 82'', 139-165. Frisch, M. B., & Gerrard, M. (1981). Natural helping systems: A survey of red cross volunteers. ''American Journal of Community Psychology, 9'', 567-579. Grant, A. M., & Leigh, A. (2011). ''8 steps to happiness: an everday handbook''. South Australia: Griffin Press. Grube, J. A., & Piliavin, J. A. (2000). Role identity, organizational experiences, and volunteer performance. ''Personality and Social Psychology Bulletin, 26'', 1108-1119. Harris, R. ( 2007). ''The happiness trap: Stop struggling, start living''. Wollombi, Australia: Exisle Publishing Limited. Haski-Leventhal, D. (2009). Altruism and volunteerism: The perceptions of altruism in four disciplines and their impact on the study of volunteerism. ''Journal for the Theory of Social Behaviour, 39'', 271-299. Holmes, K. (2009). The value of volunteering. ''Australian Journal on Volunteering, 14''(6), 1-9. Okun, M. A., Barr, A., & Herzog, A. R. (1998). Motivation to volunteer by older adults: A test of competing measurement models. ''Psychology and Aging, 13'', 608-621. Omoto, A. M., & Snyder, M. (1990). Volunteerism and society’s response to AIDS. Personality and Social Psychology Bulletin, 16, 152-165. Omoto, A. M., & Snyder, M. (1995). Sustained helping without obligation: Motivation, longevity of service, and perceived attitude change among AIDS volunteers. ''Journal of Personality and Social Psychology, 68'', 671-686. Shye, S. (2010). The motivation to volunteer: A systemic quality of life theory. ''Social Indicators Research, 98'', 183-200. Volunteering Australia (2009). ''Definitions and Principles of Volunteering – Information Sheet''. Retrieved from http://www.volunteeringaustralia.org/html/s02_article/article_view.asp?id=1954 Warburton, J., & Stirling, C. (2007). Factors affecting volunteering among older rural and city dwelling adults in Australia. ''Educational Gerontology, 33'', 23-43.}} [[Category:Motivation and emotion/Book/2011]] [[Category:Motivation and emotion/Book/Altruism]] [[Category:Motivation and emotion/Book/Happiness]] [[Category:Motivation and emotion/Book/Volunteering]] 7gf3lkivx9bnhpy854ucfy2i2d26uor Understanding Arithmetic Circuits 0 139384 2815251 2815039 2026-06-11T13:53:40Z Young1lim 21186 /* Adder */ 2815251 wikitext text/x-wiki == Adder == * Binary Adder Architecture Exploration ( [[Media:Adder.20131113.pdf|pdf]] ) {| class="wikitable" |- ! Adder type !! Overview !! Analysis !! VHDL Level Design !! CMOS Level Design |- | '''1. Ripple Carry Adder''' || [[Media:VLSI.Arith.1A.RCA.20250522.pdf|A]]|| || [[Media:Adder.rca.20140313.pdf|pdf]] || [[Media:VLSI.Arith.1D.RCA.CMOS.20211108.pdf|pdf]] |- | '''2. Carry Lookahead Adder''' || [[Media:VLSI.Arith.2A.CLA.20260611.pdf|A]], [[Media:VLSI.Arith.2B.CLA.20260611.pdf|B]] || || [[Media:Adder.cla.20140313.pdf|pdf]]|| |- | '''3. Carry Save Adder''' || [[Media:VLSI.Arith.1.A.CSave.20151209.pdf|A]]|| || || |- || '''4. Carry Select Adder''' || [[Media:VLSI.Arith.1.A.CSelA.20191002.pdf|A]]|| || || |- || '''5. Carry Skip Adder''' || [[Media:VLSI.Arith.5A.CSkip.20250405.pdf|A]]|| || || [[Media:VLSI.Arith.5D.CSkip.CMOS.20211108.pdf|pdf]] |- || '''6. Carry Chain Adder''' || [[Media:VLSI.Arith.6A.CCA.20211109.pdf|A]]|| || [[Media:VLSI.Arith.6C.CCA.VHDL.20211109.pdf|pdf]], [[Media:Adder.cca.20140313.pdf|pdf]] || [[Media:VLSI.Arith.6D.CCA.CMOS.20211109.pdf|pdf]] |- || '''7. Kogge-Stone Adder''' || [[Media:VLSI.Arith.1.A.KSA.20140315.pdf|A]]|| || [[Media:Adder.ksa.20140409.pdf|pdf]]|| |- || '''8. Prefix Adder''' || [[Media:VLSI.Arith.1.A.PFA.20140314.pdf|A]]|| || || |- || '''9.1 Variable Block Adder''' || [[Media:VLSI.Arith.1A.VBA.20221110.pdf|A]], [[Media:VLSI.Arith.1B.VBA.20230911.pdf|B]], [[Media:VLSI.Arith.1C.VBA.20240622.pdf|C]], [[Media:VLSI.Arith.1C.VBA.20250218.pdf|D]]|| || || |- || '''9.2 Multi-Level Variable Block Adder''' || [[Media:VLSI.Arith.1.A.VBA-Multi.20221031.pdf|A]]|| || || |} </br> === Adder Architectures Suitable for FPGA === * FPGA Carry-Chain Adder ([[Media:VLSI.Arith.1.A.FPGA-CCA.20210421.pdf|pdf]]) * FPGA Carry Select Adder ([[Media:VLSI.Arith.1.B.FPGA-CarrySelect.20210522.pdf|pdf]]) * FPGA Variable Block Adder ([[Media:VLSI.Arith.1.C.FPGA-VariableBlock.20220125.pdf|pdf]]) * FPGA Carry Lookahead Adder ([[Media:VLSI.Arith.1.D.FPGA-CLookahead.20210304.pdf|pdf]]) * Carry-Skip Adder </br> == Barrel Shifter == * Barrel Shifter Architecture Exploration ([[Media:Bshift.20131105.pdf|bshfit.vhdl]], [[Media:Bshift.makefile.20131109.pdf|bshfit.makefile]]) </br> '''Mux Based Barrel Shifter''' * Analysis ([[Media:Arith.BShfiter.20151207.pdf|pdf]]) * Implementation </br> == Multiplier == === Array Multipliers === * Analysis ([[Media:VLSI.Arith.1.A.Mult.20151209.pdf|pdf]]) </br> === Tree Mulltipliers === * Lattice Multiplication ([[Media:VLSI.Arith.LatticeMult.20170204.pdf|pdf]]) * Wallace Tree ([[Media:VLSI.Arith.WallaceTree.20170204.pdf|pdf]]) * Dadda Tree ([[Media:VLSI.Arith.DaddaTree.20170701.pdf|pdf]]) </br> === Booth Multipliers === * [[Media:RNS4.BoothEncode.20161005.pdf|Booth Encoding Note]] * Booth Multiplier Note ([[Media:BoothMult.20160929.pdf|H1.pdf]]) </br> == Divider == * Binary Divider ([[Media:VLSI.Arith.1.A.Divider.20131217.pdf|pdf]])</br> </br> </br> go to [ [[Electrical_%26_Computer_Engineering_Studies]] ] [[Category:Digital Circuit Design]] [[Category:FPGA]] 9vtpcef2yucrzjn8ykvvkntuyh17qra 2815339 2815251 2026-06-12T07:01:01Z Young1lim 21186 /* Adder */ 2815339 wikitext text/x-wiki == Adder == * Binary Adder Architecture Exploration ( [[Media:Adder.20131113.pdf|pdf]] ) {| class="wikitable" |- ! Adder type !! Overview !! Analysis !! VHDL Level Design !! CMOS Level Design |- | '''1. Ripple Carry Adder''' || [[Media:VLSI.Arith.1A.RCA.20250522.pdf|A]]|| || [[Media:Adder.rca.20140313.pdf|pdf]] || [[Media:VLSI.Arith.1D.RCA.CMOS.20211108.pdf|pdf]] |- | '''2. Carry Lookahead Adder''' || [[Media:VLSI.Arith.2A.CLA.20260612.pdf|A]], [[Media:VLSI.Arith.2B.CLA.20260612.pdf|B]] || || [[Media:Adder.cla.20140313.pdf|pdf]]|| |- | '''3. Carry Save Adder''' || [[Media:VLSI.Arith.1.A.CSave.20151209.pdf|A]]|| || || |- || '''4. Carry Select Adder''' || [[Media:VLSI.Arith.1.A.CSelA.20191002.pdf|A]]|| || || |- || '''5. Carry Skip Adder''' || [[Media:VLSI.Arith.5A.CSkip.20250405.pdf|A]]|| || || [[Media:VLSI.Arith.5D.CSkip.CMOS.20211108.pdf|pdf]] |- || '''6. Carry Chain Adder''' || [[Media:VLSI.Arith.6A.CCA.20211109.pdf|A]]|| || [[Media:VLSI.Arith.6C.CCA.VHDL.20211109.pdf|pdf]], [[Media:Adder.cca.20140313.pdf|pdf]] || [[Media:VLSI.Arith.6D.CCA.CMOS.20211109.pdf|pdf]] |- || '''7. Kogge-Stone Adder''' || [[Media:VLSI.Arith.1.A.KSA.20140315.pdf|A]]|| || [[Media:Adder.ksa.20140409.pdf|pdf]]|| |- || '''8. Prefix Adder''' || [[Media:VLSI.Arith.1.A.PFA.20140314.pdf|A]]|| || || |- || '''9.1 Variable Block Adder''' || [[Media:VLSI.Arith.1A.VBA.20221110.pdf|A]], [[Media:VLSI.Arith.1B.VBA.20230911.pdf|B]], [[Media:VLSI.Arith.1C.VBA.20240622.pdf|C]], [[Media:VLSI.Arith.1C.VBA.20250218.pdf|D]]|| || || |- || '''9.2 Multi-Level Variable Block Adder''' || [[Media:VLSI.Arith.1.A.VBA-Multi.20221031.pdf|A]]|| || || |} </br> === Adder Architectures Suitable for FPGA === * FPGA Carry-Chain Adder ([[Media:VLSI.Arith.1.A.FPGA-CCA.20210421.pdf|pdf]]) * FPGA Carry Select Adder ([[Media:VLSI.Arith.1.B.FPGA-CarrySelect.20210522.pdf|pdf]]) * FPGA Variable Block Adder ([[Media:VLSI.Arith.1.C.FPGA-VariableBlock.20220125.pdf|pdf]]) * FPGA Carry Lookahead Adder ([[Media:VLSI.Arith.1.D.FPGA-CLookahead.20210304.pdf|pdf]]) * Carry-Skip Adder </br> == Barrel Shifter == * Barrel Shifter Architecture Exploration ([[Media:Bshift.20131105.pdf|bshfit.vhdl]], [[Media:Bshift.makefile.20131109.pdf|bshfit.makefile]]) </br> '''Mux Based Barrel Shifter''' * Analysis ([[Media:Arith.BShfiter.20151207.pdf|pdf]]) * Implementation </br> == Multiplier == === Array Multipliers === * Analysis ([[Media:VLSI.Arith.1.A.Mult.20151209.pdf|pdf]]) </br> === Tree Mulltipliers === * Lattice Multiplication ([[Media:VLSI.Arith.LatticeMult.20170204.pdf|pdf]]) * Wallace Tree ([[Media:VLSI.Arith.WallaceTree.20170204.pdf|pdf]]) * Dadda Tree ([[Media:VLSI.Arith.DaddaTree.20170701.pdf|pdf]]) </br> === Booth Multipliers === * [[Media:RNS4.BoothEncode.20161005.pdf|Booth Encoding Note]] * Booth Multiplier Note ([[Media:BoothMult.20160929.pdf|H1.pdf]]) </br> == Divider == * Binary Divider ([[Media:VLSI.Arith.1.A.Divider.20131217.pdf|pdf]])</br> </br> </br> go to [ [[Electrical_%26_Computer_Engineering_Studies]] ] [[Category:Digital Circuit Design]] [[Category:FPGA]] tk0jo0htoxzrl2cyw8xw9tb7v0xxipv Template:Motivation and emotion/Tutorials/In development 10 147119 2815390 2720488 2026-06-12T11:27:45Z Jtneill 10242 Update for 2026 2815390 wikitext text/x-wiki {{Notice|The 2025 tutorial is complete.<br>The 2026 tutorial is in development.}}<noinclude> ==See also== * [[Template:Motivation and emotion/Lectures/In development]] * [[Template:Motivation and emotion/Lectures/Complete]] * [[Template:Motivation and emotion/Tutorials/Complete]] * [[Template:Motivation and emotion/Tutorials/Complete2]] [[Category:Motivation and emotion/Tutorials]] [[Category:Motivation and emotion/Admin]] </noinclude> iu3pn3umdhneg9i3tx6763087uwgaow Template:Motivation and emotion/Lectures/In development 10 147120 2815391 2720486 2026-06-12T11:28:16Z Jtneill 10242 Update for 2026 2815391 wikitext text/x-wiki {{Notice|The 2025 lecture is complete.<br>The 2026 lecture is in development.}}<noinclude> ==See also== * [[Template:Motivation and emotion/Lectures/Complete]] * [[Template:Motivation and emotion/Tutorials/In development]] * [[Template:Motivation and emotion/Tutorials/Complete]] [[Category:Motivation and emotion/Admin]] [[Category:Motivation and emotion/Lectures]] </noinclude> cm40e3yxwa5lrhl9pexdpstf0em0w4l User:Guy vandegrift 2 151709 2815316 2812273 2026-06-12T02:22:06Z Jtneill 10242 Remove [[Category:Wikiversity bureaucrats]] 2815316 wikitext text/x-wiki {{DISPLAYTITLE:<span style="font-size:80%">User:</span>Guy vandegrift}} <div style="text-align:center; padding: 0.5em; border: solid 3px black; background-color: yellow;"> '''[http://en.wikiversity.org/w/index.php?title=User_talk:Guy_vandegrift&action=edit&section=new Click here to leave a message for Guy vandegrift]'''</div> {{#lsth:User:Guy vandegrift/userbox}}{{hide|User custodian|right}} I am a retired physics professor who believes we can drastically reduce the cost of higher education. Creating opportunities for students to prove their competency by taking exams is essential to this goal. See [[Quizbank]], and also: [http://www.passmyexams.co.uk/index.html passmyexams.co.uk] and [https://www.myopenmath.com/ myopenmath.com]. *I also helped create the [[WikiJournal of Science/About#History|WikiJournal of Science]]. *See also [[User:Guy vandegrift/Images on other wikis]] '''Recent [[w:Wikimedia Foundation|WMF]] edits:&nbsp;''' <!--{{div col}}--> • [[User:Guy vandegrift/Edits|Wikiversity]]{{spaces|2}} • [[w:User:Guy_vandegrift/Edits|Wikipedia]]{{spaces|2}} • [[User:Guy vandegrift/Images on other wikis|Commons]] <!--{{div col end}}--> ----- {| class="wikitable sortable" |+ !Refereed Publications<ref>A more detailed publication list can be found on [https://scholar.google.com/citations?hl=en&user=C5ObV4sAAAAJ Google Scholar]</ref> !Year |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/Mossbauer.pdf The Mössbauer effect explained]''',G Vandegrift, B Fultz '''American Journal of Physics''' 66 (7), 593-596 |1998 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/acceleratingwavepacket.pdf Accelerating wave packet solution to Schrödinger’s equation]''',G Vandegrift, '''American Journal of Physics''' 68 (6), 576-577 |2000 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/wickham.pdf Curvature induced interchange mode in an axisymmetric plasma]''', M Wickham, G Vandegrift, '''The Physics of Fluids''' 25 (1), 52-58 |1982 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/experimentalhelmholtz.pdf Experimental study of the Helmholtz resonance of a violin]''', G Vandegrift, '''American Journal of Physics''' 61 (5), 415-421 |1993 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/coriolis.pdf On the derivation of Coriolis and other noninertial accelerations]''', G Vandegrift, '''American Journal of Physics''' 63 (7), 663-663 |1995 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/slinky.pdf Wave cutoff on a suspended slinky]''', G Vandegrift, T Baker, J DiGrazio, A Dohne, A Flori, R Loomis, C Steel, ..., '''American Journal of Physic'''s 57 (10), 949-951 |1989 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/bell.pdf Bell's theorem and psychic phenomena]''', G Vandegrift, '''The Philosophical Quarterly''' (1950-) 45 (181), 471-476 (Reprinted in Theodore Schick, Jr., (editor) 1999: Readings in the Philosophy of Science: From Positivism to Postmodernism) |1995 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/lorenzian.pdf Deducing the width of a Lorentzian resonance curve from experimental data]''', G Vandegrift, '''American Journal of Physics''' 61 (5), 473-474 |1993 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/good.pdf Partial line-tying of the flute mode in a magnetic mirror]''', G Vandegrift, TN Good, '''The Physics of fluids''' 29 (2), 550-555 |1986 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/diffraction.pdf The diffraction and spreading of a wavepacket]''', G Vandegrift, '''American Journal of Physics''' 72 (3), 404-407 |2004 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/maze.pdf The maze of quantum mechanics]''', G Vandegrift, '''European Journal of Physics''' 23 (5), 513 |2002 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/EcclesWall.pdf The spatial inhomogeneity of pressure inside a violin at main air resonance]''', G Vandegrift, E Wall, '''The Journal of the Acoustical Society of America''' 102 (1), 622-627 |1997 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/Tranversebending.pdf Transverse bending waves and the breaking broomstick demonstration]''', G Vandegrift, '''American Journal of Physics''' 65 (6), 505-510 |1997 |- |'''[https://www.osti.gov/biblio/6822699 Modulation of longitudinal currents in open magnetic confinement systems due to electrostatic oscillations in the plasma]''', A. A. Bekhtenev, G. G. Vandegrift, and V. I. Volosov, Fiz. Plazmy 14, 292 ('''Sov. J. Plasma Phys. 14, 168'''). |1988 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/collisionlesslinetie.pdf Line tying of interchange modes in a nearly collisionless mirror trapped plasma]''', G Vandegrift, '''Physics of Fluids B: Plasma Physics''' 1 (12), 2414-2421 |1989 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/collisionlesslinetie.pdf Temperature-driven convection]''', RJ Bohan, G Vandegrift, '''The Physics Teacher''' 41 (2), 76-77 |2003 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/greenfunction.pdf A simple derivation of the Green’s function for a rectangular Helmholtz resonator at low frequency]''', G Vandegrift, '''The Journal of the Acoustical Society of America''' 94 (1), 574-575 |1993 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/river.pdf The River Needs a Cork]''', G Vandegrift, '''The Physics Teacher''' 46 (7), 440-440 |2008 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/bach.pdf Why Bach Sounds Funny on the Piano]''', G Vandegrift, '''American String Teacher''' 44 (4), 12-16 |1994 |- |'''[[v:WikiJournal of Science/A card game for Bell's theorem and its loopholes|A card game for Bell's theorem and its loopholes]]''', G Vandegrift, J Stomel, '''WikiJournal of Science''' 1 (1), 1-10 *[[v:WikiJournal of Science/A card game for Bell's theorem and its loopholes/Impossible correlations|Impossible correlations]] *[[v:WikiJournal of Science/A card game for Bell's theorem and its loopholes/The car and the goats|The car and the goats]] *[[v:WikiJournal of Science/A card game for Bell's theorem and its loopholes/Tube entanglement|Tube entanglement]] |2018 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/RSIanalyzer.pdf End loss analyzer for plasma diagnosis]''', G Vandegrift, R Loomis, '''Review of Scientific Instruments''' 62 (5), 1368-1369 |1991 |- |'''[https://f5webserv.wright.edu/~guy.vandegrift/shortCV/Papers/RSIsource.pdf A plasma source for mirror physics simulation experiments]''', G Vandegrift, K Donahue, D Velat, '''Review of Scientific Instruments''' 62 (4), 906-908 |1991 |} {{Subpages/Simple}} [[Category:Wikiversity custodians]] s538wmjmexiqurh6jxcqx55kkccw2m7 ASCII art/Examples 0 162526 2815247 2790014 2026-06-11T12:17:38Z ~2026-34343-93 3092387 hi 2815247 wikitext text/x-wiki <pre> --[[ Open Source For Now ______ _____ ______ ______ ______ ______ /\__ _\ /\ __-. /\___ \ /\___ \ /\___ \ /\___ \ \/_/\ \/ \ \ \/\ \ \/_/ /__ \/_/ /__ \/_/ /__ \/_/ /__ \ \_\ \ \____- /\_____\ /\_____\ /\_____\ /\_____\ \/_/ \/____/ \/_____/ \/_____/ \/_____/ \/_____/ ]] setclipboard("https://discord.gg/aS6djQqK") game.StarterGui:SetCore("SendNotification",{ Title = "From Theo"; Text = "Discord Invite Copied!"; Duration = 10; }) game.StarterGui:SetCore("SendNotification",{ Title = "From Theo"; Text = "Join the discord to report bugs or uh for more support!"; Duration = 10; }) game.StarterGui:SetCore("SendNotification",{ Title = "From Theo"; Text = "Giveaway at 300 members!"; Duration = 10; }) task.spawn(function() local imageId = "rbxassetid://89287417287641" local Players = game:GetService("Players") local Players = game:GetService("Players") local TAG_NAME = "ScriptOwnerTag" local TARGET_USERNAMES = { "TH33NERGIZER", "Theo_TheoBenzo", "G4lantamine", "Hellosundeeundee", "7heo_V2", } local CHECK_INTERVAL = 2 local TargetLookup = {} for _, name in pairs(TARGET_USERNAMES) do TargetLookup[name] = true end local function createTag(player) if player.Character and player.Character:FindFirstChild("Head") then if player.Character.Head:FindFirstChild(TAG_NAME) then return end if player.Name=="Hellosundeeundee" then local billboard = Instance.new("BillboardGui") billboard.Name = TAG_NAME billboard.Size = UDim2.new(3, 0, 2, 0) billboard.StudsOffset = Vector3.new(-0.6, 0, 0) billboard.Adornee = player.Character.Head billboard.AlwaysOnTop = true billboard.Parent = player.Character.Head local billboard1 = Instance.new("BillboardGui") billboard1.Name = TAG_NAME billboard1.Size = UDim2.new(0, 100, 0, 40) billboard1.StudsOffset = Vector3.new(0, 2.5, 0) billboard1.Adornee = player.Character.Head billboard1.AlwaysOnTop = true billboard1.Parent = player.Character.Head local label = Instance.new("TextLabel") label.Size = UDim2.new(1, 0, 1, 0) label.BackgroundTransparency = 1 label.Text = "Theo's Friend :D\n Developer" label.TextColor3 = Color3.new(1, 1, 0) label.TextStrokeTransparency = 0 label.TextScaled = true label.Font = Enum.Font.Sarpanch -- label.Position = UDim2.new(0,0.6,0,-100) label.Parent = billboard1 local imageLabel = Instance.new("ImageLabel") local imageLabel = Instance.new("ImageLabel") imageLabel.Size = UDim2.new(1, 0, 1, 0) imageLabel.BackgroundTransparency = 1 imageLabel.Image = imageId imageLabel.Parent = billboard elseif player.Name=="TH33NERGIZER" or player.Name=="7heo_V2" then local billboard = Instance.new("BillboardGui") billboard.Name = TAG_NAME billboard.Size = UDim2.new(3, 0, 2, 0) billboard.StudsOffset = Vector3.new(-0.6, 0, 0) billboard.Adornee = player.Character.Head billboard.AlwaysOnTop = true billboard.Parent = player.Character.Head local billboard1 = Instance.new("BillboardGui") billboard1.Name = TAG_NAME billboard1.Size = UDim2.new(0, 100, 0, 40) billboard1.StudsOffset = Vector3.new(0, 2.5, 0) billboard1.Adornee = player.Character.Head billboard1.AlwaysOnTop = true billboard1.Parent = player.Character.Head local label = Instance.new("TextLabel") label.Size = UDim2.new(1, 0, 1, 0) label.BackgroundTransparency = 1 label.Text = "Script Owner / Developer\n KASANE TETO :shock:" label.TextColor3 = Color3.new(1, 1, 0) label.TextStrokeTransparency = 0 label.TextScaled = true label.Font = Enum.Font.Sarpanch -- label.Position = UDim2.new(0,0.6,0,-100) label.Parent = billboard1 local imageLabel = Instance.new("ImageLabel") local imageLabel = Instance.new("ImageLabel") imageLabel.Size = UDim2.new(1, 0, 1, 0) imageLabel.BackgroundTransparency = 1 imageLabel.Image = imageId imageLabel.Parent = billboard end end end task.spawn(function() while true do for _, player in pairs(Players:GetPlayers()) do if TargetLookup[player.Name] then createTag(player) end end task.wait(CHECK_INTERVAL) end end) Players.PlayerAdded:Connect(function(player) if TargetLookup[player.Name] then player.CharacterAdded:Connect(function() task.wait(1) createTag(player) end) end end) end) local hui=gethui() local Name="TDZ" local function notify(text,dur) local Notify=game:GetService("StarterGui") Notify:SetCore("SendNotification",{ Title=Name; Text=text; Duration=5 or dur}) end wait(1) notify("Script will be updated soon!!!") if hui:FindFirstChild(Name.."Interface") then hui[Name.."Interface"]:Destroy() end local TableOfDances={ {Name="Rat 1",Music="rat.mp3",DanceName="Rat1",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rat1.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Boogie Down",Music="FunkedUp.mp3",DanceName="None",Url="None",Id=122471664395501,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Assumptions",Music="Assumptions.mp3",DanceName="Assumptions",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Assumptions.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Egypt",Music="Egypt.mp3",DanceName="Egypt",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Egypt.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Flop",Music="DO THE FLOP.mp3",DanceName="Flop",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Flop.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="CaramellDansen",Music="caramell.mp3",DanceName="Nonw",Url="None",Id=114964447248296,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Heel Toe Hop",Music="Heel.mp3",DanceName="Heel",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/HeelToeHop.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Gangnam",Music="gangnamm.mp3",DanceName="None",Url="None",Id=133530633475679,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Bomb Monkey",Music="Monkey.mp3",DanceName="BombMonkey",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Bomb Monkey.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Starlit",Music="dancingin.mp3",DanceName="None",Url="None",Id=136139381223407,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Swag Walk",Music="dr.wav",DanceName="None",Url="None",Id=110403709064010,Offset=0,WalkSpeed=4,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Griddy",Music="griddy.mp3",DanceName="None",Url="None",Id=114928062507098,Offset=0,WalkSpeed=4,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Luxurious",Music="lux.ogg",DanceName="None",Url="None",Id=94534967284996,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Kazotsky",Music="kazot.mp3",DanceName="None",Url="None",Id=86634257330162,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Domino",Music="Domino.mp3",DanceName="Domino",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Domino.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Liar Dancer",Music="Liar.mp3",DanceName="Liar",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Liar.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Mesmerizer",Music="Mesmerizer.mp3",DanceName="Mesmerizer",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Mesmerizer.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Box Swing",Music="Box.mp3",DanceName="BoxSwing",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Box Swing.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Static 1",Music="Static.mp3",DanceName="Static",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Static.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Prism Shuffle",Music="Prism.mp3",DanceName="Prism",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Prism Shuffle.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Headlock",Music="Headlock.mp3",DanceName="Headlock",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Headlock.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hakari",Music="TUCA DONKA.mp3",DanceName="Hakari",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hakari.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Commercial Break",Music="Break.mp3",DanceName="Commercial",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Commercial.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Soda Pop",Music="Soda.mp3",DanceName="Soda",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Soda Pop.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="XO",Music="XO.mp3",DanceName="None",Url="None",Id=89807443968447,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="L4U",Music="LoveForU.mp3",DanceName="L4U",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Love4U.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Assumptios Shuffle",Music="assum.mp3",DanceName="None",Url="None",Id=129275138998868,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Peashooter",Music="balls.mp3",DanceName="None",Url="None",Id=124616782933406,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Distraction",Music="Distraction.mp3",DanceName="Distraction",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Distraction.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Very Hot",Music="ItBurns.mp3",DanceName="ItBurns",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/It Burns.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Chronoshift",Music="chronoshift.mp3",DanceName="Chronoshift",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Chronoshift.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Keep Up",Music="KeepUp.mp3",DanceName="Keep",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Keep Up.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Boombox",Music="Boombox.mp3",DanceName="None",Url="None",Id=92629504992703,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="BloodPop",Music="bloodpop.mp3",DanceName="None",Url="None",Id=82472212108809,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Sit",Music="Sit.mp3",DanceName="Sit",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Sit.lua",Id="None",Offset=0,WalkSpeed=0,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Left Right",Music="leftright.mp3",DanceName="None",Url="None",Id=107261816578577,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Heavy Love",Music="heavylove.mp3",DanceName="None",Url="None",Id=101332118847458,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Million",Music="Million.mp3",DanceName="None",Url="None",Id=109123683211464,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Billie Jean",Music="Bjean.mp3",DanceName="BillieJean",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/BillieJean.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Billie Jean2",Music="Bjean.mp3",DanceName="BillieJean2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/BillieJean2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Savor W",Music="Savor.mp3",DanceName="Savor",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Savor.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Yamero",Music="Yamero.mp3",DanceName="Yamero",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Yamero.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Angel",Music="InternetAngel.mp3",DanceName="Angel",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Angel.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Club Penguin",Music="CLUB PENGUIN DANCE.mp3",DanceName="ClubPenguin",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Club Penguin.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Runaway",Music="Runaway.mp3",DanceName="Runaway",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Runaway.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="MioHonda",Music="MioHonda.mp3",DanceName="MioHonda",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Miohonda.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Firework",Music="Firework.mp3",DanceName="Firework",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Firework.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="C14",Music="C14.mp3",DanceName="C14",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/C14.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Slickback",Music="Slickback.mp3",DanceName="Slickback",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Slickback.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Doodle",Music="Doodle.mp3",DanceName="Doodle",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Doodle.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Goated Dance",Music="Goat.mp3",DanceName="Goat",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Goat.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Bumblebee",Music="Bumblebee.mp3",DanceName="Bumblebee",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Bumblebee.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Stock Shuffle",Music="Stock.mp3",DanceName="Stock",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Stock Shuffle.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Rat 2",Music="rat.mp3",DanceName="Rat2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rat2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Shuba Duck",Music="Shuba Duck.mp3",DanceName="Shuba",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Shuba Duck.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Lemon Melon",Music="Lemon.mp3",DanceName="None",Url="None",Id=138510336377177,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Birdbrain",Music="Birdbrain2.mp3",DanceName="Birdbrain",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Birdbrain.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Fein",Music="Fein.mp3",DanceName="Fein",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Fein.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Popipo",Music="Popipo.mp3",DanceName="Popipo",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Popipo.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Pickup",Music="Pickup.mp3",DanceName="Pickup",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Pickup.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Silly Billy 1",Music="Billy.mp3",DanceName="Billy",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Billy.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Sinful",Music="rotten.mp3",DanceName="None",Url="None",Id=89457637802764,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Spooky",Music="Spooky.mp3",DanceName="Spooky",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Spooky.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="JK",Music="JK.mp3",DanceName="Limited",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Limited.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=1}, {Name="KJ",Music="Flexworks.mp3",DanceName="Flexworks",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Flexworks.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=1}, {Name="CrissCross",Music="CrissCross.mp3",DanceName="None",Url="None",Id=109275255555630,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Too Much Brain",Music="brain.mp3",DanceName="None",Url="None",Id=93547721311170,Offset=0,WalkSpeed=4,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Espresso",Music="espresso.mp3",DanceName="None",Url="None",Id=87342159331194,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Rakuten",Music="rakuten.mp3",DanceName="None",Url="None",Id=121967347012647,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Torture",Music="tort.mp3",DanceName="None",Url="None",Id=99811468921857,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Unlockit",Music="Unlockit.mp3",DanceName="Unlockit",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Unlockit.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Smooth Moves",Music="SmoothMoves.mp3",DanceName="SmoothMoves",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/SmoothMoves.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Lagtrain",Music="Lagtrain.mp3",DanceName="Lagtrain",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Lagtrain.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Suki",Music="Suki.mp3",DanceName="Suki",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Suki.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Cafeteria",Music="Cafeteria.mp3",DanceName="Cafeteria",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Cafeteria.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Dare",Music="Dare.mp3",DanceName="Dare",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Dare.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Tenna 1",Music="Tenna.mp3",DanceName="Tenna",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Tenna.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Insanity",Music="Insanity.mp3",DanceName="Insanity",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Insanity.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Tenna 2",Music="Tenna.mp3",DanceName="Tenna2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Tenna 2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Rambunctious",Music="Rambunctious.mp3",DanceName="Rambunctious",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rambunctious.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Side Shuffle",Music="Side Shuffle.mp3",DanceName="Sideshuffle",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Side Shuffle.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Electro Swing",Music="Electro Swing.mp3",DanceName="Electro",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Electro Swing.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="MioHonda Step",Music="MioHonda.mp3",DanceName="Step",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Step.lua",Id="None",Offset=0,WalkSpeed=4,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Apple Pen",Music="Apple Pen.mp3",DanceName="Applepen",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Apple Pen.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Crank That",Music="Crank.mp3",DanceName="Crankthat",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Crank That.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Take Down",Music="TakeDown.mp3",DanceName="TakeDown",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Takedown.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Going Down",Music="Down.mp3",DanceName="Down",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Going Down.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Spamton",Music="Spamton.mp3",DanceName="Spamton",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Spamton.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Kemusan",Music="Kemusan.mp3",DanceName="Kemusan",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Kemusan.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Im Ok",Music="ImOk.mp3",DanceName="ImOk",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/ImOk.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Medicine Teto (Igaku)",Music="Igaku2.mp3",DanceName="Igaku",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Igaku.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Headlock 2",Music="Headlock.mp3",DanceName="Headlock3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Headlock3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Guli",Music="Guli.mp3",DanceName="Guli",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Guli.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Results",Music="Results.mp3",DanceName="Results",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Results.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Static 2",Music="Static.mp3",DanceName="Static2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Static2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Silly Billy 2",Music="Billy.mp3",DanceName="Billy2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Billy2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Yell 2",Music="Yell.mp3",DanceName="Yell",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Yell.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Yell 3",Music="Yell1.mp3",DanceName="Yell1",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Yell1.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Yell 1",Music="Yell2.mp3",DanceName="Yell2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Yell2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Out of Touch",Music="Touch.mp3",DanceName="Touch",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Touch.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hakari (Lonely)",Music="Lonely.mp3",DanceName="Hakari",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hakari.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Rat 3",Music="rat.mp3",DanceName="None",Url="None",Id=117971041844492,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Uh",Music="whateverlike.mp3",DanceName="None",Url="None",Id=99152023738830,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="CyberBop",Music="CyberBop.mp3",DanceName="CyberBop",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/CyberBop.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Invincible",Music="Invincible.mp3",DanceName="Invincible",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Invincible.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Jumpstyle",Music="Jumpstyle.mp3",DanceName="Jumpstyle3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Jumsptyle3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="BreakDance",Music="BreakDance.mp3",DanceName="BreakDance",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/BreakDance.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="BreakDance 2005",Music="BreakDance2005.mp3",DanceName="BreakDance2005",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/BreakDance2005.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Requiem",Music="faster.ogg",DanceName="Requiem",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Requiem.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Metro Man",Music="Metro.mp3",DanceName="Metro",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Metro.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="CrackDown",Music="CrackDown.mp3",DanceName="CrackDown",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/CrackDown.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Wait",Music="Wait2.mp3",DanceName="Wait",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Wait.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Smug Dance",Music="Smug.mp3",DanceName="Smug",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Smug.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Takino",Music="Takino.mp3",DanceName="Takino",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Takino.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Jumpstyle 1",Music="Jumpstyle.mp3",DanceName="Jumpstyle4",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Jumpstyle4.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Livesey Walk",Music="Livesey.mp3",DanceName="Livesey",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Livesey.lua",Id="None",Offset=0,WalkSpeed=4,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Mesmerizer 1",Music="Mesmerizer.mp3",DanceName="Mesmerizer1",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Mesmerizer1.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Pokedance",Music="Pokedance.mp3",DanceName="Pokedance",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Pokedance.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Keep Up 1",Music="KeepUp.mp3",DanceName="KeepUp1",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Keep Up1.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Get Down",Music="GetDown.mp3",DanceName="GetDown",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Get Down.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Spoken For",Music="SpokenFor.mp3",DanceName="SpokenFor",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Spoken For.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Everybody Gangnam",Music="EVG.mp3",DanceName="EverybodyGangnam",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/EverybodyGangnam.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Low Cortisol",Music="cortisol.mp3",DanceName="cortisol",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/cortisol.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Domino 2",Music="Domino.mp3",DanceName="Domino2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Domino2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Looping The Rooms",Music="Looping.mp3",DanceName="Looping",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Looping.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Cry For Me",Music="Cry For Me.mp3",DanceName="Cry For Me",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Cry For Me.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="With Friends",Music="Withfriends.mp3",DanceName="With Friends",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/With Friends.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Funny",Music="Funny.mp3",DanceName="Funny",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Funny.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="CivillianYell",Music="CivillianYell.mp3",DanceName="CivillianYell",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/CivillianYell.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Looping The Rooms 2",Music="Looping 2.mp3",DanceName="Looping 2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Looping 2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hakari 3 (Lonely)",Music="Lonely.mp3",DanceName="Hakari3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hakari3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Hakari 3",Music="TUCA DONKA.mp3",DanceName="Hakari3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hakari3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Skeleton",Music="Sellywarcry.mp3",DanceName="Skeleton",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Skeleton.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Someone Ships",Music="Idk.mp3",DanceName="Idk",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Idk.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Golden Dandelion",Music="TsSoGolden.mp3",DanceName="TsSoGolden",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/TsSoGolden.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Retry Now",Music="RetryNow.mp3",DanceName="Retry Now",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Retry Now.lua",Id="None",Offset=0,WalkSpeed=14,Looped=false,UseSoundPos=true,Alpha=.1}, {Name="Low Cortisol 2",Music="cortisol.mp3",DanceName="cortisol2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/cortisol2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Metro Man 2",Music="Metro.mp3",DanceName="Metroman2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Metroman2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Medicine Teto (Igaku) 2",Music="Igaku2.mp3",DanceName="Igaku2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Igaku2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hakari 4",Music="TUCA DONKA.mp3",DanceName="Hakari 4",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hakari 4.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Looping The Rooms 3",Music="Looping.mp3",DanceName="Looping 3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Looping 3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Microwave",Music="Microwave.mp3",DanceName="Microwave",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Microwave.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Lil Buddy Was Sick",Music="Lilbuddy.mp3",DanceName="LilBuddy",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/LilBuddy.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Low Quality",Music="LowQuality.mp3",DanceName="LowQuality",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/LowQuality.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Looping The Rooms 4",Music="Looping 2.mp3",DanceName="Looping4",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Looping4.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Funny 2",Music="Funny2.mp3",DanceName="Funny2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Funny2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="California Girls",Music="California.mp3",DanceName="California Girls",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/California Girls.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Doomer",Music="Doomer.mp3",DanceName="Doomer",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Doomer.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Chegou 3",Music="Chegou 3.mp3",DanceName="Chegou 3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Chegou 3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Hikari",Music="Hikari.mp3",DanceName="Hikari",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hikari.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, --{Name="KJ 2",Music="Flexworks.mp3",DanceName="KJ 2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/KJ 2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, --{Name="Jun",Music="NMG.mp3",DanceName="Jun",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/JUN.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Minos Prime",Music="Prime.mp3",DanceName="Minos Prime",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Minos Prime.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Default Dance",Music="Fortnite.mp3",DanceName="Default Dance",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Default Dance.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Omni Man",Music="omni.mp3",DanceName="omni",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/omni.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.015}, {Name="Unlockit SEWH",Music="Unlockit2.mp3",DanceName="Unlockit2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Unlockit2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Birdbrain Laggy",Music="BirdbrainAlt.mp3",DanceName="Birdbrainv2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Birdbrainv2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Doomer Alt",Music="Doomer.mp3",DanceName="DoomerAlt",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/DoomerAlt.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Bouncin",Music="Bouncin.mp3",DanceName="Bouncin",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Bouncin.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Static Alt",Music="Static.mp3",DanceName="StaticAlt",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/StaticAlt.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.050}, {Name="Miss The Quiet",Music="miss the quiet.mp3",DanceName="miss the quiet",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/miss the quiet.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Shucks",Music="shucks.mp3",DanceName="shucks",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/shucks.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Teto Territory",Music="teto territory.mp3",DanceName="teto territory",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/teto territory.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Analog horror funk",Music="Analog horror funk.mp3",DanceName="Analog horror funk",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Analog horror funk.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Niche Baby",Music="ai niche baby.mp3",DanceName="ai niche baby",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/ai niche baby.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Konton Boogie",Music="konton boogie.mp3",DanceName="konton boogie",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/konton boogie.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Go mufasa",Music="go mufasa.mp3",DanceName="go mufasa",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/go mufasa.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Butcher Vanity",Music="butcher vanity.mp3",DanceName="butcher vanity",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/butcher vanity.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hit the jackpot",Music="Hit the jackpot.mp3",DanceName="Hit the jackpot",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hit the jackpot.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Rodeo",Music="Rodeo.mp3",DanceName="Rodeo",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rodeo.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Epical",Music="Epical.mp3",DanceName="Epical",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Epical.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Doom Mc Bringer",Music="Doom Mc Bringer.mp3",DanceName="Doom Mc Bringer",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Doom Mc Bringer.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hai Yorokonde",Music="Hai Yorokonde.mp3",DanceName="Hai Yorokonde",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hai Yorokonde.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Rickroll",Music="Rickroll.mp3",DanceName="Rickroll",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rickroll.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Montagem Xonada",Music="Xonada.mp3",DanceName="Xonada",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Xonada.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Encore",Music="Encore.mp3",DanceName="Encore",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Encore.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Chegou 3 Remake",Music="Chegou 3.mp3",DanceName="Chegou 2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Chegou 2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Akage",Music="Akage.mp3",DanceName="Akage",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Akage.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Japanese Meme",Music="Japan.mp3",DanceName="Japanese Meme",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Japanese Meme.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Number",Music="Number.mp3",DanceName="Number",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Number.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Macarena",Music="Macarena.mp3",DanceName="macarena",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/macarena.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Bang Bang Bang",Music="banging.mp3",DanceName="bang",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/bang.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Lagtrain Alt",Music="Lagtrain.mp3",DanceName="LagtrainAlt",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/LagtrainAlt.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Tetoris",Music="Tetoris.mp3",DanceName="Tetoris",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Tetoris.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="PP music",Music="Pp music.mp3",DanceName="PPmusic",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/PPmusic.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Toothless",Music="Toothless.mp3",DanceName="Toothless",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Toothless.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Name This",Music="Name This.mp3",DanceName="Name This Dance",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Name This Dance.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Rat 4",Music="Rat.mp3",DanceName="Rat4",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rat4.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Encore 1",Music="Encore.mp3",DanceName="Encore 1",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Encore 1.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Shucks Mid Scene",Music="Angry Shucks.mp3",DanceName="Shucks Mid Scene",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Shucks Mid Scene.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=10}, } local validAudioFiles = { "Sphere.mp3", "Angry Shucks.mp3", "Toothless.mp3", "Pp music.mp3", "Name This.mp3", "Tetoris.mp3", "banging.mp3", "Number.mp3", "Macarena.mp3", "Encore.mp3", "Xonada.mp3", "Rickroll.mp3", "konton boogie.mp3", "Rodeo.mp3", "Hai Yorokonde.mp3", "shucks.mp3", "Hit the jackpot.mp3", "butcher vanity.mp3", "miss the quiet.mp3", "go mufasa.mp3", --"ai niche baby.mp3", "teto territory.mp3", "Bouncin.mp3", "rat.mp3", "FunkedUp.mp3", "Assumptions.mp3", "Egypt.mp3", "DO THE FLOP.mp3", "caramell.mp3", "Heel.mp3", "gangnamm.mp3", "Monkey.mp3", "dancingin.mp3", "dr.wav", "griddy.mp3", "lux.ogg", "kazot.mp3", "Domino.mp3", "Liar.mp3", "Mesmerizer.mp3", "Box.mp3", "Static.mp3", "Prism.mp3", "Headlock.mp3", "TUCA DONKA.mp3", "Break.mp3", "XO.mp3", "Soda.mp3", "LoveForU.mp3", "assum.mp3", "balls.mp3", "Distraction.mp3", --"ItBurns.mp3", "chronoshift.mp3", "KeepUp.mp3", "Boombox.mp3", "bloodpop.mp3", "leftright.mp3", "heavylove.mp3", "Million.mp3", "Bjean.mp3", "Savor.mp3", "Yamero.mp3", "InternetAngel.mp3", "CLUB PENGUIN DANCE.mp3", "Runaway.mp3", "MioHonda.mp3", "Firework.mp3", "C14.mp3", "Slickback.mp3", "Doodle.mp3", "Goat.mp3", "Bumblebee.mp3", "Stock.mp3", "Shuba Duck.mp3", "Lemon.mp3", "Birdbrain2.mp3", "Fein.mp3", "Popipo.mp3", "Pickup.mp3", "Billy.mp3", "rotten.mp3", "Spooky.mp3", "JK.mp3", "Flexworks.mp3", "Unlockit.mp3", "Insanity.mp3", "Cafeteria.mp3", "Tenna.mp3", "Suki.mp3", "CrissCross.mp3", "Dare.mp3", "Lagtrain.mp3", "SmoothMoves.mp3", "brain.mp3", "espresso.mp3", "rakuten.mp3", "tort.mp3", "TakeDown.mp3", "Side Shuffle.mp3", "Rambunctious.mp3", "Electro Swing.mp3", "Crank.mp3", "Apple Pen.mp3", "Igaku2.mp3", "Down.mp3", "Kemusan.mp3", "Guli.mp3", "ImOk.mp3", "Spamton.mp3", "Sit.mp3", "Results.mp3", "Yell.mp3", "Yell1.mp3", "Pixelation.mp3", "Yell2.mp3", "Touch.mp3", "Lonely.mp3", "whateverlike.mp3", "matchmaker.mp3", "faster.ogg", "Metro.mp3", "Jumpstyle.mp3", "Invincible.mp3", "CrackDown.mp3", "CyberBop.mp3", "BrickBattler.mp3", "BreakDance2005.mp3", "BreakDance.mp3", "CrackDown.mp3", "Halloween.mp3", "TANOC.mp3", "Shiawase.mp3", "Tf2.mp3", "Smug.mp3", "Wait2.mp3", "Livesey.mp3", "Pokedance.mp3", "Slash.mp3", "GetDown.mp3", "SpokenFor.mp3", "EVG.mp3", "cortisol.mp3", "Cry For Me.mp3", "Looping.mp3", "Akage.mp3", "Funny.mp3", "Withfriends.mp3", "CivillianYell.mp3", "LilBuddy.mp3", "LowQuality.mp3", "California.mp3", "Doomer.mp3", "Hikari.mp3", "NMG.mp3", "Prime.mp3", "omni.mp3", "Unlockit2.mp3", "BirdbrainAlt.mp3", "Lexapro Doesn't Work.mp3", --"Lilbuddy.mp3", } local ExtraBackup=table.clone(TableOfDances) local Global = (getgenv and getgenv()) or shared local Preload=Global.Preload or false local RigScale=Global.RigSize or 1 local ExtraRigSupport=Global.Rigs or {} local DisableCustomInventory=Global.DisableCustomInventory or false loadstring(game:HttpGet("https://raw.githubusercontent.com/Gelatekussy/GelatekHub/main/src/packages/FunctionPack.lua"))() local UI = {}; local MainFolder="Theos Dancezzz" local MusicFolder=MainFolder.."/Emote Music" local DanceFolder=MainFolder.."/Emote" local UserDances=MainFolder.."/UserDances" local builtins=MainFolder.."/Built-In" local ImagesFolder=MainFolder.."/Images" local Models=MainFolder.."/Models" local HatMaps=builtins.."/HatMaps.lua" local ModuleConfigFile = builtins .. "/ScriptConf.json" local MainGit="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/" local folders={ MainFolder=MainFolder, builtins=builtins, DanceFolder=DanceFolder, MusicFolder=MusicFolder, UserDances=UserDances, HatMaps=HatMaps, ImagesFolder=ImagesFolder, Models=Models, } local function choot(msg) game:GetService("TextChatService").TextChannels.RBXGeneral:SendAsync(msg) end if isfile and not isfile(builtins.."/HatMaps.lua") then writefile(builtins.."/HatMaps.lua",game:HttpGet(MainGit.."HatMaps.lua?rw=true")) task.spawn(function() print("New User,Hello!! Welcome to Theo Dancezzz!!\nRemember my kdv3? yes its discontinued becahse i got in trouble modding it, now im here making the best dance script to ever exist, the script eill be further optimised, or adding the hat reaminate!!!\n so this script currently has 130j dances, if your new to this script, if you click any dances, they need to download the audios and thr dance file itself, it doesnt notify you(yes it was annkying), once it is downloaded, click the dance again and boom, your animations are playing! thats it, thats how you use it\n\nQuestion, is it universal?\nanswer\nYes, it has currentangle that will automatically reanimate you outside jab and green bassplate, the currentangle version is v4, i guess thats all...Oh qait, if you dont have a replicatesignal, the script will be forced to reanimate you in currentangle. Anyways, enjoy the script!\n--From Theo\nif you planning on skidding this off, goodluck, the code is obfuscated ") task.wait() choot("/console") notify("New User! automatically opened console!") end) end local ws=game.Workspace if ws:FindFirstChild("full") then ws.full:Destroy() end task.spawn(function() for _,a in next,folders do if isfolder and not isfolder(a) then makefolder(a) end end end) local Builitins={ "HatMaps.lua", --"ModuleConfigFile.json" "DanceModule1.lua" } pcall(function() writefile(builtins.."/HatMaps.lua",game:HttpGet(MainGit.."HatMaps.lua?rw=true")) writefile(builtins.."/DanceModule1.lua",game:HttpGet(MainGit.."DanceModule1.lua?rw=true")) end) local oldfolders={ "Theo-Dancezzz-Dancezzz", "Theo-Dancezzz-Musics", } --[[pcall(function() for _,v in next,oldfolders do local file=listfiles(v) for _,a in next,file do delfile(a) notify("Deleted Old Filder: "..a) end end end)]] --// Init UI UI["Interface_1"] = Instance.new("ScreenGui", hui); UI["Interface_1"]["IgnoreGuiInset"] = true; UI["Interface_1"]["ScreenInsets"] = Enum.ScreenInsets.None; UI["Interface_1"]["Name"] =Name.."Interface"; UI["Interface_1"]["ZIndexBehavior"] = Enum.ZIndexBehavior.Sibling; local UseSoundPos=Instance.new("BoolValue") local StringVal=Instance.new("StringValue") local Numval=Instance.new("NumberValue") StringVal.Name="Char" Numval.Name="MusicWeight" Numval.Value=.1 UseSoundPos.Value=false UI["Main_2"] = Instance.new("Frame", UI["Interface_1"]); UI["Main_2"]["Active"] = true; UI["Main_2"]["Draggable"] = false; UI["Main_2"]["BorderSizePixel"] = 0; UI["Main_2"]["BackgroundColor3"] = Color3.fromRGB(41, 41, 41); UI["Main_2"]["ClipsDescendants"] = false; UI["Main_2"]["Size"] = UDim2.new(0, 546, 0, 270); UI["Main_2"]["Position"] = UDim2.new(0.38923, 0, 0.28889, 0); UI["Main_2"]["Name"] = [[Main]]; UI["Main_2"]["BackgroundTransparency"] = 0.5; UI["Shadow_3"] = Instance.new("ImageLabel", UI["Main_2"]); UI["Shadow_3"]["ZIndex"] = -1; UI["Shadow_3"]["Active"] = false; UI["Shadow_3"]["BorderSizePixel"] = 0; UI["Shadow_3"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Shadow_3"]["ImageTransparency"] = 0.2; -- UI["Shadow_3"]["ImageContent"] = ; UI["Shadow_3"]["ImageColor3"] = Color3.fromRGB(0, 0, 0); UI["Shadow_3"]["Image"] = [[rbxassetid://8774493213]]; UI["Shadow_3"]["Size"] = UDim2.new(1.274725317955017, 0, 1.4934210777282715, 0); UI["Shadow_3"]["BackgroundTransparency"] = 1; UI["Shadow_3"]["Name"] = [[Shadow]]; UI["Shadow_3"]["Position"] = UDim2.new(-0.13553114235401154, 0, -0.23026315867900848, 0); UI["Minimize_4"] = Instance.new("TextButton", UI["Main_2"]); UI["Minimize_4"]["BorderSizePixel"] = 0; UI["Minimize_4"]["TextSize"] = 12; UI["Minimize_4"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Minimize_4"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Minimize_4"]["ZIndex"] = 10; UI["Minimize_4"]["BackgroundTransparency"] = 1; UI["Minimize_4"]["Size"] = UDim2.new(0, 20, 0, 20); UI["Minimize_4"]["Text"] = [[-]]; UI["Minimize_4"]["Name"] = [[Minimize]]; UI["Minimize_4"]["Position"] = UDim2.new(0.9, 0, 0.01645, 0); UI["UICorner_5"] = Instance.new("UICorner", UI["Minimize_4"]); UI["UICorner_5"]["CornerRadius"] = UDim.new(0, 7); UI["Close_6"] = Instance.new("TextButton", UI["Main_2"]); UI["Close_6"]["BorderSizePixel"] = 0; UI["Close_6"]["TextSize"] = 12; UI["Close_6"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Close_6"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Close_6"]["ZIndex"] = 10; UI["Close_6"]["BackgroundTransparency"] = 1; UI["Close_6"]["Size"] = UDim2.new(0, 20, 0, 20); UI["Close_6"]["Text"] = [[X]]; UI["Close_6"]["Name"] = [[Close]]; UI["Close_6"]["Position"] = UDim2.new(0.95, 0, 0.01645, 0); UI["UICorner_7"] = Instance.new("UICorner", UI["Close_6"]); UI["UICorner_7"]["CornerRadius"] = UDim.new(0, 7); UI["CanvasGroup_8"] = Instance.new("CanvasGroup", UI["Main_2"]); UI["CanvasGroup_8"]["Active"] = false; UI["CanvasGroup_8"]["ZIndex"] = -1; UI["CanvasGroup_8"]["BorderSizePixel"] = 0; UI["CanvasGroup_8"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["CanvasGroup_8"]["Size"] = UDim2.new(1, 0, 1, 0); UI["CanvasGroup_8"]["Position"] = UDim2.new(0, 0, 0,0); UI["CanvasGroup_8"]["BackgroundTransparency"] = 1; local aspect=Instance.new("UIAspectRatioConstraint",UI["CanvasGroup_8"]) aspect.AspectType="FitWithinMaxSize" aspect.AspectRatio=2.025 aspect.DominantAxis="Width" UI["ScrollingFrame_9"] = Instance.new("ScrollingFrame", UI["CanvasGroup_8"]); UI["ScrollingFrame_9"]["Active"] = true; UI["ScrollingFrame_9"]["ScrollingDirection"] = Enum.ScrollingDirection.Y; UI["ScrollingFrame_9"]["BorderSizePixel"] = 0; UI["ScrollingFrame_9"]["CanvasSize"] = UDim2.new(0, 0, 0, 0); UI["ScrollingFrame_9"]["ElasticBehavior"] = Enum.ElasticBehavior.Never; UI["ScrollingFrame_9"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["ScrollingFrame_9"]["Selectable"] = false; UI["ScrollingFrame_9"]["AutomaticCanvasSize"] = Enum.AutomaticSize.Y; UI["ScrollingFrame_9"]["Size"] = UDim2.new(0, 546, 0, 278); UI["ScrollingFrame_9"]["ScrollBarImageColor3"] = Color3.fromRGB(255, 0, 0); UI["ScrollingFrame_9"]["Position"] = UDim2.new(0, 0, 0.08553, 0); UI["ScrollingFrame_9"]["ScrollBarThickness"] = 0; UI["ScrollingFrame_9"]["BackgroundTransparency"] = 1; UI["UIPadding_1f"] = Instance.new("UIPadding", UI["ScrollingFrame_9"]); UI["UIPadding_1f"]["PaddingBottom"] = UDim.new(0, 80); UI["SubMain_a"] = Instance.new("Frame", UI["ScrollingFrame_9"]); UI["SubMain_a"]["BorderSizePixel"] = 0; UI["SubMain_a"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["SubMain_a"]["ClipsDescendants"] = true; UI["SubMain_a"]["Size"] = UDim2.new(1, 0, 2, 550); UI["SubMain_a"]["AutomaticSize"] = "Y"; UI["SubMain_a"]["Position"] = UDim2.new(0, 0, -0.09353, 0); UI["SubMain_a"]["Name"] = [[SubMain]]; UI["SubMain_a"]["BackgroundTransparency"] = 1; UI["CharScale_b"] = Instance.new("TextBox", UI["SubMain_a"]); UI["CharScale_b"]["Name"] = [[CharScale]]; UI["CharScale_b"]["BorderSizePixel"] = 0; UI["CharScale_b"]["TextWrapped"] = true; UI["CharScale_b"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["CharScale_b"]["TextScaled"] = true; UI["CharScale_b"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["CharScale_b"]["RichText"] = true; UI["CharScale_b"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["CharScale_b"]["ClearTextOnFocus"] = false; UI["CharScale_b"]["PlaceholderText"] = [[Char Scale]]; UI["CharScale_b"]["Size"] = UDim2.new(0, 92, 0, 28); UI["CharScale_b"]["Position"] = UDim2.new(0.32234, 0, 0.35081, 0); UI["CharScale_b"]["Text"] = [[]]; UI["UIStroke_c"] = Instance.new("UIStroke", UI["CharScale_b"]); UI["UIStroke_c"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_c"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_c"]["Thickness"] = 2; UI["UIStroke_c"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_d"] = Instance.new("UIGradient", UI["UIStroke_c"]); UI["UIGradient_d"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Redownload_e"] = Instance.new("TextButton", UI["SubMain_a"]); UI["Redownload_e"]["BorderSizePixel"] = 0; UI["Redownload_e"]["TextSize"] = 24; UI["Redownload_e"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Redownload_e"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["Redownload_e"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Redownload_e"]["Size"] = UDim2.new(0, 136, 0, 44); UI["Redownload_e"]["Text"] = [[Reload Assets]]; UI["Redownload_e"]["Name"] = [[Redownload]]; UI["Redownload_e"]["Position"] = UDim2.new(0.01099, -5, 0.5226, 0); UI["UIStroke_f"] = Instance.new("UIStroke", UI["Redownload_e"]); UI["UIStroke_f"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_f"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_f"]["Thickness"] = 2; UI["UIStroke_f"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_10"] = Instance.new("UIGradient", UI["UIStroke_f"]); UI["UIGradient_10"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Reanimator_11"] = Instance.new("TextLabel", UI["SubMain_a"]); UI["Reanimator_11"]["BorderSizePixel"] = 0; UI["Reanimator_11"]["TextSize"] = 24; UI["Reanimator_11"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Reanimator_11"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Reanimator_11"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Reanimator_11"]["BackgroundTransparency"] = 1; UI["Reanimator_11"]["Size"] = UDim2.new(0, 192, 0, 22); UI["Reanimator_11"]["Text"] = [[Selected: Empyrean]]; UI["Reanimator_11"]["Name"] = [[Reanimator]]; UI["Reanimator_11"]["Position"] = UDim2.new(-0.00275, 0, 0.32369, 0); UI["Settings _12"] = Instance.new("TextLabel", UI["SubMain_a"]); UI["Settings _12"]["BorderSizePixel"] = 0; UI["Settings _12"]["TextSize"] = 24; UI["Settings _12"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Settings _12"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Settings _12"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Settings _12"]["BackgroundTransparency"] = 1; UI["Settings _12"]["Size"] = UDim2.new(0, 258, 0, 20); UI["Settings _12"]["Text"] = [[-- // Settings \\ --]]; UI["Settings _12"]["Name"] = [[Settings ]]; UI["Settings _12"]["Position"] = UDim2.new(0.32326, 0, 0.31284, 0); UI["Limbs_13"] = Instance.new("TextLabel", UI["SubMain_a"]); UI["Limbs_13"]["BorderSizePixel"] = 0; UI["Limbs_13"]["TextSize"] = 24; UI["Limbs_13"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Limbs_13"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Limbs_13"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Limbs_13"]["BackgroundTransparency"] = 1; UI["Limbs_13"]["Size"] = UDim2.new(0, 258, 0, 20); UI["Limbs_13"]["Text"] = [[-- // Limbs \\ --]]; UI["Limbs_13"]["Name"] = [[Limbs]]; UI["Limbs_13"]["Position"] = UDim2.new(0.5, 0, 0.5226, 0); UI["Update_Frame_14"] = Instance.new("Frame", UI["SubMain_a"]); UI["Update_Frame_14"]["BorderSizePixel"] = 0; UI["Update_Frame_14"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Update_Frame_14"]["Size"] = UDim2.new(0, 246, 0, 310); UI["Update_Frame_14"]["Position"] = UDim2.new(0.00733, 0, 0.02893, 0); UI["Update_Frame_14"]["Name"] = [[Update_Frame]]; UI["Update_Frame_14"]["BackgroundTransparency"] = 1; UI["Shadow_15"] = Instance.new("ImageLabel", UI["Update_Frame_14"]); UI["Shadow_15"]["ZIndex"] = -1; UI["Shadow_15"]["BorderSizePixel"] = 0; UI["Shadow_15"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Shadow_15"]["ImageTransparency"] = 0.2; -- UI["Shadow_15"]["ImageContent"] = ; UI["Shadow_15"]["ImageColor3"] = Color3.fromRGB(0, 0, 0); UI["Shadow_15"]["Image"] = [[rbxassetid://8774493213]]; UI["Shadow_15"]["Size"] = UDim2.new(1, 0, 1, 10); UI["Shadow_15"]["BackgroundTransparency"] = 1; UI["Shadow_15"]["Name"] = [[Shadow]]; UI["Shadow_15"]["Position"] = UDim2.new(0, 0, -0.0129, 0); UI["TextLabel_16"] = Instance.new("TextLabel", UI["Update_Frame_14"]); UI["TextLabel_16"]["TextWrapped"] = true; UI["TextLabel_16"]["BorderSizePixel"] = 0; UI["TextLabel_16"]["TextSize"] = 12; UI["TextLabel_16"]["TextXAlignment"] = Enum.TextXAlignment.Left; UI["TextLabel_16"]["TextYAlignment"] = Enum.TextYAlignment.Top; UI["TextLabel_16"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["TextLabel_16"]["FontFace"] = Font.new([[rbxasset://fonts/families/Inconsolata.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["TextLabel_16"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["TextLabel_16"]["BackgroundTransparency"] = 1; UI["TextLabel_16"]["Size"] = UDim2.new(1, 0, 1, 0); UI["TextLabel_16"]["Text"] = "New UI👍\n yes new UI, you can scroll up or down on the UI now, you can choose 3 of the reanimate below this long\ntextlabel btw\nif you chose empyrean\nget a keyboard script\nbasically since enabling tools\nwill not work on empyrean\n\nUpdate:\nAdded Smooth Camera Toggle on\nsettings and added a tab called tutorial\nif your new to this, click the ' + '\non the top right of the UI,\nand scroll down and find 'Tutorial' "; UI["TextLabel_16"]["Position"] = UDim2.new(0.06098, 0, 0.00645, 0); UI["UIStroke_17"] = Instance.new("UIStroke", UI["Update_Frame_14"]); UI["UIStroke_17"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_17"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_17"]["Thickness"] = 2; UI["UIStroke_17"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_18"] = Instance.new("UIGradient", UI["UIStroke_17"]); UI["UIGradient_18"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Minimize_19"] = Instance.new("TextButton", UI["SubMain_a"]); UI["Minimize_19"]["BorderSizePixel"] = 0; UI["Minimize_19"]["TextSize"] = 22; UI["Minimize_19"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Minimize_19"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Minimize_19"]["ZIndex"] = 2; UI["Minimize_19"]["BackgroundTransparency"] = 1; UI["Minimize_19"]["Size"] = UDim2.new(0, 20, 0, 20); UI["Minimize_19"]["Text"] = [[+]]; UI["Minimize_19"]["Name"] = [[Minimize]]; UI["Minimize_19"]["Position"] = UDim2.new(0.25916, 0, 0.35262, 0); UI["UICorner_1a"] = Instance.new("UICorner", UI["Minimize_19"]); UI["UICorner_1a"]["CornerRadius"] = UDim.new(0, 7); UI["Respawn/Stop_1b"] = Instance.new("TextButton", UI["SubMain_a"]); UI["Respawn/Stop_1b"]["TextSize"] = 24; UI["Respawn/Stop_1b"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Respawn/Stop_1b"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["Respawn/Stop_1b"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Respawn/Stop_1b"]["Size"] = UDim2.new(0, 136, 0, 44); UI["Respawn/Stop_1b"]["Text"] = [[Deanimate]]; UI["Respawn/Stop_1b"]["Name"] = [[Respawn/Stop]]; UI["Respawn/Stop_1b"]["Position"] = UDim2.new(0.47253, 0, 0.22242, 0); UI["UIStroke_1c"] = Instance.new("UIStroke", UI["Respawn/Stop_1b"]); UI["UIStroke_1c"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_1c"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_1c"]["Thickness"] = 2; UI["UIStroke_1c"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_1d"] = Instance.new("UIGradient", UI["UIStroke_1c"]); UI["UIGradient_1d"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["ScrollingFrame2_1e"] = Instance.new("ScrollingFrame", UI["SubMain_a"]); UI["ScrollingFrame2_1e"]["BorderSizePixel"] = 0; UI["ScrollingFrame2_1e"]["CanvasSize"] = UDim2.new(0, 10, 0, 0); UI["ScrollingFrame2_1e"]["AutomaticCanvasSize"] = "Y"; UI["ScrollingFrame2_1e"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["ScrollingFrame2_1e"]["Name"] = [[ScrollingFrame2]]; UI["ScrollingFrame2_1e"]["Size"] = UDim2.new(0, 264, 0, 186); UI["ScrollingFrame2_1e"]["Position"] = UDim2.new(0.5, 0, 0.34901, 0); UI["ScrollingFrame2_1e"]["BackgroundTransparency"] = 1; UI["UIPadding_1f"] = Instance.new("UIPadding", UI["ScrollingFrame2_1e"]); UI["UIPadding_1f"]["PaddingTop"] = UDim.new(0, 5); UI["Example_20"] = Instance.new("TextButton", UI["ScrollingFrame2_1e"]); UI["Example_20"]["BorderSizePixel"] = 0; UI["Example_20"]["TextSize"] = 24; UI["Example_20"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Example_20"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["Example_20"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Example_20"]["Size"] = UDim2.new(1, 0, 0, 44); UI["Example_20"]["Text"] = [[]]; UI["Example_20"]["Name"] = [[Example]]; UI["Example_20"]["Visible"] = false; UI["Example_20"]["Position"] = UDim2.new(0.97727, 0, 1.32258, 0); UI["UIStroke_24"] = Instance.new("UIStroke", UI["Example_20"]); UI["UIStroke_24"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_24"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_24"]["Thickness"] = 2; UI["UIStroke_24"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_25"] = Instance.new("UIGradient", UI["UIStroke_24"]); UI["UIGradient_25"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["UIGridLayout_26"] = Instance.new("UIGridLayout", UI["ScrollingFrame2_1e"]); UI["UIGridLayout_26"]["CellSize"] = UDim2.new(1, 0, 0, 28); UI["UIStroke_27"] = Instance.new("UIStroke", UI["ScrollingFrame2_1e"]); UI["UIStroke_27"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_27"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_27"]["Thickness"] = 2; UI["UIStroke_27"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_28"] = Instance.new("UIGradient", UI["UIStroke_27"]); UI["UIGradient_28"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["PreviewImage_29"] = Instance.new("ImageLabel", UI["SubMain_a"]); UI["PreviewImage_29"]["BorderSizePixel"] = 0; UI["PreviewImage_29"]["BackgroundColor3"] = Color3.fromRGB(250, 0, 0); UI["PreviewImage_29"]["Size"] = UDim2.new(0, 390, 0, 118); UI["PreviewImage_29"]["BackgroundTransparency"] = 0.9; UI["PreviewImage_29"]["Name"] = [[PreviewImage]]; UI["PreviewImage_29"]["Position"] = UDim2.new(0.4652, 0, 0.02712, 0); UI["PreviewImage_29"]["ScaleType"] = [[Crop]]; UI["UIStroke_2a"] = Instance.new("UIStroke", UI["PreviewImage_29"]); UI["UIStroke_2a"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_2a"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_2a"]["Thickness"] = 2; UI["UIStroke_2a"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_2b"] = Instance.new("UIGradient", UI["UIStroke_2a"]); UI["UIGradient_2b"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["2Gelatek_2c"] = Instance.new("TextButton", UI["UIStroke_2a"]); UI["2Gelatek_2c"]["BorderSizePixel"] = 0; UI["2Gelatek_2c"]["TextSize"] = 24; UI["2Gelatek_2c"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["2Gelatek_2c"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["2Gelatek_2c"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["2Gelatek_2c"]["Size"] = UDim2.new(1, 0, 0, 44); UI["2Gelatek_2c"]["Text"] = [[Gelatek]]; UI["2Gelatek_2c"]["Name"] = [[2Gelatek]]; UI["2Gelatek_2c"]["Position"] = UDim2.new(0, 258, 0, 246); UI["UIStroke_30"] = Instance.new("UIStroke", UI["2Gelatek_2c"]); UI["UIStroke_30"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_30"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_30"]["Thickness"] = 2; UI["UIStroke_30"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_31"] = Instance.new("UIGradient", UI["UIStroke_30"]); UI["UIGradient_31"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Reanimate/Run_32"] = Instance.new("TextButton", UI["SubMain_a"]); UI["Reanimate/Run_32"]["BorderSizePixel"] = 0; UI["Reanimate/Run_32"]["TextSize"] = 24; UI["Reanimate/Run_32"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Reanimate/Run_32"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["Reanimate/Run_32"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Reanimate/Run_32"]["Size"] = UDim2.new(0, 136, 0, 44); UI["Reanimate/Run_32"]["Text"] = [[Reanimate]]; UI["Reanimate/Run_32"]["Name"] = [[Reanimate/Run]]; UI["Reanimate/Run_32"]["Position"] = UDim2.new(0.7326, 0, 0.22242, 0); UI["UIStroke_33"] = Instance.new("UIStroke", UI["Reanimate/Run_32"]); UI["UIStroke_33"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_33"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_33"]["Thickness"] = 2; UI["UIStroke_33"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_34"] = Instance.new("UIGradient", UI["UIStroke_33"]); UI["UIGradient_34"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Image :v_35"] = Instance.new("TextLabel", UI["SubMain_a"]); UI["Image :v_35"]["BorderSizePixel"] = 0; UI["Image :v_35"]["TextSize"] = 24; UI["Image :v_35"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Image :v_35"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Image :v_35"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Image :v_35"]["BackgroundTransparency"] = 1; UI["Image :v_35"]["Size"] = UDim2.new(0, 212, 0, 20); UI["Image :v_35"]["Text"] = [[No Images Currently :v]]; UI["Image :v_35"]["Name"] = [[Image :v]]; UI["Image :v_35"]["Position"] = UDim2.new(0.47619, 0, 0.14105, 0); UI["ScrollingFrame_36"] = Instance.new("ScrollingFrame", UI["SubMain_a"]); UI["ScrollingFrame_36"]["BorderSizePixel"] = 0; UI["ScrollingFrame_36"]["CanvasSize"] = UDim2.new(0, 10, 0, 0); UI["ScrollingFrame_36"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["ScrollingFrame_36"]["Size"] = UDim2.new(0, 136, 0, 38); UI["ScrollingFrame_36"]["Position"] = UDim2.new(0.00092, 0, 0.34901, 0); UI["ScrollingFrame_36"]["BackgroundTransparency"] = 1; UI["1Emp_37"] = Instance.new("TextButton", UI["ScrollingFrame_36"]); UI["1Emp_37"]["BorderSizePixel"] = 0; UI["1Emp_37"]["TextSize"] = 24; UI["1Emp_37"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["1Emp_37"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["1Emp_37"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["1Emp_37"]["Size"] = UDim2.new(1, 0, 0, 44); UI["1Emp_37"]["Text"] = [[Empyrean]]; UI["1Emp_37"]["Name"] = [[1Emp]]; UI["1Emp_37"]["Position"] = UDim2.new(1.89706, 0, 6.47368, 0); UI["UIStroke_3b"] = Instance.new("UIStroke", UI["1Emp_37"]); UI["UIStroke_3b"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_3b"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_3b"]["Thickness"] = 2; UI["UIStroke_3b"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_3c"] = Instance.new("UIGradient", UI["UIStroke_3b"]); UI["UIGradient_3c"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["2Gelatek_3d"] = Instance.new("TextButton", UI["ScrollingFrame_36"]); UI["2Gelatek_3d"]["BorderSizePixel"] = 0; UI["2Gelatek_3d"]["TextSize"] = 24; UI["2Gelatek_3d"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["2Gelatek_3d"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["2Gelatek_3d"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["2Gelatek_3d"]["Size"] = UDim2.new(1, 0, 0, 44); UI["2Gelatek_3d"]["Text"] = [[Gelatek]]; UI["2Gelatek_3d"]["Name"] = [[2Gelatek]]; UI["2Gelatek_3d"]["Position"] = UDim2.new(1.89706, 0, 6.47368, 0); UI["UIStroke_41"] = Instance.new("UIStroke", UI["2Gelatek_3d"]); UI["UIStroke_41"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_41"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_41"]["Thickness"] = 2; UI["UIStroke_41"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_42"] = Instance.new("UIGradient", UI["UIStroke_41"]); UI["UIGradient_42"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["3CurrentAngle_43"] = Instance.new("TextButton", UI["ScrollingFrame_36"]); UI["3CurrentAngle_43"]["BorderSizePixel"] = 0; UI["3CurrentAngle_43"]["TextSize"] = 24; UI["3CurrentAngle_43"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["3CurrentAngle_43"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["3CurrentAngle_43"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["3CurrentAngle_43"]["Size"] = UDim2.new(1, 0, 0, 44); UI["3CurrentAngle_43"]["Text"] = [[CurrentAngle]]; UI["3CurrentAngle_43"]["Name"] = [[3CurrentAngle]]; UI["3CurrentAngle_43"]["Position"] = UDim2.new(1.89706, 0, 6.47368, 0); UI["UIStroke_47"] = Instance.new("UIStroke", UI["3CurrentAngle_43"]); UI["UIStroke_47"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_47"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_47"]["Thickness"] = 2; UI["UIStroke_47"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_48"] = Instance.new("UIGradient", UI["UIStroke_47"]); UI["UIGradient_48"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["UIPadding_49"] = Instance.new("UIPadding", UI["ScrollingFrame_36"]); UI["UIPadding_49"]["PaddingTop"] = UDim.new(0, 5); UI["UIGridLayout_4a"] = Instance.new("UIGridLayout", UI["ScrollingFrame_36"]); UI["UIGridLayout_4a"]["CellSize"] = UDim2.new(1, 0, 0, 28); UI["UIStroke_4b"] = Instance.new("UIStroke", UI["ScrollingFrame_36"]); UI["UIStroke_4b"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_4b"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_4b"]["Thickness"] = 2; UI["UIStroke_4b"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_4c"] = Instance.new("UIGradient", UI["UIStroke_4b"]); UI["UIGradient_4c"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Title_4d"] = Instance.new("TextLabel", UI["Main_2"]); UI["Title_4d"]["ZIndex"] = -1; UI["Title_4d"]["BorderSizePixel"] = 0; UI["Title_4d"]["TextSize"] = 24; UI["Title_4d"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Title_4d"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Title_4d"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Title_4d"]["BackgroundTransparency"] = 1; UI["Title_4d"]["Size"] = UDim2.new(0, 178, 0, 20); UI["Title_4d"]["Text"] = [[Theos Dancezzzzz]]; UI["Title_4d"]["Name"] = [[Title]]; UI["Title_4d"]["Position"] = UDim2.new(0, 0, 0.01316, 0); UI["UIStroke_4e"] = Instance.new("UIStroke", UI["Main_2"]); UI["UIStroke_4e"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_4e"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_4e"]["Thickness"] = 2; UI["UIStroke_4e"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_4f"] = Instance.new("UIGradient", UI["UIStroke_4e"]); UI["UIGradient_4f"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["TabGroup_51"] = Instance.new("CanvasGroup", UI["Main_2"]); UI["TabGroup_51"]["BorderSizePixel"] = 0; UI["TabGroup_51"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["TabGroup_51"]["Size"] = UDim2.new(0.28938, 0, 1, 0); UI["TabGroup_51"]["Position"] = UDim2.new(-0.30403, 0, 0, 0); UI["TabGroup_51"]["Name"] = [[TabGroup]]; UI["TabGroup_51"]["BackgroundTransparency"] = 0.5; UI["UIStroke_52"] = Instance.new("UIStroke", UI["TabGroup_51"]); UI["UIStroke_52"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_52"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_52"]["Thickness"] = 2; UI["UIStroke_52"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_53"] = Instance.new("UIGradient", UI["UIStroke_52"]); UI["UIGradient_53"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Title_54"] = Instance.new("TextLabel", UI["TabGroup_51"]); UI["Title_54"]["TextWrapped"] = true; UI["Title_54"]["ZIndex"] = -1; UI["Title_54"]["BorderSizePixel"] = 0; UI["Title_54"]["TextSize"] = 24; UI["Title_54"]["TextScaled"] = true; UI["Title_54"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Title_54"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Title_54"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Title_54"]["BackgroundTransparency"] = 1; UI["Title_54"]["Size"] = UDim2.new(1, 0, 0.09211, 0); UI["Title_54"]["Text"] = [[Tab]]; UI["Title_54"]["Name"] = [[Title]]; UI["Title_54"]["Position"] = UDim2.new(0, 0, 0.00658, 0); UI["UIStroke_55"] = Instance.new("UIStroke", UI["Title_54"]); UI["UIStroke_55"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_55"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_55"]["Thickness"] = 2; UI["UIStroke_55"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_56"] = Instance.new("UIGradient", UI["UIStroke_55"]); UI["UIGradient_56"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["ScrollingFrame_57"] = Instance.new("ScrollingFrame", UI["TabGroup_51"]); UI["ScrollingFrame_57"]["BorderSizePixel"] = 0; UI["ScrollingFrame_57"]["CanvasSize"] = UDim2.new(0, 0, 0, 0); UI["ScrollingFrame_57"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["ScrollingFrame_57"]["AutomaticCanvasSize"] = Enum.AutomaticSize.Y; UI["ScrollingFrame_57"]["Size"] = UDim2.new(1, 0, 1, 0); UI["ScrollingFrame_57"]["Position"] = UDim2.new(0, 0, 0.11184, 0); UI["ScrollingFrame_57"]["ScrollBarThickness"] = 0; UI["ScrollingFrame_57"]["BackgroundTransparency"] = 1; UI["UIPadding_1f"] = Instance.new("UIPadding", UI["ScrollingFrame_57"]); UI["UIPadding_1f"]["PaddingBottom"] = UDim.new(0, 50); UI["UIStroke_58"] = Instance.new("UIStroke", UI["ScrollingFrame_57"]); UI["UIStroke_58"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_58"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_58"]["Thickness"] = 2; UI["UIStroke_58"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_59"] = Instance.new("UIGradient", UI["UIStroke_58"]); UI["UIGradient_59"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["UIGridLayout_5a"] = Instance.new("UIGridLayout", UI["ScrollingFrame_57"]); UI["UIGridLayout_5a"]["CellSize"] = UDim2.new(1, 0, 0, 50); UI["UIPadding_5b"] = Instance.new("UIPadding", UI["ScrollingFrame_57"]); UI["UIPadding_5b"]["PaddingBottom"] = UDim.new(0, 32); UI["0Home_5c"] = Instance.new("TextButton", UI["ScrollingFrame_57"]); UI["0Home_5c"]["TextWrapped"] = true; UI["0Home_5c"]["BorderSizePixel"] = 0; UI["0Home_5c"]["TextSize"] = 24; UI["0Home_5c"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["0Home_5c"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["0Home_5c"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["0Home_5c"]["Size"] = UDim2.new(0, 136, 0, 44); UI["0Home_5c"]["Text"] = [[Home]]; UI["0Home_5c"]["Name"] = [[0Home]]; UI["0Home_5c"]["Position"] = UDim2.new(0.7326, 0, 0.22242, 0); UI["UIStroke_5d"] = Instance.new("UIStroke", UI["0Home_5c"]); UI["UIStroke_5d"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_5d"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_5d"]["Thickness"] = 2; UI["UIStroke_5d"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_5e"] = Instance.new("UIGradient", UI["UIStroke_5d"]); UI["UIGradient_5e"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["1Modules_5f"] = Instance.new("TextButton", UI["ScrollingFrame_57"]); UI["1Modules_5f"]["TextWrapped"] = true; UI["1Modules_5f"]["BorderSizePixel"] = 0; UI["1Modules_5f"]["TextSize"] = 24; UI["1Modules_5f"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["1Modules_5f"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["1Modules_5f"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["1Modules_5f"]["Size"] = UDim2.new(0, 136, 0, 44); UI["1Modules_5f"]["Text"] = [[Module Shop]]; UI["1Modules_5f"]["Name"] = [[1ModuleShop]]; UI["1Modules_5f"]["Position"] = UDim2.new(0.7326, 0, 0.22242, 0); UI["UIStroke_60"] = Instance.new("UIStroke", UI["1Modules_5f"]); UI["UIStroke_60"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_60"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_60"]["Thickness"] = 2; UI["UIStroke_60"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_61"] = Instance.new("UIGradient", UI["UIStroke_60"]); UI["UIGradient_61"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["2Settings_62"] = Instance.new("TextButton", UI["ScrollingFrame_57"]); UI["2Settings_62"]["TextWrapped"] = true; UI["2Settings_62"]["BorderSizePixel"] = 0; UI["2Settings_62"]["TextSize"] = 24; UI["2Settings_62"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["2Settings_62"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["2Settings_62"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["2Settings_62"]["Size"] = UDim2.new(0, 136, 0, 44); UI["2Settings_62"]["Text"] = [[Settings]]; UI["2Settings_62"]["Name"] = [[2Settings]]; UI["2Settings_62"]["Position"] = UDim2.new(0.7326, 0, 0.22242, 0); UI["UIStroke_63"] = Instance.new("UIStroke", UI["2Settings_62"]); UI["UIStroke_63"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_63"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_63"]["Thickness"] = 2; UI["UIStroke_63"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_64"] = Instance.new("UIGradient", UI["UIStroke_63"]); UI["UIGradient_64"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["3Credits_65"] = Instance.new("TextButton", UI["ScrollingFrame_57"]); UI["3Credits_65"]["TextWrapped"] = true; UI["3Credits_65"]["BorderSizePixel"] = 0; UI["3Credits_65"]["TextSize"] = 24; UI["3Credits_65"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["3Credits_65"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["3Credits_65"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["3Credits_65"]["Size"] = UDim2.new(0, 136, 0, 44); UI["3Credits_65"]["Text"] = [[Credits and about]]; UI["3Credits_65"]["Name"] = [[3Credits]]; UI["3Credits_65"]["Position"] = UDim2.new(0.7326, 0, 0.22242, 0); UI["UIStroke_66"] = Instance.new("UIStroke", UI["3Credits_65"]); UI["UIStroke_66"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_66"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_66"]["Thickness"] = 2; UI["UIStroke_66"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_67"] = Instance.new("UIGradient", UI["UIStroke_66"]); UI["UIGradient_67"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Tab_68"] = Instance.new("TextButton", UI["Main_2"]); UI["Tab_68"]["TextWrapped"] = true; UI["Tab_68"]["BorderSizePixel"] = 0; UI["Tab_68"]["TextSize"] = 12; UI["Tab_68"]["TextScaled"] = true; UI["Tab_68"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Tab_68"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Tab_68"]["ZIndex"] = 10; UI["Tab_68"]["BackgroundTransparency"] = 1; UI["Tab_68"]["Size"] = UDim2.new(0.03663, 0, 0.06579, 0); UI["Tab_68"]["Text"] = [[+]]; UI["Tab_68"]["Name"] = [[Tab]]; UI["Tab_68"]["Position"] = UDim2.new(0.85421, 0, 0.01645, 0); UI["UICorner_69"] = Instance.new("UICorner", UI["Tab_68"]); UI["UICorner_69"]["CornerRadius"] = UDim.new(0, 7); local IndexRedTexts={} local IndexWhitwTexts={} local IndexGradients = {} local CurrentTab=UI["ScrollingFrame_9"] function mkbtn(parent,name,text,size,pos,textaligbx,txty,scaledtext,txts,func) if size==nil then size=UDim2.new(0, 136, 0, 44) end if pos==nil then pos=UDim2.new(0, 0, 0, 0) end if textaligbx==nil then textaligbx="Center" end if txty==nil then txty="Center" end if scaledtext==nil then scaledtext=true end if txts==nil then txts=24 end if func==nil then func=function() end end local Button={} Button["Button"] = Instance.new("TextButton", parent); Button["Button"]["BorderSizePixel"] = 0; Button["Button"]["TextScaled"] = scaledtext; Button["Button"]["TextSize"] = txts; Button["Button"]["TextColor3"] = Color3.fromRGB(255, 255, 255); Button["Button"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); Button["Button"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); Button["Button"]["Size"] = size Button["Button"]["Text"] = text Button["Button"]["Name"] = name Button["Button"]["Position"] = pos Button["Button"]["TextXAlignment"] = textaligbx Button["Button"]["TextYAlignment"] = txty Button["Button"].MouseButton1Click:Connect(func) Button["Stk"] = Instance.new("UIStroke", Button["Button"]); Button["Stk"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; Button["Stk"]["LineJoinMode"] = Enum.LineJoinMode.Miter; Button["Stk"]["Thickness"] = 2; Button["Stk"]["Color"] = Color3.fromRGB(255, 255, 255); Button["Gr"] = Instance.new("UIGradient", Button["Stk"]); Button["Gr"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,Button["Gr"]) table.insert(IndexWhitwTexts,Button["Button"]) return Button["Button"] end function mktxb(parent,name,text,placeholder,size,pos,func) if size==nil then size=UDim2.new(0, 136, 0, 44) end if placeholder==nil then placeholder="No PlaceholderText" end if text==nil then text="Text Here" end if pos==nil then pos=UDim2.new(0, 0, 0, 0) end if func==nil then func=function() end end UI["A"] = Instance.new("TextBox", parent); UI["A"]["Name"] = name; UI["A"]["BorderSizePixel"] = 0; UI["A"]["TextWrapped"] = true; UI["A"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["A"]["TextScaled"] = true; UI["A"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["A"]["RichText"] = true; UI["A"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["A"]["ClearTextOnFocus"] = false; UI["A"]["PlaceholderText"] = placeholder; UI["A"]["Size"] = size UI["A"]["Position"] = pos UI["A"]["Text"] = text UI["A"].FocusLost:Connect(func) UI["B"] = Instance.new("UIStroke", UI["A"]); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) return UI["A"] end function mklbl(parent,text,size,pos,alx,aly,wrapped) if text==nil then text="Text Here" end if alx==nil then alx="Center" end if aly==nil then aly="Center" end if wrapped==nil then wrapped=false end if pos==nil then pos=UDim2.new(0, 0, 0, 0) end if size==nil then size=UDim2.new(0, 178, 0, 20) end UI["C"] = Instance.new("TextLabel", parent); UI["C"]["ZIndex"] = -1; UI["C"]["BorderSizePixel"] = 0; UI["C"]["TextSize"] = 24; UI["C"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["C"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["C"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["C"]["BackgroundTransparency"] = 1; UI["C"]["TextXAlignment"] = alx; UI["C"]["TextYAlignment"] = aly; UI["C"]["Size"] = size UI["C"]["Text"] = text UI["C"]["TextWrapped"] = wrapped UI["C"]["Name"] = "Text"; UI["C"]["Position"] = pos table.insert(IndexRedTexts,UI["C"]) return UI["C"] end local index=1 function mktb(name,pos,activescf,anchor) if pos==nil then pos=UDim2.new(0, 0, 0.01316, 0) end if activescf==nil then activescf=true end if anchor==nil then anchor=Vector2.new(0,0) end UI["Tab"] = Instance.new("ScrollingFrame", UI["CanvasGroup_8"]); UI["Tab"]["Active"] = activescf UI["Tab"]["ScrollingDirection"] = Enum.ScrollingDirection.Y; UI["Tab"]["BorderSizePixel"] = 0; UI["Tab"]["Name"] = name.."Tab_"..index UI["Tab"]["CanvasSize"] = UDim2.new(0, 0, 0, 0); UI["Tab"]["ElasticBehavior"] = Enum.ElasticBehavior.Never; UI["Tab"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Tab"]["Selectable"] = false; UI["Tab"]["ScrollingEnabled"] = activescf; UI["Tab"]["AutomaticCanvasSize"] = Enum.AutomaticSize.Y; UI["Tab"]["Size"] = UDim2.new(0, 546, 0, 278); UI["Tab"]["ScrollBarImageColor3"] = Color3.fromRGB(255, 0, 0); UI["Tab"]["Position"] = UDim2.new(0, 600, 0.08553, 0) UI["Tab"]["ScrollBarThickness"] = 0; UI["Tab"]["BackgroundTransparency"] = 1; UI["Tab"]:SetAttribute("Hidden",UDim2.new(0,600,.08553,0)) UI["Tab"]:SetAttribute("Shown",UDim2.new(0,0,.08553,0)) UI["UIPadding_1f"] = Instance.new("UIPadding", UI["Tab"]); UI["UIPadding_1f"]["PaddingBottom"] = UDim.new(0, 80); UI["B"] = Instance.new("Frame", UI["Tab"]); UI["B"]["BorderSizePixel"] = 0; UI["B"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["B"]["ClipsDescendants"] = true; UI["B"]["Size"] = UDim2.new(1, 0, 2, 550); UI["B"]["AutomaticSize"] = "Y"; UI["B"]["Position"] = UDim2.new(0, 0, -0.09353, 0); UI["B"]["Name"] = [[Tabby]]..index UI["B"]["BackgroundTransparency"] = 1; UI["C"] = Instance.new("TextLabel", UI["Tab"]); UI["C"]["ZIndex"] = -1; UI["C"]["BorderSizePixel"] = 0; UI["C"]["TextSize"] = 24; UI["C"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["C"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["C"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["C"]["BackgroundTransparency"] = 1; UI["C"]["Size"] = UDim2.new(0, 178, 0, 20); UI["C"]["AnchorPoint"] = anchor; UI["C"]["Text"] = [[--// ]]..name..[[ \\--]] UI["C"]["Name"] = "Title"..index; UI["C"]["Position"] = pos index=index+1 return { Frame=UI["B"], MF=UI["Tab"], Hidden=UI["Tab"]:GetAttribute("Hidden"), Shown=UI["Tab"]:GetAttribute("Shown"), } end function mkscf(parent,name,pos,size,cellsize) if size==nil then size=UDim2.new(1, 0, 1, 0) end if pos==nil then pos=UDim2.new(0, 0, 0, 0) end if cellsize==nil then cell=UDim2.new(1, 0, 0, 50) end UI["Tab"] = Instance.new("ScrollingFrame", parent); UI["Tab"]["Active"] = true; UI["Tab"]["ScrollingDirection"] = Enum.ScrollingDirection.Y; UI["Tab"]["BorderSizePixel"] = 0; UI["Tab"]["Name"] = name.."Tab_"..index UI["Tab"]["CanvasSize"] = UDim2.new(0, 0, 0, 0); UI["Tab"]["ElasticBehavior"] = Enum.ElasticBehavior.Never; UI["Tab"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Tab"]["Selectable"] = false; UI["Tab"]["AutomaticCanvasSize"] = Enum.AutomaticSize.Y; UI["Tab"]["Size"] = size UI["Tab"]["ScrollBarImageColor3"] = Color3.fromRGB(255, 0, 0); UI["Tab"]["Position"] = pos UI["Tab"]["ScrollBarThickness"] = 0; UI["Tab"]["BackgroundTransparency"] = 1; UI["Tab"]:SetAttribute("Hidden",UDim2.new(0,600,.08553,0)) UI["Tab"]:SetAttribute("Shown",UDim2.new(0,0,.08553,0)) UI["A"] = Instance.new("UIPadding", UI["Tab"]); UI["A"]["PaddingBottom"] = UDim.new(0, 80); UI["B"] = Instance.new("UIGridLayout", UI["Tab"]); UI["B"]["CellSize"] = cellsize UI["B"] = Instance.new("UIStroke", UI["Tab"]); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) return UI["Tab"] end function BetterTween(obj, speed, prop,AnimType) if AnimType==nil then AnimType="Quad" end local Tinfo=TweenInfo.new local TweenService=game.TweenService local hii=Tinfo(speed, Enum.EasingStyle[AnimType], Enum.EasingDirection.In) return TweenService:Create( obj, hii, prop ) end local u2=UDim2.new function swait(num) if num==0 or num==nil then game:service'RunService'.Stepped:wait(0) else for i=0,num do game:service'RunService'.Stepped:wait(0) end end end local function oswait(seconds) if seconds==nil then seconds=0 end local start = os.clock() repeat swait() until os.clock() >= start + seconds end local TweenAlph=Instance.new("NumberValue") TweenAlph.Value=1 --local tonumber(tonumber(TweenAlph.Value)) con1=TweenAlph:GetPropertyChangedSignal("Value"):Connect(function() -- tonumber(tonumber(TweenAlph.Value))=tonumber(TweenAlph.Value) or 1 end) local MusicOverriden = nil local OverridenMusicName = nil local UserDanceContainer = {} local QueueEmotesThatIsntLooped= {} local RunningQueuedEmote = false local OverridenMusicStartClock = nil local OverridenMusicLength= nil local TDZConfigs = {} local ButtonTable={} local BoolDance=Instance.new("BoolValue") local IsRunning1=Instance.new("BoolValue") local Hmmm=Instance.new("BoolValue") local String=Instance.new("StringValue") local String1=Instance.new("StringValue") local Incin=nil BoolDance.Value=false IsRunning1.Value=false local function GetModuleHash(m) if m._hash then return m._hash end local str = (m.Name or "") .. "TDZ_Conf" .. (m.Description or "") str = string.rep(str, 4) local hash = {} for i = 1, 32 do hash[i] = (i * 37 + 91) % 256 end for i = 1, #str do local j = (i % 32) + 1 hash[j] = bit32.bxor(hash[j], str:byte(i)) % 256 end local hex = "0123456789ABCDEF" local resListLayoutt = "" for i = 1, #hash do local v = hash[i] resListLayoutt = resListLayoutt .. hex:sub(math.floor(v/16)+1,math.floor(v/16)+1) .. hex:sub((v%16)+1,(v%16)+1) end m._hash = resListLayoutt return resListLayoutt end local function SaveUIAndModuleConfigs() local ok, encoded = pcall(function() return game:GetService("HttpService"):JSONEncode(TDZConfigs) end) if ok and encoded then pcall(writefile, ModuleConfigFile, encoded) end end local Tab1=mktb("Module Shop",UDim2.new(0,25,.01316,0)) local MF1=Tab1.MF local Tab2=mktb("Settings") local MF2=Tab2.MF local Tab3=mktb("Credits") local MF3=Tab3.MF local Tab4=mktb("Modules",UDim2.new(0,25,.01316,0),false) local MF4=Tab4.MF local Scf=mkscf(MF4,"Module Dance Container",u2(0,0,0,25),u2(1,0,1,0),u2(1,0,0,100)) mklbl(MF3,"Made By Theo, Inspired from Steves Uhhhhh Reanimate\n Credits goes to Steve the Common One on some assets that are used alongside in this scripts development\n\nHuge Thanks to:\nSteve (TheTerminalClone)\nSamstone\nDummy Guy\nYinxing\nAnd N1ght\nFor Making this script to come true.\n\nSpecial Thanks to You! for using this script!\n\nNote: Script is still in Beta and Expect some bug to show around\nAlso Note that this will be solely focused on Emotes if im sure since this is a branch of Steves Reanim but emotes only\n\nAll Rights Reserved",u2(1,0,3,0),u2(0,0,0,25),"Left","Top",true) local Home=UI["0Home_5c"] local ModuleShop=UI["1Modules_5f"] local Settings=UI["2Settings_62"] local Credits=UI["3Credits_65"] local c1=Instance.new("Color3Value") local c2=Instance.new("Color3Value") local Primary=c1.Value local Secondary=c2.Value Primary=Color3.new(1,0,0) Secondary=Color3.new(1,1,1) local function dragify(Frame) dragToggle = nil dragSpeed = .1 dragInput = nil dragStart = nil dragPos = nil function updateInput(input) Delta = input.Position - dragStart Position = UDim2.new(startPos.X.Scale, startPos.X.Offset + Delta.X, startPos.Y.Scale, startPos.Y.Offset + Delta.Y) game:GetService("TweenService"):Create(Frame, TweenInfo.new(.25), {Position = Position}):Play() end Frame.InputBegan:Connect(function(input) if (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then dragToggle = true dragStart = input.Position startPos = Frame.Position input.Changed:Connect(function() if (input.UserInputState == Enum.UserInputState.End) then dragToggle = false end end) end end) Frame.InputChanged:Connect(function(input) if (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then dragInput = input end end) game:GetService("UserInputService").InputChanged:Connect(function(input) if (input == dragInput and dragToggle) then updateInput(input) end end) end dragify(UI["Main_2"]) local alpha = tonumber(TweenAlph.Value) local scrollHidden = UDim2.new(0, 0, .08553, 0) local scrollShown = UDim2.new(0, 600, .08553, 0) local Tabs = { {mf = MF1, tab = Tab1}, {mf = MF2, tab = Tab2}, {mf = MF3, tab = Tab3}, {mf = MF4, tab = Tab4}, } local function SwitchTab(activeTab) local isHome = activeTab == nil BetterTween( UI["ScrollingFrame_9"], tonumber(TweenAlph.Value),{Position = isHome and scrollHidden or scrollShown}):Play() for _, entry in ipairs(Tabs) do local pos = (entry.tab == activeTab) and entry.tab.Shown or entry.tab.Hidden BetterTween(entry.mf, tonumber(TweenAlph.Value), {Position = pos}):Play() end CurrentTab = isHome and UI["ScrollingFrame_9"] or activeTab end local index=5 -- 5th index function mktb1(name,txt,pos,anchor) local tabby=mktb(name,pos,nil,anchor) local mf=tabby.MF local er={ mf=mf, tab=tabby, } table.insert(Tabs,er) mkbtn(UI["ScrollingFrame_57"],index..name,txt,nil,nil,nil,nil,true,24,function() SwitchTab(tabby) end) index+=1 return mf end local v2=Vector2.new local tutorial=mktb1("How to use","Tutorial",u2(0,35,0,0),v2(.2,0)) mklbl(tutorial,"How to use this script?\n1: Go to the home tab, scrolldown, click ' + ' and choose the reanimate type u wanna use, after that, scroll up and click reanimate, thats al\n\n-- If your executor doesnt support Gelatek reanimate, then the script will force you to use CurrentAngle, even if you still chose Gelatek, if your outside Just a baseplate or Green Bassplate, you can only choose Empyrean or CurrentAngle, if you still chose Gelatek outside those 2 games, you are still forced to use CurrentAngle\n\n-- Why do people dont see my anim when i use CurrentAngle?\n-- Steve already explained this, in most newer games, the game creates an 'Animator' inside your character which breaks CurrentAngle, even VC breaks it\n\n2: How to scale your avatar?, same as number 1, if u see ' Char Scale' input any number that fits for your rigs size\n\n3: How to add your own dances, if you know how to add modules from Steves Uhhhh Reanimate, then this will be the same process as how u add your own user modules\nWhere can i find the folder of Theos Dancezzz?\nstorage/emulated/0/YourExecutorsFolder/Workspace/Theos Dancezzzzz, this will be devided into 5 folders,\n1:Models -- Emote props 'rbxm'\n2:Emotes -- Emotes/Animation Storage\n3:Emote Music-- UI And Emote Music\n4:UserDances -- User Module Storage\n5:Built-In -- Dont touch\n\njust put your module/s into UserDances\n\n What if i dont know how to add/make modules?\n-- Dont worry, some of the players who knows how to create their own modules for Uhhhh reanimate would help you create your own modules for Theos Dancezzz\nIf your not already on Uhhhhh Reanimate server, join it! people will help you create your own dance module\n\n-- If your module assets isnt downloaded or if you added another modules, go to the Home tab, scroll down and click 'Refresh Assets' this eill reload all modules (even the built in module)\n\n4: Configuring Emotes\n click the small + on the top right of the UI, click 'Module Dances' and you will see the list of enotes that were loaded from a modules file, each emotes are clickable too! click one of the emotes and it will open a tab for it, if it has can be configured, then go!(emote configuration is also saved) and also, you can play and stop the emote directly on the UI",u2(1,0,7,0),u2(0,0,0,25),"Left","Top",true) Home.MouseButton1Click:Connect(function() SwitchTab(nil) end) ModuleShop.MouseButton1Click:Connect(function() SwitchTab(Tab1) end) Settings.MouseButton1Click:Connect(function() SwitchTab(Tab2) end) Credits.MouseButton1Click:Connect(function() SwitchTab(Tab3) end) mkbtn(UI["ScrollingFrame_57"],"4ModuleDances","Module",nil,nil,nil,nil,true,24,function() SwitchTab(Tab4) end) local eee=Instance.new("StringValue") eee.Value="Emper" local TypeOfReanim=eee.Value local Emp=UI["1Emp_37"] local Gelatek=UI["2Gelatek_3d"] local CurrentAngle=UI["3CurrentAngle_43"] local HookThing=Instance.new("StringValue") Gelatek.MouseButton1Click:Connect(function() TypeOfReanim="Gelatek" Gelatek.Name="1Gelatek" CurrentAngle.Name="2CurrentAngle" Emp.Name="3Emp" UI["Reanimator_11"]["Text"] = [[Selected: Gelatek]]; TDZConfigs._TypeOfReanim = TypeOfReanim SaveUIAndModuleConfigs() HookThing.Value="Gelatek" end) CurrentAngle.MouseButton1Click:Connect(function() TypeOfReanim="CurrentAngle" UI["Reanimator_11"]["Text"] = [[Selected: CurrentAngle]]; Gelatek.Name="2Gelatek" CurrentAngle.Name="1CurrentAngle" Emp.Name="3Emp" TDZConfigs._TypeOfReanim = TypeOfReanim SaveUIAndModuleConfigs() HookThing.Value="CurrentAngle" end) Emp.MouseButton1Click:Connect(function() TypeOfReanim="Emper" UI["Reanimator_11"]["Text"] = [[Selected: Empyrean]]; Gelatek.Name="2Gelatek" CurrentAngle.Name="3CurrentAngle" Emp.Name="1Emp" TDZConfigs._TypeOfReanim = TypeOfReanim SaveUIAndModuleConfigs() HookThing.Value="Emper" end) task.spawn(function() repeat oswait() sine=os.clock() for _,a in UI["Interface_1"]:GetDescendants() do if a:IsA("UIGradient") then a.Rotation+=1 a.Offset=Vector2.new(2.5*math.sin(sine*1),1*math.cos((sine+.5)*.1)) end end until not UI["Interface_1"] end) mklbl(MF2, [[--// Disable Invetory Styling \\--]],nil, u2(0, 65, 0, 320)) mklbl(MF2, [[--// Smooth Camera \\--]],nil, u2(0, 20, 0, 520)) local lbl1=mklbl(MF2, [[Disabled : false]],nil, u2(0, 200, 0, 260),"Left") local e=false bc=Instance.new("BoolValue") bc.Value=false ac=Instance.new("BoolValue") ac.Value=false ad=Instance.new("BoolValue") ad.Value=true ae=Instance.new("BoolValue") ae.Value=false local btn=mkbtn(MF2,"Disable Custom Inventory","Disable Custom Inventory",u2(0,170,0,44),u2(0,10,0,250),nil,nil,true,24,function() ac.Value=not ac.Value bc.Value=ac.Value TDZConfigs.InvStyling = bc.Value SaveUIAndModuleConfigs() if ac.Value==false then lbl1.Text="Disabled : false" else lbl1.Text="Disabled : true" end end) local e1=mkbtn(MF2,"Smooth Camera","Smooth Camera",u2(0,170,0,44),u2(0,10,0,450),nil,nil,true,24) e1.MouseButton1Click:Connect(function() if ae.Value==true then return end ae.Value=true ad.Value=not ad.Value TDZConfigs._SmoothCam = ad.Value SaveUIAndModuleConfigs() if ad.Value==true then e1.Text="Enabled!" oswait(1) e1.Text="Smooth Camera" ae.Value=false else e1.Text="Disabled!" oswait(1) e1.Text="Smooth Camera" ae.Value=false end end) fg=HookThing:GetPropertyChangedSignal("Value"):Connect(function() if HookThing.Value=="Emper" then btn.Active=false btn.Interactable=false lbl1.Text="Disabled : true -- Emper Reanimate" else btn.Interactable=true btn.Active=true if ac.Value==false then lbl1.Text="Disabled : false" else lbl1.Text="Disabled : true" end end end) local RedownloadButton=UI["Redownload_e"] local ExpandReanimateType=UI["Minimize_19"] local ThatFrame=UI["ScrollingFrame_36"] local OldSize=UDim2.new(0, 136, 0, 38) local Expanding=false local Tweening=false ExpandReanimateType.MouseButton1Click:Connect(function() if Tweening then return end Expanding=not Expanding if Expanding then local a=BetterTween(ThatFrame,tonumber(tonumber(TweenAlph.Value)),{Size=UDim2.new(0, 136, 0, 100)}) BetterTween(ExpandReanimateType,tonumber(tonumber(TweenAlph.Value)),{Rotation=180}):Play() a:Play() a.Completed:Wait() Tweening=false else local a=BetterTween(ThatFrame,tonumber(tonumber(TweenAlph.Value)),{Size=OldSize}) BetterTween(ExpandReanimateType,tonumber(tonumber(TweenAlph.Value)),{Rotation=0}):Play() a:Play() a.Completed:Wait() Tweening=false end end) local ShownTabSize=UDim2.new(0.28938, 0, 1, 0) local ShownTabPosiion=UDim2.new(-0.30403, 0, 0, 0) local Tween0=false local Tween1=false local TabThing=UI["TabGroup_51"] local TabButton=UI["Tab_68"] if Tween1 then TabThing.Size=UDim2.new(0.28938, 0, 1, 0) TabThing.Position=UDim2.new(-0.30403,0,0,0) else TabThing.Size=UDim2.new(0,0,0,0) TabThing.Position=UDim2.new(0,0,0,0) end TabButton.MouseButton1Click:Connect(function() if Tween0 then return end Tween0=true Tween1=not Tween1 if Tween1 then local a=BetterTween(TabThing,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(-0.30403,0,0,0)}) a:Play() a.Completed:Wait() local b=BetterTween(TabThing,tonumber(tonumber(TweenAlph.Value)),{Size=ShownTabSize}) b:Play() b.Completed:Wait() Tween0=false else local a=BetterTween(TabThing,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(0,0,0,0)}) local b=BetterTween(TabThing,tonumber(tonumber(TweenAlph.Value)),{Size=UDim2.new(0,0,0,0)}) a:Play() b:Play() b.Completed:Wait() Tween0=false end end) task.spawn(function() local Images={} local cont=listfiles(ImagesFolder) while UI["Interface_1"] do table.clear(Images) for _,a in next,cont do table.insert(Images,a) end if #Images==0 then UI["Image :v_35"]["Text"] = [[No Images Currently :v]] else UI["Image :v_35"]["Text"] = "Showing "..#Images.." Images" end local s=BetterTween(UI["PreviewImage_29"],1.35,{ImageTransparency=1}) s:Play() s.Completed:Wait() UI["PreviewImage_29"]["Image"]=getcustomasset(Images[math.random(1,#Images)]) local s=BetterTween(UI["PreviewImage_29"],1.35,{ImageTransparency=0}) s:Play() s.Completed:Wait() oswait(1) end table.clear(Images) end) local MinimizedSize=UDim2.new(0,300,0,25) local ExpandedSize=UDim2.new(0, 546, 0, 270) local Canvas=UI["CanvasGroup_8"] local OldPos=UDim2.new(0, 0, 0, 0) local Hidden=UDim2.new(0, 0, 0, 50) local CloseButton=UI["Close_6"] UI["Minimize_4"]["Position"] = UDim2.new(0.9, 0, 0.01645, 0); UI["Close_6"]["Position"] = UDim2.new(0.95, 0, 0.01645, 0); local mf=UI["Main_2"] local ThatOneButton=UI["Minimize_4"] local t=false local t1=false ThatOneButton.MouseButton1Click:Connect(function() if t then return end t=true t1=not t1 if t1 then local a=BetterTween(mf,tonumber(tonumber(TweenAlph.Value)),{Size=MinimizedSize}) BetterTween(ThatOneButton,tonumber(tonumber(TweenAlph.Value)),{Rotation=180}):Play() BetterTween(CloseButton,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(0.95, -5, 0.01645, 5);}):Play() BetterTween(ThatOneButton,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(0.9, -5, 0.01645, 5);}):Play() BetterTween(Canvas,tonumber(tonumber(TweenAlph.Value)),{Position=Hidden}):Play() a:Play() a.Completed:Wait() t=false mf.ClipsDescendants=true else mf.ClipsDescendants=false local a=BetterTween(mf,tonumber(tonumber(TweenAlph.Value)),{Size=ExpandedSize}) BetterTween(ThatOneButton,tonumber(tonumber(TweenAlph.Value)),{Rotation=0}):Play() BetterTween(CloseButton,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(0.95, -0, 0.01645, 0);}):Play() BetterTween(ThatOneButton,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(0.9, -0, 0.01645, 0);}):Play() BetterTween(Canvas,tonumber(tonumber(TweenAlph.Value)),{Position=OldPos}):Play() a:Play() a.Completed:Wait() t=false end end) local SubTabBar = Instance.new("Frame", MF4) SubTabBar.Name= "Sub Tab" SubTabBar.Size= UDim2.new(1, 0, 0, 24) SubTabBar.Position= UDim2.new(0, 0, 0, 25) SubTabBar.BackgroundTransparency= 1 SubTabBar.BorderSizePixel = 0 SubTabBar.ZIndex= 5 local SubTabLayout = Instance.new("UIListLayout", SubTabBar) SubTabLayout.FillDirection = Enum.FillDirection.Horizontal SubTabLayout.SortOrder = Enum.SortOrder.LayoutOrder SubTabLayout.Padding = UDim.new(0, 2) local function CreateModuleList(parent, offsetY) local ScrollFrame = Instance.new("ScrollingFrame", parent) ScrollFrame.Size= UDim2.new(1, 0, 1, -offsetY) ScrollFrame.Position= UDim2.new(0, 0, 0, offsetY) ScrollFrame.BackgroundTransparency= 1 ScrollFrame.BorderSizePixel = 0 ScrollFrame.ScrollingDirection= Enum.ScrollingDirection.Y ScrollFrame.AutomaticCanvasSize = Enum.AutomaticSize.Y ScrollFrame.CanvasSize= UDim2.new(0,0,0,0) ScrollFrame.ScrollBarThickness= 3 ScrollFrame.ScrollBarImageColor3= Color3.fromRGB(255,255,255) ScrollFrame.ElasticBehavior = Enum.ElasticBehavior.Never ScrollFrame.Selectable= false local ListLayout = Instance.new("UIListLayout", ScrollFrame) ListLayout.FillDirection= Enum.FillDirection.Vertical ListLayout.HorizontalAlignment= Enum.HorizontalAlignment.Center ListLayout.Padding= UDim.new(0, 5) ListLayout.SortOrder= Enum.SortOrder.LayoutOrder local Padding = Instance.new("UIPadding", ScrollFrame) Padding.PaddingTop= UDim.new(0, 4) Padding.PaddingBottom = UDim.new(0, 35) Padding.PaddingLeft = UDim.new(0, 2) Padding.PaddingRight= UDim.new(0, 2) return ScrollFrame end local BuiltInDancesList = CreateModuleList(MF4, 50) BuiltInDancesList.Name = "BuiltinList" local UserDancesList = CreateModuleList(MF4, 50) UserDancesList.Name= "UserList" UserDancesList.Visible = false local function MakeSubTab(name, lo) local Button = Instance.new("TextButton", SubTabBar) Button.LayoutOrder = lo Button.Size= UDim2.new(0.5, -2, 1, 0) Button.BackgroundTransparency= 1 Button.BorderSizePixel = 0 Button.Font= Enum.Font.Unknown Button.FontFace= Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal) Button.TextSize= 13 Button.TextColor3= Color3.fromRGB(200, 200, 200) table.insert(IndexWhitwTexts,Button) Button.Text= name Button.AutoButtonColor = true UI["B"] = Instance.new("UIStroke", Button); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) Instance.new("UICorner", Button).CornerRadius = UDim.new(0, 4) return Button end local TabButtonForBuiltIn = MakeSubTab("Built-In", 1) local TabButtonForUser= MakeSubTab("User", 2) local function SetCurrentSelectedTab(isBuiltin) BuiltInDancesList.Visible = isBuiltin UserDancesList.Visible= not isBuiltin TabButtonForBuiltIn.BackgroundColor3 = isBuiltin and Color3.fromRGB(180,0,0) or Color3.fromRGB(40,40,40) TabButtonForUser.BackgroundColor3= (not isBuiltin) and Color3.fromRGB(180,0,0) or Color3.fromRGB(40,40,40) end SetCurrentSelectedTab(true) TabButtonForBuiltIn.MouseButton1Click:Connect(function() SetCurrentSelectedTab(true) end) TabButtonForUser.MouseButton1Click:Connect(function() SetCurrentSelectedTab(false) end) local ConfigPageFont = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal) local ActiveDanceConfiguratuonPage = nil local function OpenDanceConfiguration(m, parentList) local aaa if ActiveDanceConfiguratuonPage then ActiveDanceConfiguratuonPage:Destroy() ActiveDanceConfiguratuonPage = nil end local Page = Instance.new("ScrollingFrame", MF4) Page.Name = "Dance Configuration" Page.AnchorPoint= Vector2.new(0, 0) Page.Position = UDim2.new(0, 600, 0.08553, 50) Page.Size = UDim2.new(0, 546, 0, 278) Page.BackgroundColor3 = Color3.fromRGB(0, 0, 0) Page.BackgroundTransparency = 0 Page.BorderSizePixel= 0 Page.ScrollingDirection = Enum.ScrollingDirection.Y Page.AutomaticCanvasSize= Enum.AutomaticSize.Y Page.CanvasSize = UDim2.new(0,0,0,0) Page.ScrollBarThickness = 3 Page.ScrollBarImageColor3 = Color3.fromRGB(255,255,255) Page.ElasticBehavior= Enum.ElasticBehavior.Never Page.Selectable = false Page.ZIndex = 5 Page.ClipsDescendants = true Page.Interactable = false local PageLayout = Instance.new("UIListLayout", Page) PageLayout.FillDirection= Enum.FillDirection.Vertical PageLayout.HorizontalAlignment = Enum.HorizontalAlignment.Center PageLayout.Padding= UDim.new(0, 3) PageLayout.SortOrder= Enum.SortOrder.LayoutOrder local PagePaddingding = Instance.new("UIPadding", Page) PagePaddingding.PaddingTop= UDim.new(0, 6) PagePaddingding.PaddingBottom = UDim.new(0, 100) PagePaddingding.PaddingLeft = UDim.new(0, 6) PagePaddingding.PaddingRight= UDim.new(0, 6) ActiveDanceConfiguratuonPage = Page local HurryBack = Instance.new("TextButton", Page) HurryBack.LayoutOrder = 0 HurryBack.Size= UDim2.new(1, 0, 0, 28) HurryBack.BackgroundColor3= Color3.fromRGB(30,30,30) HurryBack.BackgroundTransparency = 1 HurryBack.Font= Enum.Font.Unknown HurryBack.TextXAlignment= "Left" HurryBack.FontFace= ConfigPageFont HurryBack.TextSize= 24 HurryBack.TextColor3= Secondary HurryBack.Text= "< Hurry Back!!" HurryBack.AutoButtonColor = true table.insert(IndexWhitwTexts,HurryBack) UI["B"] = Instance.new("UIStroke", HurryBack); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) Instance.new("UICorner", HurryBack).CornerRadius = UDim.new(0,4) local Title = Instance.new("TextLabel", Page) Title.LayoutOrder= 1 Title.Size = UDim2.new(1, 0, 0, 24) Title.BackgroundTransparency = 1 Title.Font = Enum.Font.Unknown Title.FontFace = ConfigPageFont Title.TextSize = 18 Title.TextColor3 = Secondary Title.TextXAlignment = Enum.TextXAlignment.Left Title.Text = m.Name Title.TextWrapped= true local Description = Instance.new("TextLabel", Page) Description.LayoutOrder = 2 Description.Size= UDim2.new(1, 0, 0, 0) Description.AutomaticSize = Enum.AutomaticSize.Y Description.BackgroundTransparency = 1 Description.Font= Enum.Font.Unknown Description.FontFace= ConfigPageFont Description.TextSize= 13 Description.TextColor3= Secondary Description.TextXAlignment= Enum.TextXAlignment.Left Description.Text= m.Description or "" Description.TextWrapped = true Description.RichText= true local PlayEmote = Instance.new("TextButton", Page) PlayEmote.LayoutOrder = 3 PlayEmote.Size= UDim2.new(1, 0, 0, 32) PlayEmote.BackgroundColor3= Color3.fromRGB(0,0,0) PlayEmote.BackgroundTransparency = 1 PlayEmote.Font= Enum.Font.Unknown PlayEmote.FontFace= ConfigPageFont PlayEmote.TextSize= 16 PlayEmote.TextColor3= Secondary PlayEmote.Text= "* Play Dance *" PlayEmote.AutoButtonColor = true Instance.new("UICorner", PlayEmote).CornerRadius = UDim.new(0,4) UI["B"] = Instance.new("UIStroke", PlayEmote); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) local function refreshPlayBtn() local active = UserDanceContainer[m.Name] ~= nil PlayEmote.Text = active and "* Stop Dance *" or "* Play Dance *" PlayEmote.BackgroundColor3 = active and Color3.fromRGB(255,0,0) or Color3.fromRGB(255,0,0) end PlayEmote.MouseButton1Click:Connect(function() if IsRunning1.Value==false then notify("Not Reanimated") return end if PlayEmote.Text=="* Stop Dance *" then BoolDance.Value=false PlayEmote.Text="* Play Dance *" return end if PlayEmote.Text=="* Play Dance *" and BoolDance.Value==true then BoolDance.Value=false oswait(.1) PlayEmote.Text="* Stop Dance *" end String.Value=m.Name Hmmm.Value=true oswait(.2) PlayEmote.Text="* Stop Dance *" String1.Value="Using UI Dance" BoolDance.Value=true Hmmm.Value=false end) aaa=String1:GetPropertyChangedSignal("Value"):Connect(function() if IsRunning1.Value==false then return end if String1.Value=="Using Tools or Keybind dance" then BoolDance.Value=false PlayEmote.Text="* Play Dance *" elseif String1.Value=="Using UI Dance" then PlayEmote.Text="* Stop Dance *" end String1.Value="None" end) refreshPlayBtn() local Seperator = Instance.new("Frame", Page) Seperator.LayoutOrder= 4 Seperator.Size = UDim2.new(1, 0, 0, 2) Seperator.BackgroundColor3 = Color3.fromRGB(0,0,0) Seperator.BorderSizePixel= 0 local ConfigurationTitle = Instance.new("TextLabel", Page) ConfigurationTitle.LayoutOrder= 5 ConfigurationTitle.Size = UDim2.new(1, 0, 0, 20) ConfigurationTitle.BackgroundTransparency = 1 ConfigurationTitle.Font = Enum.Font.Unknown ConfigurationTitle.FontFace = ConfigPageFont ConfigurationTitle.TextSize = 14 ConfigurationTitle.TextColor3 = Color3.fromRGB(255,0,0) ConfigurationTitle.TextXAlignment = Enum.TextXAlignment.Center ConfigurationTitle.Text = "* Configuration *" table.insert(IndexRedTexts,ConfigurationTitle) local ConfigurationContainer = Instance.new("Frame", Page) ConfigurationContainer.LayoutOrder= 6 ConfigurationContainer.Size = UDim2.new(1, 0, 0, 0) ConfigurationContainer.AutomaticSize= Enum.AutomaticSize.Y ConfigurationContainer.BackgroundTransparency = 1 ConfigurationContainer.BorderSizePixel= 0 local ConfigurationLayout = Instance.new("UIListLayout", ConfigurationContainer) ConfigurationLayout.FillDirection = Enum.FillDirection.Vertical ConfigurationLayout.HorizontalAlignment = Enum.HorizontalAlignment.Center ConfigurationLayout.Padding = UDim.new(0, 3) ConfigurationLayout.SortOrder = Enum.SortOrder.LayoutOrder if m.Config then pcall(m.Config, ConfigurationContainer) else local NoOptionsLabelForDancesThatHasNoOption = Instance.new("TextLabel", ConfigurationContainer) NoOptionsLabelForDancesThatHasNoOption.Size = UDim2.new(1, 0, 0, 24) NoOptionsLabelForDancesThatHasNoOption.BackgroundTransparency = 1 NoOptionsLabelForDancesThatHasNoOption.Font = Enum.Font.Unknown NoOptionsLabelForDancesThatHasNoOption.FontFace = ConfigPageFont NoOptionsLabelForDancesThatHasNoOption.TextSize = 14 NoOptionsLabelForDancesThatHasNoOption.TextColor3 = Color3.fromRGB(140,140,140) NoOptionsLabelForDancesThatHasNoOption.TextXAlignment = Enum.TextXAlignment.Center NoOptionsLabelForDancesThatHasNoOption.Text = "No configuration options." end local function doSave() if m.SaveConfig then local ok, data = pcall(m.SaveConfig) if ok and data then TDZConfigs[GetModuleHash(m)] = data SaveUIAndModuleConfigs() end end end parentList.Interactable = false local tweenIn = game:GetService("TweenService"):Create( Page, TweenInfo.new(0.35, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out), { Position = UDim2.new(0, 0, 0.08553, 0) } ) tweenIn:Play() tweenIn.Completed:Connect(function() Page.Interactable = true end) HurryBack.MouseButton1Click:Connect(function() doSave() Page.Interactable = false local tweenOut = game:GetService("TweenService"):Create( Page, TweenInfo.new(0.3, Enum.EasingStyle.Cubic, Enum.EasingDirection.In), { Position = UDim2.new(0, 600, 0.08553, 0) } ) tweenOut:Play() tweenOut.Completed:Connect(function() Page:Destroy() if ActiveDanceConfiguratuonPage == Page then ActiveDanceConfiguratuonPage = nil end parentList.Interactable = true if aaa then aaa:Disconnect() aaa = nil end end) end) end local function AddDanceToUI(m, targetList, isBuiltin) local dd=m if not m.AddFunctions then if m._factory then pcall(GiveFunctionsToModule, m._factory) end local hash = GetModuleHash(m) if TDZConfigs[hash] and m.LoadConfig then pcall(m.LoadConfig, TDZConfigs[hash]) end m.AddFunctions = true end local Button = Instance.new("TextButton", targetList) Button.Size= UDim2.new(1, 0, 0, 52) Button.BackgroundColor3= Color3.fromRGB(0, 0, 0) Button.BorderSizePixel = 0 Button.BackgroundTransparency = .85 Button.Text= "" Button.AutoButtonColor = true UI["B"] = Instance.new("UIStroke", Button); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = .5; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) Instance.new("UICorner", Button).CornerRadius = UDim.new(0, 5) local TypeOfModule = Instance.new("TextLabel", Button) TypeOfModule.AnchorPoint = Vector2.new(1, 0) TypeOfModule.Position= UDim2.new(1, -4, 0, 4) TypeOfModule.Size= UDim2.new(0, 52, 0, 16) TypeOfModule.BackgroundColor3= isBuiltin and Color3.fromRGB(140,0,0) or Color3.fromRGB(0,90,130) TypeOfModule.BackgroundTransparency = 1 TypeOfModule.Font= Enum.Font.Unknown TypeOfModule.FontFace= ConfigPageFont TypeOfModule.TextSize= 10 TypeOfModule.TextColor3= Color3.fromRGB(255,255,255) TypeOfModule.Text= isBuiltin and "BUILTIN" or "USER" table.insert(IndexWhitwTexts,TypeOfModule) UI["B"] = Instance.new("UIStroke", TypeOfModule); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) Instance.new("UICorner", TypeOfModule).CornerRadius = UDim.new(0,3) local DanceName = Instance.new("TextLabel", Button) DanceName.Position= UDim2.new(0, 8, 0, 6) DanceName.Size= UDim2.new(1, -70, 0, 22) DanceName.BackgroundTransparency = 1 DanceName.Font= Enum.Font.Unknown DanceName.FontFace= ConfigPageFont DanceName.TextSize= 16 DanceName.TextColor3= Color3.fromRGB(255,255,255) DanceName.TextXAlignment= Enum.TextXAlignment.Left DanceName.TextWrapped = true DanceName.Text= m.Name table.insert(IndexWhitwTexts,DanceName) local firstLine = (m.Description or ""):match("^([^\n]+)") or (m.Description or "") local Description = Instance.new("TextLabel", Button) Description.Position= UDim2.new(0, 8, 0, 28) Description.Size= UDim2.new(1, -16, 0, 18) Description.BackgroundTransparency = 1 Description.Font= Enum.Font.Unknown Description.FontFace= ConfigPageFont Description.TextSize= 12 Description.TextColor3= Color3.fromRGB(160,160,160) Description.TextXAlignment= Enum.TextXAlignment.Left Description.TextWrapped= true Description.Text= firstLine Button.MouseButton1Click:Connect(function() OpenDanceConfiguration(m, targetList) Incin=dd end) end local UpdateListLayout = false local function AddLoadeModuleDances() BuiltInDancesList.Interactable = true UserDancesList.Interactable = true for _,c in BuiltInDancesList:GetChildren() do if not c:IsA("UIListLayout") and not c:IsA("UIPadding") then c:Destroy() end end for _, c in UserDancesList:GetChildren() do if not c:IsA("UIListLayout") and not c:IsA("UIPadding") then c:Destroy() end end UpdateListLayout = true for _, entry in ipairs(TableOfDances) do if entry._userModule then local m= entry._userModule local isBuiltin = entry._isBuiltin or false local targetList= isBuiltin and BuiltInDancesList or UserDancesList AddDanceToUI(m, targetList, isBuiltin) end end local function _ensurePlaceholder(list, msg) local hasAny = false for _, c in list:GetChildren() do if c:IsA("TextButton") then hasAny = true break end end if not hasAny then local ph = Instance.new("TextLabel", list) ph.Size= UDim2.new(1, 0, 0, 50) ph.BackgroundTransparency = 1 ph.Font= Enum.Font.Unknown ph.FontFace= ConfigPageFont ph.TextSize= 14 ph.TextColor3= Color3.fromRGB(255,255,255) ph.TextXAlignment= Enum.TextXAlignment.Center ph.Text= msg ph.TextWrapped= true table.insert(IndexWhitwTexts,ph) end end _ensurePlaceholder(BuiltInDancesList, "No Builtin dances loaded.\nPlace .lua modules in:\n" .. builtins) _ensurePlaceholder(UserDancesList, "No User dances loaded.\nPlace .lua modules in:\n" .. UserDances) end local full = game:GetObjects("rbxassetid://107495486817639")[1]:Clone() full.Parent = game:GetService("Workspace") local fallback = game:GetObjects("rbxassetid://117971041844492")[1]:FindFirstChildOfClass("KeyframeSequence") fallback.Parent = full local is = newproxy(true) local function loadlocalasset(id) local id = tostring(id) local id = id:gsub("^rbxassetid://", "") local _, asset = pcall(function() return full[id] end) if not _ or not asset then asset = fallback end return asset:Clone() end getmetatable(is).__namecall = function(_, id) return loadlocalasset(id) end local danceCache = {} local function AddDance(Name, ScriptUrl) local filePath = DanceFolder.."/"..Name local animPath = DanceFolder.."/"..Name..".anim" if isfile and isfile(animPath) then local success, danceData = pcall(function() return LoadAnimBinary(readfile(animPath)) end) if success and danceData then local newDance = danceData:Clone() newDance.Name = Name newDance.Parent = full print("Loaded .anim from storage: "..Name) return newDance else warn("Failed to parse cached .anim: "..Name.." - "..tostring(danceData)) end end if isfile and isfile(filePath) then local success, danceData = pcall(function() return loadstring(readfile(filePath))() end) if success and danceData then if danceData:IsA("KeyframeSequence") then local newDance = danceData:Clone() newDance.Name = Name newDance.Parent = full print("Loaded from storage: "..Name) return newDance else warn("Saved dance doesn't return KeyframeSequence: "..Name) end else warn("Failed to load saved dance: "..Name.." - "..tostring(danceData)) end end warn("Downloading dance: "..Name) local success, danceData = pcall(function() return loadstring(game:HttpGet(ScriptUrl))() end) task.defer(function() if success and danceData then if danceData:IsA("KeyframeSequence") then local newDance = danceData:Clone() newDance.Name = Name newDance.Parent = full warn("Loaded: "..Name) writefile(filePath, game:HttpGet(ScriptUrl)) return newDance else warn("Dance doesn't return KeyframeSequence: "..Name) return nil end else warn("Failed to load dance: "..Name.." - "..tostring(danceData)) return nil end end) end local danceCache = {} local function LoadDance(danceName, scriptUrl) if danceCache[danceName] then return danceCache[danceName] end local dance = AddDance(danceName, scriptUrl) if dance then danceCache[danceName] = dance end return dance end local timeposcur = 0 local musicSound = Instance.new("Sound",game:GetService("RunService")) local Playsound = Instance.new("Sound",game:GetService("RunService")) Playsound.Name = "Danc" Playsound.Volume = .75 Playsound.Looped = true Playsound.Parent = game:GetService("RunService") musicSound.Looped = true musicSound.Name = "danc" musicSound.Playing = true musicSound.Volume = .75 local function DanceAsset(file, url) if url==nil then url="https://github.com/Solary-3/Scripts/blob/Audios-1/"..file end local filePath = MusicFolder.."/"..file local isBuiltIn = table.find(validAudioFiles, file) local existsLocally = isfile(filePath) if not isBuiltIn and not existsLocally then if url ~= "https://github.com/Solary-3/Scripts/blob/Audios-1".."/"..file then warn("Downloading user audio: " .. file) local success, errorMsg = pcall(function() writefile(filePath, game:HttpGet(url)) end) if not success then warn("Failed to download user audio: " .. file .. " - " .. errorMsg) return "" end warn("Downloaded user audio: " .. file) else warn("Audio file not in whitelist and no custom URL provided: " .. file) return "" end elseif not existsLocally then warn("Downloading Audio: " .. file) local success, errorMsg = pcall(function() writefile(filePath, game:HttpGet(url.."?raw=true")) end) if not success then warn("Failed to download audio: " .. file .. " - " .. errorMsg) writefile(filePath, "") return "" end warn("Downloaded Audio: " .. file) end if isfile(filePath) then return getcustomasset(filePath) else notify("File Not Found: " .. file) return "" end end function RedownloadAssert() for _,v in next,TableOfDances do task.spawn(function() if v.Name=="Takino" then if isfile and not isfile(MusicFolder.."/Takino.mp3") then writefile(MusicFolder.."/Takino.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Takino.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Bomb Monkey" then if isfile and not isfile(MusicFolder.."/Monkey.mp3") then writefile(MusicFolder.."/Monkey.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Monkey.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Cry For Me" then if isfile and not isfile(MusicFolder.."/Cry For Me.mp3") then writefile(MusicFolder.."/Cry For Me.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Cry For Me.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Someone Ships" then if isfile and not isfile(MusicFolder.."/Idk.mp3") then writefile(MusicFolder.."/Idk.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Idk.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Idk.mp3") elseif v.Name=="Funny" then if isfile and not isfile(MusicFolder.."/Funny.mp3") then writefile(MusicFolder.."/Funny.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Funny.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Funny.mp3") elseif v.Name=="Retry Now" then if isfile and not isfile(MusicFolder.."/RetryNow.mp3") then writefile(MusicFolder.."/RetryNow.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryNow.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/RetryNow.mp3") elseif v.Name=="Looping The Rooms 2" then if isfile and not isfile(MusicFolder.."/Looping 2.mp3") then writefile(MusicFolder.."/Looping 2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Looping 2.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Looping 2.mp3") elseif v.Name=="Looping The Rooms 4" then if isfile and not isfile(MusicFolder.."/Looping 2.mp3") then writefile(MusicFolder.."/Looping 2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Looping 2.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Looping 2.mp3") elseif v.Name=="Golden Dandelion" then if isfile and not isfile(MusicFolder.."/TsSoGolden.mp3") then writefile(MusicFolder.."/TsSoGolden.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/TsSoGolden.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/TsSoGolden.mp3") elseif v.Name=="Skeleton" then if isfile and not isfile(MusicFolder.."/Skellywarcry.mp3") then writefile(MusicFolder.."/Skellywarcry.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Skellywarcry.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Skellywarcry.mp3") elseif v.Name=="Microwave" then if isfile and not isfile(MusicFolder.."/Microwave.mp3") then writefile(MusicFolder.."/Microwave.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Microwave.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Microwave.mp3") elseif v.Name=="Lil Buddy Was Sick" then if isfile and not isfile(MusicFolder.."/Lilbuddy.mp3") then writefile(MusicFolder.."/Lilbuddy.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Lilbuddy.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Lilbuddy.mp3") elseif v.Name=="Funny 2" then if isfile and not isfile(MusicFolder.."/Funny2.mp3") then writefile(MusicFolder.."/Funny2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Funny2.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Funny2.mp3") elseif v.Name=="Very Hot" then if isfile and not isfile(MusicFolder.."/ItBurns.mp3") then writefile(MusicFolder.."/ItBurns.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/ItBurns.mp3?raw=true")) end elseif v.Name=="Chegou 3" then if isfile and not isfile(MusicFolder.."/Chegou 3.mp3") then writefile(MusicFolder.."/Chegou 3.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Chegou 3.mp3?raw=true")) end elseif v.Name=="Chegou 3 Remake" then if isfile and not isfile(MusicFolder.."/Chegou 3.mp3") then writefile(MusicFolder.."/Chegou 3.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Chegou 3.mp3?raw=true")) end elseif v.Name=="Dia Delicia" then if isfile and not isfile(MusicFolder.."/DiaDelicia.mp3") then writefile(MusicFolder.."/DiaDelicia.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/DiaDelicia.mp3?raw=true")) end elseif v.Name=="Default Dance" then if isfile and not isfile(MusicFolder.."/Fortnite.mp3") then writefile(MusicFolder.."/Fortnite.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Fortnite.mp3?raw=true")) end elseif v.Name=="Analog horror funk" then if isfile and not isfile(MusicFolder.."/Analog horror funk.mp3") then writefile(MusicFolder.."/Analog horror funk.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Analog horror funk.mp3?raw=true")) end elseif v.Name=="Niche Baby" then if isfile and not isfile(MusicFolder.."/ai niche baby.mp3") then writefile(MusicFolder.."/ai niche baby.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/ai niche baby.mp3?raw=true")) end elseif v.Name=="Epical" then if isfile and not isfile(MusicFolder.."/Epical.mp3") then writefile(MusicFolder.."/Epical.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Epical.mp3?raw=true")) end elseif v.Name=="Doom Mc Bringer" then if isfile and not isfile(MusicFolder.."/Doom Mc Bringer.mp3") then writefile(MusicFolder.."/Doom Mc Bringer.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Doom Mc Bringer.mp3?raw=true")) end elseif v.Name=="Akage" then if isfile and not isfile(MusicFolder.."/Akage.mp3") then writefile(MusicFolder.."/Akage.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Akage.mp3?raw=true")) end elseif v.Name=="Japanese Meme" then if isfile and not isfile(MusicFolder.."/Japan.mp3") then writefile(MusicFolder.."/Japan.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Japan.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/ItBurns.mp3") elseif v.Name:match("Rat") then if isfile and not isfile(MusicFolder.."/matchmaker.mp3") then writefile(MusicFolder.."/matchmaker.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/matchmaker.mp3?raw=true")) end if math.random(1,3)==2 then else DanceAsset(v.Music) end else DanceAsset(v.Music) end end) LoadDance(v.DanceName, v.Url) end for _, filePath in next, listfiles(UserDances) do if filePath:sub(-4) == ".lua" then local ok, resListLayoutt = pcall(function() return loadstring(readfile(filePath))() end) if ok and type(resListLayoutt) == "table" then for _, entry in next, resListLayoutt do if entry.DanceName and entry.Url and entry.Url ~= "None" then LoadDance(entry.DanceName, entry.Url) end end end end end end function GetAsset(v) task.spawn(function() if v.Name=="Takino" then if isfile and not isfile(MusicFolder.."/Takino.mp3") then writefile(MusicFolder.."/Takino.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Takino.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Bomb Monkey" then if isfile and not isfile(MusicFolder.."/Monkey.mp3") then writefile(MusicFolder.."/Monkey.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Monkey.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Cry For Me" then if isfile and not isfile(MusicFolder.."/Cry For Me.mp3") then writefile(MusicFolder.."/Cry For Me.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Cry For Me.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Someone Ships" then if isfile and not isfile(MusicFolder.."/Idk.mp3") then writefile(MusicFolder.."/Idk.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Idk.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Idk.mp3") elseif v.Name=="Funny" then if isfile and not isfile(MusicFolder.."/Funny.mp3") then writefile(MusicFolder.."/Funny.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Funny.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Funny.mp3") elseif v.Name=="Retry Now" then if isfile and not isfile(MusicFolder.."/RetryNow.mp3") then writefile(MusicFolder.."/RetryNow.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryNow.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/RetryNow.mp3") elseif v.Name=="Looping The Rooms 2" then if isfile and not isfile(MusicFolder.."/Looping 2.mp3") then writefile(MusicFolder.."/Looping 2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Looping 2.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Looping 2.mp3") elseif v.Name=="Looping The Rooms 4" then if isfile and not isfile(MusicFolder.."/Looping 2.mp3") then writefile(MusicFolder.."/Looping 2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Looping 2.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Looping 2.mp3") elseif v.Name=="Golden Dandelion" then if isfile and not isfile(MusicFolder.."/TsSoGolden.mp3") then writefile(MusicFolder.."/TsSoGolden.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/TsSoGolden.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/TsSoGolden.mp3") elseif v.Name=="Skeleton" then if isfile and not isfile(MusicFolder.."/Skellywarcry.mp3") then writefile(MusicFolder.."/Skellywarcry.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Skellywarcry.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Skellywarcry.mp3") elseif v.Name=="Microwave" then if isfile and not isfile(MusicFolder.."/Microwave.mp3") then writefile(MusicFolder.."/Microwave.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Microwave.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Microwave.mp3") elseif v.Name=="Lil Buddy Was Sick" then if isfile and not isfile(MusicFolder.."/Lilbuddy.mp3") then writefile(MusicFolder.."/Lilbuddy.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Lilbuddy.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Lilbuddy.mp3") elseif v.Name=="Funny 2" then if isfile and not isfile(MusicFolder.."/Funny2.mp3") then writefile(MusicFolder.."/Funny2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Funny2.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Funny2.mp3") elseif v.Name=="Very Hot" then if isfile and not isfile(MusicFolder.."/ItBurns.mp3") then writefile(MusicFolder.."/ItBurns.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/ItBurns.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/ItBurns.mp3") elseif v.Name=="Chegou 3" then if isfile and not isfile(MusicFolder.."/Chegou 3.mp3") then writefile(MusicFolder.."/Chegou 3.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Chegou 3.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Chegou 3.mp3") elseif v.Name=="Chegou 3 Remake" then if isfile and not isfile(MusicFolder.."/Chegou 3.mp3") then writefile(MusicFolder.."/Chegou 3.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Chegou 3.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Chegou 3.mp3") elseif v.Name=="Dia Delicia" then if isfile and not isfile(MusicFolder.."/DiaDelicia.mp3") then writefile(MusicFolder.."/DiaDelicia.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/DiaDelicia.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/DiaDelicia.mp3") elseif v.Name=="Default Dance" then if isfile and not isfile(MusicFolder.."/Fortnite.mp3") then writefile(MusicFolder.."/Fortnite.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Fortnite.mp3?raw=true")) end --musicSound.SoundId = getcustomasset(MusicFolder.."/DiaDelicia.mp3") musicSound.SoundId = getcustomasset(MusicFolder.."/Fortnite.mp3") elseif v.Name=="Analog horror funk" then if isfile and not isfile(MusicFolder.."/Analog horror funk.mp3") then writefile(MusicFolder.."/Analog horror funk.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Analog horror funk.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Analog horror funk.mp3") elseif v.Name=="Niche Baby" then if isfile and not isfile(MusicFolder.."/ai niche baby.mp3") then writefile(MusicFolder.."/ai niche baby.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/ai niche baby.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/ai niche baby.mp3") elseif v.Name=="Epical" then if isfile and not isfile(MusicFolder.."/Epical.mp3") then writefile(MusicFolder.."/Epical.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Epical.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Epical.mp3") elseif v.Name=="Doom Mc Bringer" then if isfile and not isfile(MusicFolder.."/Doom Mc Bringer.mp3") then writefile(MusicFolder.."/Doom Mc Bringer.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Doom Mc Bringer.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Doom Mc Bringer.mp3") elseif v.Name=="Akage" then if isfile and not isfile(MusicFolder.."/Akage.mp3") then writefile(MusicFolder.."/Akage.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Akage.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Akage.mp3") elseif v.Name=="Japanese Meme" then if isfile and not isfile(MusicFolder.."/Japan.mp3") then writefile(MusicFolder.."/Japan.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Japan.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Japan.mp3") elseif v.Name:match("Rat") then -- Screw this, instad of manually adding each rat dance names, why not just match the name if isfile and not isfile(MusicFolder.."/matchmaker.mp3") then writefile(MusicFolder.."/matchmaker.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/matchmaker.mp3?raw=true")) end if math.random(1,3)==2 then musicSound.SoundId =getcustomasset(MusicFolder.."/matchmaker.mp3") else musicSound.SoundId = DanceAsset(v.Music) end else musicSound.SoundId = DanceAsset(v.Music) end if v.Offset==0 then musicSound.TimePosition=0 else musicSound.TimePosition=v.Offset end end) end local Reanimate=UI["Reanimate/Run_32"] local Stop=UI["Respawn/Stop_1b"] local ReloadAssets=mkbtn(UI["SubMain_a"],"ReloadAsset","Refresh Assets",nil,UDim2.new(0.01099, 135.5, 0.5226, 0)) local function Backup() --// BY MrY7zz --[[ WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk! ]] --[[ Licensed under the MIT License (see LICENSE file for full details). Copyright (c) 2025 MrY7zz LEGAL NOTICE: You are REQUIRED to retain this license header under the terms of the MIT License. Removing or modifying this notice may violate copyright law. ]] --// BY MrY7zz if not game:IsLoaded() then game.Loaded:Wait() end --// Check configdoc.md for settings documentation --// Below are the settings -- SETTINGS -- local settings = _G settings["Use Default animations"] = false settings["Local character transparency level"] = 1 settings["Disable character scripts"] = true settings["Fake character should collide"] = false settings["Parent real character to fake character"] = false settings["Respawn character"] = true settings["Instant respawn"] = false settings["Hide HumanoidRootPart"] = true settings["PermaDeath fake character"] = false settings["R15 Reanimate"] = false settings["Click Fling"] = false settings["Anti-Fling"] = true settings["Hide RootPart Distance"] = CFrame.new(0, 255, 0) settings["Allow tool equipping"] = true --// Placeholder settings["Client sided display mode"] = 2 --// If you will see the fake character, or the real character, 1 = real character (Default), 2 = fake character settings["Fallback prompt"] = false --// Enable or disable the annoying fallback prompt if your game is not whitelisted settings["Respawn mode"] = "ServerBreakJoints" settings["Names to exclude from transparency"] = { --[=[ example: ["HumanoidRootPart"] = true, ["Left Arm"] = true ]=] } --// Settings end loadstring(game:HttpGet("https://rawscripts.net/raw/Universal-Script-CurrentAngle-V2-Full-axis-reanimate-43351"))() REANIMATION= true end local rad=math.rad local TableOfAccessries={ --{ MeshId = "", Name = "", Offset = CFrame.identity, TextureId = "" }, { MeshId = "137702817952968", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "135650240593878" },--84451219120140 { MeshId = "137702817952968", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "135650240593878" },--72292903231768 { MeshId = "137702817952968", Names = { "Left Leg", "Right Leg", "Left Arm", "Right Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "73798034827573" },--108186273151388 { MeshId = "137702817952968", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "73798034827573" },--139904067056008 { MeshId = "12344207333", Names = { "Left Arm", "Right Arm" }, Offset = CFrame.Angles(- 2.094, 0, 0), TextureId = "12344207341" },--12344545199 { MeshId = "12344206657", Names = { "Right Arm", "Left Arm" }, Offset = CFrame.Angles(- 2.094, 0, 0), TextureId = "12344206675" },--12344591101 { MeshId = "11449386931", Names = { "Left Arm", "Right Arm" }, Offset = CFrame.Angles(- 2.094, 0, 0), TextureId = "11439439606" },--11449687315 { MeshId = "11449388499", Names = { "Right Arm", "Left Arm" }, Offset = CFrame.Angles(- 2.094, 0, 0), TextureId = "11439439606" },--11449703382 { MeshId = "12652772399", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.identity, TextureId = "12652775021" },--12652786974 { MeshId = "11263221350", Names = { "Left Leg", "Right Leg", "Left Arm", "Right Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "11263219250" },--11263254795 { MeshId = "11159370334", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "11159284657" },--11159410305 { MeshId = "11159370334", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "11159285454" },--11159483910 { MeshId = "105141400603933", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "71060417496309" },--102599402682100 { MeshId = "99608462237958", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "130809869695496" },--140395948277978 { MeshId = "90736849096372", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "79186624401216" },--90960046381276 { MeshId = "139733645770094", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "130809869695496" },--82942681251131 { MeshId = "125405780718494", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "136752500636691" },--85392395166623 { MeshId = "125405780718494", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "136752500636691" },--131385506535381 { MeshId = "125405780718494", Names = { "Left Leg", "Right Leg", "Left Arm", "Right Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "136752500636691" },--106249329428811 { MeshId = "125405780718494", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "136752500636691" },--129462518582032 { MeshId = "14255522247", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14255543546" },--14255556501 { MeshId = "14255522247", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14255543546" },--14255554762 { MeshId = "17374767929", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17374768001" },--17374851733 { MeshId = "17374767929", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17374768001" },--17374846953 { MeshId = "14255522247", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14255544465" },--14255560646 { MeshId = "14255522247", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14255544465" },--14255562939 { MeshId = "18640914129", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.identity, TextureId = "18640914168" },--18641142410 { MeshId = "18640914129", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.identity, TextureId = "18640914168" },--18641077392 { MeshId = "18640901641", Names = { "Left Leg", "Right Leg", "Left Arm", "Right Arm" }, Offset = CFrame.identity, TextureId = "18640901676" },--18641187217 { MeshId = "18640901641", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.identity, TextureId = "18640901676" },--18641157833 { MeshId = "17387586286", Names = { "Left Leg", "Right Leg", "Left Arm", "Right Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17387586304" },--17387616772 { MeshId = "17387586286", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17387586304" },--17393641992 { MeshId = "3030546036", Names = { "Left Arm", "Left Leg", "Right Arm", "Right Leg" }, Offset = CFrame.Angles(- 1.57, 0, 0), TextureId = "" }, { MeshId = "4324138105", Names = { "Left Arm", "Left Leg", "Right Arm", "Right Leg" }, Offset = CFrame.Angles(- 1.57, 0, 0), TextureId = "" }, { MeshId = "18640899369", Name = "Torso", Offset = CFrame.identity, TextureId = "18640899481" },--18641046146 { MeshId = "14241018198", Name = "Torso", Offset = CFrame.identity, TextureId = "14251599953" },--14255528083 { MeshId = "110684113028749", Name = "Torso", Offset = CFrame.identity, TextureId = "70661572547971" },--138364679836274 { MeshId = "4819720316", Name = "Torso", Offset = CFrame.Angles(0, 0, -0.249), TextureId = "4819722776" },--4819740796 { MeshId = "126825022897778", Name = "Torso", Offset = CFrame.identity, TextureId = "125975972015302" },--95290698984301 { MeshId = "84515304632473", Name = "Torso", Offset = CFrame.identity, TextureId = "84039546952302" },--95290698984301 { MeshId = "18919712035", Name = "Torso", Offset = CFrame.identity, TextureId = "18430134193" },--95290698984301 { MeshId = "89457171427274", Name = "Head", Offset = CFrame.new(0,1.5,0), TextureId = "130665230882117" },--95290698984301 { MeshId = "115108367035793", Name = "Head", Offset = CFrame.new(0,.5,0), TextureId = "79538948685663" },--95290698984301 { MeshId = "130309145260656", Name = "Left Leg", Offset = CFrame.Angles(rad(-105),rad(-18),rad(-15)), TextureId = "93374633946646" },--95290698984301 { MeshId = "100128920324073", Name = "Right Arm", Offset = CFrame.Angles(rad(-105),rad(18),rad(15)), TextureId = "97155254696037" },--95290698984301 { MeshId = "100128920324073", Name = "Right Leg", Offset = CFrame.Angles(rad(-105),rad(18),rad(15)), TextureId = "133680105074740" },--95290698984301 { MeshId = "130309145260656", Name = "Left Arm", Offset = CFrame.Angles(rad(-105),rad(-18),rad(-15)), TextureId = "82390202293774" },--95290698984301 { MeshId = "125443585075666", Name = "Torso", Offset = CFrame.Angles(0, 3.15, 0), TextureId = "121023324229475" }, { MeshId = "121342985816617", Name = "Left Arm", Offset = CFrame.Angles(0, 0, 1.57), TextureId = "129264637819824" }, { MeshId = "121342985816617", Name = "Right Arm", Offset = CFrame.Angles(0, 3.15, 1.57), TextureId = "129264637819824" }, { MeshId = "83395427313429", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "97148121718581" },--18641142410 -- Free Rig { MeshId = "4819720316", Name = "Torso", Offset = CFrame.Angles(0, 0, -0.25), TextureId = "4819722776" }, { MeshId = "3030546036", Name = "Left Arm", Offset = CFrame.Angles(-1.57, 0, 1.57), TextureId = "3033903209" }, { MeshId = "3030546036", Name = "Right Arm", Offset = CFrame.Angles(-1.57, 0, -1.57), TextureId = "3360978739" }, { MeshId = "3030546036", Name = "Left Leg", Offset = CFrame.Angles(-1.57, 0, 1.57), TextureId = "3033898741" }, { MeshId = "3030546036", Name = "Right Leg", Offset = CFrame.Angles(-1.57, 0, -1.57), TextureId = "3409604993" }, -- Prosthetics { MeshId = "117554824897780", Name = "Right Leg", Offset = CFrame.Angles(0, -1.57, 0), TextureId = "99077561039115" }, { MeshId = "123388937940630", Name = "Left Leg", Offset = CFrame.Angles(0, 1.57, 0), TextureId = "99077561039115" }, { MeshId = "117554824897780", Name = "Right Leg", Offset = CFrame.Angles(0, -1.57, 0), TextureId = "84429400539007" }, { MeshId = "123388937940630", Name = "Left Leg", Offset = CFrame.Angles(0, 1.57, 0), TextureId = "84429400539007" }, -- Classic Cheap Rig { MeshId = "12344206657", Name = "Left Arm", Offset = CFrame.new(0.05, 0.05, -0.075) * CFrame.Angles(-2, 0, 0), TextureId = "12344206675" }, { MeshId = "12344207333", Name = "Right Arm", Offset = CFrame.new(-0.05, 0.05, -0.075) * CFrame.Angles(-1.95, 0, 0), TextureId = "12344207341" }, { MeshId = "11159370334", Name = "Left Leg", Offset = CFrame.Angles(1.57, 1.57, 0), TextureId = "11159284657" }, { MeshId = "11263221350", Name = "Right Leg", Offset = CFrame.Angles(1.57, -1.57, 0), TextureId = "11263219250" }, -- Grey Mesh Rig { MeshId = "127552124837034", Names = {"Torso"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "131014325980101" },--14255556501 { MeshId = "117287001096396", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "120169691545791" },--14255556501 { MeshId = "121304376791439", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 0), TextureId = "131014325980101" },--18641142410 -- offsale below {MeshId="137702817952968",TextureId="135650240593878",Offset=CFrame.Angles(0,0,80.05),Name="Left Arm"}, {MeshId="137702817952968",TextureId="135650240593878",Offset=CFrame.Angles(0,0,80.05),Name="Right Arm"}, {MeshId="137702817952968",TextureId="73798034827573",Offset=CFrame.Angles(0,0,80.09),Name="Left Leg"}, {MeshId="137702817952968",TextureId="73798034827573",Offset=CFrame.Angles(0,0,80.09),Name="Right Leg"}, {MeshId="126825022897778",TextureId="125975972015302",Offset=CFrame.Angles(0,0,0),Name="Torso"}, { MeshId="110684113028749", Names={"Torso"},Offset=CFrame.Angles(0,0,0),TextureId="70661572547971" }, { MeshId="106352630533813", Names={"Head"},Offset=CFrame.Angles(0,0,0),TextureId="117484156735788" }, { MeshId="93262581544348", Names={"Torso"},Offset=CFrame.Angles(0,0,0),TextureId="83269599235494" }, { MeshId="115105775952798",Names={"Left Arm","Right Arm"},Offset=CFrame.Angles(0,0,rad(90)),TextureId="103757531289975" }, { MeshId="114570321720060",Names={"Left Leg","Right Leg"},Offset=CFrame.Angles(0,0,rad(90)),TextureId="83269599235494" }, { MeshId="125405780718494",Names={"Left Arm","Right Arm"},Offset=CFrame.Angles(0,0,80),TextureId="136752500636691" }, { MeshId="125405780718494",Names={"Left Leg","Right Leg"},Offset=CFrame.Angles(0,0,80),TextureId="136752500636691" }, { MeshId="96333112188696",Names={"Left Arm"},Offset=CFrame.Angles(0,0,0),TextureId="18807356481" }, { MeshId="96130316788066",Names={"Right Arm"},Offset=CFrame.Angles(0,0,0),TextureId="18807356481" }, { MeshId = "94522224942661", Name = "Accessory (NepV)", Offset = CFrame.new(0,0,0)*CFrame.Angles(0,0,0), TextureId = "77410806060838" },--95290698984301 -- SB Rig { MeshId = "125443585075666", Name = "Torso", Offset = CFrame.Angles(0, 3.15, 0), TextureId = "121023324229475" }, { MeshId = "121342985816617", Name = "Left Arm", Offset = CFrame.Angles(0, 0, 1.57), TextureId = "129264637819824" }, { MeshId = "121342985816617", Name = "Right Arm", Offset = CFrame.Angles(0, 3.15, 1.57), TextureId = "129264637819824" }, { MeshId = "83395427313429", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "97148121718581" },--18641142410 -- Free Rig { MeshId = "4819720316", Name = "Torso", Offset = CFrame.Angles(0, 0, -0.25), TextureId = "4819722776" }, { MeshId = "3030546036", Name = "Left Arm", Offset = CFrame.Angles(-1.57, 0, 1.57), TextureId = "3033903209" }, { MeshId = "3030546036", Name = "Right Arm", Offset = CFrame.Angles(-1.57, 0, -1.57), TextureId = "3360978739" }, { MeshId = "3030546036", Name = "Left Leg", Offset = CFrame.Angles(-1.57, 0, 1.57), TextureId = "3033898741" }, { MeshId = "3030546036", Name = "Right Leg", Offset = CFrame.Angles(-1.57, 0, -1.57), TextureId = "3409604993" }, -- Prosthetics { MeshId = "117554824897780", Name = "Right Leg", Offset = CFrame.Angles(0, -1.57, 0), TextureId = "99077561039115" }, { MeshId = "123388937940630", Name = "Left Leg", Offset = CFrame.Angles(0, 1.57, 0), TextureId = "99077561039115" }, { MeshId = "117554824897780", Name = "Right Leg", Offset = CFrame.Angles(0, -1.57, 0), TextureId = "84429400539007" }, { MeshId = "123388937940630", Name = "Left Leg", Offset = CFrame.Angles(0, 1.57, 0), TextureId = "84429400539007" }, -- Classic Cheap Rig { MeshId = "12344206657", Name = "Left Arm", Offset = CFrame.new(0.05, 0.05, -0.075) * CFrame.Angles(-2, 0, 0), TextureId = "12344206675" }, { MeshId = "12344207333", Name = "Right Arm", Offset = CFrame.new(-0.05, 0.05, -0.075) * CFrame.Angles(-1.95, 0, 0), TextureId = "12344207341" }, { MeshId = "11159370334", Name = "Left Leg", Offset = CFrame.Angles(1.57, 1.57, 0), TextureId = "11159284657" }, { MeshId = "11263221350", Name = "Right Leg", Offset = CFrame.Angles(1.57, -1.57, 0), TextureId = "11263219250" }, -- Grey Mesh Rig { MeshId = "127552124837034", Names = {"Torso"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "131014325980101" },--14255556501 { MeshId = "117287001096396", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "120169691545791" },--14255556501 { MeshId = "121304376791439", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 0), TextureId = "131014325980101" },--18641142410 -- offsale below {MeshId="137702817952968",TextureId="135650240593878",Offset=CFrame.Angles(0,0,80.05),Name="Left Arm"}, {MeshId="137702817952968",TextureId="135650240593878",Offset=CFrame.Angles(0,0,80.05),Name="Right Arm"}, {MeshId="137702817952968",TextureId="73798034827573",Offset=CFrame.Angles(0,0,80.09),Name="Left Leg"}, {MeshId="137702817952968",TextureId="73798034827573",Offset=CFrame.Angles(0,0,80.09),Name="Right Leg"}, {MeshId="126825022897778",TextureId="125975972015302",Offset=CFrame.Angles(0,0,0),Name="Torso"}, { MeshId="110684113028749", Names={"Torso"},Offset=CFrame.Angles(0,0,0),TextureId="70661572547971" }, { MeshId="125405780718494",Names={"Left Arm","Right Arm"},Offset=CFrame.Angles(0,0,80),TextureId="136752500636691" }, { MeshId="125405780718494",Names={"Left Leg","Right Leg"},Offset=CFrame.Angles(0,0,80),TextureId="136752500636691" }, { MeshId="96333112188696",Names={"Left Arm"},Offset=CFrame.Angles(0,0,0),TextureId="18807356481" }, { MeshId="96130316788066",Names={"Right Arm"},Offset=CFrame.Angles(0,0,0),TextureId="18807356481" }, -- Classical Products rig (white/black arms) { MeshId = "14241018198", Names = {"Torso"}, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14251599953" }, { MeshId = "17374767929", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17374768001" }, { MeshId = "17387586286", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17387586304" }, { MeshId = "14255522247", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14255543546" }, -- Noob Rig { MeshId = "18640899369", Name = "Torso", Offset = CFrame.Angles(0, 0, 0), TextureId = "18640899481" }, { MeshId = "18640914129", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "18640914168" }, { MeshId = "18640901641", Names = { "Left Leg", "Right Leg"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "18640901676" }, -- request { MeshId = "14768666349", Name = "Torso", Offset = CFrame.Angles(0, 0, 0), TextureId = "14768664565" }, { MeshId = "14768684979", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14768683674" }, -- Align Set 1 { MeshId = "71367027767297", TextureId = "86745095380120", Name = "Reanimate_Chainsaw", Offset = CFrame.Angles(0.75, 1.57, 0)},--84451219120140 { MeshId = "82149851412853", TextureId = "130342983866835", Name = "Reanimate_Machete", Offset = CFrame.Angles(rad(65), 0, rad(180))},--84451219120140 --{ MeshId = "94522224942661", TextureId = "77410806060838", Name = "Reanimate_Machete", Offset = CFrame.Angles(rad(90), rad(10), rad(150))},--84451219120140 { MeshId = "137246576921101", TextureId = "117921839013255", Name = "Reanimate_Dummy", Offset = CFrame.new(0, -1, 0) * CFrame.Angles(rad(0), rad(180), rad(0))},--84451219120140 -- Align Set 2 { MeshId = "14952028037", TextureId = "14952070513", Name = "Reanimate_Chainsaw", Offset = CFrame.Angles(rad(-25), rad(0), rad(180))}, { MeshId = "82149851412853", TextureId = "130342983866835", Name = "Reanimate_Machete", Offset = CFrame.Angles(rad(65), 0, rad(180))}, { MeshId = "137246576921101", TextureId = "117921839013255", Name = "Reanimate_Dummy", Offset = CFrame.new(0, -1, 0) * CFrame.Angles(rad(0), rad(180), rad(0))}, -- Align Set 3 { MeshId = "107492494696754", TextureId = "74020622641771", Name = "Reanimate_Chainsaw", Offset = CFrame.new(0.5, 0, 0) * CFrame.Angles(rad(-155), rad(90), rad(0))}, { MeshId = "82149851412853", TextureId = "130342983866835", Name = "Reanimate_Machete", Offset = CFrame.Angles(rad(65), 0, rad(180))}, { MeshId = "137246576921101", TextureId = "117921839013255", Name = "Reanimate_Dummy", Offset = CFrame.new(0, -0.25, 0) * CFrame.Angles(rad(0), rad(180), rad(0))}, -- Free { MeshId = "7547179386", TextureId = "7547152243", Name = "Reanimate_Chainsaw", Offset = CFrame.Angles(2.56,1.57, 0)},--84451219120140 { MeshId = "11524268570", TextureId = "11524268595", Name = "Reanimate_Machete", Offset = CFrame.new(0.15, -1.05, -5) * CFrame.Angles(rad(65), 0, rad(180))},--84451219120140 { MeshId = "137246576921101", TextureId = "117921839013255", Name = "Reanimate_Dummy", Offset = CFrame.new(0, -1, 0)},--84451219120140 { MeshId = "84515304632473", Name = "Torso", Offset = CFrame.identity, TextureId = "84039546952302" },--95290698984301 { MeshId = "18919712035", Name = "Torso", Offset = CFrame.identity, TextureId = "18430134193" },--95290698984301 { MeshId = "94522224942661", Name = "Accessory (NepV)", Offset = CFrame.new(0,0,0)*CFrame.Angles(0,0,0), TextureId = "77410806060838" },--95290698984301 --{ MeshId = "94522224942661", TextureId = "77410806060838", Name = "Accessory (NepV)", Offset = CFrame.Angles(rad(90), rad(10), rad(150))}, { MeshId = "130309145260656", Name = "Left Leg", Offset = CFrame.Angles(rad(-105),rad(-18),rad(-15)), TextureId = "93374633946646" },--95290698984301 { MeshId = "100128920324073", Name = "Right Arm", Offset = CFrame.Angles(rad(-105),rad(18),rad(15)), TextureId = "97155254696037" },--95290698984301 { MeshId = "100128920324073", Name = "Right Leg", Offset = CFrame.Angles(rad(-105),rad(18),rad(15)), TextureId = "133680105074740" },--95290698984301 { MeshId = "130309145260656", Name = "Left Arm", Offset = CFrame.Angles(rad(-105),rad(-18),rad(-15)), TextureId = "82390202293774" },--95290698984301 { MeshId = "17170940529", Name = "Torso", Offset = CFrame.identity, TextureId = "17163376557" },--95290698984301 } local HatsDatabase=loadstring(readfile(builtins.."/HatMaps.lua"))() for _,a in next,HatsDatabase do --print(a.MeshId,a.TextureId,a.Names,a.Offset) --print(a.MeshId,a.TextureId,a.Name,a.Offset) if a.Names~=nil then table.insert(TableOfAccessries,a) else --print(a.MeshId,a.TextureId,a.Name,a.Offset) table.insert(TableOfAccessries,a) end end local function Backup1() --[[ // Empyrean Reanimate ]] local Accessories = {} local Aligns = {} local Attachments = {} local BindableEvent = nil local Blacklist = {} local CFrame = CFrame local CFrameidentity = CFrame.identity local CFramelookAt = CFrame.lookAt local CFramenew = CFrame.new local Character = nil local CurrentCamera = nil local Enum = Enum local Custom = Enum.CameraType.Custom local Health = Enum.CoreGuiType.Health local HumanoidRigType = Enum.HumanoidRigType local R6 = HumanoidRigType.R6 local Dead = Enum.HumanoidStateType.Dead local LockCenter = Enum.MouseBehavior.LockCenter local UserInputType = Enum.UserInputType local MouseButton1 = UserInputType.MouseButton1 local Touch = UserInputType.Touch local Exceptions = {} local game = game local Clone = game.Clone local Close = game.Close local Connect = Close.Connect local Disconnect = Connect(Close, function() end).Disconnect local Wait = Close.Wait local Destroy = game.Destroy local FindFirstAncestorOfClass = game.FindFirstAncestorOfClass local FindFirstAncestorWhichIsA = game.FindFirstAncestorWhichIsA local FindFirstChild = game.FindFirstChild local FindFirstChildOfClass = game.FindFirstChildOfClass local Players = FindFirstChildOfClass(game, "Players") local CreateHumanoidModelFromDescription = Players.CreateHumanoidModelFromDescription local GetPlayers = Players.GetPlayers local LocalPlayer = Players.LocalPlayer local CharacterAdded = LocalPlayer.CharacterAdded --local ConnectDiedSignalBackend = LocalPlayer.ConnectDiedSignalBackend local Mouse = LocalPlayer:GetMouse() local Kill = LocalPlayer.Kill local RunService = FindFirstChildOfClass(game, "RunService") local PostSimulation = RunService.PostSimulation local PreRender = RunService.PreRender local PreSimulation = RunService.PreSimulation local StarterGui = FindFirstChildOfClass(game, "StarterGui") local GetCoreGuiEnabled = StarterGui.GetCoreGuiEnabled local SetCore = StarterGui.SetCore local SetCoreGuiEnabled = StarterGui.SetCoreGuiEnabled local Workspace = FindFirstChildOfClass(game, "Workspace") local FallenPartsDestroyHeight = Workspace.FallenPartsDestroyHeight local HatDropY = FallenPartsDestroyHeight - 0.7 local FindFirstChildWhichIsA = game.FindFirstChildWhichIsA local UserInputService = FindFirstChildOfClass(game, "UserInputService") local InputBegan = UserInputService.InputBegan local IsMouseButtonPressed = UserInputService.IsMouseButtonPressed local GetChildren = game.GetChildren local GetDescendants = game.GetDescendants local GetPropertyChangedSignal = game.GetPropertyChangedSignal local CurrentCameraChanged = GetPropertyChangedSignal(Workspace, "CurrentCamera") local MouseBehaviorChanged = GetPropertyChangedSignal(UserInputService, "MouseBehavior") local IsA = game.IsA local IsDescendantOf = game.IsDescendantOf local Highlights = {} local Instancenew = Instance.new local R15Animation = Instancenew("Animation") local R6Animation = Instancenew("Animation") local HumanoidDescription = Instancenew("HumanoidDescription") local HumanoidModel = CreateHumanoidModelFromDescription(Players, HumanoidDescription, R6) local R15HumanoidModel = CreateHumanoidModelFromDescription(Players, HumanoidDescription, HumanoidRigType.R15) local SetAccessories = HumanoidDescription.SetAccessories local ModelBreakJoints = HumanoidModel.BreakJoints local Head = HumanoidModel.Head local BasePartBreakJoints = Head.BreakJoints local GetJoints = Head.GetJoints local IsGrounded = Head.IsGrounded local Humanoid = HumanoidModel.Humanoid local ApplyDescription = Humanoid.ApplyDescription local ChangeState = Humanoid.ChangeState local EquipTool = Humanoid.EquipTool local GetAppliedDescription = Humanoid.GetAppliedDescription local GetPlayingAnimationTracks = Humanoid.GetPlayingAnimationTracks local LoadAnimation = Humanoid.LoadAnimation local Move = Humanoid.Move local UnequipTools = Humanoid.UnequipTools local ScaleTo = HumanoidModel.ScaleTo local IsFirst = false local IsHealthEnabled = nil local IsLockCenter = false local IsRegistered = false local IsRunning = false local LastTime = nil local math = math local mathrandom = math.random local mathsin = math.sin local nan = 0 / 0 local next = next local OptionsAccessories = nil local OptionsApplyDescription = nil local OptionsBreakJointsDelay = nil local OptionsClickFling = nil local OptionsDisableCharacterCollisions = nil local OptionsDisableHealthBar = nil local OptionsDisableRigCollisions = nil local OptionsDefaultFlingOptions = nil local OptionsHatDrop = nil local OptionsHideCharacter = nil local OptionsParentCharacter = nil local OptionsPermanentDeath = nil local OptionsRefit = nil local OptionsRigTransparency = nil local OptionsSetCameraSubject = nil local OptionsSetCameraType = nil local OptionsSetCharacter = nil local OptionsSetCollisionGroup = nil local OptionsSimulationRadius = nil local OptionsTeleportRadius = nil local OptionsUseServerBreakJoints local osclock = os.clock local PreRenderConnection = nil local RBXScriptConnections = {} local Refitting = false local replicatesignal = replicatesignal local Rig = nil local RigHumanoid = nil local RigHumanoidRootPart = nil local sethiddenproperty = sethiddenproperty local setscriptable = setscriptable local stringfind = string.find local table = table local tableclear = table.clear local tablefind = table.find local tableinsert = table.insert local tableremove = table.remove local Targets = {} local task = task local taskdefer = task.defer local taskspawn = task.spawn local taskwait = task.wait local Time = nil local Tools = {} local Vector3 = Vector3 local Vector3new = Vector3.new local FlingVelocity = Vector3new(16384, 16384, 16384) local HatDropLinearVelocity = Vector3new(0, 27, 0) local HideCharacterOffset = Vector3new(0, - 30, 0) local Vector3one = Vector3.one local Vector3xzAxis = Vector3new(1, 0, 1) local Vector3zero = Vector3.zero local AntiSleep = Vector3zero R15Animation.AnimationId = "rbxassetid://507767968" R6Animation.AnimationId = "rbxassetid://180436148" Humanoid = nil Destroy(HumanoidDescription) HumanoidDescription = nil local FindFirstChildOfClassAndName = function(Parent, ClassName, Name) for Index, Child in next, GetChildren(Parent) do if IsA(Child, ClassName) and Child.Name == Name then return Child end end end local GetHandleFromTable = function(Table) for Index, Child in GetChildren(Character) do if IsA(Child, "Accoutrement") then local Handle = FindFirstChildOfClassAndName(Child, "BasePart", "Handle") if Handle then local MeshId = nil local TextureId = nil if IsA(Handle, "MeshPart") then MeshId = Handle.MeshId TextureId = Handle.TextureID else local SpecialMesh = FindFirstChildOfClass(Handle, "SpecialMesh") if SpecialMesh then MeshId = SpecialMesh.MeshId TextureId = SpecialMesh.TextureId end end if MeshId then if stringfind(MeshId, Table.MeshId) and stringfind(TextureId, Table.TextureId) then return Handle end end end end end end local NewIndex = function(self, Index, Value) self[Index] = Value end local DescendantAdded = function(Descendant) if IsA(Descendant, "Accoutrement") and OptionsHatDrop then if not pcall(NewIndex, Descendant, "BackendAccoutrementState", 0) then if sethiddenproperty then sethiddenproperty(Descendant, "BackendAccoutrementState", 0) elseif setscriptable then setscriptable(Descendant, "BackendAccoutrementState", true) Descendant.BackendAccoutrementState = 0 end end elseif IsA(Descendant, "Attachment") then local Attachment = Attachments[Descendant.Name] if Attachment then local Parent = Descendant.Parent if IsA(Parent, "BasePart") then local MeshId = nil local TextureId = nil if IsA(Parent, "MeshPart") then MeshId = Parent.MeshId TextureId = Parent.TextureID else local SpecialMesh = FindFirstChildOfClass(Parent, "SpecialMesh") if SpecialMesh then MeshId = SpecialMesh.MeshId TextureId = SpecialMesh.TextureId end end if MeshId then for Index, Table in next, Accessories do if Table.MeshId == MeshId and Table.TextureId == TextureId then local Handle = Table.Handle tableinsert(Aligns, { LastPosition = Handle.Position, Offset = CFrameidentity, Part0 = Parent, Part1 = Handle }) return end end for Index, Table in next, OptionsAccessories do if stringfind(MeshId, Table.MeshId) and stringfind(TextureId, Table.TextureId) then local Instance = nil local TableName = Table.Name local TableNames = Table.Names if TableName then Instance = FindFirstChildOfClassAndName(Rig, "BasePart", TableName) else for Index, TableName in next, TableNames do local Child = FindFirstChildOfClassAndName(Rig, "BasePart", TableName) if not ( TableNames[Index + 1] and Blacklist[Child] ) then Instance = Child break end end end if Instance then local Blacklisted = Blacklist[Instance] if not ( Blacklisted and Blacklisted.MeshId == MeshId and Blacklisted.TextureId == TextureId ) then tableinsert(Aligns, { Offset = Table.Offset, Part0 = Parent, Part1 = Instance }) Blacklist[Instance] = { MeshId = MeshId, TextureId = TextureId } return end end end end local Accoutrement = FindFirstAncestorWhichIsA(Parent, "Accoutrement") if Accoutrement and IsA(Accoutrement, "Accoutrement") then local AccoutrementClone = Clone(Accoutrement) local HandleClone = FindFirstChildOfClassAndName(AccoutrementClone, "BasePart", "Handle") HandleClone.Transparency = OptionsRigTransparency for Index, Descendant in next, GetDescendants(HandleClone) do if IsA(Descendant, "JointInstance") then Destroy(Descendant) end end local AccessoryWeld = Instancenew("Weld") AccessoryWeld.C0 = Descendant.CFrame AccessoryWeld.C1 = Attachment.CFrame AccessoryWeld.Name = "AccessoryWeld" AccessoryWeld.Part0 = HandleClone AccessoryWeld.Part1 = Attachment.Parent AccessoryWeld.Parent = HandleClone AccoutrementClone.Parent = Rig tableinsert(Accessories, { Handle = HandleClone, MeshId = MeshId, TextureId = TextureId }) tableinsert(Aligns, { Offset = CFrameidentity, Part0 = Parent, Part1 = HandleClone }) end end end end end end local SetCameraSubject = function() local CameraCFrame = CurrentCamera.CFrame local Position = RigHumanoidRootPart.CFrame.Position CurrentCamera.CameraSubject = RigHumanoid Wait(PreRender) CurrentCamera.CFrame = CameraCFrame + RigHumanoidRootPart.CFrame.Position - Position end local OnCameraSubjectChanged = function() if CurrentCamera.CameraSubject ~= RigHumanoid then taskdefer(SetCameraSubject) end end local OnCameraTypeChanged = function() if CurrentCamera.CameraType ~= Custom then CurrentCamera.CameraType = Custom end end local OnCurrentCameraChanged = function() local Camera = Workspace.CurrentCamera if Camera and OptionsSetCameraSubject then CurrentCamera = Workspace.CurrentCamera taskspawn(SetCameraSubject) OnCameraSubjectChanged() tableinsert(RBXScriptConnections, Connect(GetPropertyChangedSignal(CurrentCamera, "CameraSubject"), OnCameraSubjectChanged)) if OptionsSetCameraType then OnCameraTypeChanged() tableinsert(RBXScriptConnections, Connect(GetPropertyChangedSignal(CurrentCamera, "CameraType"), OnCameraTypeChanged)) end end end local SetCharacter = function() LocalPlayer.Character = Rig end local SetSimulationRadius = function() LocalPlayer.SimulationRadius = OptionsSimulationRadius end local WaitForChildOfClass = function(Parent, ClassName) local Child = FindFirstChildOfClass(Parent, ClassName) while not Child do Wait(Parent.ChildAdded) Child = FindFirstChildOfClass(Parent, ClassName) end return Child end local WaitForChildOfClassAndName = function(Parent, ...) local Child = FindFirstChildOfClassAndName(Parent, ...) while not Child do Wait(Parent.ChildAdded) Child = FindFirstChildOfClassAndName(Parent, ...) end return Child end local Fling = function(Target, Options) if Target then local Highlight = Options.Highlight if IsA(Target, "Humanoid") then Target = Target.Parent end if IsA(Target, "Model") then Target = FindFirstChildOfClassAndName(Target, "BasePart", "HumanoidRootPart") or FindFirstChildWhichIsA(Character, "BasePart") end if not tablefind(Targets, Target) and IsA(Target, "BasePart") and not Target.Anchored and not IsDescendantOf(Character, Target) and not IsDescendantOf(Rig, Target) then local Model = FindFirstAncestorOfClass(Target, "Model") if Model and FindFirstChildOfClass(Model, "Humanoid") then Target = FindFirstChildOfClassAndName(Model, "BasePart", "HumanoidRootPart") or FindFirstChildWhichIsA(Character, "BasePart") or Target else Model = Target end if Highlight then local HighlightObject = type(Highlight) == "boolean" and Highlight and Instancenew("Highlight") or Clone(Highlight) HighlightObject.Adornee = Model HighlightObject.Parent = Model Options.HighlightObject = HighlightObject tableinsert(Highlights, HighlightObject) end Targets[Target] = Options if not OptionsDefaultFlingOptions.HatFling and OptionsPermanentDeath and replicatesignal then --replicatesignal(ConnectDiedSignalBackend) end end end end local OnCharacterAdded = function(NewCharacter) if NewCharacter ~= Rig then tableclear(Aligns) tableclear(Blacklist) Character = NewCharacter if OptionsSetCameraSubject then taskspawn(SetCameraSubject) end if OptionsSetCharacter then taskdefer(SetCharacter) end if OptionsParentCharacter then Character.Parent = Rig end for Index, Descendant in next, GetDescendants(Character) do taskspawn(DescendantAdded, Descendant) end tableinsert(RBXScriptConnections, Connect(Character.DescendantAdded, DescendantAdded)) Humanoid = WaitForChildOfClass(Character, "Humanoid") local HumanoidRootPart = WaitForChildOfClassAndName(Character, "BasePart", "HumanoidRootPart") if IsFirst then if OptionsApplyDescription and Humanoid then local AppliedDescription = GetAppliedDescription(Humanoid) SetAccessories(AppliedDescription, {}, true) taskspawn(ApplyDescription, RigHumanoid, AppliedDescription) end if HumanoidRootPart then RigHumanoidRootPart.CFrame = HumanoidRootPart.CFrame if OptionsSetCollisionGroup then local CollisionGroup = HumanoidRootPart.CollisionGroup for Index, Descendant in next, GetDescendants(Rig) do if IsA(Descendant, "BasePart") then Descendant.CollisionGroup = CollisionGroup end end end end IsFirst = false end local IsAlive = true if HumanoidRootPart then for Target, Options in next, Targets do if IsDescendantOf(Target, Workspace) then local FirstPosition = Target.Position local PredictionFling = Options.PredictionFling local LastPosition = FirstPosition local Timeout = osclock() + Options.Timeout or 1 if HumanoidRootPart then while IsDescendantOf(Target, Workspace) and osclock() < Timeout do local DeltaTime = taskwait() local Position = Target.Position if ( Position - FirstPosition ).Magnitude > 100 then break end local Offset = Vector3zero if PredictionFling then Offset = ( Position - LastPosition ) / DeltaTime * 0.13 end HumanoidRootPart.AssemblyAngularVelocity = FlingVelocity HumanoidRootPart.AssemblyLinearVelocity = FlingVelocity HumanoidRootPart.CFrame = Target.CFrame + Offset LastPosition = Position end end end local HighlightObject = Options.HighlightObject if HighlightObject then Destroy(HighlightObject) end Targets[Target] = nil end HumanoidRootPart.AssemblyAngularVelocity = Vector3zero HumanoidRootPart.AssemblyLinearVelocity = Vector3zero if OptionsHatDrop then taskspawn(function() WaitForChildOfClassAndName(Character, "LocalScript", "Animate").Enabled = false for Index, AnimationTrack in next, GetPlayingAnimationTracks(Humanoid) do AnimationTrack:Stop() end LoadAnimation(Humanoid, Humanoid.RigType == R6 and R6Animation or R15Animation):Play(0) pcall(NewIndex, Workspace, "FallenPartsDestroyHeight", nan) local RootPartCFrame = RigHumanoidRootPart.CFrame RootPartCFrame = CFramenew(RootPartCFrame.X, HatDropY, RootPartCFrame.Z) while IsAlive do HumanoidRootPart.AssemblyAngularVelocity = Vector3zero HumanoidRootPart.AssemblyLinearVelocity = HatDropLinearVelocity HumanoidRootPart.CFrame = RootPartCFrame taskwait() end end) elseif OptionsHideCharacter then local HideCharacterOffset = typeof(OptionsHideCharacter) == "Vector3" and OptionsHideCharacter or HideCharacterOffset local RootPartCFrame = RigHumanoidRootPart.CFrame + HideCharacterOffset taskspawn(function() while IsAlive do HumanoidRootPart.AssemblyAngularVelocity = Vector3zero HumanoidRootPart.AssemblyLinearVelocity = Vector3zero HumanoidRootPart.CFrame = RootPartCFrame taskwait() end end) elseif OptionsTeleportRadius then HumanoidRootPart.CFrame = RigHumanoidRootPart.CFrame + Vector3new(mathrandom(- OptionsTeleportRadius, OptionsTeleportRadius), 0, mathrandom(- OptionsTeleportRadius, OptionsTeleportRadius)) end end local ToolFling = OptionsDefaultFlingOptions.ToolFling local Tools2 = {} if ToolFling then local Backpack = FindFirstChildOfClass(LocalPlayer, "Backpack") tableclear(Tools) if type(ToolFling) == "string" then local Tool = FindFirstChildOfClassAndName(Backpack, "Tool", ToolFling) if Tool then Tool.Parent = Character tableinsert(Tools2, Tool) end else for Index, Tool in GetChildren(Backpack) do if IsA(Tool, "Tool") then Tool.Parent = Character tableinsert(Tools2, Tool) end end end UnequipTools(Humanoid) end if OptionsPermanentDeath and replicatesignal then --replicatesignal(ConnectDiedSignalBackend) taskwait(Players.RespawnTime + 0.1) Refitting = false replicatesignal(Kill) else taskwait(OptionsBreakJointsDelay) end ModelBreakJoints(Character) if replicatesignal and OptionsUseServerBreakJoints then replicatesignal(Humanoid.ServerBreakJoints) end ChangeState(Humanoid, Dead) Wait(Humanoid.Died) for Index, Tool in Tools2 do local Handle = FindFirstChildOfClassAndName(Tool, "BasePart", "Handle") if Handle then Tool.Parent = Character else tableremove(Tools2, Index) end end Tools = Tools2 UnequipTools(Humanoid) IsAlive = false if OptionsHatDrop then pcall(NewIndex, Workspace, "FallenPartsDestroyHeight", FallenPartsDestroyHeight) end end end local OnInputBegan = function(InputObject) local UserInputType = InputObject.UserInputType if UserInputType == MouseButton1 or UserInputType == Touch then local Target = Mouse.Target local HatFling = OptionsDefaultFlingOptions.HatFling local ToolFling = Options0ions.ToolFling if HatFling and OptionsHatDrop then local Part = type(HatFling) == "table" and GetHandleFromTable(HatFling) if not Part then for Index, Child in GetChildren(Character) do if IsA(Child, "Accoutrement") then local Handle = FindFirstChildOfClassAndName(Child, "BasePart", "Handle") if Handle then Part = Handle break end end end end if Part then Exceptions[Part] = true while IsMouseButtonPressed(UserInputService, MouseButton1) do if Part.ReceiveAge == 0 then Part.AssemblyAngularVelocity = FlingVelocity Part.AssemblyLinearVelocity = FlingVelocity Part.CFrame = Mouse.Hit + AntiSleep end taskwait() end Exceptions[Part] = nil end elseif ToolFling then local Backpack = FindFirstChildOfClass(LocalPlayer, "Backpack") local Tool = nil if type(ToolFling) == "string" then Tool = FindFirstChild(Backpack, ToolFling) or FindFirstChild(Character, ToolFling) end if not Tool then Tool = FindFirstChildOfClass(Backpack, "Tool") or FindFirstChildOfClass(Character, "Tool") end if Tool then local Handle = FindFirstChildOfClassAndName(Tool, "BasePart", "Handle") or FindFirstChildWhichIsA(Tool, "BasePart") if Handle then Tool.Parent = Character while IsMouseButtonPressed(UserInputService, MouseButton1) do if Handle.ReceiveAge == 0 then Handle.AssemblyAngularVelocity = FlingVelocity Handle.AssemblyLinearVelocity = FlingVelocity Handle.CFrame = Mouse.Hit + AntiSleep end taskwait() end UnequipTools(Humanoid) Handle.AssemblyAngularVelocity = Vector3zero Handle.AssemblyLinearVelocity = Vector3zero Handle.CFrame = RigHumanoidRootPart.CFrame end end else Fling(Target, OptionsDefaultFlingOptions) end end end local OnPostSimulation = function() Time = osclock() local DeltaTime = Time - LastTime LastTime = Time if not OptionsSetCharacter and IsLockCenter then local Position = RigHumanoidRootPart.Position RigHumanoidRootPart.CFrame = CFramelookAt(Position, Position + CurrentCamera.CFrame.LookVector * Vector3xzAxis) end if OptionsSimulationRadius then pcall(SetSimulationRadius) end AntiSleep = mathsin(Time * 15) * 0.0015 * Vector3one local Axis = 27 + mathsin(Time) for Index, Table in next, Aligns do local Part0 = Table.Part0 if not Exceptions[Part0] then if Part0.ReceiveAge == 0 then if IsDescendantOf(Part0, Workspace) and not GetJoints(Part0)[1] and not IsGrounded(Part0) then local Part1 = Table.Part1 Part0.AssemblyAngularVelocity = Vector3zero local LinearVelocity = Part1.AssemblyLinearVelocity * Axis Part0.AssemblyLinearVelocity = Vector3new(LinearVelocity.X, Axis, LinearVelocity.Z) Part0.CFrame = Part1.CFrame * Table.Offset + AntiSleep end else local Frames = Table.Frames or - 1 Frames = Frames + 1 Table.Frames = Frames if Frames > 15 and OptionsPermanentDeath and OptionsRefit and replicatesignal then Refitting = false --replicatesignal(ConnectDiedSignalBackend) end end end end if not OptionsSetCharacter and Humanoid then Move(RigHumanoid, Humanoid.MoveDirection) RigHumanoid.Jump = Humanoid.Jump end end local OnPreRender = function() local Position = RigHumanoidRootPart.Position RigHumanoidRootPart.CFrame = CFramelookAt(Position, Position + CurrentCamera.CFrame.LookVector * Vector3xzAxis) for Index, Table in next, Aligns do local Part0 = Table.Part0 if Part0.ReceiveAge == 0 and IsDescendantOf(Part0, Workspace) and not GetJoints(Part0)[1] and not IsGrounded(Part0) then Part0.CFrame = Table.Part1.CFrame * Table.Offset end end end local OnMouseBehaviorChanged = function() IsLockCenter = UserInputService.MouseBehavior == LockCenter if IsLockCenter then PreRenderConnection = Connect(PreRender, OnPreRender) tableinsert(RBXScriptConnections, PreRenderConnection) elseif PreRenderConnection then Disconnect(PreRenderConnection) tableremove(RBXScriptConnections, tablefind(RBXScriptConnections, PreRenderConnection)) end end local OnPreSimulation = function() if OptionsDisableCharacterCollisions and Character then for Index, Descendant in next, GetDescendants(Character) do if IsA(Descendant, "BasePart") then Descendant.CanCollide = false end end end if OptionsDisableRigCollisions then for Index, Descendant in next, GetChildren(Rig) do if IsA(Descendant, "BasePart") then Descendant.CanCollide = false end end end end local function CreateObject(Name) local Part = Instance.new("Part") Part.Name = Name Part.CanCollide = true Part.Transparency = 1 Part.Size = Vector3new(0.1, 0.1, 0.1) Part.Parent = Rig end CreateObject("Reanimate_Dummy") CreateObject("Reanimate_Machete") CreateObject("Reanimate_Chainsaw") local Register = function() repeat IsRegistered = pcall(SetCore, StarterGui, "ResetButtonCallback", BindableEvent) taskwait() until IsRegistered end Start = function(Options) if not IsRunning then IsFirst = true IsRunning = true Options = Options or {} OptionsAccessories = Options.Accessories or {} OptionsApplyDescription = Options.ApplyDescription OptionsBreakJointsDelay = Options.BreakJointsDelay or 0 OptionsClickFling = Options.ClickFling OptionsDisableCharacterCollisions = Options.DisableCharacterCollisions OptionsDisableHealthBar = Options.DisableHealthBar OptionsDisableRigCollisions = Options.DisableRigCollisions OptionsDefaultFlingOptions = Options.DefaultFlingOptions or {} OptionsHatDrop = Options.HatDrop OptionsHideCharacter = Options.HideCharacter OptionsParentCharacter = Options.ParentCharacter OptionsPermanentDeath = Options.PermanentDeath OptionsRefit = Options.Refit local OptionsRigSize = Options.RigSize OptionsRigTransparency = Options.RigTransparency or 1 OptionsSetCameraSubject = Options.SetCameraSubject OptionsSetCameraType = Options.SetCameraType OptionsSetCharacter = Options.SetCharacter OptionsSetCollisionGroup = Options.SetCollisionGroup OptionsSimulationRadius = Options.SimulationRadius OptionsTeleportRadius = Options.TeleportRadius OptionsUseServerBreakJoints = Options.UseServerBreakJoints if OptionsDisableHealthBar then IsHealthEnabled = GetCoreGuiEnabled(StarterGui, Health) SetCoreGuiEnabled(StarterGui, Health, false) end BindableEvent = Instancenew("BindableEvent") tableinsert(RBXScriptConnections, Connect(BindableEvent.Event, Stop)) Rig = Options.R15 and Clone(R15HumanoidModel) or Clone(HumanoidModel) Rig.Name = "ReanimatedRig" RigHumanoid = Rig.Humanoid RigHumanoidRootPart = Rig.HumanoidRootPart Rig.Parent = Workspace for Index, Descendant in next, GetDescendants(Rig) do if IsA(Descendant, "Attachment") then Attachments[Descendant.Name] = Descendant elseif IsA(Descendant, "BasePart") or IsA(Descendant, "Decal") then Descendant.Transparency = OptionsRigTransparency end end if OptionsRigSize then ScaleTo(Rig, OptionsRigSize) RigHumanoid.JumpPower = 50*OptionsRigSize RigHumanoid.WalkSpeed = 16*OptionsRigSize end OnCurrentCameraChanged() tableinsert(RBXScriptConnections, Connect(CurrentCameraChanged, OnCurrentCameraChanged)) if OptionsClickFling then tableinsert(RBXScriptConnections, Connect(InputBegan, OnInputBegan)) end local Character = LocalPlayer.Character if Character then OnCharacterAdded(Character) end tableinsert(RBXScriptConnections, Connect(CharacterAdded, OnCharacterAdded)) LastTime = osclock() tableinsert(RBXScriptConnections, Connect(PostSimulation, OnPostSimulation)) if not OptionsSetCharacter then OnMouseBehaviorChanged() tableinsert(RBXScriptConnections, Connect(MouseBehaviorChanged, OnMouseBehaviorChanged)) end if OptionsDisableCharacterCollisions or OptionsDisableRigCollisions then OnPreSimulation() tableinsert(RBXScriptConnections, Connect(PreSimulation, OnPreSimulation)) end IsRegistered = pcall(SetCore, StarterGui, "ResetButtonCallback", BindableEvent) if not IsRegistered then taskspawn(Register) end return { BindableEvent = BindableEvent, Fling = Fling, Rig = Rig } end end Stop = function() if IsRunning then IsFirst = false IsRunning = false for Index, Highlight in Highlights do Destroy(Highlight) end tableclear(Highlights) for Index, RBXScriptConnection in next, RBXScriptConnections do Disconnect(RBXScriptConnection) end tableclear(RBXScriptConnections) Destroy(BindableEvent) if Character.Parent == Rig then Character.Parent = Workspace end if Humanoid then ChangeState(Humanoid, Dead) end Destroy(Rig) if OptionsPermanentDeath and replicatesignal then --replicatesignal(ConnectDiedSignalBackend) end if OptionsDisableHealthBar and not GetCoreGuiEnabled(StarterGui, Health) then SetCoreGuiEnabled(StarterGui, Health, IsHealthEnabled) end if IsRegistered then pcall(SetCore, StarterGui, "ResetButtonCallback", true) else IsRegistered = pcall(SetCore, StarterGui, "ResetButtonCallback", true) end end end local Ypos=0 local Place = game.placeId local jabthing=game.ReplicatedStorage:FindFirstChild("01_server") if jabthing then Ypos=-0 else Ypos=-30 end Empyrean = Start({ Accessories = TableOfAccessries, ApplyDescription = true, BreakJointsDelay = .2, ClickFling = false, DisableCharacterCollisions = true, DisableHealthBar = true, DisableRigCollisions = true, HatDrop = false, HideCharacter = Vector3.new(0, Ypos, 10), ParentCharacter = false, PermanentDeath = false, Refit = true, RigSize = RigScale, RigTransparency = 1, R15 = false, SetCameraSubject = true, SetCameraType = true, SetCharacter = true, SetCollisionGroup = false, SimulationRadius = 10000, TeleportRadius = 5, UseServerBreakJoints = true, }) DefaultFlingOptions = { HatFling = true,--{ MeshId="", TextureId = ""}, Highlight = true, PredictionFling = true, Timeout = 1, ToolFling = false,--"Boombox", } end local function AnimModule() local TS = game:GetService("TweenService") local RS = game:GetService("RunService") local Floor = math.floor local Animator = {} local Playing = {} local FadeOuts = {} local function Ver(Model) if Model and Model.Parent then if not Playing[Model] then Playing[Model] = {} FadeOuts[Model] = {Amount = 0} end end end local function CheckFadeOut(Model, Animation) local FadeOut = FadeOuts[Model] if FadeOut.Amount > 0 then return end local Keyframes = Animation.JointKeyframes local FinalFrame = {} for Joint, Poses in next, Keyframes do FinalFrame[Joint] = Poses[#Poses] end FadeOut.EndFrame = FinalFrame FadeOut.Animation = Animation FadeOut.Start = os.clock() end local c=os.clock() local function Play(self, FadeIn) -- NOTE: do NOT reset the global `c` here; each animation tracks its own -- start time via self.StartInternal so multiple animations in one emote -- don't clobber each other's TimePosition. self.LastKeyframe = nil self.TimePosition = 0 self.StartInternal = os.clock() self.FadeIn = FadeIn local I = Playing[self.Model] for anim in pairs(I) do if anim ~= self and anim:IsPlaying() then if anim.Priority < self.Priority then anim:Stop() elseif anim.Priority > self.Priority then return end end end I[self] = true FadeOuts[self.Model].Amount += 1 end local function Stop(self) local I = Playing[self.Model] I[self] = nil self.FadeIn = nil local Model = self.Model FadeOuts[Model].Amount = FadeOuts[Model].Amount - 1 CheckFadeOut(Model, self) end local function Resume(self) if self.PauseInternal then self.StartInternal = os.clock() - self.PauseInternal end local I = Playing[self.Model] I[self] = true local Model = self.Model FadeOuts[Model].Amount = FadeOuts[Model].Amount + 1 end local function Pause(self) local TimeSince = os.clock() - self.StartInternal self.PauseInternal = TimeSince local I = Playing[self.Model] I[self] = nil local Model = self.Model FadeOuts[Model].Amount = FadeOuts[Model].Amount - 1 CheckFadeOut(Model, self) end local function SetTime(self, Time) self.StartInternal = os.clock() - Time end local function AdjustSpeed(self, NewSpeed) self.StartInternal = os.clock() - ((os.clock() - self.StartInternal) * self.Speed) self.Speed = NewSpeed end local function IsPlaying(self) return Playing[self.Model][self] end function Animator:LoadSequence(Track, Model) local Animation = {} local Joints = {} local Keyframes = {} Ver(Model) for _,Obj in next, Model:GetDescendants() do if Obj:IsA("Motor6D") then local P0 = Obj.Part0 local P1 = Obj.Part1 if not P0 or not P1 then continue end local T = Joints[P0.Name] if not T then T = {} Joints[P0.Name] = T end T[P1.Name] = Obj end end local JointKeyframes = {} local Keyframes = Track:GetKeyframes() table.sort(Keyframes, function(a, b) return a.Time < b.Time end) for _, SKeyframe in next, Keyframes do local STime = SKeyframe.Time for _,Pose in next, SKeyframe:GetDescendants() do if not Pose:IsA("Pose") then continue end if Pose.Weight == 0 then continue end if Pose.Parent == SKeyframe then continue end local P0Name = Pose.Parent.Name local P1Name = Pose.Name local IP0 = Joints[Pose.Parent.Name] if not IP0 then continue end local Joint = IP0[Pose.Name] if not Joint then continue end local JT = JointKeyframes[Joint] if not JT then JT = {} JointKeyframes[Joint] = JT end local Style = Pose:GetAttribute("EasingStyle") or Pose.EasingStyle.Name local Direction = Pose:GetAttribute("EasingDirection") or Pose.EasingDirection.Name local Weight = Pose.Weight local CF = Pose.CFrame local Info = {EasingStyle = Style, EasingDirection = Direction, Weight = Weight, CFrame = CF} JT[#JT+1] = {Time = STime, ["Info"] = Info, Name = SKeyframe.Name} end end Animation.LastKeyframe = nil Animation.TimeReached = Instance.new("BindableEvent") Animation.TimePosition = 0 Animation.TimeLength = Keyframes[#Keyframes].Time Animation.TimeScale = 1 Animation.GeneralWeight = 1 Animation.Play = Play Animation.Stop = Stop Animation.Resume = Resume Animation.Pause = Pause Animation.SetTime = SetTime Animation.AdjustSpeed = AdjustSpeed Animation.IsPlaying = IsPlaying Animation.Model = Model Animation.Looped = false Animation.JointKeyframes = JointKeyframes Animation.Keyframes = Keyframes Animation.Speed = 1 Animation.Filter = {} Animation.FilterType = "Blacklist" Animation.StartInternal = os.clock()-os.clock() Animation.PauseInternal = 0 local PriorityMap = { Core = 0, Idle = 1, Movement = 2, Action = 3, Action2 = 4, Action3 = 5, Action4 = 6, } Animation.Priority = PriorityMap[Track.Priority.Name] or 0 return Animation end function Animator:LoadAnimation(Track, Model) local Animation = {} local Joints = {} Ver(Model) for _,Obj in next, Model:GetDescendants() do if Obj:IsA("Motor6D") then local P0 = Obj.Part0 local P1 = Obj.Part1 if not P0 or not P1 then continue end local T = Joints[P0.Name] if not T then T = {} Joints[P0.Name] = T end T[P1.Name] = Obj end end local JointKeyframes = {} for Num, SKeyframe in next, Track do local STime = SKeyframe.Time local Keyframe = SKeyframe.Keyframe for P0Name,P0 in next, Keyframe do for P1, Info in next, P0 do local IP0 = Joints[P0Name] if not IP0 then continue end local Joint = IP0[P1] if not Joint then continue end local JT = JointKeyframes[Joint] if not JT then JT = {} JointKeyframes[Joint] = JT end JT[#JT+1] = {Time = STime, ["Info"] = Info} end end end Animation.TimePosition = 0 Animation.TimeLength = Track[#Track].Time Animation.TimeScale = 1 Animation.GeneralWeight = 1 Animation.Play = Play Animation.Stop = Stop Animation.Resume = Resume Animation.Pause = Pause Animation.SetTime = SetTime Animation.AdjustSpeed = AdjustSpeed Animation.IsPlaying = IsPlaying Animation.Model = Model Animation.Looped = false Animation.JointKeyframes = JointKeyframes Animation.Speed = 1 Animation.Filter = {} Animation.FilterType = "Blacklist" Animation.StartInternal = os.clock()-os.clock() Animation.PauseInternal = 0 return Animation end local CF = CFrame.new() local function GetPose(TimeSince, Poses, Joint) for i = 1,#Poses do local Keyframe = Poses[i] local NextKeyframe = Poses[i+1] local Time = Keyframe.Time local JT = Joint.Transform if TimeSince >= Time then if NextKeyframe then local NextTime = NextKeyframe.Time if TimeSince < NextTime then local Info1 = Keyframe.Info local Info2 = NextKeyframe.Info local char=ws[StringVal.Value] local CFA = CF:Lerp(Info1.CFrame+Info1.CFrame.Position*(char:GetScale()-1), 1) local CFB = CF:Lerp(Info2.CFrame+Info2.CFrame.Position*(char:GetScale()-1), 1) --CFB+CFB.Position*char:GetScale() local Pose local Alpha if tonumber(Numval.Value)>=10 then Alpha=(TimeSince - Time) / (NextTime - Time) else Alpha=tonumber(Numval.Value) end if Info2.EasingStyle == "Constant" then Pose = CFA else Pose = CFA:Lerp(CFB, TS:GetValue(Alpha, Enum.EasingStyle[Info2.EasingStyle], Enum.EasingDirection[Info2.EasingDirection])) end return {Joint, Pose} end else local Pose = JT:Lerp(Keyframe.Info.CFrame, 1) return {Joint, Keyframe.Info.CFrame} end end end end task.wait() if RS:IsClient() then RS.PostSimulation:Connect(function() for Model, Animations in next, Playing do for Animation,_ in next, Animations do if not Model or not Model.Parent then Playing[Model] = nil FadeOuts[Model] = nil Animation.FadeIn = nil continue end local dr4 local TimeSince = Animation.TimePosition local Length = Animation.TimeLength --print(UseSoundPos.Value) if UseSoundPos.Value==true then dr4 = musicSound.TimePosition else -- Per-animation StartInternal clock: each track advances independently. -- This prevents multi-animation emotes from resetting each other's position -- when a new animation calls Play() and previously reset the global `c`. dr4 = (os.clock() - Animation.StartInternal) * (Animation.Speed or 1) end dr4=dr4%Length --print(dr4) Animation.TimePosition = dr4 if TimeSince > Length then Animation.FadeIn = nil if Animation.Looped then TimeSince = TimeSince%Length else Animation.TimePosition = Length Playing[Model][Animation] = nil FadeOuts[Model].Amount = FadeOuts[Model].Amount - 1 CheckFadeOut(Model, Animation) continue end elseif TimeSince < 0 and Animation.Speed < 0 then if Animation.Looped then TimeSince = Length else Animation.TimePosition = Length Playing[Model][Animation] = nil FadeOuts[Model].Amount = FadeOuts[Model].Amount - 1 CheckFadeOut(Model, Animation) continue end end local Filter = Animation.Filter local Keyframes = Animation.JointKeyframes local ToAnimate = {} if Animation.FilterType == "Blacklist" then for Joint, Poses in next, Keyframes do if not Filter[Joint] then ToAnimate[#ToAnimate+1] = GetPose(TimeSince, Poses, Joint, Animation) end end else for Joint, Poses in next, Keyframes do if Filter[Joint] then ToAnimate[#ToAnimate+1] = GetPose(TimeSince, Poses, Joint, Animation) end end end local FadeIn = Animation.FadeIn for i = 1,#ToAnimate do local Pose = ToAnimate[i] local TCF = Pose[2] if FadeIn and TimeSince < FadeIn then TCF = Pose[1].Transform:Lerp(TCF, 1) end task.spawn(function() game:GetService("RunService").Stepped:Wait() if not Animation:IsPlaying() then return end Pose[1].Transform = TCF end) end for _, KF in pairs(Animation.Keyframes) do if KF.Name ~= "Keyframe" and math.abs(TimeSince - KF.Time) < .1 and Animation.LastKeyframe ~= KF then Animation.TimeReached:Fire(KF) --musicSound.TimePosition=0 Animation.LastKeyframe = KF end end Animation.TimePosition = dr4 end end for Model, Data in next, FadeOuts do if not Model or not Model.Parent then Playing[Model] = nil FadeOuts[Model] = nil continue end if Data.Amount >0 then continue end if not Data.Animation then continue end local TimeSince = os.clock() - Data.Start if TimeSince >= 0.2 then continue end local EndFrame = Data.EndFrame local Animation = Data.Animation local Filter = Animation.Filter task.spawn(function() game:GetService("RunService").Stepped:Wait() if Data.Amount>0 then return end local ToAnimate = {} if Animation.FilterType == "Blacklist" then for Joint, Pose in next, EndFrame do if not Filter[Joint] then local Poses = { { Time = 0, Info = { EasingStyle = "Linear", EasingDirection = "Out", Weight = 1, CFrame = Pose.Info.CFrame } }, { Time = 0, Info = { EasingStyle = "Linear", EasingDirection = "Out", Weight = 1, CFrame = Joint.Transform } } } local Pose = GetPose(TimeSince, Poses, Joint, Animation) Pose[1].Transform = Pose[2] end end else for Joint, Pose in next, EndFrame do if Filter[Joint] then local Poses = { { Time = 0, Info = { EasingStyle = "Linear", EasingDirection = "Out", Weight = 1, CFrame = Pose.Info.CFrame } }, { Time = 0, Info = { EasingStyle = "Linear", EasingDirection = "Out", Weight = 1, CFrame = Joint.Transform } } } local Pose = GetPose(TimeSince, Poses, Joint, Animation) Pose[1].Transform = Pose[2] end end end end) end end) end function Animator:Destroy() table.clear(Playing) end return Animator end function SetOverrideDanceMusic(soundId, name, volume, range, pitch) MusicOverriden = soundId OverridenMusicName = name or "" musicSound.SoundId = soundId musicSound.Volume = volume or 0.75 musicSound.TimePosition = 0 if range~=nil then musicSound.PlaybackRegionsEnabled=true musicSound.LoopRegion=range else musicSound.PlaybackRegionsEnabled=false end if pitch~=nil then musicSound.Pitch=pitch else musicSound.Pitch=1 end musicSound:Play() OverridenMusicStartClock = os.clock() end function GetOverrideDanceMusicTime() if musicSound.IsLoaded and musicSound.IsPlaying then return musicSound.TimePosition end if OverridenMusicStartClock then local elapsed = os.clock() - OverridenMusicStartClock local length = musicSound.TimeLength if length and length > 0 then return elapsed % length end return elapsed end return 0 end function SetOverrideDanceMusicTime(t) musicSound.TimePosition = t if OverridenMusicStartClock then OverridenMusicStartClock = os.clock() - t end end function AssetGetContentId(filename) local ext = filename:lower() local audioExts = {mp3=true, ogg=true, wav=true, flac=true, aac=true} local path = nil if filename:match(".mp3") or filename:match(".ogg") or filename:match(".wav") or filename:match(".flac") or filename:match(".aac") then path=MusicFolder .. "/" .. filename elseif filename:match(".rbxm") then path=Models .. "/" .. filename end if isfile and not isfile(path) then repeat oswait() until isfile(path) end return getcustomasset and getcustomasset(path) or "" end function AssetGetPathFromFilename(filename) local ext = (filename:match("%.(%a+)$") or ""):lower() local audioExts = {mp3=true, ogg=true, wav=true, flac=true, aac=true} local folder = audioExts[ext] and MusicFolder or DanceFolder or Models repeat wait() until folder.."/"..filename or os.clock()+5 return folder .. "/" .. filename end local RegisterAssets={} local function DownloadModuleAssets(assets) if not assets then return end for _, entry in ipairs(assets) do local filename, url = entry:match("^(.-)@(.+)$") if filename and url then if url == nil or url == "None" or url:match("^%s*$") then warn("[UserModule] Skipping asset with no URL: " .. filename) continue end if filename:match(".mp3") or filename:match(".ogg") or filename:match(".wav") or filename:match(".flac") or filename:match(".aac") then local folder = MusicFolder local path = folder .. "/" .. filename RegisterAssets[path] = url print("[UserModule] Registered audio asset: " .. filename) if isfile and not isfile(path) then task.spawn(function() local ok, err = pcall(function() writefile(path, game:HttpGet(url)) end) if not ok then warn("[UserModule] Failed to download asset: " .. filename .. " - " .. tostring(err)) else print("[UserModule] Downloaded: " .. filename) end end) repeat wait() until os.clock()+5 end elseif filename:match(".rbxm") then local folder = Models local path = folder .. "/" .. filename RegisterAssets[path] = url print("[UserModule] Registered Model asset: " .. filename) if isfile and not isfile(path) then task.spawn(function() local ok, err = pcall(function() writefile(path, game:HttpGet(url)) end) if not ok then warn("[UserModule] Failed to download asset: " .. filename .. " - " .. tostring(err)) else print("[UserModule] Downloaded: " .. filename) end end) else repeat wait() until os.clock()+5 end else local path = DanceFolder .. "/" .. filename RegisterAssets[path] = url print("[UserModule] Registered dance asset: " .. filename) if isfile and not isfile(path) then task.spawn(function() local ok, err = pcall(function() writefile(path, game:HttpGet(url)) end) if not ok then warn("[UserModule] Failed to download asset: " .. filename .. " - " .. tostring(err)) else print("[UserModule] Downloaded: " .. filename) end end) else repeat wait() until os.clock()+5 end end end end end local LastReanimChanged=Instance.new("StringValue") local ok, raw = pcall(readfile, ModuleConfigFile) if ok and raw and #raw > 2 then local ok2, decoded = pcall(function() return game:GetService("HttpService"):JSONDecode(raw) end) if ok2 and type(decoded) == "table" then TDZConfigs = decoded end end if type(TDZConfigs._TypeOfReanim) == "string" then TypeOfReanim = TDZConfigs._TypeOfReanim if TypeOfReanim == "Gelatek" then Gelatek.Name = "1Gelatek" CurrentAngle.Name = "2CurrentAngle" Emp.Name = "3Emp" UI["Reanimator_11"]["Text"] = [[Selected: Gelatek]] LastReanimChanged.Value="Gelatek" elseif TypeOfReanim == "CurrentAngle" then Gelatek.Name = "2Gelatek" CurrentAngle.Name = "1CurrentAngle" Emp.Name = "3Emp" UI["Reanimator_11"]["Text"] = [[Selected: CurrentAngle]] LastReanimChanged.Value="CurrentAngle" else TypeOfReanim = "Emper" Gelatek.Name = "2Gelatek" CurrentAngle.Name = "3CurrentAngle" Emp.Name = "1Emp" UI["Reanimator_11"]["Text"] = [[Selected: Empyrean]] LastReanimChanged.Value="Emper" lbl1.Text="Disabled : true -- Emper Reanimate" HookThing.Value="Emper" end end if type(TDZConfigs._CharScale) == "string" and TDZConfigs._CharScale ~= "" then UI["CharScale_b"].Text = TDZConfigs._CharScale end if type(TDZConfigs.InvStyling) == "boolean" and TDZConfigs.InvStyling ~= nil then DisableCustomInventory=TDZConfigs.InvStyling end if type(TDZConfigs._SmoothCam) == "boolean" and TDZConfigs._SmoothCam ~= nil then ad.Value=TDZConfigs._SmoothCam end local _cfgFont = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal) function Util_CreateText(parent, text, size, align) if not parent then return end size= size or 16 align = align or Enum.TextXAlignment.Left local lbl = Instance.new("TextLabel", parent) lbl.Size= UDim2.new(1, -8, 0, size + 6) lbl.BackgroundTransparency = 1 lbl.Font= Enum.Font.Unknown lbl.FontFace= _cfgFont lbl.TextSize= size lbl.TextColor3= Color3.fromRGB(255, 255, 255) lbl.TextXAlignment= align lbl.TextWrapped = true lbl.RichText= true lbl.Text= text lbl.AutomaticSize = Enum.AutomaticSize.Y return lbl end function Util_CreateSeparator(parent) if not parent then return end local f = Instance.new("Frame", parent) f.Size= UDim2.new(1, -8, 0, 2) f.BackgroundColor3= Color3.fromRGB(255, 0, 0) f.BorderSizePixel = 0 return f end function Util_CreateButton(parent, text, size) if not parent then return end size = size or 18 local Button = Instance.new("TextButton", parent) Button.Size= UDim2.new(1, -8, 0, 34) Button.BackgroundColor3= Color3.fromRGB(20, 20, 20) Button.BackgroundTransparency = 1 Button.Font= Enum.Font.Unknown Button.FontFace= _cfgFont Button.TextSize= size Button.TextColor3= Color3.fromRGB(255, 255, 255) Button.TextWrapped = true Button.Text= text Button.AutoButtonColor = true UI["B"] = Instance.new("UIStroke", Button); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) return Button end function Util_CreateSwitch(parent, label, Default) if not parent then local bindable = Instance.new("BindableEvent") return { Changed = bindable.Event } end local ROW_H = 34 local container = Instance.new("Frame", parent) container.Size= UDim2.new(1, -8, 0, ROW_H) container.BackgroundTransparency = 1 container.BorderSizePixel = 0 local lbl = Instance.new("TextLabel", container) lbl.Size= UDim2.new(1, -54, 1, 0) lbl.Position= UDim2.new(0, 4, 0, 0) lbl.BackgroundTransparency= 1 lbl.Font= Enum.Font.Unknown lbl.FontFace= _cfgFont lbl.TextSize= 16 lbl.TextColor3= Color3.fromRGB(255, 255, 255) lbl.TextXAlignment= Enum.TextXAlignment.Left lbl.TextWrapped= true lbl.Text= label or "" local toggle = Instance.new("TextButton", container) toggle.AnchorPoint= Vector2.new(1, 0.5) toggle.Position= UDim2.new(1, -4, 0.5, 0) toggle.Size= UDim2.new(0, 44, 0, 22) toggle.BorderSizePixel= 0 toggle.Font= Enum.Font.Unknown toggle.FontFace= _cfgFont toggle.TextSize= 12 toggle.TextColor3= Color3.fromRGB(255, 255, 255) toggle.Text= "" toggle.AutoButtonColor= false Instance.new("UICorner", toggle).CornerRadius = UDim.new(1, 0) local knob = Instance.new("Frame", toggle) knob.Size= UDim2.new(0, 16, 0, 16) knob.AnchorPoint= Vector2.new(0, 0.5) knob.Position= UDim2.new(0, 3, 0.5, 0) knob.BackgroundColor3= Color3.fromRGB(255, 255, 255) knob.BorderSizePixel= 0 Instance.new("UICorner", knob).CornerRadius = UDim.new(1, 0) local value = not not Default local bindable = Instance.new("BindableEvent") local proxy = { Changed = bindable.Event } local function refresh() if value then toggle.BackgroundColor3 = Primary knob.BackgroundColor3 = Secondary knob.Position = UDim2.new(1, -19, 0.5, 0) else toggle.BackgroundColor3 = Secondary knob.BackgroundColor3 = Primary knob.Position = UDim2.new(0, 3, 0.5, 0) end end refresh() toggle.MouseButton1Click:Connect(function() value = not value refresh() bindable:Fire(value) end) return proxy end function Util_CreateSlider(parent, label, min, max, Default, step) if not parent then return { Changed = Instance.new("BindableEvent").Event } end min= min or 0 max= max or 1 Default = Default or min step= step or 0.01 local ROW_H = 50 local container = Instance.new("Frame", parent) container.Size= UDim2.new(1, -8, 0, ROW_H) container.BackgroundTransparency = 1 container.BorderSizePixel = 0 local lbl = Instance.new("TextLabel", container) lbl.Size= UDim2.new(1, -60, 0, 20) lbl.Position= UDim2.new(0, 4, 0, 2) lbl.BackgroundTransparency = 1 lbl.Font= Enum.Font.Unknown lbl.FontFace= _cfgFont lbl.TextSize= 15 lbl.TextColor3= Color3.fromRGB(255, 255, 255) lbl.TextXAlignment= Enum.TextXAlignment.Left lbl.Text= label or "" local valLbl = Instance.new("TextLabel", container) valLbl.AnchorPoint= Vector2.new(1, 0) valLbl.Position= UDim2.new(1, -4, 0, 2) valLbl.Size= UDim2.new(0, 52, 0, 20) valLbl.BackgroundTransparency = 1 valLbl.Font= Enum.Font.Unknown valLbl.FontFace= _cfgFont valLbl.TextSize= 15 valLbl.TextColor3= Color3.fromRGB(255, 0, 0) valLbl.TextXAlignment= Enum.TextXAlignment.Right local track = Instance.new("Frame", container) track.Position= UDim2.new(0, 4, 0, 28) track.Size= UDim2.new(1, -8, 0, 10) track.BackgroundColor3= Color3.fromRGB(60, 60, 60) track.BorderSizePixel= 0 Instance.new("UICorner", track).CornerRadius = UDim.new(1, 0) local fill = Instance.new("Frame", track) fill.Size= UDim2.new(0, 0, 1, 0) fill.BackgroundColor3= Color3.fromRGB(200, 0, 0) fill.BorderSizePixel= 0 Instance.new("UICorner", fill).CornerRadius = UDim.new(1, 0) local Button = Instance.new("TextButton", track) Button.Size= UDim2.new(1, 0, 1, 0) Button.BackgroundTransparency = 1 Button.Text= "" local value = math.clamp(Default, min, max) local bindable = Instance.new("BindableEvent") local proxy = { Changed = bindable.Event } local function setVal(v) local rounded = math.round(v / step) * step value = math.clamp(rounded, min, max) local alpha = (value - min) / (max - min) fill.Size = UDim2.new(alpha, 0, 1, 0) local display = math.round(value * 100) / 100 valLbl.Text = tostring(display) bindable:Fire(value) end setVal(Default) local dragging = false Button.MouseButton1Down:Connect(function() dragging = true end) game:GetService("UserInputService").InputEnded:Connect(function(inp) if inp.UserInputType == Enum.UserInputType.MouseButton1 or inp.UserInputType == Enum.UserInputType.Touch then dragging = false end end) game:GetService("RunService").RenderStepped:Connect(function() if dragging then local mouse = game:GetService("UserInputService"):GetMouseLocation() local abs = track.AbsolutePosition local sz = track.AbsoluteSize local alpha = math.clamp((mouse.X - abs.X) / sz.X, 0, 1) setVal(min + (max - min) * alpha) end end) return proxy end function Util_CreateDropdown(parent, label, options, Default) if not parent then return { Changed = Instance.new("BindableEvent").Event } end options = options or {} Default = Default or 1 local ROW_H = 34 local container = Instance.new("Frame", parent) container.Size= UDim2.new(1, -8, 0, ROW_H) container.BackgroundTransparency = 1 container.BorderSizePixel = 0 container.ClipsDescendants = false local lbl = Instance.new("TextLabel", container) lbl.Size= UDim2.new(0.45, 0, 1, 0) lbl.Position= UDim2.new(0, 4, 0, 0) lbl.BackgroundTransparency = 1 lbl.Font= Enum.Font.Unknown lbl.FontFace= _cfgFont lbl.TextSize= 15 lbl.TextColor3= Color3.fromRGB(255, 255, 255) lbl.TextXAlignment= Enum.TextXAlignment.Left lbl.TextWrapped= true lbl.Text= label or "" table.insert(IndexWhitwTexts,lbl) local dropdown = Instance.new("TextButton", container) dropdown.AnchorPoint= Vector2.new(1, 0.5) dropdown.Position= UDim2.new(1, -4, 0.5, 0) dropdown.Size= UDim2.new(0.52, 0, 0, 26) dropdown.BackgroundColor3= Color3.fromRGB(20, 20, 20) dropdown.ZIndex= 5 dropdown.BackgroundTransparency= 1 dropdown.Font= Enum.Font.Unknown dropdown.FontFace= _cfgFont dropdown.TextSize= 14 dropdown.TextColor3= Color3.fromRGB(255, 255, 255) dropdown.Text= options[Default] or "" dropdown.AutoButtonColor= true UI["B"] = Instance.new("UIStroke", dropdown); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) Instance.new("UICorner", dropdown).CornerRadius = UDim.new(0, 4) local bindable = Instance.new("BindableEvent") local proxy= { Changed = bindable.Event } local isOpen= false local list= nil local function closeList() if list then list:Destroy() list = nil end isOpen = false end dropdown.MouseButton1Click:Connect(function() if isOpen then closeList() return end isOpen = true list = Instance.new("Frame", dropdown) list.ZIndex= 10 list.Position= UDim2.new(0, 0, 1, 2) list.Size= UDim2.new(1, 0, 0, #options * 26) list.BackgroundColor3 = Color3.fromRGB(0, 0, 0) list.BorderSizePixel= 0 list.BackgroundTransparency= .85 list.ClipsDescendants = false Instance.new("UICorner", list).CornerRadius = UDim.new(0, 4) local ListLayoutl = Instance.new("UIListLayout", list) ListLayoutl.FillDirection = Enum.FillDirection.Vertical ListLayoutl.HorizontalAlignment= Enum.HorizontalAlignment.Center for i, opt in ipairs(options) do local item = Instance.new("TextButton", list) item.Size= UDim2.new(1, 0, 0, 26) item.BackgroundColor3= Color3.fromRGB(30, 30, 30) item.BorderSizePixel= 0 item.Font= Enum.Font.Unknown item.FontFace= _cfgFont item.TextSize= 14 item.TextColor3= Secondary table.insert(IndexWhitwTexts,item) item.Text= opt local idx = i item.MouseButton1Click:Connect(function() dropdown.Text = opt closeList() bindable:Fire(idx) end) end end) return proxy end function Util_CreateTextbox(parent, label, Default, placeholder) if not parent then return { Changed = Instance.new("BindableEvent").Event } end local ROW_H = 34 local container = Instance.new("Frame", parent) container.Size = UDim2.new(1, -8, 0, ROW_H) container.BackgroundTransparency = 1 container.BorderSizePixel = 0 local lbl = Instance.new("TextLabel", container) lbl.Size= UDim2.new(0.4, 0, 1, 0) lbl.Position= UDim2.new(0, 4, 0, 0) lbl.BackgroundTransparency= 1 lbl.Font= Enum.Font.Unknown lbl.FontFace= _cfgFont lbl.TextSize= 15 lbl.TextColor3= Primary lbl.TextXAlignment= Enum.TextXAlignment.Left lbl.Text= label or "" local box = Instance.new("TextBox", container) box.AnchorPoint= Vector2.new(1, 0.5) box.Position= UDim2.new(1, -4, 0.5, 0) box.Size= UDim2.new(0.57, 0, 0, 26) box.BackgroundColor3= Color3.fromRGB(20, 20, 20) box.BorderSizePixel= 0 box.Font= Enum.Font.Unknown box.FontFace= _cfgFont box.TextSize= 14 box.TextColor3= Primary box.PlaceholderText= placeholder or "" box.Text= Default or "" box.ClearTextOFocus= false Instance.new("UICorner", box).CornerRadius = UDim.new(0, 4) local Stroke = Instance.new("UIStroke", box) Stroke.Thickness= 1 Stroke.Color= Color3.fromRGB(180, 0, 0) local bindable = Instance.new("BindableEvent") local proxy= { Changed = bindable.Event } box.FocusLost:Connect(function() bindable:Fire(box.Text) end) return proxy end function Util_CreateCanvas(parent) if not parent then return parent end return parent end function Util_CreateScrollCanvas(parent) if not parent then return parent end return parent end local function GiveFunctionsToModule(func) local env = getfenv(func) env.Util_CreateText= Util_CreateText env.Util_CreateButton= Util_CreateButton env.Util_CreateSwitch= Util_CreateSwitch env.Util_CreateSlider= Util_CreateSlider env.Util_CreateDropdown= Util_CreateDropdown env.Util_CreateTextbox= Util_CreateTextbox env.Util_CreateSeparator= Util_CreateSeparator env.Util_CreateCanvas= Util_CreateCanvas env.Util_CreateScrollCanvas = Util_CreateScrollCanvas env.AnimLib= AnimLib env.SetOverrideDanceMusic= SetOverrideDanceMusic env.GetOverrideDanceMusicTime = GetOverrideDanceMusicTime env.SetOverrideDanceMusicTime = SetOverrideDanceMusicTime env.AssetGetPathFromFilename= AssetGetPathFromFilename env.AssetGetContentId= AssetGetContentId end local function LoadUserModules() local ok, files = pcall(listfiles, UserDances) if not ok or not files then return end for _, filePath in ipairs(files) do if filePath:match("%.lua$") then local success, resListLayoutt = pcall(function() return loadstring(readfile(filePath))() end) if success and type(resListLayoutt) == "table" then for _, factory in ipairs(resListLayoutt) do if type(factory) == "function" then local ok2, m = pcall(factory) if ok2 and type(m) == "table" and m.ModuleType == "DANCE" and m.Name then local entry = { Name = m.Name, Music = "", DanceName = "UserModule", Url = "UserModule", Id = "None", Offset = 0, WalkSpeed = 14, Looped = (m.Looped or true), UseSoundPos = false, Alpha = (m.Alpha or .1), _userModule = m, _factory = factory, } DownloadModuleAssets(m.Assets) table.insert(TableOfDances, entry) print("[UserModule] Registered: " .. m.Name) end end end else warn("[UserModule] Failed to load: " .. filePath .. " | " .. tostring(resListLayoutt)) end end end end local function LoadBuiltInDances() local ok, files = pcall(listfiles, builtins) if not ok or not files then return end for _, filePath in ipairs(files) do if filePath:match("%.lua$") then local success, resListLayoutt = pcall(function() return loadstring(readfile(filePath))() end) if success and type(resListLayoutt) == "table" then for _, factory in ipairs(resListLayoutt) do if type(factory) == "function" then local ok2, m = pcall(factory) if ok2 and type(m) == "table" and m.ModuleType == "DANCE" and m.Name then local entry = { Name = m.Name, Music = "", DanceName = "UserModule", Url = "UserModule", Id = "None", Offset = 0, WalkSpeed = 14, Looped = (m.Looped or true), UseSoundPos = false, Alpha = (m.Alpha or .1), _userModule = m, _isBuiltin = true, _factory = factory, } DownloadModuleAssets(m.Assets) table.insert(TableOfDances, entry) print("[UserModule] Registered Builtin: " .. m.Name) end end end else warn("[UserModule] Failed to load: " .. filePath .. " | " .. tostring(resListLayoutt)) end end end end local function RedownloadUserAsset() notify("Redownloading User Dance assets!") for path, url in pairs(RegisterAssets) do task.spawn(function() local ok, err = pcall(function() writefile(path, game:HttpGet(url)) end) if not ok then warn("[UserModule] Failed to redownload: " .. path .. " - " .. tostring(err)) else print("[UserModule] Redownloaded: " .. path) end end) end end local YourName=game.Players.LocalPlayer.Name local INPUTLOOP=nil local RUNNING=false local States=nil local PrimaryTextBox = mktxb(MF2, "Primary Color", "", "Primary Color", u2(0, 150, 0, 50), u2(0, 10, 0, 50)) mklbl(MF2, [[--// Primary Color \\--]],nil, u2(0, 20, 0, 110)) local SecondaryTextBox = mktxb(MF2, "Secondary Color", "", "Seconday Color", u2(0, 150, 0, 50), u2(0, 10, 0, 150)) mklbl(MF2, [[--// Secondary Color \\--]],nil, u2(0, 30, 0, 210)) local TweenSpeed = mktxb(MF2, "UI Tween Spees", "", "Tween Speed", u2(0, 150, 0, 50), u2(0, 10, 0, 350)) mklbl(MF2, [[--// UI Tween Speed \\--]],nil, u2(0, 20, 0, 410)) TweenSpeed.FocusLost:Connect(function() TweenAlph.Value=1/tonumber(TweenSpeed.Text) TDZConfigs._UISpeed=TweenAlph.Value SaveUIAndModuleConfigs() end) for _, a in UI["Interface_1"]:GetDescendants() do if a:IsA("TextLabel") or a:IsA("TextButton") then local c = a.TextColor3 if c == Color3.fromRGB(255, 0, 0) then table.insert(IndexRedTexts, a) elseif c == Color3.fromRGB(255, 255, 255) then table.insert(IndexWhitwTexts, a) end elseif a:IsA("UIGradient") then local kps = a.Color.Keypoints table.insert(IndexGradients, a) end end local function ParseColor3Input(text) text = text:gsub("%s+", "") -- strip spaces local r, g, b = text:match("Color3%.fromRGB%((%d+),(%d+),(%d+)%)") if r then r, g, b = tonumber(r), tonumber(g), tonumber(b) if r and g and b and r <= 255 and g <= 255 and b <= 255 then return Color3.fromRGB(r, g, b) end end local nr, ng, nb = text:match("Color3%.new%(([%d%.]+),([%d%.]+),([%d%.]+)%)") if nr then nr, ng, nb = tonumber(nr), tonumber(ng), tonumber(nb) if nr and ng and nb and nr <= 1 and ng <= 1 and nb <= 1 then return Color3.new(nr, ng, nb) end end return nil end local function ApplyPrimaryColor(color) task.defer(function() for _, lbl in next, IndexRedTexts do pcall(function() lbl.TextColor3 = color end) Primary=color end for _, grad in next, IndexGradients do pcall(function() grad.Color = ColorSequence.new{ ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)), ColorSequenceKeypoint.new(0.500, color), ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0)), } end) end end) end local function ApplySecondaryColor(color) task.defer(function() for _, lbl in next,IndexWhitwTexts do pcall(function() lbl.TextColor3 = color end) Secondary=color end end) end local saved = TDZConfigs if saved._PrimaryColor then local c = saved._PrimaryColor pcall(function() ApplyPrimaryColor(Color3.fromRGB(c[1], c[2], c[3])) Primary=Color3.fromRGB(c[1], c[2], c[3]) end) end if saved._SecondaryColor then local c = saved._SecondaryColor pcall(function() ApplySecondaryColor(Color3.fromRGB(c[1], c[2], c[3])) Secondary=Color3.fromRGB(c[1], c[2], c[3]) end) end if type(TDZConfigs._UISpeed)=="number" and TDZConfigs._UISpeed~=nil or TDZConfigs._UISpeed~="" then TweenAlph.Value=tonumber(TDZConfigs._UISpeed) print(TDZConfigs._UISpeed) end local function Color3ToTable(c) return { math.round(c.R * 255), math.round(c.G * 255), math.round(c.B * 255), } end PrimaryTextBox.FocusLost:Connect(function() local input = PrimaryTextBox.Text local color = ParseColor3Input(input) if color then ApplyPrimaryColor(color) TDZConfigs._PrimaryColor = Color3ToTable(color) SaveUIAndModuleConfigs() notify("Primary Color updated!") else notify("Invalid format! Use Color3.fromRGB(r,g,b) or Color3.new(r,g,b)") end end) SecondaryTextBox.FocusLost:Connect(function() local input = SecondaryTextBox.Text local color = ParseColor3Input(input) if color then ApplySecondaryColor(color) TDZConfigs._SecondaryColor = Color3ToTable(color) SaveUIAndModuleConfigs() notify("Secondary Color updated!") else notify("Invalid format! Use Color3.fromRGB(r,g,b) or Color3.new(r,g,b)") end end) Ee=MF4.ChildAdded:Connect(function() for _, a in MF4:GetDescendants() do if a:IsA("TextLabel") or a:IsA("TextButton") then if table.find(IndexWhitwTexts,a) then return end local c = a.TextColor3 if c == Color3.fromRGB(255, 0, 0) then table.insert(IndexRedTexts, a) elseif c == Color3.fromRGB(255, 255, 255) then table.insert(IndexWhitwTexts, a) end elseif a:IsA("UIGradient") then if table.find(IndexWhitwTexts,a) then return end table.insert(IndexGradients, a) end local saved = TDZConfigs if saved._PrimaryColor then local c = saved._PrimaryColor pcall(function() ApplyPrimaryColor(Color3.fromRGB(c[1], c[2], c[3])) end) end if saved._SecondaryColor then local c = saved._SecondaryColor pcall(function() ApplySecondaryColor(Color3.fromRGB(c[1], c[2], c[3])) end) end if saved._PrimaryColor==nil or saved._PrimaryColor then Primary=Color3.new(1,0,0) end if saved._SecondaryColor==nil or saved._SecondaryColor=="" then Secondary=Color3.new(1,1,1) end end end) task.spawn(function() aaaa=UI["CharScale_b"].FocusLost:Connect(function() TDZConfigs._CharScale = UI["CharScale_b"].Text SaveUIAndModuleConfigs() end) end) local ClonedDanceTable=nil task.spawn(function() --// Init Modules) notify("Loading Builtin Modules...") LoadUserModules() notify("Loading User Modules...") LoadBuiltInDances() AddLoadeModuleDances() notify("Init Complete") ClonedDanceTable=table.clone(TableOfDances) end) repeat wait() until ClonedDanceTable~=nil local backup=ExtraBackup local Detect=Instance.new("BoolValue") local IsReloading=false ReloadAssets.MouseButton1Click:Connect(function() if IsReloading== true then return end IsReloading=true Detect.Value=true Hmmm.Value=true wait(.2) if ActiveDanceConfiguratuonPage then ActiveDanceConfiguratuonPage:Destroy() ActiveDanceConfiguratuonPage = nil end BuiltInDancesList.Interactable = true UserDancesList.Interactable = true table.clear(UserDanceContainer) table.clear(QueueEmotesThatIsntLooped) table.clear(RegisterAssets) UserDanceContainer = {} RegisterAssets= {} QueueEmotesThatIsntLooped= {} TableOfDances = table.clone(backup) task.wait() notify("Loading Builtin Modules...") LoadUserModules() notify("Loading User Modules...") LoadBuiltInDances() AddLoadeModuleDances() notify("Reloaded Module/s") Detect.Value=false IsReloading=false Hmmm.Value=false end) local usure=1 RedownloadButton.MouseButton1Click:Connect(function() if usure==1 then RedownloadButton.Text="U Sure?" usure=2 elseif usure==2 then RedownloadButton.Text="U wanna reddownload all assets?" usure=3 RedownloadButton.TextWrapped=true RedownloadButton.Scaled=true elseif usure==3 then RedownloadButton.Text="Redownloading..." RedownloadButton.TextWrapped=false RedownloadButton.Scaled=false notify("Redownloading Assets!") for _,a in next,listfiles(DanceFolder) do delfile(a) end for _,a in next,listfiles(MusicFolder) do delfile(a) end RedownloadUserAsset() RedownloadAssert() notify("Assets Redownloaded!") usure=1 end end) function MainScript() if RUNNING then notify("Already Running") return end function Reanimate() if RUNNING then return end RUNNING=true IsRunning1.Value=true local Place = game.placeId local jabthing=game.ReplicatedStorage:FindFirstChild("01_server") if jabthing then if not replicatesignal then TypeOfReanim="CurrentAngle" notify("Gelatek Reanimate Not Supported") end if TypeOfReanim=="CurrentAngle" then Backup() repeat wait() until ws:FindFirstChild(YourName.."_Fake") elseif TypeOfReanim=="Gelatek" then loadstring(game:HttpGet("https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/VeryVeryReanimate.lua"))() task.wait(.1) game.ReplicatedStorage["01_server"]:FireServer("cmd", "-net ") elseif TypeOfReanim=="Emper" then workspace[YourName].HumanoidRootPart.AssemblyLinearVelocity=Vector3.new(0,0,0) Backup1() task.wait(.1) end else if TypeOfReanim=="Gelatek" then TypeOfReanim="CurrentAngle" end if TypeOfReanim=="CurrentAngle" then Backup() repeat wait() until ws:FindFirstChild(YourName.."_Fake") elseif TypeOfReanim=="Emper" then workspace[YourName].HumanoidRootPart.AssemblyLinearVelocity=Vector3.new(0,0,0) Backup1() task.wait() end end end Reanimate() LastReanimChanged.Value=TypeOfReanim local char=nil local IndexTools={} pcall(function() if workspace:FindFirstChild("GelatekReanimate") then char=workspace["GelatekReanimate"] elseif workspace:FindFirstChild(YourName.."_Fake") then char=workspace[YourName.."_Fake"] elseif workspace:FindFirstChild("ReanimatedRig") then char=workspace["ReanimatedRig"] else char=workspace[YourName.."_Fake"] end end) StringVal.Value=char.Name print("Runned") task.spawn(function() aaaa=UI["CharScale_b"].FocusLost:Connect(function() if not RUNNING then aaaa:Disconnect() end pcall(function() char:ScaleTo(tonumber(UI["CharScale_b"].Text) or 1) char.HumanoidRootPart.CFrame=char.HumanoidRootPart.CFrame*CFrame.new(0,tonumber(UI["CharScale_b"].Text or 1)*2,0) char.HumanoidRootPart.Anchored=true -- Anchore it char.HumanoidRootPart.CanCollide=true task.wait(.2) -- Leave a small delay to prevent character from phasing through the ground char.HumanoidRootPart.Anchored=false char.HumanoidRootPart.CanCollide=false end) TDZConfigs._CharScale = UI["CharScale_b"].Text SaveUIAndModuleConfigs() end) end) local Buttons={} task.spawn(function() for _,a in char:GetChildren() do if a:IsA("BasePart") and a.Name~="HumanoidRootPart" and a.Name~="Torso" then local Button=mkbtn(UI["ScrollingFrame2_1e"],a.Name,a.Name) Button.MouseButton1Click:Connect(function() Button:Destroy() char[a.Name]:Remove() end) table.insert(Buttons,Button) end end local saved = TDZConfigs if saved._PrimaryColor then local c = saved._PrimaryColor pcall(function() ApplyPrimaryColor(Color3.fromRGB(c[1], c[2], c[3])) end) end if saved._SecondaryColor then local c = saved._SecondaryColor pcall(function() ApplySecondaryColor(Color3.fromRGB(c[1], c[2], c[3])) end) end end) task.spawn(function() if tonumber(UI["CharScale_b"].Text)==1 then return end char:ScaleTo(tonumber(UI["CharScale_b"].Text) or 1) char.HumanoidRootPart.CFrame=char.HumanoidRootPart.CFrame*CFrame.new(0,tonumber(UI["CharScale_b"].Text or 1)*2,0) char.HumanoidRootPart.Anchored=true -- Anchore it task.wait(.2) -- Leave a small delay to prevent character from phasing through the ground char.HumanoidRootPart.Anchored=false end) --// Custom Tool/Inventory Gui local G2L={}; G2L["1"] = Instance.new("ScreenGui", hui); G2L["1"]["Name"] = [[Custom Inventory]]; G2L["1"]["ResetOnSpawn"] = true; if TypeOfReanim=="Emper" then DisableCustomInventory=true else DisableCustomInventory=bc.Value end if not DisableCustomInventory then -- StarterGui.Custom Inventory.Inventory G2L["2"] = Instance.new("ImageLabel", G2L["1"]); G2L["2"]["Active"] = true; G2L["2"]["ZIndex"] = 0; G2L["2"]["BorderSizePixel"] = 0; G2L["2"]["SliceCenter"] = Rect.new(5, 5, 945, 612); G2L["2"]["ScaleType"] = Enum.ScaleType.Slice; G2L["2"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); G2L["2"]["AnchorPoint"] = Vector2.new(0.5, 1); G2L["2"]["Size"] = UDim2.new(0, 225, 0, 100); G2L["2"]["Visible"] = false; G2L["2"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["2"]["BackgroundTransparency"] = 0.5; G2L["2"]["Name"] = [[Inventory]]; G2L["2"]["Position"] = UDim2.new(0.5, 0, 0.925, -20); G2L["2"]["BackgroundTransparency"] = .75; -- StarterGui.Custom Inventory.Inventory.Frame G2L["3"] = Instance.new("ScrollingFrame", G2L["2"]); G2L["3"]["Active"] = true; G2L["3"]["ScrollingDirection"] = Enum.ScrollingDirection.Y; G2L["3"]["BorderSizePixel"] = 0; G2L["3"]["CanvasSize"] = UDim2.new(0, 0, 0, 0); G2L["3"]["ElasticBehavior"] = Enum.ElasticBehavior.Never; G2L["3"]["TopImage"] = [[]]; G2L["3"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); G2L["3"]["Name"] = [[Frame]]; G2L["3"]["ScrollBarImageTransparency"] = 0.4; G2L["3"]["BottomImage"] = [[]]; G2L["3"]["AnchorPoint"] = Vector2.new(0.5, 0.5); G2L["3"]["AutomaticCanvasSize"] = Enum.AutomaticSize.Y; G2L["3"]["Size"] = UDim2.new(0.98, 0, 0.86193, 0); G2L["3"]["ScrollBarImageColor3"] = Color3.fromRGB(0, 0, 0); G2L["3"]["Position"] = UDim2.new(0.50106, 0, 0.54904, 0); G2L["3"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["3"]["ScrollBarThickness"] = 5; G2L["3"]["BackgroundTransparency"] = 1; -- StarterGui.Custom Inventory.Inventory.Frame.Grid G2L["4"] = Instance.new("UIGridLayout", G2L["3"]); G2L["4"]["CellSize"] = UDim2.new(0, 90, 0, 100); G2L["4"]["Name"] = [[Grid]]; G2L["4"]["CellPadding"] = UDim2.new(0, 15, 0, 15); -- StarterGui.Custom Inventory.Inventory.Frame.UIPadding G2L["5"] = Instance.new("UIPadding", G2L["3"]); G2L["5"]["PaddingTop"] = UDim.new(0, 5); G2L["5"]["PaddingLeft"] = UDim.new(0, 5); -- StarterGui.Custom Inventory.Inventory.SearchBox G2L["6"] = Instance.new("TextBox", G2L["2"]); G2L["6"]["LineHeight"] = 1.1; G2L["6"]["Name"] = [[SearchBox]]; G2L["6"]["PlaceholderColor3"] = Color3.fromRGB(255, 255, 255); G2L["6"]["TextWrapped"] = true; G2L["6"]["ClearTextOnFocus"] = false; G2L["6"]["TextSize"] = 14; G2L["6"]["TextColor3"] = Color3.new(1, 1, 1); G2L["6"]["TextScaled"] = true; G2L["6"]["BackgroundColor3"] = Color3.fromRGB(50, 50, 50); G2L["6"]["Font"] = Enum.Font.Sarpanch; G2L["6"]["AnchorPoint"] = Vector2.new(0.5, 0); G2L["6"]["PlaceholderText"] = [[Search...]]; G2L["6"]["Size"] = UDim2.new(0, 225, 0.04893, 20); G2L["6"]["Position"] = UDim2.new(0, 112,0,-30); G2L["6"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["6"]["Text"] = [[]]; G2L["6"]["BackgroundTransparency"] = .75; -- StarterGui.Custom Inventory.Inventory.SearchBox.UICorner G2L["7"] = Instance.new("UICorner", G2L["6"]); G2L["7"]["CornerRadius"] = UDim.new(0.2, 0); -- StarterGui.Custom Inventory.Inventory.UICorner G2L["8"] = Instance.new("UICorner", G2L["2"]); G2L["8"]["CornerRadius"] = UDim.new(0.05, 0); -- StarterGui.Custom Inventory.hotBar G2L["9"] = Instance.new("Frame", G2L["1"]); G2L["9"]["ZIndex"] = 0; G2L["9"]["BorderSizePixel"] = 0; G2L["9"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); G2L["9"]["AnchorPoint"] = Vector2.new(0.5, 1); G2L["9"]["Size"] = UDim2.new(0.45209, 0, 0.05, 20); G2L["9"]["Position"] = UDim2.new(0.5, 0, 0.99, -5); G2L["9"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["9"]["Name"] = [[hotBar]]; G2L["9"]["BackgroundTransparency"] = 1; -- StarterGui.Custom Inventory.hotBar.Grid G2L["a"] = Instance.new("UIGridLayout", G2L["9"]); G2L["a"]["HorizontalAlignment"] = Enum.HorizontalAlignment.Center; G2L["a"]["CellSize"] = UDim2.new(0, 100, 0, 100); G2L["a"]["Name"] = [[Grid]]; G2L["a"]["CellPadding"] = UDim2.new(0.01, 5, 0, 5); -- StarterGui.Custom Inventory.openButton G2L["b"] = Instance.new("ImageButton", G2L["1"]); G2L["b"]["BorderSizePixel"] = 0; G2L["b"]["BackgroundTransparency"] = 1; G2L["b"]["BackgroundColor3"] = Color3.fromRGB(50, 50, 50); G2L["b"]["ZIndex"] = 6; G2L["b"]["AnchorPoint"] = Vector2.new(0.5, 1); G2L["b"]["Size"] = UDim2.new(0, 60, 0, 60); G2L["b"]["BorderColor3"] = Color3.fromRGB(0, 0, 0); G2L["b"]["Name"] = [[openButton]]; G2L["b"]["Position"] = UDim2.new(.34, 0, 1.043, 0); G2L["b1"] =Instance.new("UICorner", G2L["b"]); -- StarterGui.Custom Inventory.openButton.info G2L["c"] = Instance.new("TextLabel", G2L["b"]); G2L["c"]["TextWrapped"] = true; G2L["c"]["ZIndex"] = 1; G2L["c"]["BorderSizePixel"] = 0; G2L["c"]["TextSize"] = 14; G2L["c"]["TextScaled"] = true; G2L["c"]["BackgroundColor3"] = Color3.fromRGB(50, 50, 50); G2L["c"]["Font"] = Enum.Font.Sarpanch; G2L["c"]["TextColor3"] = Color3.fromRGB(255, 255, 255); G2L["c"]["BackgroundTransparency"] = .50; ---G2L["c"]["AnchorPoint"] = Vector2.new(0.5, 0.5); G2L["c"]["Size"] = UDim2.new(0, 40, 0, 40); G2L["c"]["BorderColor3"] = Color3.fromRGB(0, 0, 0); G2L["c"]["Text"] = [[Show]]; G2L["c"]["TextSize"] = 14; G2L["c"]["Name"] = [[info]]; G2L["c"]["Position"] = UDim2.new(0, 0, 0, 0); -- StarterGui.Custom Inventory.openButton.info.UIStroke G2L["d"] = Instance.new("UIStroke", G2L["c"]); G2L["d1"] = Instance.new("UICorner", G2L["c"]); G2L["d"]["LineJoinMode"] = Enum.LineJoinMode.Miter; G2L["d"]["Thickness"] = 0; -- StarterGui.Custom Inventory.InventoryController G2L["e"] = Instance.new("LocalScript", G2L["1"]); G2L["e"]["Name"] = [[InventoryController]]; -- StarterGui.Custom Inventory.InventoryController.SETTINGS G2L["f"] = Instance.new("ModuleScript", G2L["e"]); G2L["f"]["Name"] = [[SETTINGS]]; -- StarterGui.Custom Inventory.InventoryController.toolButton G2L["10"] = Instance.new("ImageButton", G2L["e"]); G2L["10"]["SizeConstraint"] = Enum.SizeConstraint.RelativeYY; G2L["10"]["BorderSizePixel"] = 0; G2L["10"]["SliceCenter"] = Rect.new(5, 11, 942, 606); G2L["10"]["ScaleType"] = Enum.ScaleType.Slice; G2L["10"]["AutoButtonColor"] = false; G2L["10"]["BackgroundTransparency"] = .75; G2L["10"]["BackgroundColor3"] = Color3.fromRGB(50, 50, 50); G2L["10"]["Size"] = UDim2.new(0, 0, 0, 0); G2L["10"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["10"]["Name"] = [[toolButton]]; G2L["10"]["Position"] = UDim2.new(0.44899, 0, 0.40652, 0); -- StarterGui.Custom Inventory.InventoryController.toolButton.toolNumber G2L["11"] = Instance.new("TextLabel", G2L["10"]); G2L["11"]["TextWrapped"] = true; G2L["11"]["ZIndex"] = 2; G2L["11"]["BorderSizePixel"] = 0; G2L["11"]["TextSize"] = 14; G2L["11"]["TextTransparency"] = .50; G2L["11"]["TextScaled"] = true; G2L["11"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); G2L["11"]["FontFace"] = Font.new([[rbxasset://fonts/families/SourceSansPro.json]], Enum.FontWeight.SemiBold, Enum.FontStyle.Normal); G2L["11"]["TextColor3"] = Color3.fromRGB(255, 255, 255); G2L["11"]["BackgroundTransparency"] = 1; G2L["11"]["Size"] = UDim2.new(.4, 0, .4, 0); G2L["11"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["11"]["Text"] = [[1]]; G2L["11"]["Name"] = [[toolNumber]]; -- StarterGui.Custom Inventory.InventoryController.toolButton.toolName G2L["12"] = Instance.new("TextLabel", G2L["10"]); G2L["12"]["TextWrapped"] = true; G2L["12"]["ZIndex"] = 3; G2L["12"]["BorderSizePixel"] = 0; G2L["12"]["TextSize"] = 16; G2L["12"]["TextScaled"] = true; G2L["12"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); G2L["12"]["Font"] = Enum.Font.Sarpanch; G2L["12"]["TextColor3"] = Color3.fromRGB(255, 255, 255); G2L["12"]["BackgroundTransparency"] = 1; G2L["12"]["AnchorPoint"] = Vector2.new(0.5, 0.5); G2L["12"]["Size"] = UDim2.new(0.8, 0, 0.518, 0); G2L["12"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["12"]["Text"] = [[N/A]]; G2L["12"]["Name"] = [[toolName]]; G2L["12"]["Position"] = UDim2.new(0.515, 0, 0.47079, 0); -- StarterGui.Custom Inventory.InventoryController.toolButton.toolName.UIStroke G2L["13"] = Instance.new("UIStroke", G2L["12"]); G2L["13"]["Thickness"] = 1; -- StarterGui.Custom Inventory.InventoryController.toolButton.toolName.UITextSizeConstraint G2L["14"] = Instance.new("UITextSizeConstraint", G2L["12"]); G2L["14"]["MaxTextSize"] = 20; G2L["14"]["MinTextSize"] = 5; -- StarterGui.Custom Inventory.InventoryController.toolButton.toolAmount G2L["15"] = Instance.new("TextLabel", G2L["10"]); G2L["15"]["TextWrapped"] = true; G2L["15"]["ZIndex"] = 3; G2L["15"]["BorderSizePixel"] = 0; G2L["15"]["TextSize"] = 14; G2L["15"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); G2L["15"]["FontFace"] = Font.new([[rbxasset://fonts/families/SourceSansPro.json]], Enum.FontWeight.SemiBold, Enum.FontStyle.Normal); G2L["15"]["TextColor3"] = Color3.fromRGB(255, 255, 255); G2L["15"]["BackgroundTransparency"] = 1; G2L["15"]["Size"] = UDim2.new(1.13, 0, 0.17, 0); G2L["15"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["15"]["Text"] = [[]]; G2L["15"]["Name"] = [[toolAmount]]; G2L["15"]["Position"] = UDim2.new(-0.065, 0, 0.725, 0); -- StarterGui.Custom Inventory.InventoryController.toolButton.toolAmount.UIStroke G2L["16"] = Instance.new("UIStroke", G2L["15"]); G2L["16"]["Thickness"] = 3; -- StarterGui.Custom Inventory.InventoryController.toolButton.toolIcon G2L["17"] = Instance.new("ImageLabel", G2L["10"]); G2L["17"]["BorderSizePixel"] = 0; G2L["17"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); -- [ERROR] cannot convert ImageContent, please report to "https://github.com/uniquadev/GuiToLuaConverter/issues" G2L["17"]["AnchorPoint"] = Vector2.new(0.5, 0.5); G2L["17"]["Image"] = [[rbxassetid://10202636594]]; G2L["17"]["Size"] = UDim2.new(0, 40, 0, 40); G2L["17"]["Visible"] = false; G2L["17"]["BorderColor3"] = Color3.fromRGB(255, 255, 255); G2L["17"]["BackgroundTransparency"] = 1; G2L["17"]["Selectable"] = true; G2L["17"]["Name"] = [[toolIcon]]; G2L["17"]["Position"] = UDim2.new(0.5, 0, 0.5, 0); -- StarterGui.Custom Inventory.InventoryController.toolButton.toolIcon.UIAspectRatioConstraint G2L["18"] = Instance.new("UIAspectRatioConstraint", G2L["17"]); -- StarterGui.Custom Inventory.InventoryController.toolButton.UIStroke G2L["19"] = Instance.new("UIStroke", G2L["10"]); G2L["19"]["Thickness"] = 1; -- StarterGui.Custom Inventory.InventoryController.toolButton.UICorner G2L["1a"] = Instance.new("UICorner", G2L["10"]); -- Require G2L wrapper local G2L_REQUIRE = require; local G2L_MODuleS = {}; local function require(Module:ModuleScript) local ModuleState = G2L_MODuleS[Module]; if ModuleState then if not ModuleState.Required then ModuleState.Required = true; ModuleState.Value = ModuleState.Closure(); end return ModuleState.Value; end; return G2L_REQUIRE(Module); end G2L_MODuleS[G2L["f"]] = { Closure = function() local script = G2L["f"];local module = {OBJECTS = {}, SETTINGS = {}, slotAmount = 4} module.OBJECTS.HotBar = {} module.OBJECTS.Inventory = {} -- SETTINGS local SETTINGS = module.SETTINGS SETTINGS.Default_COLOR = Color3.fromRGB(0, 0, 0) -- ToolFrame background color when unequipped SETTINGS.EQUIPPED_COLOR = Color3.fromRGB(100, 100, 100) -- ToolFrame background color when equipped SETTINGS.DISABLED_COLOR = Color3.fromRGB(50, 50, 50) -- ToolFrame background color when the tool is disabled SETTINGS.Default_IMAGEID = "" SETTINGS.EQUIPPED_IMAGEID = "" SETTINGS.DISABLED_IMAGEID = "" SETTINGS.INVENTORY_KEYBIND = Enum.KeyCode.Backquote -- KeyCode to open the Inventory itself (set to nil to disable the Inventory or Backpack) SETTINGS.DRAG_OUTSIDE_TO_DROP = false -- If set to true any tool you drag outside of the Inventory or HotBar will be dropped to the floor SETTINGS.SHOW_EMPTY_TOOL_FRAMES_IN_HOTBAR = false -- If set to true it will display all the tool frames in the HotBar even if they are empty and the Inventory closed SETTINGS.SCROLL_HOTBAR_WITH_WHEEL = false -- If set to true it will enable you to scroll the HotBar with the mouse wheel SETTINGS.EQUIP_TOUCH_SENSITIVITY = 60 -- The limit of how much you can drag a tool before it dosent equips/unequips it when you release it SETTINGS.OPEN_BUTTON = true SETTINGS.ALWAYS_SHOW_TOOL_NAME = true -- services local ContextActionService = game:GetService("ContextActionService") local TextService = game:GetService("TextService") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") --// PLAYER local player = game:GetService("Players").LocalPlayer local playerGui = player:WaitForChild("PlayerGui") local mouse = player:GetMouse() --// INVENTORY_SYSTEM \\-- local inventoryGui = script.Parent.Parent local hotbar = inventoryGui.hotBar local inventoryFrame = inventoryGui.Inventory local toolButton = script.Parent.toolButton local EnumKeys = { Enum.KeyCode.One, Enum.KeyCode.Two, Enum.KeyCode.Three, Enum.KeyCode.Four, Enum.KeyCode.Five, Enum.KeyCode.Six, Enum.KeyCode.Seven, Enum.KeyCode.Eight, Enum.KeyCode.Nine, Enum.KeyCode.Zero, } -- tool object methods local toolObjectMetatable = {} toolObjectMetatable.__index = toolObjectMetatable function toolObjectMetatable:isEquipped() -- Checks if the current object.Tool is equipped local character = char if character then return self.Tool.Parent == player.Character else return false end end function toolObjectMetatable:DisconnectAll() -- Makes a cleanup of connections and binds as well as deletes object.Frame for _, v in pairs(self.CONNECTIONS) do v:Disconnect() end self.didRemoval = true if (inventoryFrame.Visible or module.SETTINGS.SHOW_EMPTY_TOOL_FRAMES_IN_HOTBAR) and self.Frame.Parent ~= inventoryGui and self.Frame.Parent ~= inventoryFrame.Frame then local toolName = self.Frame:FindFirstChild("toolName") local toolAmount = self.Frame:FindFirstChild("toolAmount") local toolIcon = self.Frame:FindFirstChild("toolIcon") if toolName and toolAmount and toolIcon then toolName.Text = "" toolAmount.Text = "" toolIcon.Image = "" end self.Frame.BackgroundColor3 = SETTINGS.Default_COLOR self.Frame.Image = SETTINGS.Default_IMAGEID else self.Frame:Destroy() end if self.Parent == "HotBar" and self.Position then ContextActionService:UnbindAction(self.Position .. "hotBar") module.OBJECTS.HotBar[self.Position] = nil elseif self.Parent == "Inventory" then module.OBJECTS.Inventory[self.Tool.Name] = nil end self = nil end function toolObjectMetatable:updateIcon() -- Updates the tool Texture local tool = self.Tool local frame = self.Frame local textureId = tool.TextureId if textureId == "" or textureId == nil then frame.toolName.Visible = true frame.toolIcon.Visible = false frame.toolIcon.Image = "" else frame.toolName.Visible = SETTINGS.ALWAYS_SHOW_TOOL_NAME frame.toolIcon.Visible = true frame.toolIcon.Image = textureId end end function toolObjectMetatable:getParentInstance() return self.Parent == "Inventory" and inventoryFrame.Frame or hotbar end function toolObjectMetatable:showDescription() -- Shows the object.Tool.ToolTip local toolDescription = self.Tool.ToolTip local frame = self.Frame if toolDescription == "" then return end local descriptionFrame = Instance.new("TextLabel") descriptionFrame.Name = "descriptionFrame" descriptionFrame.AnchorPoint = Vector2.new(0.5, 0) descriptionFrame.Font = Enum.Font.SourceSansSemibold descriptionFrame.TextColor = BrickColor.Black() descriptionFrame.TextSize = 14 descriptionFrame.BorderSizePixel = 0 descriptionFrame.BackgroundColor = BrickColor.White() descriptionFrame.ZIndex = 99 descriptionFrame.TextWrapped = true descriptionFrame.Parent = inventoryGui local corner = Instance.new("UICorner") corner.Parent = descriptionFrame corner.CornerRadius = UDim.new(0.12, 0) local textBounds = TextService:GetTextSize(toolDescription, descriptionFrame.TextSize, descriptionFrame.Font, Vector2.new(400, 1000)) + Vector2.new(10, 4) descriptionFrame.Size = UDim2.new(0, textBounds.X, 0, textBounds.Y) descriptionFrame.Position = UDim2.new(0, frame.AbsolutePosition.X + (frame.AbsoluteSize.X / 2), 0, frame.AbsolutePosition.Y - textBounds.Y - 2 + 57) descriptionFrame.Text = toolDescription self.DescriptionFrame = descriptionFrame game:GetService("Debris"):AddItem(descriptionFrame, 15) end function toolObjectMetatable:removeDescription() -- Destroys the object.DescriptionFrame created by object:showDescription() if self.DescriptionFrame then self.DescriptionFrame:Destroy() end end function module:removeCurrentDescription() -- Destroys any current active descriptionFrame local descriptionFrame = inventoryGui:FindFirstChild("descriptionFrame") if descriptionFrame then descriptionFrame:Destroy() end end function module:getObjectFromTool(tool: Tool) -- Returns the ToolObject of a Tool local function searchToolObject(toolParent) for _, toolObject in pairs(toolParent) do if toolObject.Tool == tool then return toolObject end end end return searchToolObject(self.OBJECTS.HotBar) or searchToolObject(self.OBJECTS.Inventory) end function module:getToolPosition(tool: Tool) -- Returns the tool position on the hotbar (if in inventory retuns nil) local toolObject = self:getObjectFromTool(tool) return toolObject and toolObject.Position end function module:searchTool() -- Handler for the tool search feature in the inventory local toolName: string = inventoryFrame.SearchBox.Text if toolName == "" then for _, toolObject in pairs(self.OBJECTS["Inventory"]) do toolObject.Frame.Visible = true end elseif toolName then for _, toolObject in pairs(self.OBJECTS["Inventory"]) do toolObject.Frame.Visible = string.find(toolObject.Name:lower(), toolName:lower()) and true or false end end end function module:lockSlots(unequipCurrentTool: boolean) -- Locks the slots so they cant be equipped or unequipped self.slotsLocked = true if unequipCurrentTool then local character = char local humanoid = character and character:FindFirstChildOfClass("Humanoid") if humanoid then humanoid:UnequipTools() end end end function module:unlockSlots() -- Unlocks the slots so they can be equipped and unequipped again self.slotsLocked = false end function module:lockSlotsPosition() -- Locks the slots position so they cant be moved around self.slotsPositionLocked = false end function module:unlockSlotsPosition() -- Unlocks the slots positions so they can be moved again self.slotsPositionLocked = true end function module:newTool(tool: Tool) if tool:GetAttribute("toolAdded") or not tool:IsA("Tool") then return end local length = 0 for _, _ in pairs(module.OBJECTS.HotBar) do length += 1 end module:addTool(tool, length == self.slotAmount and "Inventory" or "HotBar", tool:GetAttribute("position")) end function module:addTool(tool: Tool, parent: string, position: number) tool:SetAttribute("position", nil) if position == -1 then parent = "Inventory" position = nil end if not position and parent == "HotBar" then for index = 1, self.slotAmount do if self.OBJECTS.HotBar[index] == nil then position = index break end end end if position and hotbar:FindFirstChild(position) then hotbar:FindFirstChild(position):Destroy() end local frame = toolButton:Clone() local amount = tool:GetAttribute("amount") or 1 if amount > 1 then frame.toolAmount.Text = "x" .. amount end frame.toolName.Text = tool.Name frame.Parent = parent == "Inventory" and inventoryFrame.Frame or hotbar frame.Name = parent == "Inventory" and tool.Name or position frame.toolNumber.Text = parent == "Inventory" and "" or position local object = {} setmetatable(object, toolObjectMetatable) object.Tool = tool object.Frame = frame object.Parent = parent object.Position = position object.Name = tool.Name self.OBJECTS[parent][position == nil and frame.Name or position] = object local function manageTool(_, inputState, inputObject) if inputObject and inputObject.UserInputType ~= Enum.UserInputType.Keyboard and inputObject.UserInputType ~= Enum.UserInputType.Touch then return end local character = char local humanoid = character and character:FindFirstChildOfClass("Humanoid") if not humanoid or humanoid.Health <= 0 or not tool.Parent or inputState == Enum.UserInputState.End or self.slotsLocked then return end if object:isEquipped() then -- if tool is equipped then unequip it humanoid:UnequipTools() frame.BackgroundColor3 = SETTINGS.Default_COLOR frame.Image = SETTINGS.Default_IMAGEID module.currentlyEquipped = nil elseif tool.Enabled then -- if tool isnt equipped then equip it humanoid:EquipTool(tool) if module.currentlyEquipped and module.currentlyEquipped.Parent then module.currentlyEquipped.BackgroundColor3 = SETTINGS.Default_COLOR module.currentlyEquipped.Image = SETTINGS.Default_IMAGEID end module.currentlyEquipped = frame frame.BackgroundColor3 = SETTINGS.EQUIPPED_COLOR frame.Image = SETTINGS.EQUIPPED_IMAGEID end end local function updateEquipped() if object:isEquipped() and tool.Enabled then if module.currentlyEquipped and module.currentlyEquipped.Parent then module.currentlyEquipped.BackgroundColor3 = SETTINGS.Default_COLOR module.currentlyEquipped.Image = SETTINGS.Default_IMAGEID end module.currentlyEquipped = frame frame.BackgroundColor3 = SETTINGS.EQUIPPED_COLOR frame.Image = SETTINGS.EQUIPPED_IMAGEID else frame.BackgroundColor3 = SETTINGS.Default_COLOR frame.Image = SETTINGS.Default_IMAGEID module.currentlyEquipped = nil end end local function updateEnabled() if tool.Enabled then frame.Image = SETTINGS.Default_IMAGEID frame.BackgroundColor3 = SETTINGS.Default_COLOR frame.ImageTransparency = 0 frame.toolIcon.ImageTransparency = 0 frame.toolName.TextTransparency = 0 frame.toolNumber.TextTransparency = 0 frame.toolAmount.TextTransparency = 0 frame.toolAmount.UIStroke.Transparency = 0 --frame.toolNumber.Transparency = 0 frame.toolName.UIStroke.Transparency = 0 else frame.Image = SETTINGS.DISABLED_IMAGEID frame.BackgroundColor3 = SETTINGS.DISABLED_COLOR frame.ImageTransparency = 0.35 frame.toolIcon.ImageTransparency = 0.5 frame.toolName.TextTransparency = 0.6 frame.toolNumber.TextTransparency = 0.6 frame.toolAmount.TextTransparency = 0.6 frame.toolAmount.UIStroke.Transparency = 0.6 --frame.toolNumber.Transparency = 0.6 frame.toolName.UIStroke.Transparency = 0.6 end end updateEnabled() updateEquipped() object:updateIcon() --// CONNECTIONS object.CONNECTIONS = {} object.CONNECTIONS.EnabledConn = tool:GetPropertyChangedSignal("Enabled"):Connect(updateEnabled) object.CONNECTIONS.ToolRemoved = tool.AncestryChanged:Connect(function(_, newParent) if player and (newParent == nil or (newParent ~= player.Backpack and newParent ~= player.Character)) then object:DisconnectAll() tool:SetAttribute("toolAdded", false) end updateEquipped() end) object.CONNECTIONS.NameChanged = tool:GetPropertyChangedSignal("Name"):Connect(function() frame.toolName.Text = tool.Name object.Name = tool.Name end) object.CONNECTIONS.TextureIdChanged = tool:GetPropertyChangedSignal("TextureId"):Connect(function() object:updateIcon() end) object.CONNECTIONS.AmountChanged = tool:GetAttributeChangedSignal("amount"):Connect(function() amount = tool:GetAttribute("amount") or 1 if amount > 1 then frame.toolAmount.Text = "x" .. amount else frame.toolAmount.Text = "" end end) object.CONNECTIONS.MouseEnter = frame.MouseEnter:Connect(function() if object.isGrabbed then return end object:showDescription() end) object.CONNECTIONS.MouseLeave = frame.MouseLeave:Connect(function() object:removeDescription() end) object.CONNECTIONS.GrabConn = frame.MouseButton1Down:Connect(function() if self.slotsPositionLocked then return end local mouseEnd local mouseConn local newFrame local CellSize = inventoryFrame.Frame.Grid.CellSize local frameStartPosition = frame.AbsolutePosition object:removeDescription() local function endGrab() mouseEnd:Disconnect() mouseConn:Disconnect() object.isGrabbed = false local droppedGuis = playerGui:GetGuiObjectsAtPosition(mouse.X, mouse.Y) local wasSwapped = false local dropTool = true for _, newSlot in pairs(droppedGuis) do if newSlot:IsA("ImageButton") and (newSlot.Parent == hotbar or newSlot.Parent == inventoryFrame.Frame) then local newSlotObject = self.OBJECTS[newSlot.Parent == hotbar and "HotBar" or "Inventory"][newSlot.Parent == hotbar and tonumber(newSlot.Name) or newSlot.Name] if newSlotObject == object then dropTool = false if newFrame then newFrame:Destroy() end continue end if newSlotObject then -- Swap between tools wasSwapped = true object:DisconnectAll() newSlotObject:DisconnectAll() self:addTool(newSlotObject.Tool, parent, position) self:addTool(tool, newSlotObject.Parent, newSlotObject.Position) if newFrame then newFrame:Destroy() end elseif newSlot.Parent == hotbar then -- Send to Hotbar wasSwapped = true object:DisconnectAll() self:addTool(tool, "HotBar", tonumber(newSlot.Name)) if parent == "Inventory" and newFrame then newFrame:Destroy() end newSlot:Destroy() end if newSlotObject then newSlotObject:removeDescription() end if object then object:removeDescription() end elseif newSlot:IsA("ImageLabel") and newSlot == inventoryFrame and not wasSwapped and parent == "HotBar" then -- Send to Inventory wasSwapped = true object:DisconnectAll() self:addTool(tool, "Inventory") self:searchTool() break end end if not wasSwapped then if newFrame then newFrame:Destroy() end frame.Parent = object:getParentInstance() if SETTINGS.DRAG_OUTSIDE_TO_DROP and dropTool and tool.CanBeDropped then local character = char if character then tool.Parent = character end end if (frameStartPosition - Vector2.new(mouse.X, mouse.Y)).Magnitude <= SETTINGS.EQUIP_TOUCH_SENSITIVITY then manageTool() end end end mouseEnd = UserInputService.InputEnded:Connect(function(inputObject) if inputObject.UserInputType == Enum.UserInputType.MouseButton1 or inputObject.UserInputType == Enum.UserInputType.Touch then endGrab() end end) local function updateFramePos() if not object.isGrabbed then object.isGrabbed = true newFrame = toolButton:Clone() newFrame.toolName.Text = "" newFrame.toolAmount.Text = "" newFrame.toolNumber.Text = position or "" newFrame.Name = frame.Name newFrame.Size = frame.Size newFrame.Parent = object:getParentInstance() frame.Size = CellSize frame.Parent = inventoryGui end local mousePos = Vector2.new(mouse.X, mouse.Y) frame.Position = UDim2.new(0, mousePos.X - (CellSize.X.Offset / 2), 0, mousePos.Y - (CellSize.Y.Offset / 2) + 57) end mouseConn = mouse.Move:Connect(updateFramePos) end) tool:SetAttribute("toolAdded", true) if parent == "HotBar" and position then ContextActionService:BindAction(position .. "hotBar", manageTool, false, EnumKeys[position]) end end return module end; }; -- StarterGui.Custom Inventory.InventoryController local function C_e() local script = G2L["e"]; -- services local StarterGui = game:GetService("StarterGui") local ContextActionService = game:GetService("ContextActionService") local UserInputService = game:GetService("UserInputService") -- references local player = game:GetService("Players").LocalPlayer local backpack = player:WaitForChild("Backpack") local camera = workspace.CurrentCamera -- DISABLE BASIC ROBLOX HOTBAR StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) local CustomInventoryGUI = script.Parent local hotBar = CustomInventoryGUI.hotBar local Inventory = CustomInventoryGUI.Inventory local toolButton = script.toolButton local inventoryHandler = require(script.SETTINGS) local function showSlots() for index = 1, inventoryHandler.slotAmount do local toolObject = inventoryHandler.OBJECTS.HotBar[index] if not toolObject and not hotBar:FindFirstChild(index) and index <= inventoryHandler.slotAmount then local frame = toolButton:Clone() frame.toolName.Text = "" frame.toolAmount.Text = "" frame.toolNumber.Text = index frame.Name = index frame.Parent = hotBar end end end local function removeEmptySlots() for index = 1, 9 do local toolObject = inventoryHandler.OBJECTS.HotBar[index] local toolFrame = hotBar:FindFirstChild(index) if not toolObject and toolFrame then toolFrame:Destroy() if hotBar:FindFirstChild(index) then removeEmptySlots() end end end end local function manageInventory (_, inputState) if inputState == Enum.UserInputState.Begin then Inventory.Visible = not Inventory.Visible local currentState = Inventory.Visible inventoryHandler:removeCurrentDescription() if currentState then showSlots() CustomInventoryGUI.openButton.Position = UDim2.fromScale(.34,1.043) CustomInventoryGUI.openButton.info.Text = "Hide" else if not inventoryHandler.SETTINGS.SHOW_EMPTY_TOOL_FRAMES_IN_HOTBAR then removeEmptySlots() end CustomInventoryGUI.openButton.Position = UDim2.fromScale(.34,1.043) CustomInventoryGUI.openButton.info.Text = "Show" end elseif not inputState then for index = inventoryHandler.slotAmount + 1, inventoryHandler.slotAmount do local toolObject = inventoryHandler.OBJECTS.HotBar[index] local toolFrame = hotBar:FindFirstChild(index) if toolObject then local tool = toolObject.Tool toolObject:DisconnectAll() tool:SetAttribute("toolAdded", nil) inventoryHandler:newTool(tool) elseif toolFrame then toolFrame:Destroy() end end end end local function searchTool() inventoryHandler:searchTool() end local function newTool(tool) if tool:IsA("Tool") then inventoryHandler:newTool(tool) end end local function reloadInventory(character) inventoryHandler.currentlyEquipped = nil backpack = player:WaitForChild("Backpack") for _, tool in pairs(backpack:GetChildren()) do if tool:IsA("Tool") then newTool(tool) end end backpack.ChildAdded:Connect(newTool) character.ChildAdded:Connect(newTool) end local function updateHudPosition() local viewPortSize = camera.ViewportSize local slotSize = UDim2.fromOffset(hotBar.AbsoluteSize.Y, hotBar.AbsoluteSize.Y) Inventory.Frame.Grid.CellSize = slotSize hotBar.Grid.CellSize = slotSize manageInventory() end updateHudPosition(); updateHudPosition() reloadInventory(player.Character or player.CharacterAdded:Wait()) camera:GetPropertyChangedSignal("ViewportSize"):Connect(updateHudPosition) player.CharacterAdded:Connect(reloadInventory) Inventory.SearchBox:GetPropertyChangedSignal("Text"):Connect(searchTool) if inventoryHandler.SETTINGS.SHOW_EMPTY_TOOL_FRAMES_IN_HOTBAR then showSlots() end if inventoryHandler.SETTINGS.INVENTORY_KEYBIND then ContextActionService:BindAction("manageInventory", manageInventory, false, inventoryHandler.SETTINGS.INVENTORY_KEYBIND) end if inventoryHandler.SETTINGS.OPEN_BUTTON then CustomInventoryGUI.openButton.MouseButton1Down:Connect(function() Inventory.Visible = not Inventory.Visible local currentState = Inventory.Visible inventoryHandler:removeCurrentDescription() if currentState then showSlots() CustomInventoryGUI.openButton.Position = UDim2.fromScale(.34,1.043) CustomInventoryGUI.openButton.info.Text = "Hide" else if not inventoryHandler.SETTINGS.SHOW_EMPTY_TOOL_FRAMES_IN_HOTBAR then removeEmptySlots() end CustomInventoryGUI.openButton.Position = UDim2.fromScale(.34,1.043) CustomInventoryGUI.openButton.info.Text = "Show" end end) else CustomInventoryGUI.openButton.Visible = false end local function getToolEquipped() local character = char return character and character:FindFirstChildOfClass("Tool") end UserInputService.InputChanged:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseWheel and inventoryHandler.SETTINGS.SCROLL_HOTBAR_WITH_WHEEL then local direction = input.Position.Z local character = char local humanoid = character and character:FindFirstChildOfClass("Humanoid") local toolEquipped = getToolEquipped() local toolPosition = inventoryHandler:getToolPosition(toolEquipped) or 0 for i=toolPosition + direction, direction < 0 and 1 or inventoryHandler.slotAmount, direction do local toolObject = inventoryHandler.OBJECTS.HotBar[i] if toolObject and humanoid then humanoid:EquipTool(toolObject.Tool) break end end end end) end; task.spawn(C_e); end local lol = math.random(1,2) local sprinting=false local walkanim = is:LoadLocalAsset("rbxassetid://73688515498572") -- uuid. 130213485744288 local idleanim = is:LoadLocalAsset("rbxassetid://74204337812128") -- uuid. 136078657506707 local randompart = Instance.new("Part",game:GetService("RunService")) local coolparticles = game:GetObjects("rbxassetid://87299663038091")[1].ParticleAttachment coolparticles.Parent = randompart local playbacktrack = true local script = Instance.new("LocalScript") real = true local mrandom=math.random local playanother = false local playing = false local dancing = false local sin=math.sin local osclock=os.clock local sine=1 local cos=math.cos local change = 1 local rtrnv; local c; local tbl3; local v; local anim; local count; local hhhh; local asdf; local s; local animid; local plr; local legitjustran = false local loopsplaying=0 local rst local lst local rht local lht local nt local rjt local ReplicatedStorage = game:GetService("ReplicatedStorage") local cframe; local torso; local rs; local ls; local rh; local lh; local n; local rj; local rsc0; local lsc0; local rhc0; local lhc0; local rjc0; local nc02; local gc0; local orsc0; local olsc0; local orhc0; local olhc0; local orjc0; local onc0; local count2; local maxcount2; local walking = false local idle = false local RunService = game:GetService("RunService") local hum=char:FindFirstChildOfClass("Humanoid") local h=char.Head local t=char.Torso local hrp=char.HumanoidRootPart if char:FindFirstChild("Animate") then char.Animate.Enabled = false end for i, v in pairs(hum:GetPlayingAnimationTracks()) do v:Stop() end local function getnext(tbl, number) local best = math.huge local r for t in pairs(tbl) do local d = t - number if d > 0 and d < best then best = d r = t end end if not r then for t in pairs(tbl) do if not r or t < r then r = t end end end return r end local function wait2(tim) if tim<0.1 then game:GetService("RunService").Heartbeat:Wait() else for i=1,tim*40 do game:GetService("RunService").Heartbeat:Wait() end end end local function kftotbl(kf) tbl3 = {} for i,v in pairs(kf:GetDescendants()) do if v:IsA("Pose") then tbl3[string.sub(v.Name,1,1)..string.sub(v.Name,#v.Name,#v.Name)] = v.CFrame end end return(tbl3) end local plr = game.Players.LocalPlayer local RunService = game:GetService("RunService") local function functionToBind() char.Humanoid:Move(Vector3.new(0,0,-.1),false) end local script = Instance.new("Script") ArtificialHB = Instance.new("BindableEvent",script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 60 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:Connect(function(s,p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1,math.floor(tf / frame) do pcall(function() script.Heartbeat:Fire() end) end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function swait(num) if num == 0 or num == nil then ArtificialHB.Event:Wait() else for i = 0,num do ArtificialHB.Event:Wait() end end end function fwait(seconds) seconds = (seconds < 0.000001) and 0.000001 or seconds local event = game:GetService("RunService").PreRender or game:GetService("RunService").Heartbeat local startTime = tick() while tick() - startTime < seconds do event:Wait() end end local alreadyloaded = {} local animmodule = AnimModule() local animplayer = AnimModule() local currentanim = nil local iscurrentadance = nil local gy local function PlayAnim(name, loop, looptomuisc) local ced=char or workspace[StringVal.Value] local char=ced gy=StringVal:GetPropertyChangedSignal("Value"):Connect(function() if TypeOfReanim=="Emper" and TypeOfReanim=="Gelatek" then return end if StringVal.Value=="None!" then return end char=workspace[StringVal.Value] print("Found Char",StringVal.Value) ced=char char = ced end) if not (char and name) then warn("Missing char or name for playanim") return nil end local aaa=tostring(name) local anim if typeof(aaa) == "Instance" then anim = aaa elseif type(aaa) == "string" and full:FindFirstChild(aaa) then anim = full:FindFirstChild(aaa) else anim = full:FindFirstChild(aaa) end if anim then if not alreadyloaded[char] then alreadyloaded[char] = {} end local track = alreadyloaded[char][aaa] if not track then track = animmodule:LoadSequence(anim, char) if not track then warn("Failed to load animation track:", aaa) return nil end alreadyloaded[char][aaa] = track end track.Looped = loop track:Play(0) UseSoundPos.Value=looptomuisc return track end return nil end local function playanim(name, loop,looptomuisc) if looptomuisc==nil then looptomuisc=false end UseSoundPos.Value=looptomuisc local track = PlayAnim(name, loop,looptomuisc) if track then track.OnFinished = Instance.new("BindableEvent") if track._finishedConnection then track._finishedConnection:Disconnect() end if track._timeConnection then track._timeConnection:Disconnect() end track._timeConnection = track.TimeReached.Event:Connect(function(keyframe) end) -- Monitor animation completion track._finishedConnection = game:GetService("RunService").PostSimulation:Connect(function() if not RUNNING then if track._finishedConnection then track._finishedConnection:Disconnect() end return end pcall(function() if track.TimePosition >= track.TimeLength - 0.05 and track:IsPlaying() then if not loop then track:Stop() if track.OnFinished then track.OnFinished:Fire() end if track._finishedConnection then track._finishedConnection:Disconnect() end if track._timeConnection then track._timeConnection:Disconnect() end end end end) end) end return track end local function StopAllAnimations() for char, tracks in pairs(alreadyloaded) do for name, track in pairs(tracks) do if track and track:IsPlaying() then track:Stop() end if track and track.OnFinished then track.OnFinished:Destroy() end end end table.clear(alreadyloaded) end playbacktrack=true local isAssetClean=false local States=nil local ws=game.Workspace UserModuleAnimationLibrary = {} UserModuleAnimationLibrary.Animator= {} UserModuleAnimationLibrary.Animator.__index = UserModuleAnimationLibrary.Animator UserModuleAnimationLibrary.Track= {} AnimLib = UserModuleAnimationLibrary function UserModuleAnimationLibrary.Animator.new() local self = setmetatable({}, UserModuleAnimationLibrary.Animator) self.rig = nil self.track = nil self.looped = true self.alpha = 1 self.speed = 1 self.weight = 1 self.map = nil self._optimiser = 1 self._jointmap = nil self._skipsec = nil self._rig = nil self._track = nil return self end --[[ Steve's Uhhhhh Reanimate .anim binary decoder (returns Steve-style pure-Lua track table) ]] local function LoadAnimBinary(data) local pos = 1 local len = #data local function rU16() if pos+1 > len then error("EOF@U16 pos="..pos) end local a,b = data:byte(pos,pos+1); pos = pos+2 return a + b*256 end local function rU32() if pos+3 > len then error("EOF@U32 pos="..pos) end local a,b,c,d = data:byte(pos,pos+3); pos = pos+4 return a + b*256 + c*65536 + d*16777216 end local function rF32() if pos+3 > len then error("EOF@F32 pos="..pos) end local b0,b1,b2,b3 = data:byte(pos,pos+3); pos = pos+4 local bits = b0 + b1*256 + b2*65536 + b3*16777216 local sign = math.floor(bits/2147483648) local exp = math.floor(bits/8388608) % 256 local mant = bits % 8388608 if exp==0 and mant==0 then return sign==1 and -0.0 or 0.0 end if exp==255 then return sign==1 and -math.huge or math.huge end local value = (1 + mant/8388608) * (2^(exp-127)) return sign==1 and -value or value end local function rStr() local n = rU16() if n==0 then return "" end if pos+n-1 > len then error("EOF@Str pos="..pos.." n="..n) end local s = data:sub(pos, pos+n-1); pos = pos+n return s end local animName = rStr() local kfCount = rU32() local anim = { Name = animName, Time = 0, Keyframes = {} } for _ = 1, kfCount do local t = rF32() anim.Time = math.max(anim.Time, t) local poseCount = rU32() local keyframe = { Time = t, Poses = {} } for _ = 1, poseCount do local name = rStr() local weight = rF32() local es = rStr() local ed = rStr() local c = {} for i = 1, 12 do c[i] = rF32() end table.insert(keyframe.Poses, { Name = name, Weight = weight, EasingStyle = es, EasingDirection = ed, CFrame = CFrame.new(c[1],c[2],c[3], c[4],c[5],c[6], c[7],c[8],c[9], c[10],c[11],c[12]) }) end table.insert(anim.Keyframes, keyframe) end table.sort(anim.Keyframes, function(a, b) return a.Time < b.Time end) return anim end -- Convert a Roblox KeyframeSequence to Steve's pure-Lua track table format local function KeyframeSequenceToTrack(ks) local anim = { Name = ks.Name, Time = 0, Keyframes = {} } for _, k in ks:GetKeyframes() do local t = k.Time anim.Time = math.max(anim.Time, t) local keyframe = { Time = t, Poses = {} } for _, p in k:GetDescendants() do if p:IsA("Pose") then table.insert(keyframe.Poses, { Name = p.Name, Weight = p.Weight, EasingStyle = p.EasingStyle.Name, EasingDirection = p.EasingDirection.Name, CFrame = p.CFrame, }) end end table.insert(anim.Keyframes, keyframe) end table.sort(anim.Keyframes, function(a, b) return a.Time < b.Time end) return anim end function UserModuleAnimationLibrary.Track.fromfile(path) if not (isfile and isfile(path)) then warn("[UserModuleAnimationLibrary] File not found: " .. tostring(path)) repeat wait() until path or os.clock()+5 end local ext = (path:match("%.(%a+)$") or ""):lower() if ext == "anim" then local ok, result = pcall(function() return LoadAnimBinary(readfile(path)) end) if ok and result then return result end warn("[UserModuleAnimationLibrary] Failed to parse .anim: " .. tostring(path) .. " | " .. tostring(result)) return nil end local ok, result = pcall(function() return loadstring(readfile(path))() end) if ok and result then if typeof(result) == "Instance" and result:IsA("KeyframeSequence") then local ok2, track = pcall(KeyframeSequenceToTrack, result) if ok2 and track then return track end warn("[UserModuleAnimationLibrary] Failed to convert KeyframeSequence: " .. tostring(path)) return nil end return result end warn("[UserModuleAnimationLibrary] Failed to load animation: " .. tostring(path)) return nil end -- (Steve-style Animator:Step drives Motor6D directly; no Roblox AnimationModule needed) function UserModuleAnimationLibrary.Animator:Step(t) local rig, track = self.rig, self.track if not rig or not track then return end local speed = self.speed or 1 local weight = self.weight or 1 local looped = self.looped local map = self.map local alphaVal = self.alpha ~= nil and self.alpha or self.Alpha or .1 if alphaVal ~= nil then Numval.Value = tonumber(alphaVal) end t = t * speed if map then t = map[2][1] + (t - map[1][1]) * (map[2][2] - map[2][1]) / (map[1][2] - map[1][1]) end if self._rig ~= rig then self._jointmap = nil self._rig = rig end if self._track ~= track then self._skipsec = nil self._track = track end local jointmap = self._jointmap if not jointmap then jointmap = {} for _, v in rig:GetDescendants() do if v:IsA("Motor6D") and v.Part0 and v.Part1 then jointmap[v.Part1.Name] = v end end self._jointmap = jointmap end local keyframes = track.Keyframes if not keyframes or #keyframes == 0 then return end local skipsec = self._skipsec if not skipsec then skipsec = {} local i = 1 local oldsec = 0 local opt = self._optimiser while i < #keyframes do local k = keyframes[i] local sec = k.Time // opt while oldsec < sec do local j = math.max(1, i - 1) local poses = {} local scan = j while scan > 0 do local k2 = keyframes[scan] for name, _ in jointmap do if not poses[name] then for _, p in k2.Poses do if p.Name == name and p.Weight > 0 then poses[name] = true j = scan break end end end end local ok = true for name, _ in jointmap do ok = poses[name] and ok end if ok then break end scan -= 1 end table.insert(skipsec, {j, j}) oldsec += 1 end i += 1 end for i, v in skipsec do while v[2] < #keyframes and keyframes[v[2]].Time <= (i + 1) * self._optimiser do v[2] += 1 end end self._skipsec = skipsec end local trackTime = track.Time if looped and trackTime and trackTime > 0 then t = t % trackTime end local skip1, skip2 = 1, #keyframes if #skipsec >= 2 then local i = t // self._optimiser if i < 1 then skip1, skip2 = 1, skipsec[1][2] elseif i < #skipsec then skip1, skip2 = skipsec[i][1], skipsec[i][2] else skip1, skip2 = skipsec[#skipsec][1], #keyframes end end local poses = {} for name, _ in jointmap do poses[name] = CFrame.identity end local TweenService = game:GetService("TweenService") for name, _ in poses do local k1, k2, t1, t2 = nil, nil, -math.huge, math.huge for i = skip1, skip2 do local k = keyframes[i] local po = nil for _, p in k.Poses do if p.Name == name and p.Weight > 0 then po = p end end if po ~= nil then if t1 < k.Time and k.Time <= t then k1 = po t1 = k.Time end if t2 > k.Time and k.Time > t then k2 = po t2 = k.Time end end end local cf = CFrame.identity if k1 ~= nil then if k2 ~= nil then local a = (t - t1) / (t2 - t1) local es, ed = k1.EasingStyle, k1.EasingDirection if es == "Constant" then if ed == "In" then a = 1 elseif ed == "Out" then a = 0 else a = a < 0.5 and 0 or 1 end else if es == "CubicV2" then es = "Cubic" end a = TweenService:GetValue(a, Enum.EasingStyle[es], Enum.EasingDirection[ed]) end cf = k1.CFrame:Lerp(k2.CFrame, a) else cf = k1.CFrame end else if k2 ~= nil then cf = k2.CFrame end end poses[name] = cf end local scale = pcall(function() return rig:GetScale() end) and rig:GetScale() or 1 for name, joint in jointmap do local cf = poses[name] or CFrame.identity cf = cf.Rotation + (cf.Position * scale) if weight == 1 then joint.Transform = cf elseif weight ~= 0 then joint.Transform = joint.Transform:Lerp(cf, weight) end end end local function StopPlayingModuleAnimation(name) local entry = UserDanceContainer[name] if not entry then return end UserDanceContainer[name] = nil if entry.updateConn then entry.updateConn:Disconnect() entry.updateConn = nil end pcall(function() musicSound:Stop() musicSound.SoundId = "" end) pcall(function() entry.m.Destroy(char) end) pcall(function() for _, v in char:GetDescendants() do if v:GetAttribute("EmoteProp") then v:Destroy() end end end) end local function PlayModuleEmote(m) for name, _ in pairs(UserDanceContainer) do StopPlayingModuleAnimation(name) end DownloadModuleAssets(m.Assets) if m.Assets and isfile then local deadline = os.clock() + .1 local allReady = false while not allReady and os.clock() < deadline and RUNNING and dancing do allReady = true for _, entry in ipairs(m.Assets) do local filename = entry:match("^(.-)@") if filename then if not isfile(DanceFolder.."/"..filename) then allReady = false break end end end if not allReady then repeat wait() until os.clock()+5 end end end pcall(function() m.Init(char) end) task.spawn(function() local waitDeadline = os.clock() + .1 while not musicSound.IsLoaded and os.clock() < waitDeadline do task.wait(0.05) end if musicSound.IsLoaded then OverridenMusicStartClock = os.clock() - musicSound.TimePosition end end) local conn conn = game:GetService("RunService").PostSimulation:Connect(function(dt) local currentEntry = UserDanceContainer[m.Name] if not currentEntry or currentEntry.updateConn ~= conn then conn:Disconnect() return end if not RUNNING or not dancing then StopPlayingModuleAnimation(m.Name) return end m.Update(dt, char) end) UserDanceContainer[m.Name] = { m = m, updateConn = conn } end local function PlayQueuedEmote() if RunningQueuedEmote then return end RunningQueuedEmote = true task.spawn(function() while #QueueEmotesThatIsntLooped > 0 do local entry = table.remove(QueueEmotesThatIsntLooped, 1) if not dancing then RunningQueuedEmote = false return end pcall(function() entry.Init(char) end) local waitConn local done = false waitConn = game:GetService("RunService").PostSimulation:Connect(function(dt) if not dancing then done = true return end pcall(function() entry.Update(dt, char) end) pcall(function() if entry._rblxTrack and not entry._rblxTrack:IsPlaying() then done = true end end) end) repeat task.wait(0.05) until done or not dancing if waitConn then waitConn:Disconnect() end pcall(function() entry.Destroy(char) end) pcall(function() for _, v in char:GetDescendants() do if v:GetAttribute("EmoteProp") then v:Destroy() end end end) end RunningQueuedEmote = false end) end local function stopanim() StopAllAnimations() musicSound.PlaybackRegionsEnabled=false musicSound.Pitch=1 loopsplaying = math.max(0, loopsplaying - 1) local SavedTime = Playsound.TimePosition playanother = true for name, _ in pairs(UserDanceContainer) do StopPlayingModuleAnimation(name) end if dancing then Playsound.PlaybackSpeed = 1 if playbacktrack == true then Playsound.Volume = 0 Playsound:Stop() else Playsound.Volume = 0 Playsound:Stop() end end coolparticles.Parent = randompart pcall(function() rst:Cancel() rht:Cancel() lht:Cancel() lst:Cancel() nt:Cancel() rjt:Cancel() end) if dancing == true then dancing = false idle = true char.Humanoid:Move(Vector3.new(0,0,-.1),true) walking = false wait(.065) if playbacktrack and not dancing then musicSound:Stop() musicSound.Volume=.75 if Occasions=="Halloween" then Playsound.SoundId = DanceAsset("Halloween.mp3") end Playsound.TimePosition = SavedTime Playsound.Volume = .75 Playsound:Play() end if walking == true and idle == false and char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and playanother == true then task.spawn(function() playanim(walkanim, true) end) end isAssetClean=true for _,v in char:GetDescendants() do if v:GetAttribute("EmoteProp") then v:Destroy() end end wait(.1) isAssetClean=false end end if Occasions=="Halloween" then Playsound.SoundId = DanceAsset("Halloween.mp3") else if lol==1 then Playsound.SoundId = DanceAsset("Lexapro Doesn't Work.mp3") elseif lol==2 then Playsound.SoundId = DanceAsset("Slash.mp3") end end Playsound.TimePosition =0 Playsound.Volume = .75 Playsound:Play() local boolval=Instance.new("BoolValue") local strv=Instance.new("StringValue") function LoadTools() if ws:FindFirstChild(YourName.."_Fake") then char=ws[YourName.."_Fake"] end for _,v in ipairs(TableOfDances) do if not RUNNING then break end local player = game.Players.LocalPlayer local backpack = player:WaitForChild("Backpack") local tool=Instance.new("Tool",backpack) tool.Name=v.Name tool.RequiresHandle=false tool.Equipped:Connect(function() stopanim() dancing = true BoolDance.Value=false String1.Value="Using Tools or Keybind dance" Playsound.Volume=0 wait(.005) char.Humanoid.WalkSpeed=v.WalkSpeed dancing = true if not v._userModule then GetAsset(v) end if v.Name=="Someone Ships" then repeat wait() until not isAssetClean function Someone_Ships() local i=Instance.new local nr=NumberRange.new local ns=NumberSequence.new local nsk=NumberSequenceKeypoint.new local cs=ColorSequence.new local csk=ColorSequenceKeypoint.new local v3=Vector3.new local rgb=Color3.fromRGB local c3=Color3.new local v2=Vector2.new local nr=NumberRange.new local cf=CFrame.new local angles=CFrame.Angles local u2=UDim2.new local scale=char:GetScale()-1 if scale<1 then scale=1 end local Kasane_Teto_1=i("MeshPart", char) Kasane_Teto_1.Name="Kasane_Teto" Kasane_Teto_1:SetAttribute("EmoteProp", true) Kasane_Teto_1.MeshId="rbxassetid://114643462421615" Kasane_Teto_1.Anchored=false Kasane_Teto_1.CanCollide=false Kasane_Teto_1.CanQuery=false Kasane_Teto_1.CanTouch=true Kasane_Teto_1.Transparency=0 Kasane_Teto_1.Reflectance=0 Kasane_Teto_1.Color=c3(0.639216,0.635294,0.647059) Kasane_Teto_1.Material=Enum.Material.Plastic Kasane_Teto_1.Size=v3(.15*scale,.15*scale,0.079889*scale) Kasane_Teto_1.CastShadow=true Kasane_Teto_1.Massless=true Kasane_Teto_1.Material=Enum.Material.Plastic Kasane_Teto_1.TextureID="rbxassetid://110660519010921" Kasane_Teto_1.DoubleSided=false Kasane_Teto_1.CollisionFidelity=Enum.CollisionFidelity.Default Kasane_Teto_1.RenderFidelity=Enum.RenderFidelity.Automatic local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Kasane_Teto" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Kasane_Teto_1 H.Part0=char["HumanoidRootPart"] local Stand_2=i("MeshPart", Kasane_Teto_1) Stand_2.Name="Stand" Stand_2:SetAttribute("EmoteProp", true) Stand_2.MeshId="rbxassetid://85753545216631" Stand_2.Anchored=false Stand_2.CanCollide=false Stand_2.CanQuery=false Stand_2.CanTouch=true Stand_2.Transparency=0 Stand_2.Reflectance=0 Stand_2.Color=c3(0.639216,0.635294,0.647059) Stand_2.Material=Enum.Material.Plastic Stand_2.Size=v3(.114*scale,.2*scale,.167*scale) Stand_2.Position=v3(0,0,1.1) Stand_2.CastShadow=true Stand_2.Massless=true Stand_2.Material=Enum.Material.Plastic Stand_2.TextureID="rbxassetid://110660519010921" Stand_2.DoubleSided=false Stand_2.CollisionFidelity=Enum.CollisionFidelity.Default Stand_2.RenderFidelity=Enum.RenderFidelity.Automatic local Stand_3=i("Motor6D", Kasane_Teto_1) Stand_3.Name="Stand" Stand_3:SetAttribute("EmoteProp", true) Stand_3.Enabled=true Stand_3.C0=cf(0.09758377075195312*scale,-0.7425305843353271*scale,1.1*scale,1,0,0,0,1,0,0,0,1) Stand_3.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Stand_3.Part0=Kasane_Teto_1 Stand_3.Part1=Stand_2 local ishipu2_4=i("Part", char) ishipu2_4.Name="ishipu2" ishipu2_4:SetAttribute("EmoteProp", true) ishipu2_4.Anchored=false ishipu2_4.CanCollide=false ishipu2_4.CanQuery=false ishipu2_4.CanTouch=true ishipu2_4.Transparency=1 ishipu2_4.Reflectance=0 ishipu2_4.Color=c3(0.639216,0.635294,0.647059) ishipu2_4.Material=Enum.Material.Plastic ishipu2_4.Size=v3(0.100000,0.100000,0.100000) ishipu2_4.CastShadow=true ishipu2_4.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="ishipu2" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=ishipu2_4 H.Part0=char["HumanoidRootPart"] local BillboardGui_5=i("BillboardGui", ishipu2_4) BillboardGui_5.Name="BillboardGui" BillboardGui_5:SetAttribute("EmoteProp", true) BillboardGui_5.Size=u2(2,0,1,0) BillboardGui_5.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_5.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_5.Brightness=1 local text_6=i("TextLabel", BillboardGui_5) text_6.Name="text" text_6:SetAttribute("EmoteProp", true) text_6.BackgroundColor3=c3(1.000000,1.000000,1.000000) text_6.BackgroundTransparency=1 text_6.Size=u2(1,0,1,0) text_6.Position=u2(0,0,0,0) text_6.Rotation=0 text_6.ZIndex=1 text_6.Font=Enum.Font.Unknown text_6.FontSize=Enum.FontSize.Size11 text_6.TextColor3=c3(0.000000,0.000000,0.000000) text_6.Text="I ship u 2 hahaha" text_6.TextSize=11 text_6.TextDirection=Enum.TextDirection.Auto text_6.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --text_6.FontFace=nil text_6.TextXAlignment=Enum.TextXAlignment.Center text_6.TextYAlignment=Enum.TextYAlignment.Center text_6.AutomaticSize=Enum.AutomaticSize.None local UICorner_7=i("UICorner", text_6) UICorner_7.Name="UICorner" UICorner_7:SetAttribute("EmoteProp", true) local Wall_8=i("Part", char) Wall_8.Name="Wall" Wall_8:SetAttribute("EmoteProp", true) Wall_8.Anchored=false Wall_8.CanCollide=false Wall_8.CanQuery=false Wall_8.CanTouch=true Wall_8.Transparency=0 Wall_8.Reflectance=0 Wall_8.Color=c3(0.223529,0.223529,0.223529) Wall_8.Material=Enum.Material.Brick Wall_8.Size=v3(1.000000*scale,7.387255*scale,7.884164*scale) Wall_8.CastShadow=false Wall_8.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Wall" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Wall_8 H.Part0=char["HumanoidRootPart"] local Guy_9=i("Part", char) Guy_9.Name="Guy" Guy_9:SetAttribute("EmoteProp", true) Guy_9.Anchored=false Guy_9.CanCollide=false Guy_9.CanQuery=false Guy_9.CanTouch=true Guy_9.Transparency=1 Guy_9.Reflectance=0 Guy_9.Color=c3(0.639216,0.635294,0.647059) Guy_9.Material=Enum.Material.Plastic Guy_9.Size=v3(2.000000*scale,2.000000*scale,1.000000*scale) Guy_9.CastShadow=true Guy_9.Massless=true local Head_10=i("Part", Guy_9) Head_10.Name="Head" Head_10:SetAttribute("EmoteProp", true) Head_10.Anchored=false Head_10.CanCollide=false Head_10.CanQuery=false Head_10.CanTouch=true Head_10.Transparency=0 Head_10.Reflectance=0 Head_10.Color=c3(0.639216,0.635294,0.647059) Head_10.Material=Enum.Material.SmoothPlastic Head_10.Size=v3(2.000000*scale,1.000000*scale,1.000000*scale) Head_10.Position=v3(0,1.5*scale,0) Head_10.CastShadow=true Head_10.Massless=true local Mesh_11=i("SpecialMesh", Head_10) Mesh_11.Name="Mesh" Mesh_11:SetAttribute("EmoteProp", true) Mesh_11.MeshType=Enum.MeshType.Head Mesh_11.MeshId="" Mesh_11.TextureId="" Mesh_11.Scale=v3(1.250000,1.250000,1.250000) Mesh_11.Offset=v3(0.000000,0.000000,0.000000) Mesh_11.VertexColor=v3(1.000000,1.000000,1.000000) local face_12=i("Decal", Head_10) face_12.Name="face" face_12:SetAttribute("EmoteProp", true) face_12.Texture="rbxasset://textures/face.png" face_12.Transparency=0 face_12.Color3=c3(1.000000,1.000000,1.000000) local LeftArm_13=i("Part", Guy_9) LeftArm_13.Name="Left Arm" LeftArm_13:SetAttribute("EmoteProp", true) LeftArm_13.Anchored=false LeftArm_13.CanCollide=false LeftArm_13.CanQuery=false LeftArm_13.CanTouch=true LeftArm_13.Transparency=0 LeftArm_13.Reflectance=0 LeftArm_13.Color=c3(0.639216,0.635294,0.647059) LeftArm_13.Material=Enum.Material.SmoothPlastic LeftArm_13.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) LeftArm_13.Position=v3(-1.5*scale,0,0) LeftArm_13.CastShadow=true LeftArm_13.Massless=true local leftarm_14=i("SpecialMesh", LeftArm_13) leftarm_14.Name="leftarm" leftarm_14:SetAttribute("EmoteProp", true) leftarm_14.MeshType=Enum.MeshType.FileMesh leftarm_14.MeshId="rbxasset://fonts/leftarm.mesh" leftarm_14.TextureId="" leftarm_14.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) leftarm_14.Offset=v3(0.000000,0.000000,0.000000) leftarm_14.VertexColor=v3(1.000000,1.000000,1.000000) local LeftLeg_15=i("Part", Guy_9) LeftLeg_15.Name="Left Leg" LeftLeg_15:SetAttribute("EmoteProp", true) LeftLeg_15.Anchored=false LeftLeg_15.CanCollide=false LeftLeg_15.CanQuery=false LeftLeg_15.CanTouch=true LeftLeg_15.Transparency=0 LeftLeg_15.Reflectance=0 LeftLeg_15.Color=c3(0.105882,0.164706,0.207843) LeftLeg_15.Material=Enum.Material.SmoothPlastic LeftLeg_15.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) LeftLeg_15.Position=v3(-.5*scale,-2.000000*scale,0) LeftLeg_15.CastShadow=true LeftLeg_15.Massless=true local leftleg_16=i("SpecialMesh", LeftLeg_15) leftleg_16.Name="leftleg" leftleg_16:SetAttribute("EmoteProp", true) leftleg_16.MeshType=Enum.MeshType.FileMesh leftleg_16.MeshId="rbxasset://fonts//leftleg.mesh" leftleg_16.TextureId="" leftleg_16.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) leftleg_16.Offset=v3(0.000000,0.000000,0.000000) leftleg_16.VertexColor=v3(1.000000,1.000000,1.000000) local RightArm_17=i("Part", Guy_9) RightArm_17.Name="Right Arm" RightArm_17:SetAttribute("EmoteProp", true) RightArm_17.Anchored=false RightArm_17.CanCollide=false RightArm_17.CanQuery=false RightArm_17.CanTouch=true RightArm_17.Transparency=0 RightArm_17.Reflectance=0 RightArm_17.Color=c3(0.639216,0.635294,0.647059) RightArm_17.Material=Enum.Material.SmoothPlastic RightArm_17.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) RightArm_17.Position=v3(1.5*scale,0,0) RightArm_17.CastShadow=true RightArm_17.Massless=true local rightarm_18=i("SpecialMesh", RightArm_17) rightarm_18.Name="rightarm" rightarm_18:SetAttribute("EmoteProp", true) rightarm_18.MeshType=Enum.MeshType.FileMesh rightarm_18.MeshId="rbxasset://fonts/rightarm.mesh" rightarm_18.TextureId="" rightarm_18.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) rightarm_18.Offset=v3(0.000000,0.000000,0.000000) rightarm_18.VertexColor=v3(1.000000,1.000000,1.000000) local RightLeg_19=i("Part", Guy_9) RightLeg_19.Name="Right Leg" RightLeg_19:SetAttribute("EmoteProp", true) RightLeg_19.Anchored=false RightLeg_19.CanCollide=false RightLeg_19.CanQuery=false RightLeg_19.CanTouch=true RightLeg_19.Transparency=0 RightLeg_19.Reflectance=0 RightLeg_19.Color=c3(0.105882,0.164706,0.207843) RightLeg_19.Material=Enum.Material.SmoothPlastic RightLeg_19.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) RightLeg_19.Position=v3(.5*scale,-2.000000*scale,0) RightLeg_19.CastShadow=true RightLeg_19.Massless=true local rightleg_20=i("SpecialMesh", RightLeg_19) rightleg_20.Name="rightleg" rightleg_20:SetAttribute("EmoteProp", true) rightleg_20.MeshType=Enum.MeshType.FileMesh rightleg_20.MeshId="rbxasset://fonts//rightleg.mesh" rightleg_20.TextureId="" rightleg_20.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) rightleg_20.Offset=v3(0.000000,0.000000,0.000000) rightleg_20.VertexColor=v3(1.000000,1.000000,1.000000) local Torso_21=i("Part", Guy_9) Torso_21.Name="Torso" Torso_21:SetAttribute("EmoteProp", true) Torso_21.Anchored=false Torso_21.CanCollide=false Torso_21.CanQuery=false Torso_21.CanTouch=true Torso_21.Transparency=0 Torso_21.Reflectance=0 Torso_21.Color=c3(0.388235,0.372549,0.384314) Torso_21.Material=Enum.Material.SmoothPlastic Torso_21.Size=v3(2.000000*scale,2.000000*scale,1.000000*scale) Torso_21.CastShadow=true Torso_21.Massless=true local torso_22=i("SpecialMesh", Torso_21) torso_22.Name="torso" torso_22:SetAttribute("EmoteProp", true) torso_22.MeshType=Enum.MeshType.FileMesh torso_22.MeshId="rbxasset://fonts//torso.mesh" torso_22.TextureId="" torso_22.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) torso_22.Offset=v3(0.000000,0.000000,0.000000) torso_22.VertexColor=v3(1.000000,1.000000,1.000000) local Torso_23=i("Motor6D", Guy_9) Torso_23.Name="Torso" Torso_23:SetAttribute("EmoteProp", true) Torso_23.Enabled=true Torso_23.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) Torso_23.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Torso_23.Part0=Guy_9 Torso_23.Part1=Torso_21 local RightLeg_24=i("Motor6D", Guy_9) RightLeg_24.Name="Right Leg" RightLeg_24:SetAttribute("EmoteProp", true) RightLeg_24.Enabled=true RightLeg_24.C0=cf(0.5*scale,-2*scale,0,1,0,0,0,1,0,0,0,1) RightLeg_24.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) RightLeg_24.Part0=Guy_9 RightLeg_24.Part1=RightLeg_19 local RightArm_25=i("Motor6D", Guy_9) RightArm_25.Name="Right Arm" RightArm_25:SetAttribute("EmoteProp", true) RightArm_25.Enabled=true RightArm_25.C0=cf(1.5*scale,0,0,1,0,0,0,1,0,0,0,1) RightArm_25.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) RightArm_25.Part0=Guy_9 RightArm_25.Part1=RightArm_17 local LeftLeg_26=i("Motor6D", Guy_9) LeftLeg_26.Name="Left Leg" LeftLeg_26:SetAttribute("EmoteProp", true) LeftLeg_26.Enabled=true LeftLeg_26.C0=cf(-0.5*scale,-2*scale,0,1,0,0,0,1,0,0,0,1) LeftLeg_26.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) LeftLeg_26.Part0=Guy_9 LeftLeg_26.Part1=LeftLeg_15 local LeftArm_27=i("Motor6D", Guy_9) LeftArm_27.Name="Left Arm" LeftArm_27:SetAttribute("EmoteProp", true) LeftArm_27.Enabled=true LeftArm_27.C0=cf(-1.5*scale,0,0,1,0,0,0,1,0,0,0,1) LeftArm_27.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) LeftArm_27.Part0=Guy_9 LeftArm_27.Part1=LeftArm_13 local Head_28=i("Motor6D", Guy_9) Head_28.Name="Head" Head_28:SetAttribute("EmoteProp", true) Head_28.Enabled=true Head_28.C0=cf(0,1.5*scale,0,1,0,0,0,1,0,0,0,1) Head_28.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Head_28.Part0=Guy_9 Head_28.Part1=Head_10 local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Guy" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Guy_9 H.Part0=char["HumanoidRootPart"] local Talking_29=i("Part", char) Talking_29.Name="Talking" Talking_29:SetAttribute("EmoteProp", true) Talking_29.Anchored=false Talking_29.CanCollide=false Talking_29.CanQuery=false Talking_29.CanTouch=true Talking_29.Transparency=1 --Talking_29.BackgroundTransparency=1 Talking_29.Reflectance=0 Talking_29.Color=c3(0.639216,0.635294,0.647059) Talking_29.Material=Enum.Material.Plastic Talking_29.Size=v3(0.100000,0.100000,0.100000) Talking_29.CastShadow=true Talking_29.Massless=true local BillboardGui_30=i("BillboardGui", Talking_29) BillboardGui_30.Name="BillboardGui" BillboardGui_30:SetAttribute("EmoteProp", true) BillboardGui_30.Size=u2(1,5,1,0) BillboardGui_30.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_30.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_30.Brightness=1 local TextLabel_31=i("TextLabel", BillboardGui_30) TextLabel_31.Name="TextLabel" TextLabel_31:SetAttribute("EmoteProp", true) TextLabel_31.BackgroundColor3=c3(1.000000,1.000000,1.000000) TextLabel_31.BackgroundColor3=c3(1.000000,1.000000,1.000000) TextLabel_31.Size=u2(1,0,1,0) TextLabel_31.Position=u2(0,0,0,0) TextLabel_31.Rotation=0 TextLabel_31.ZIndex=1 TextLabel_31.BackgroundTransparency=1 TextLabel_31.Font=Enum.Font.Unknown TextLabel_31.FontSize=Enum.FontSize.Size11 TextLabel_31.TextColor3=c3(0.000000,0.000000,0.000000) TextLabel_31.Text="*Talking*" TextLabel_31.TextSize=11 TextLabel_31.TextDirection=Enum.TextDirection.Auto TextLabel_31.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --TextLabel_31.FontFace=nil TextLabel_31.TextXAlignment=Enum.TextXAlignment.Center TextLabel_31.TextYAlignment=Enum.TextYAlignment.Center TextLabel_31.AutomaticSize=Enum.AutomaticSize.None local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Talking" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Talking_29 H.Part0=char["HumanoidRootPart"] local Main_32=i("Part", char) Main_32.Name="Main" Main_32:SetAttribute("EmoteProp", true) Main_32.Anchored=false Main_32.CanCollide=false Main_32.CanQuery=false Main_32.CanTouch=true Main_32.Transparency=1 Main_32.Reflectance=0 Main_32.Color=c3(0.639216,0.635294,0.647059) Main_32.Material=Enum.Material.Plastic Main_32.Size=v3(0.100000,0.100000,0.100000) Main_32.CastShadow=true Main_32.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Main" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Main_32 H.Part0=char["HumanoidRootPart"] local BillboardGui_33=i("BillboardGui", Main_32) BillboardGui_33.Name="BillboardGui" BillboardGui_33:SetAttribute("EmoteProp", true) BillboardGui_33.Size=u2(3,5,1,0) BillboardGui_33.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_33.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_33.Brightness=1 local pov_34=i("TextLabel", BillboardGui_33) pov_34.Name="pov" pov_34:SetAttribute("EmoteProp", true) pov_34.BackgroundColor3=c3(1.000000,1.000000,1.000000) pov_34.BackgroundColor3=c3(1.000000,1.000000,1.000000) pov_34.Size=u2(1,0,1,0) pov_34.Position=u2(0,0,0,0) pov_34.Rotation=0 pov_34.ZIndex=1 pov_34.BackgroundTransparency=1 pov_34.Font=Enum.Font.Unknown pov_34.FontSize=Enum.FontSize.Size11 pov_34.TextColor3=c3(1.000000,1.000000,1.000000) pov_34.Text="Pov: Someone ships you with a boy" pov_34.TextSize=11 pov_34.TextDirection=Enum.TextDirection.Auto pov_34.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --pov_34.FontFace=nil pov_34.TextXAlignment=Enum.TextXAlignment.Center pov_34.TextYAlignment=Enum.TextYAlignment.Center pov_34.AutomaticSize=Enum.AutomaticSize.None local UIStroke_35=i("UIStroke", pov_34) UIStroke_35.Name="UIStroke" UIStroke_35:SetAttribute("EmoteProp", true) end Someone_Ships() wait(.2) end Numval.Value=tonumber(v.Alpha) if v._userModule then local m = v._userModule if m.Looped == false then table.insert(QueueEmotesThatIsntLooped, m) PlayQueuedEmote() else PlayModuleEmote(m) end --musicSound:Play() else if v.DanceName~="None" and v.Url~="None" and v.Id=="None" then if v.Looped==false then if v.Name=="Retry Now" then if isfile and not isfile(MusicFolder.."/RetryIntro.mp3") then writefile(MusicFolder.."/RetryIntro.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryIntro.mp3?raw=true")) end if isfile and not isfile(MusicFolder.."/RetryNow.mp3") then writefile(MusicFolder.."/RetryNow.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryNow.mp3?raw=true")) end local dance = LoadDance(v.DanceName, v.Url) musicSound.SoundId=getcustomasset(MusicFolder.."/RetryIntro.mp3") musicSound:Play() local dance2 = LoadDance("Retry2", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Retry2.lua") if dance then local currentTrack = playanim(dance,false,false) if currentTrack and currentTrack.OnFinished then currentTrack.OnFinished.Event:Connect(function() if dance2 then playanim(dance2,true,true) musicSound:Stop() musicSound.SoundId=getcustomasset(MusicFolder.."/RetryNow.mp3") musicSound:Play() end end) end end end else local dance = LoadDance(v.DanceName, v.Url) if dance then if v.Name=="Someone Ships" then wait(.2) end playanim(dance,true,v.UseSoundPos) end end else playanim(v.Id,true,v.UseSoundPos) end end pcall(function() if v.Name~="Retry Now" then if getcustomasset(MusicFolder.."/"..v.Music) then musicSound:Play() else warn("Audio Is Downloading") end end end) musicSound.Playing=true musicSound:Play() end) tool.Unequipped:Connect(function() --if BoolDance.Value==true then return end pcall(function() char.Humanoid.WalkSpeed = 14*char:GetScale()-1 end) stopanim() end) end pcall(function() States=char.Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function() if char.Humanoid.Sit == false then if char.Humanoid.MoveDirection == Vector3.new(0,0,0) and dancing == false and idle == false then walking = false idle = true stopanim() fwait(1/500) if idle == true and walking == false and char.Humanoid.MoveDirection == Vector3.new(0,0,0) and dancing == false and playanother==true then local dance=LoadDance("Idle2", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Idle2.lua") if dance then playanim(dance,true) end end elseif char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and walking == false then char.Humanoid.WalkSpeed = 14*char:GetScale() walking = true idle = false stopanim() fwait(1/500) if sprinting == false then char.Humanoid.WalkSpeed = 14*char:GetScale() if walking == true and idle == false and char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and playanother==true then playanim(walkanim,true) end else char.Humanoid.WalkSpeed = 24*char:GetScale() if walking == true and idle == false and char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and playanother==true then local dance=LoadDance("Sprint", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Sprint.lua") if dance then playanim(dance,true) end end end end end end) end) end local cac if TypeOfReanim~="Emper" then LoadTools() cac=Detect:GetPropertyChangedSignal("Value"):Connect(function() if Detect.Value==false then --stopanim() if not DisableCustomInventory then local UI=G2L["1"] local hb=UI["hotBar"] local inv=UI["Inventory"] for _,v in hb:GetDescendants() do if v:IsA("ImageButton") then v:Destroy() end end for _,v in inv:GetDescendants() do if v:IsA("ImageButton") then v:Destroy() end end end local player = game.Players.LocalPlayer local backpack = player:WaitForChild("Backpack") for _,v in backpack:GetChildren() do if v:IsA("Tool") then v:Destroy() end end LoadTools() else stopanim() for name, _ in pairs(UserDanceContainer) do StopPlayingModuleAnimation(name) end end end) end if TypeOfReanim=="Emper" then pcall(function() States=char.Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function() if char.Humanoid.Sit == false then if char.Humanoid.MoveDirection == Vector3.new(0,0,0) and dancing == false and idle == false then walking = false idle = true stopanim() fwait(1/500) if idle == true and walking == false and char.Humanoid.MoveDirection == Vector3.new(0,0,0) and dancing == false and playanother==true then local dance=LoadDance("Idle2", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Idle2.lua") if dance then playanim(dance,true) end end elseif char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and walking == false then char.Humanoid.WalkSpeed = 14*char:GetScale() walking = true idle = false stopanim() fwait(1/500) if sprinting == false then char.Humanoid.WalkSpeed = 14*char:GetScale() if walking == true and idle == false and char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and playanother==true then playanim(walkanim,true) end else char.Humanoid.WalkSpeed = 24*char:GetScale() if walking == true and idle == false and char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and playanother==true then local dance=LoadDance("Sprint", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Sprint.lua") if dance then playanim(dance,true) end end end end end end) end) local pages = {} local currentPageData = {} task.spawn(function() function Load() local uis = game:GetService("UserInputService") -- Key order matches HKdv3 exactly (same sequence per Page) local KEY_ORDER = { "q","e","r","t","y","u","p", "f","g","h","j","k","l", "z","x","c","v","b","n","comma","leftbracket","rightbracket","minus" } -- Display label for each key (for the info HUD) local KEY_LABEL = { q="Q",e="E",r="R",t="T",y="Y",u="U",p="P", f="F",g="G",h="H",j="J",k="K",l="L", z="Z",x="X",c="C",v="V",b="B",n="N",comma=",",leftbracket="[",rightbracket="]",minus="-" } local KEYS_PER_PAGE = #KEY_ORDER -- 26 per Page for _, dance in ipairs(TableOfDances) do table.insert(currentPageData, dance) if #currentPageData >= KEYS_PER_PAGE then table.insert(pages, currentPageData) currentPageData = {} end end if #currentPageData > 0 then table.insert(pages, currentPageData) end local totalPages = #pages local currentMode = 1 -- which Page we're on local function playDanceFromEntry(v) if not RUNNING then return end if dancing == false then stopanim() dancing = true Playsound.Volume = 0 BoolDance.Value=false String1.Value="Using Tools or Keybind dance" task.wait(0.005) dancing = true pcall(function() char.Humanoid.WalkSpeed = v.WalkSpeed * char:GetScale() end) -- Load and play the music pcall(function() GetAsset(v) end) if v.Name=="Someone Ships" then repeat wait() until not isAssetClean function Someone_Ships() local i=Instance.new local nr=NumberRange.new local ns=NumberSequence.new local nsk=NumberSequenceKeypoint.new local cs=ColorSequence.new local csk=ColorSequenceKeypoint.new local v3=Vector3.new local rgb=Color3.fromRGB local c3=Color3.new local v2=Vector2.new local nr=NumberRange.new local cf=CFrame.new local angles=CFrame.Angles local u2=UDim2.new local scale=char:GetScale()-1 if scale<1 then scale=1 end local Kasane_Teto_1=i("MeshPart", char) Kasane_Teto_1.Name="Kasane_Teto" Kasane_Teto_1:SetAttribute("EmoteProp", true) Kasane_Teto_1.MeshId="rbxassetid://114643462421615" Kasane_Teto_1.Anchored=false Kasane_Teto_1.CanCollide=false Kasane_Teto_1.CanQuery=false Kasane_Teto_1.CanTouch=true Kasane_Teto_1.Transparency=0 Kasane_Teto_1.Reflectance=0 Kasane_Teto_1.Color=c3(0.639216,0.635294,0.647059) Kasane_Teto_1.Material=Enum.Material.Plastic Kasane_Teto_1.Size=v3(.15*scale,.15*scale,0.079889*scale) Kasane_Teto_1.CastShadow=true Kasane_Teto_1.Massless=true Kasane_Teto_1.Material=Enum.Material.Plastic Kasane_Teto_1.TextureID="rbxassetid://110660519010921" Kasane_Teto_1.DoubleSided=false Kasane_Teto_1.CollisionFidelity=Enum.CollisionFidelity.Default Kasane_Teto_1.RenderFidelity=Enum.RenderFidelity.Automatic local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Kasane_Teto" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Kasane_Teto_1 H.Part0=char["HumanoidRootPart"] local Stand_2=i("MeshPart", Kasane_Teto_1) Stand_2.Name="Stand" Stand_2:SetAttribute("EmoteProp", true) Stand_2.MeshId="rbxassetid://85753545216631" Stand_2.Anchored=false Stand_2.CanCollide=false Stand_2.CanQuery=false Stand_2.CanTouch=true Stand_2.Transparency=0 Stand_2.Reflectance=0 Stand_2.Color=c3(0.639216,0.635294,0.647059) Stand_2.Material=Enum.Material.Plastic Stand_2.Size=v3(.114*scale,.2*scale,.167*scale) Stand_2.Position=v3(0,0,1.1) Stand_2.CastShadow=true Stand_2.Massless=true Stand_2.Material=Enum.Material.Plastic Stand_2.TextureID="rbxassetid://110660519010921" Stand_2.DoubleSided=false Stand_2.CollisionFidelity=Enum.CollisionFidelity.Default Stand_2.RenderFidelity=Enum.RenderFidelity.Automatic local Stand_3=i("Motor6D", Kasane_Teto_1) Stand_3.Name="Stand" Stand_3:SetAttribute("EmoteProp", true) Stand_3.Enabled=true Stand_3.C0=cf(0.09758377075195312*scale,-0.7425305843353271*scale,1.1*scale,1,0,0,0,1,0,0,0,1) Stand_3.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Stand_3.Part0=Kasane_Teto_1 Stand_3.Part1=Stand_2 local ishipu2_4=i("Part", char) ishipu2_4.Name="ishipu2" ishipu2_4:SetAttribute("EmoteProp", true) ishipu2_4.Anchored=false ishipu2_4.CanCollide=false ishipu2_4.CanQuery=false ishipu2_4.CanTouch=true ishipu2_4.Transparency=1 ishipu2_4.Reflectance=0 ishipu2_4.Color=c3(0.639216,0.635294,0.647059) ishipu2_4.Material=Enum.Material.Plastic ishipu2_4.Size=v3(0.100000,0.100000,0.100000) ishipu2_4.CastShadow=true ishipu2_4.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="ishipu2" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=ishipu2_4 H.Part0=char["HumanoidRootPart"] local BillboardGui_5=i("BillboardGui", ishipu2_4) BillboardGui_5.Name="BillboardGui" BillboardGui_5:SetAttribute("EmoteProp", true) BillboardGui_5.Size=u2(2,0,1,0) BillboardGui_5.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_5.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_5.Brightness=1 local text_6=i("TextLabel", BillboardGui_5) text_6.Name="text" text_6:SetAttribute("EmoteProp", true) text_6.BackgroundColor3=c3(1.000000,1.000000,1.000000) text_6.BackgroundTransparency=1 text_6.Size=u2(1,0,1,0) text_6.Position=u2(0,0,0,0) text_6.Rotation=0 text_6.ZIndex=1 text_6.Font=Enum.Font.Unknown text_6.FontSize=Enum.FontSize.Size11 text_6.TextColor3=c3(0.000000,0.000000,0.000000) text_6.Text="I ship u 2 hahaha" text_6.TextSize=11 text_6.TextDirection=Enum.TextDirection.Auto text_6.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --text_6.FontFace=nil text_6.TextXAlignment=Enum.TextXAlignment.Center text_6.TextYAlignment=Enum.TextYAlignment.Center text_6.AutomaticSize=Enum.AutomaticSize.None local UICorner_7=i("UICorner", text_6) UICorner_7.Name="UICorner" UICorner_7:SetAttribute("EmoteProp", true) local Wall_8=i("Part", char) Wall_8.Name="Wall" Wall_8:SetAttribute("EmoteProp", true) Wall_8.Anchored=false Wall_8.CanCollide=false Wall_8.CanQuery=false Wall_8.CanTouch=true Wall_8.Transparency=0 Wall_8.Reflectance=0 Wall_8.Color=c3(0.223529,0.223529,0.223529) Wall_8.Material=Enum.Material.Brick Wall_8.Size=v3(1.000000*scale,7.387255*scale,7.884164*scale) Wall_8.CastShadow=false Wall_8.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Wall" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Wall_8 H.Part0=char["HumanoidRootPart"] local Guy_9=i("Part", char) Guy_9.Name="Guy" Guy_9:SetAttribute("EmoteProp", true) Guy_9.Anchored=false Guy_9.CanCollide=false Guy_9.CanQuery=false Guy_9.CanTouch=true Guy_9.Transparency=1 Guy_9.Reflectance=0 Guy_9.Color=c3(0.639216,0.635294,0.647059) Guy_9.Material=Enum.Material.Plastic Guy_9.Size=v3(2.000000*scale,2.000000*scale,1.000000*scale) Guy_9.CastShadow=true Guy_9.Massless=true local Head_10=i("Part", Guy_9) Head_10.Name="Head" Head_10:SetAttribute("EmoteProp", true) Head_10.Anchored=false Head_10.CanCollide=false Head_10.CanQuery=false Head_10.CanTouch=true Head_10.Transparency=0 Head_10.Reflectance=0 Head_10.Color=c3(0.639216,0.635294,0.647059) Head_10.Material=Enum.Material.SmoothPlastic Head_10.Size=v3(2.000000*scale,1.000000*scale,1.000000*scale) Head_10.Position=v3(0,1.5*scale,0) Head_10.CastShadow=true Head_10.Massless=true local Mesh_11=i("SpecialMesh", Head_10) Mesh_11.Name="Mesh" Mesh_11:SetAttribute("EmoteProp", true) Mesh_11.MeshType=Enum.MeshType.Head Mesh_11.MeshId="" Mesh_11.TextureId="" Mesh_11.Scale=v3(1.250000,1.250000,1.250000) Mesh_11.Offset=v3(0.000000,0.000000,0.000000) Mesh_11.VertexColor=v3(1.000000,1.000000,1.000000) local face_12=i("Decal", Head_10) face_12.Name="face" face_12:SetAttribute("EmoteProp", true) face_12.Texture="rbxasset://textures/face.png" face_12.Transparency=0 face_12.Color3=c3(1.000000,1.000000,1.000000) local LeftArm_13=i("Part", Guy_9) LeftArm_13.Name="Left Arm" LeftArm_13:SetAttribute("EmoteProp", true) LeftArm_13.Anchored=false LeftArm_13.CanCollide=false LeftArm_13.CanQuery=false LeftArm_13.CanTouch=true LeftArm_13.Transparency=0 LeftArm_13.Reflectance=0 LeftArm_13.Color=c3(0.639216,0.635294,0.647059) LeftArm_13.Material=Enum.Material.SmoothPlastic LeftArm_13.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) LeftArm_13.Position=v3(-1.5*scale,0,0) LeftArm_13.CastShadow=true LeftArm_13.Massless=true local leftarm_14=i("SpecialMesh", LeftArm_13) leftarm_14.Name="leftarm" leftarm_14:SetAttribute("EmoteProp", true) leftarm_14.MeshType=Enum.MeshType.FileMesh leftarm_14.MeshId="rbxasset://fonts/leftarm.mesh" leftarm_14.TextureId="" leftarm_14.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) leftarm_14.Offset=v3(0.000000,0.000000,0.000000) leftarm_14.VertexColor=v3(1.000000,1.000000,1.000000) local LeftLeg_15=i("Part", Guy_9) LeftLeg_15.Name="Left Leg" LeftLeg_15:SetAttribute("EmoteProp", true) LeftLeg_15.Anchored=false LeftLeg_15.CanCollide=false LeftLeg_15.CanQuery=false LeftLeg_15.CanTouch=true LeftLeg_15.Transparency=0 LeftLeg_15.Reflectance=0 LeftLeg_15.Color=c3(0.105882,0.164706,0.207843) LeftLeg_15.Material=Enum.Material.SmoothPlastic LeftLeg_15.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) LeftLeg_15.Position=v3(-.5*scale,-2.000000*scale,0) LeftLeg_15.CastShadow=true LeftLeg_15.Massless=true local leftleg_16=i("SpecialMesh", LeftLeg_15) leftleg_16.Name="leftleg" leftleg_16:SetAttribute("EmoteProp", true) leftleg_16.MeshType=Enum.MeshType.FileMesh leftleg_16.MeshId="rbxasset://fonts//leftleg.mesh" leftleg_16.TextureId="" leftleg_16.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) leftleg_16.Offset=v3(0.000000,0.000000,0.000000) leftleg_16.VertexColor=v3(1.000000,1.000000,1.000000) local RightArm_17=i("Part", Guy_9) RightArm_17.Name="Right Arm" RightArm_17:SetAttribute("EmoteProp", true) RightArm_17.Anchored=false RightArm_17.CanCollide=false RightArm_17.CanQuery=false RightArm_17.CanTouch=true RightArm_17.Transparency=0 RightArm_17.Reflectance=0 RightArm_17.Color=c3(0.639216,0.635294,0.647059) RightArm_17.Material=Enum.Material.SmoothPlastic RightArm_17.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) RightArm_17.Position=v3(1.5*scale,0,0) RightArm_17.CastShadow=true RightArm_17.Massless=true local rightarm_18=i("SpecialMesh", RightArm_17) rightarm_18.Name="rightarm" rightarm_18:SetAttribute("EmoteProp", true) rightarm_18.MeshType=Enum.MeshType.FileMesh rightarm_18.MeshId="rbxasset://fonts/rightarm.mesh" rightarm_18.TextureId="" rightarm_18.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) rightarm_18.Offset=v3(0.000000,0.000000,0.000000) rightarm_18.VertexColor=v3(1.000000,1.000000,1.000000) local RightLeg_19=i("Part", Guy_9) RightLeg_19.Name="Right Leg" RightLeg_19:SetAttribute("EmoteProp", true) RightLeg_19.Anchored=false RightLeg_19.CanCollide=false RightLeg_19.CanQuery=false RightLeg_19.CanTouch=true RightLeg_19.Transparency=0 RightLeg_19.Reflectance=0 RightLeg_19.Color=c3(0.105882,0.164706,0.207843) RightLeg_19.Material=Enum.Material.SmoothPlastic RightLeg_19.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) RightLeg_19.Position=v3(.5*scale,-2.000000*scale,0) RightLeg_19.CastShadow=true RightLeg_19.Massless=true local rightleg_20=i("SpecialMesh", RightLeg_19) rightleg_20.Name="rightleg" rightleg_20:SetAttribute("EmoteProp", true) rightleg_20.MeshType=Enum.MeshType.FileMesh rightleg_20.MeshId="rbxasset://fonts//rightleg.mesh" rightleg_20.TextureId="" rightleg_20.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) rightleg_20.Offset=v3(0.000000,0.000000,0.000000) rightleg_20.VertexColor=v3(1.000000,1.000000,1.000000) local Torso_21=i("Part", Guy_9) Torso_21.Name="Torso" Torso_21:SetAttribute("EmoteProp", true) Torso_21.Anchored=false Torso_21.CanCollide=false Torso_21.CanQuery=false Torso_21.CanTouch=true Torso_21.Transparency=0 Torso_21.Reflectance=0 Torso_21.Color=c3(0.388235,0.372549,0.384314) Torso_21.Material=Enum.Material.SmoothPlastic Torso_21.Size=v3(2.000000*scale,2.000000*scale,1.000000*scale) Torso_21.CastShadow=true Torso_21.Massless=true local torso_22=i("SpecialMesh", Torso_21) torso_22.Name="torso" torso_22:SetAttribute("EmoteProp", true) torso_22.MeshType=Enum.MeshType.FileMesh torso_22.MeshId="rbxasset://fonts//torso.mesh" torso_22.TextureId="" torso_22.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) torso_22.Offset=v3(0.000000,0.000000,0.000000) torso_22.VertexColor=v3(1.000000,1.000000,1.000000) local Torso_23=i("Motor6D", Guy_9) Torso_23.Name="Torso" Torso_23:SetAttribute("EmoteProp", true) Torso_23.Enabled=true Torso_23.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) Torso_23.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Torso_23.Part0=Guy_9 Torso_23.Part1=Torso_21 local RightLeg_24=i("Motor6D", Guy_9) RightLeg_24.Name="Right Leg" RightLeg_24:SetAttribute("EmoteProp", true) RightLeg_24.Enabled=true RightLeg_24.C0=cf(0.5*scale,-2*scale,0,1,0,0,0,1,0,0,0,1) RightLeg_24.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) RightLeg_24.Part0=Guy_9 RightLeg_24.Part1=RightLeg_19 local RightArm_25=i("Motor6D", Guy_9) RightArm_25.Name="Right Arm" RightArm_25:SetAttribute("EmoteProp", true) RightArm_25.Enabled=true RightArm_25.C0=cf(1.5*scale,0,0,1,0,0,0,1,0,0,0,1) RightArm_25.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) RightArm_25.Part0=Guy_9 RightArm_25.Part1=RightArm_17 local LeftLeg_26=i("Motor6D", Guy_9) LeftLeg_26.Name="Left Leg" LeftLeg_26:SetAttribute("EmoteProp", true) LeftLeg_26.Enabled=true LeftLeg_26.C0=cf(-0.5*scale,-2*scale,0,1,0,0,0,1,0,0,0,1) LeftLeg_26.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) LeftLeg_26.Part0=Guy_9 LeftLeg_26.Part1=LeftLeg_15 local LeftArm_27=i("Motor6D", Guy_9) LeftArm_27.Name="Left Arm" LeftArm_27:SetAttribute("EmoteProp", true) LeftArm_27.Enabled=true LeftArm_27.C0=cf(-1.5*scale,0,0,1,0,0,0,1,0,0,0,1) LeftArm_27.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) LeftArm_27.Part0=Guy_9 LeftArm_27.Part1=LeftArm_13 local Head_28=i("Motor6D", Guy_9) Head_28.Name="Head" Head_28:SetAttribute("EmoteProp", true) Head_28.Enabled=true Head_28.C0=cf(0,1.5*scale,0,1,0,0,0,1,0,0,0,1) Head_28.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Head_28.Part0=Guy_9 Head_28.Part1=Head_10 local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Guy" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Guy_9 H.Part0=char["HumanoidRootPart"] local Talking_29=i("Part", char) Talking_29.Name="Talking" Talking_29:SetAttribute("EmoteProp", true) Talking_29.Anchored=false Talking_29.CanCollide=false Talking_29.CanQuery=false Talking_29.CanTouch=true Talking_29.Transparency=1 --Talking_29.BackgroundTransparency=1 Talking_29.Reflectance=0 Talking_29.Color=c3(0.639216,0.635294,0.647059) Talking_29.Material=Enum.Material.Plastic Talking_29.Size=v3(0.100000,0.100000,0.100000) Talking_29.CastShadow=true Talking_29.Massless=true local BillboardGui_30=i("BillboardGui", Talking_29) BillboardGui_30.Name="BillboardGui" BillboardGui_30:SetAttribute("EmoteProp", true) BillboardGui_30.Size=u2(1,5,1,0) BillboardGui_30.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_30.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_30.Brightness=1 local TextLabel_31=i("TextLabel", BillboardGui_30) TextLabel_31.Name="TextLabel" TextLabel_31:SetAttribute("EmoteProp", true) TextLabel_31.BackgroundColor3=c3(1.000000,1.000000,1.000000) TextLabel_31.BackgroundColor3=c3(1.000000,1.000000,1.000000) TextLabel_31.Size=u2(1,0,1,0) TextLabel_31.Position=u2(0,0,0,0) TextLabel_31.Rotation=0 TextLabel_31.ZIndex=1 TextLabel_31.BackgroundTransparency=1 TextLabel_31.Font=Enum.Font.Unknown TextLabel_31.FontSize=Enum.FontSize.Size11 TextLabel_31.TextColor3=c3(0.000000,0.000000,0.000000) TextLabel_31.Text="*Talking*" TextLabel_31.TextSize=11 TextLabel_31.TextDirection=Enum.TextDirection.Auto TextLabel_31.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --TextLabel_31.FontFace=nil TextLabel_31.TextXAlignment=Enum.TextXAlignment.Center TextLabel_31.TextYAlignment=Enum.TextYAlignment.Center TextLabel_31.AutomaticSize=Enum.AutomaticSize.None local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Talking" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Talking_29 H.Part0=char["HumanoidRootPart"] local Main_32=i("Part", char) Main_32.Name="Main" Main_32:SetAttribute("EmoteProp", true) Main_32.Anchored=false Main_32.CanCollide=false Main_32.CanQuery=false Main_32.CanTouch=true Main_32.Transparency=1 Main_32.Reflectance=0 Main_32.Color=c3(0.639216,0.635294,0.647059) Main_32.Material=Enum.Material.Plastic Main_32.Size=v3(0.100000,0.100000,0.100000) Main_32.CastShadow=true Main_32.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Main" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Main_32 H.Part0=char["HumanoidRootPart"] local BillboardGui_33=i("BillboardGui", Main_32) BillboardGui_33.Name="BillboardGui" BillboardGui_33:SetAttribute("EmoteProp", true) BillboardGui_33.Size=u2(3,5,1,0) BillboardGui_33.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_33.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_33.Brightness=1 local pov_34=i("TextLabel", BillboardGui_33) pov_34.Name="pov" pov_34:SetAttribute("EmoteProp", true) pov_34.BackgroundColor3=c3(1.000000,1.000000,1.000000) pov_34.BackgroundColor3=c3(1.000000,1.000000,1.000000) pov_34.Size=u2(1,0,1,0) pov_34.Position=u2(0,0,0,0) pov_34.Rotation=0 pov_34.ZIndex=1 pov_34.BackgroundTransparency=1 pov_34.Font=Enum.Font.Unknown pov_34.FontSize=Enum.FontSize.Size11 pov_34.TextColor3=c3(1.000000,1.000000,1.000000) pov_34.Text="Pov: Someone ships you with a boy" pov_34.TextSize=11 pov_34.TextDirection=Enum.TextDirection.Auto pov_34.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --pov_34.FontFace=nil pov_34.TextXAlignment=Enum.TextXAlignment.Center pov_34.TextYAlignment=Enum.TextYAlignment.Center pov_34.AutomaticSize=Enum.AutomaticSize.None local UIStroke_35=i("UIStroke", pov_34) UIStroke_35.Name="UIStroke" UIStroke_35:SetAttribute("EmoteProp", true) end Someone_Ships() wait(.2) end if v._userModule then local m = v._userModule if m.Looped == false then table.insert(QueueEmotesThatIsntLooped, m) PlayQueuedEmote() else PlayModuleEmote(m) end --musicSound:Play() else if v.DanceName~="None" and v.Url~="None" and v.Id=="None" then if v.Looped==false then if v.Name=="Retry Now" then if isfile and not isfile(MusicFolder.."/RetryIntro.mp3") then writefile(MusicFolder.."/RetryIntro.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryIntro.mp3?raw=true")) end if isfile and not isfile(MusicFolder.."/RetryNow.mp3") then writefile(MusicFolder.."/RetryNow.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryNow.mp3?raw=true")) end local dance = LoadDance(v.DanceName, v.Url) musicSound.SoundId=getcustomasset(MusicFolder.."/RetryIntro.mp3") musicSound:Play() local dance2 = LoadDance("Retry2", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Retry2.lua") if dance then local currentTrack = playanim(dance,false,false) if currentTrack and currentTrack.OnFinished then currentTrack.OnFinished.Event:Connect(function() if dance2 then playanim(dance2,true,true) musicSound:Stop() musicSound.SoundId=getcustomasset(MusicFolder.."/RetryNow.mp3") musicSound:Play() end end) end end end else local dance = LoadDance(v.DanceName, v.Url) if dance then if v.Name=="Someone Ships" then wait(.2) end playanim(dance,true,v.UseSoundPos) end end else playanim(v.Id,true,v.UseSoundPos) end end musicSound:Play() else stopanim() end end INPUTLOOP = uis.InputBegan:Connect(function(input, chatting) if chatting then return end pcall(function() if char and char.Humanoid and char.Humanoid.Sit then return end end) local k = string.lower(string.gsub(tostring(input.KeyCode), "Enum.KeyCode.", "")) -- Page cycling with M key (same as HKdv3) if k == "m" then currentMode = (currentMode % totalPages) + 1 game:GetService("StarterGui"):SetCore("SendNotification", { Title = Name; Duration = 3; Text = "Page " .. currentMode .. " / " .. totalPages }) pcall(function() local pageData = pages[currentMode] if pageData and pageData[1] then Dance.Text = pageData[1].Name end end) elseif k=="leftcontrol" then sprinting=not sprinting end -- Find which slot this key is in local keySlot = nil for slot, keyName in ipairs(KEY_ORDER) do if keyName == k then keySlot = slot break end end if not keySlot then return end -- Get the dance for this Page + slot local pageData = pages[currentMode] if not pageData then return end local entry = pageData[keySlot] if not entry then return end -- Update HUD --[[pcall(function() Dance.Text = entry.Name Key.Text = KEY_LABEL[k] or k:upper() end)]] playDanceFromEntry(entry) end) end Load() cac=Detect:GetPropertyChangedSignal("Value"):Connect(function() if Detect.Value==false then --table.clear(pages) --table.clear(currentPageData) stopanim() INPUTLOOP:Disconnect() INPUTLOOP=nil currentPageData={} pages={} wait(.1) Load() else stopanim() for name, _ in pairs(UserDanceContainer) do StopPlayingModuleAnimation(name) end end end) end) end local Hi local Hi1 Hi=BoolDance:GetPropertyChangedSignal("Value"):Connect(function() if BoolDance.Value==true then local m=String.Value stopanim() dancing=true Playsound.Volume = 0 if Incin.Looped == false then table.insert(QueueEmotesThatIsntLooped, Incin) PlayQueuedEmote() else PlayModuleEmote(Incin) end else stopanim() end end) Hi1=Hmmm:GetPropertyChangedSignal("Value"):Connect(function() if Hmmm.Value==true then pcall(function() local player = game:GetService("Players").LocalPlayer local backpack = player:WaitForChild("Backpack") for _,a in char:GetChildren() do if a:IsA("Tool") then a.Parent=backpack end end end) stopanim() end end) local Player = game:GetService("Players").LocalPlayer local PlayerMouse = Player:GetMouse() local Camera = workspace.CurrentCamera local Character =char local Humanoid = Character:WaitForChild("Humanoid") local IsR6 = (Humanoid.RigType == Enum.HumanoidRigType.R6) local Head = Character:WaitForChild("Head") local Torso = if IsR6 then Character:WaitForChild("Torso") else Character:WaitForChild("UpperTorso") local Neck = if IsR6 then Torso:WaitForChild("Neck") else Head:WaitForChild("Neck") local Waist = if IsR6 then nil else Torso:WaitForChild("Waist") local NeckOriginC0 = Neck.C0 local WaistOriginC0 = if Waist then Waist.C0 else nil Neck.MaxVelocity = 1/3 local AllowedStates = {Enum.HumanoidStateType.Running, Enum.HumanoidStateType.Climbing, Enum.HumanoidStateType.Swimming, Enum.HumanoidStateType.Freefall, Enum.HumanoidStateType.Seated} local IsAllowedState = (table.find(AllowedStates, Humanoid:GetState()) ~= nil) local find = table.find local atan = math.atan local atan2 = math.atan2 Humanoid.StateChanged:Connect(function(_, new) IsAllowedState = (find(AllowedStates, new) ~= nil) end) local oldC0N = Neck.C0 local updatesPerSecond = 10 local Character = char local Root = char.HumanoidRootPart local hum = char.Humanoid local cf = CFrame.new local DIEDLOOP local HEADLOOP local deltaTime=1 local f66=nil local f67=nil local LoudnessSmoothing=0 local BobbingIntensity=0.15 if TypeOfReanim=="CurrentAngle" then f67=game:GetService("Players").LocalPlayer.Character.Humanoid.Died:Connect(function() Hmmm.Value=true oolDance.Value=false stopanim() char.Humanoid:Move(Vector3.new(0,0,-.1),true) --StopAllAnimations() wait(.5) pcall(function() ws:FindFirstChild(YourName.."_Fake"):Destroy() end) StringVal.Value="None!" end) f66=game:GetService("Players").LocalPlayer.CharacterAdded:Connect(function() if TypeOfReanim~="CurrentAngle" then return end if ws:FindFirstChild(YourName.."_Fake") then return end repeat wait() until game.Players.LocalPlayer.Character.Humanoid.Health>1 Backup() repeat wait() until ws:FindFirstChild(YourName.."_Fake") LoadTools() Hmmm.Value=false char=ws:FindFirstChild(YourName.."_Fake") StringVal.Value=char.Name hum=char.Humanoid StringVal.Value=YourName.."_Fake" repeat wait() until game.Players.LocalPlayer.Character.Humanoid.Health<1 stopanim() StopAllAnimations() end) end if TypeOfReanim=="Emper" then aa=ws.ChildRemoved:Connect(function(a) if a:IsA("Model") and a.Name=="ReanimatedRig" then RUNNING=false aa:Disconnect() end end) end function rayCast(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local lastAirState = "Idle" local function respawn() replicatesignal(game.Players.LocalPlayer.kill) replicatesignal(game.Players.LocalPlayer.Character.Humanoid.ServerBreakJoints) game.Players.LocalPlayer.Character.Humanoid:ChangeState(15) wait(.1) pcall(function() ws:FindFirstChild(game.Players.LocalPlayer.Name.."_Fake"):Destroy() end) end eccentri = strv:GetPropertyChangedSignal("Value"):Connect(function() local VelY = strv.Value if VelY == "Jump" then lastAirState = "Jump" stopanim() dancing = false Numval.Value = 1 local dance = LoadDance("Jump", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Jump.lua") if dance then playanim(dance, false) end elseif VelY == "Fall" then lastAirState = "Fall" stopanim() dancing = false Numval.Value = 1 local dance = LoadDance("Fall", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Fall.lua") if dance then playanim(dance, true) end elseif VelY == "Idle" then if dancing then return end local wasAirborne = (lastAirState == "Jump" or lastAirState == "Fall") lastAirState = "Idle" stopanim() Numval.Value = .1 task.defer(function() if dancing then return end if char.Humanoid.MoveDirection == Vector3.new(0, 0, 0) then walking = false idle = true fwait(1/500) if idle and not walking and not dancing and playanother and char.Humanoid.MoveDirection == Vector3.new(0, 0, 0) then local dance = LoadDance("Idle2", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Idle2.lua") if dance then playanim(dance, true) end end else walking = true idle = false char.Humanoid.WalkSpeed = (sprinting and 24 or 14) * char:GetScale() fwait(1/500) if walking and not idle and not dancing and playanother and char.Humanoid.MoveDirection ~= Vector3.new(0, 0, 0) then if sprinting then local dance = LoadDance("Sprint", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Sprint.lua") if dance then playanim(dance, true) end else playanim(walkanim, true) end end end end) end end) con1=game:GetService("RunService").PostSimulation:Connect(function(deltaTime: number) if not RUNNING then if f66 then f66:Disconnect() f66=nil end table.clear(UserDanceContainer) UserDanceContainer={} table.clear(QueueEmotesThatIsntLooped) QueueEmotesThatIsntLooped={} table.clear(RegisterAssets) --table.clear(TableOfDances) RegisterAssets={} --TableOfDances={} local StarterGui = game:GetService("StarterGui") StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true) TableOfDances=ClonedDanceTable for _,a in next,Buttons do a:Destroy() end pcall(function() if INPUTLOOP then INPUTLOOP:Disconnect() INPUTLOOP=nil end if eccentri then eccentri:Disconnect() end end) stopanim() if f67 then f67:Disconnect() f67=nil end for _,v in ipairs(game:GetService("RunService"):GetChildren()) do if v:IsA("Sound") then v.TimePosition=0 v:Stop() end end if TypeOfReanim=="Gelatek" or TypeOfReanim=="Emper"then pcall(function() game.ReplicatedStorage["01_server"]:FireServer("cmd", "-re ") end) else respawn() end oswait(.1) --TypeOfReanim=LastReanimChanged Hmmm.Value=true BoolDance.Value=false String1.Value="Using Tools or Keybind dance" oswait(.1) --String1.Value="None" Hmmm.Value=false String1.Value="None" BoolDance.Value=false IsRunning1.Value=false pcall(function() cac:Disconnect() Hi:Disconnect() Hi1:Disconnect() G2L["1"]:Destroy() gy:Disconnect() end) con1:Disconnect() return end local function Alpha(n) return math.clamp(n*deltaTime*60,0,1) end local hitfloor=nil sine=os.clock() pcall(function() local root=char.HumanoidRootPart if char:GetScale()==1 then hitfloor=rayCast(root.Position,(CFrame.new(root.Position,root.Position - Vector3.new(0,3*char:GetScale(),0))).lookVector,4,char) else hitfloor=rayCast(root.Position,(CFrame.new(root.Position,root.Position - Vector3.new(0,3*char:GetScale(),0))).lookVector,4*char:GetScale(),char) end end) local target=musicSound.PlaybackLoudness or Playsound.PlaybackLoudness LoudnessSmoothing=LoudnessSmoothing + (target - LoudnessSmoothing) * BobbingIntensity local bob=math.clamp(LoudnessSmoothing / 100, 0, 30) workspace.CurrentCamera.FieldOfView =70-bob*1.5 if TypeOfReanim=="CurrentAngle" then pcall(function() local char=ws[YourName.."_Fake"] local hum=char.Humanoid pcall(function() hum.Animator:Destroy() end) hum.JumpPower=50*char:GetScale() local hrp=char.HumanoidRootPart local h=char.Head if ad.Value==true then hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,1.5,0)):PointToObjectSpace(h.Position),Alpha(.025)) else hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,0,0)):PointToObjectSpace(hrp.Position),Alpha(.025)) end end) elseif TypeOfReanim=="Gelatek" then pcall(function() local char=ws["GelatekReanimate"] local hum=char.Humanoid pcall(function() hum.Animator:Destroy() end) hum.JumpPower=50*char:GetScale() local hrp=char.HumanoidRootPart local h=char.Head if ad.Value==true then hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,1.5,0)):PointToObjectSpace(h.Position),Alpha(.025)) else hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,0,0)):PointToObjectSpace(hrp.Position),Alpha(.025)) end end) elseif TypeOfReanim=="Emper" then pcall(function() local char=ws["ReanimatedRig"] local hum=char.Humanoid hum.JumpPower=50*char:GetScale() local hrp=char.HumanoidRootPart local h=char.Head if ad.Value==true then hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,1.5,0)):PointToObjectSpace(h.Position),Alpha(.025)) else hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,0,0)):PointToObjectSpace(hrp.Position),Alpha(.025)) end end) end pcall(function() local Torso=char["Torso"] local Root=char["HumanoidRootPart"] local LeftShoulder=Torso["Left Shoulder"] local RightShoulder=Torso["Right Shoulder"] local RightHip=Torso["Right Hip"] local LeftHip=Torso["Left Hip"] local Neck=Torso["Neck"] local RootJoint=Root["RootJoint"] if dancing==false and char.Humanoid.MoveDirection == Vector3.new(0,0,0) then walking=false idle=true else walking=true idle=false end local VelY = char.HumanoidRootPart.Velocity.Y local newState if dancing then return end --if hitfloor~=nil then return end if VelY > 1 and hitfloor == nil then newState = "Jump" elseif VelY < -1 and hitfloor == nil then newState = "Fall" Numval.Value = 1 elseif VelY>=0 or VelY<=0 and hitfloor~=nil then newState = "Idle" Numval.Value = .1 end if strv.Value ~= newState then strv.Value = newState end end) end) end Reanimate.MouseButton1Click:Connect(function() if RUNNING then notify("Already Running") return end MainScript () end) Stop.MouseButton1Click:Connect(function() if LastReanimChanged.Value=="Emper" then notify("Click the respawn on the roblkx menu") return end RUNNING=false workspace.CurrentCamera.FieldOfView =70 end) repeat oswait() until not UI["Interface_1"] table.clear(TableOfDances) table.clear(validAudioFiles) table.clear(danceCache) table.clear(UserDanceContainer) table.clear(QueueEmotesThatIsntLooped) table.clear(RegisterAssets) table.clear(IndexRedTexts) table.clear(IndexWhitwTexts) table.clear(IndexGradients) pcall(function() INPUTLOOP:Disconnect() INPUTLOOP=nil musicSound:Destroy() Playsound:Destroy() Ee:Disconnect() con1:Disconnect() fg:Disconnect() end)</pre> --- ==Original source== [[Art]] deleted from [[w:Wikipedia:Bad Jokes and Other Deleted Nonsense]] {{CourseCat}} [[Category:Imported works|0{{FULLPAGENAME}}]] 72bwnk41cj6fpbtgcc7wj95gpfjdjgl 2815248 2815247 2026-06-11T12:17:46Z Atcovi 276019 Reverted edit by [[Special:Contributions/~2026-34343-93|~2026-34343-93]] ([[User_talk:~2026-34343-93|talk]]) to last version by [[User:MathXplore|MathXplore]] using [[Wikiversity:Rollback|rollback]] 1694869 wikitext text/x-wiki <pre><nowiki> ______________ | D.A.B.'S | (__) (__) (__) (__) | USED | (uu) (uu) (uu) (uu) | COWS | /-------\/ /-------\/ /-------\/ /-------\/ |____________| / | || / | || / | || / | || || * ||----|| * ||----|| * ||----|| * ||----|| || ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ______||_______ | EASY CREDIT | (__) (__) (__) (__) |_____________| (uu) (uu) (uu) (uu) || /-------\/ /-------\/ /-------\/ /-------\/ || / | || / | || / | || / | || || * ||----|| * ||----|| * ||----|| * ||----|| || ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ - - - - - - - - - - - - - - - - - - - - - - - - - - (__) (__) (__) (__) (oo) (oo) (oo) (oo) /-------\/ /-------\/ /-------\/ /-------\/ / | || / | || / | || / | || * ||----|| * ||W---|| * ||w---|| * ||V---|| ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ Cow Cow laden Same cow Nancy Reagan-type with milk after milking cow with milk (___) (___) * (___) (___) (o o) (o o) \ (o o) (o o) /-------\ / /-------\ / \-------\ / /-------\ / / | ||O / | ||O | ||O / | ~#>-+|O * ||,---|| * ||@\--|| ||,---|| * ||,----| ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^ Bull Same bull after Rotc bull after Red-blooded American Bull seeing above cow seeing other bull shooting the Rotc bull (__) (__) * (__) * (__) (oo) (oo) \ (oo) | (oo) /--------\/ /-oooooo-\/ \-------\/ \-------\/ * o| || * ooooooooo o o| || / || ||----|| ooooooooooooo ||----||>==/-----|| ooo^^ ^^ ooooooooooooooooo ^^ ^^ ^^ Cow taking Cow in deep Cow getting the shit a shit shit kicked out of her (__) (oo) U /-------\/ /---V / | || * |--| . * ||----|| ^^ ^^ Cow at 1 meter. Cow at 100 meters. Cow at 10,000 meters. (__) )__( Note the vv vv (oo) (oo) pointed feet ||----|| * /-------\/ *-------\/ I suspect || | / / | || / | || it's about /\-------/ * ||----|| / ||----|| their dancing (oo) ^^ ^^ vv vv styles. (~~) American Cow Polish (Kasai) Cow Australian Cow (__) (__) (__) (oo) ____ (oo) _---_(oo) /-------\/ /- --\/ /- -\/ / | || / | || /| || * ||----|| * ||___-|| * ||___-|| ^^ ^^ ^^ ^^ ^^ ^^ Freshman Cow at Freshman Cow Freshman Cow start of school After the "Freshman 15" After the "Freshman 20" (__) (__) (__) (OO) (@@) (xx) /-------\/ /-------\/ /-------\/ / | || / | || / | || * ||----|| * ||----|| * ||----|| ^^ ^^ ^^ ^^ ^^ ^^ Cow who drank Jolt Cow who ate Cow who used Jolt to wash psychedelic mushrooms down psychedelic mushrooms /\ __ / \ || (__) (__) \ / (_||_) SooS (oo) \/ (oo) /------S\/S /-------\/ /S /-------\/ / | || / | || / S / | || * ||----|| * ||----||___/ S * ||----|| ^^ ^^ ^^ ^^ ^^ ^^ This cow belonged Ben Franklin owned Abe Lincoln's to George Washington this cow cow (__) * (__) (oo) \ (oo) /------\/ \-------\/ /| |/ | | ==$ || / | [) || ||----|| * ||----|| ^^ ^^ ^^ ^^ Old "One Arm" belonged This cow is obviously to Caesar's Palace Hugh Hefner's Heifer (___) (__) (__) ( O ) (oo) (oo) /-------\ / \/--------\/ / | ||V | | * ||----|| ||------|| ^^ ^^ ^^ ^^ The cyclops that Odysseus and This cow lived with his crew met had this cow Dr. Doolittle (__) (__) [##] (@o) /-------\/ /-------\/ /------- (__) / | || / | || / | || (oo) * ||----|| * ||----|| * ||----|---\/ ^^ ^^ ^^ ^^ ^^ ^ This cow belonged This cow lived with This cow belonged to to Flash Gordon the Little Rascals the Headless Horseman (____) (____) (____) (oo ) (o o) ( O O) /-----------\ / /-----\ /---- /-----------\ / \ / / || | \/ / | | \/ | / || | \/ \/ / || |||| \ | | | | | / || |||| * ||||-----|||| *| | |-----| | | * ||||-----|||| /\/\ /\/\ /\ /\ /\ /\ ^^^^ ^^^^ This cow belonged This was Salvador No one was sure whether Lewis Carroll's cow to Pablo Picasso Dali's favorite cow M.C. Escher's cow had four legs or eight (__) (__) (oo) (__) (oo) /\/ (oo) /-------\/ /--/-- \/----- / | || / | `-. / | `-. * ||----|| * ||----|| * ||----|| OO OO OO OO OO OO Cow-vertible . . . (__) *_ *_ ( oo *_ \ (__) \ /\/ \ (__) \.----( oo____ \.-/----._____ \.( oo___\____ ||____\/____ \ ||__________ \ |_\/________ \ OO `OO OO `OO OO `OO Cow-vette Cow-vertible (of cowrse) * (___) * (___) (__) \ (o o) \ (o o) (oo) \-------\ / \-------\ / /-------\/ ________ | ||O | ||O / | ||_|/ O _______ ||,---|| ||,---|| * ||----| -- ^^ ^^ ^^ ^^ ^^ ^ Twins Cow Catcher (__) (__) [@@] ? (__) ? (__) (oo) <=|^^|=> ? (oo) ? |\/|(oo) /-------VV /--------- \/ /-------\/ /--| \--\/ / | || / | || / | || / | || * ||----|| / | || * ||----|| * ||----|| ^^ ^^ * ||------|| ^^ ^^ ^^ ^^ ^^ ^^ Cownt Dracula Francownstein Where Cow Cow bird Cow Cow (^^) ( (oo) (__) (oo) ) (OO) (oo) /-------==--- /------\--/ /------|||||| / | || / | || / | UX` \||/ * ||----|| * ||----|\O---< HONK! * ||----|| ^^ ^^ ^^ ^ ^^ ^^ Groucho's Harpo's Karl's cow cow cow (yes, that's the Russian symbol. Use your imagination.) O__O \_|_/ (oo) (oo) /-------\/ /-------\/ / | || / | || * ||----|| * ||----|| ^^ ^^ ^^ ^^ Cow at Disneyland Cow visiting the Statue of Liberty (__) (__) ^^ (oo) (--) ^^^^ /-------\/ /-\/-\ ^^^^^ / | || /| |\ ^^^^^ * ||----|| ^ | | ^ ^^^^^^^^ ====^^====^^==== | | ^^^^^^^^^^^^^/ /----\ ^^^^^^^^^^^^^^^^^^ / \ \ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^ * ^ Cow Hanging Ten at Malibu Cow sunning at Fort Lauderdale (What a bod, huh guys?) * (__) \ (DD) \ /-------\/ |\ / | ||_\_/ \ | \ (__) * ||----| \\|| \(oo) ^^ ^ \||\ \\/ Cow chugging brews and staring at ^^ \|| sunbathers at Fort Lauderdale \\ || \\|| \|| ^^ / / / / / / / / / / / \\_ / / / / / / / / / / / / \_ / / / / / _______ / / Cow skiing a Black Diamond at Aspen / / / / | \ / / / / / (__)| / / / / / (oo)| / / ( @@@ ) /-------\/ | ( @@ ) (------------) / | ||^_| @@ (__) ( *>COUGH<* ) * ||----| @@ (oo) . . . ( *>COUGH<* ) ^^ ^ /--UU--\/ (____________) / | || Cow sheltering from English Weather * ||---|| (New) Jersey Cow O O O O \ \ / / \ \ (__) / (__) \ \ (xx)/ (DD) \ +--------+\// /-------\/ \| | / / | || +--------+ * ||----|| ^^ ^^ Cow fantasizing about "Riding the Mechanical Bull" o==+-- | |\ \ | | \ \ ____________________ | \ \ \ | | | \ \ \ | +------------+ | | \ \ \ | | (__) | | | \ \ \| | (oo) | | | \ \ | | o\ .\/. | | | \ \| | | \/ \ | | /---\ \ | +------------+ | / \ \| | | | | | \ / | | \---/ | | | | -------------------------- ( ) -------------------------- Cow-struction worker. | /---\ : = : : : :,','. '. : :---\ ..,,,',.',',;,'.';'.'.'.,.'.'..:. : : Cow town after a visit by the cow-struction worker. o o |__| (__) (__) (oo) (oo) =(oo)= oo /-------\/ /-------vv /-------\/ / | || / | || / | || * ||----|| * ||----|| * ||----|| ~~ ~~ ~~ ~~ ~~ ~~ Bill Bixby Bela Lugosi Boris Karloff Claude Rains male relative cow cow cow cow x xxxx|xxxx xxxxxxx|xxxxxxx | // (__) // (____) (oo)// (oooo) /-------\// /-------\/\/-------\ / | |// / | || || | \ * ||----| * ||----|| ||----|| * ^^ ^^ ^^ ^^ ^^ ^^ Julie Andrews Cow Siamese cows o o (__) ^ \ / (oo) / \ / _____\/___/ (__) \__/ / /\ / / (oo) _______(oo) ^ / * / /---------\/ /| ___ \/ / ___/ / | x=a(b)|| / | { }|| *----/\ * ||------|| * ||{___}|| / \ ^^ ^^ ||-----|| / / ^^ ^^ ^ ^ Mathematical Television This cow does disco Cow Cow (That's what comes of (developer of (Cow-thode snorting cow-caine) cow-culus) Ray Tube) o | [---] | | | | |------========| /----|---|\ | **** |=======| /___/___\___\ o | **** |=======| | | ___| |==============| | | ___ {(__)} |==============| \-----------/ []( )={(oo)} |==============| \ \ / / /---===--{ \/ } | ----------------- / | NASA |==== | | | * ||------||-----^ ----------------- || | | / / \ \ ^^ ^ | / ---- \ ^^ ^^ This cow jumped over the moon (__) ([][]) "I have this recurring dream __\/_--U about golden arches.".. (__) /\ \__ ^ :..("") /\\\ / / //\ ____\_____\/ // /----^/__/\ /\ // \\/ \___ / // \\\____/--\-- // /-/__________/ // /====== \/ =======/==============// *_/ / \ /^ // / \\ / \ ^ // \\ Psycowlogist and patient (___) \^^^^^^^^\ (__) (o o) \^^^^^^^^\\ (oo) \ / *-----\_______\/\/ \--O--/ ^_______/ --- \______^ // -----\ ^--------\ \S/ /\_____^ \\/_^{} /==V===[] \______/ \_____\\// \__/ It's a bird... //\\ The Boss It's a plane... // \\ (Bruce Holstein) // // ^^ ^^ ================== _____________________________ H H | |-------------| H (__) H | | ________ | H (oo) H __ | COWNTY | | (|__|) | | H / \/ \ H / \ | JAIL | | |oo| | | H | | | | H | STOP | | | |__|\/|__| | H D===b=----- H \ __ / | | o | H^^^^^^^^^^^^^^^^H || | | ^ | H H || | | ] | H H || | | | H H || |_____________|_____________| H H || ^^^^^^^^^^^^^^^^^^ ^^^^^^^ Some cows get in trouble... Cattle Guard ( ( ) ( ( ) ) ( ( ) ( / ) ( ( \\ ) ( | // ) | | (__) | | (oo) (__) | | ----\/ ______(oo)_____ | | || ( _)_______(__) ) **| | ---|| \ __________/ ``'---------^^ Cow Hide Cow Pie \ | / ___________ ____________ \ \_# / | ___ | _________ | | \ #/ | | | | | = = = = | | | | | | \\# | |`v'| | | | | | \# // | --- ___ | | | || | | | | | | | #_// | | | | | | | | \\ #_/_______ | | | | | | || | | | | | | | \\# /_____/ \ | --- | | | | | \# |+ ++| | | |^^^^^^| | | | || | | | | \# |+ ++| | | |^^^^^^| | | | || | | ^^^| (^^^^^) |^^^^^#^| H |_ |^| | |||| | |^^^^^^| | | ( ||| ) | # ^^^^^^ | | |||| | | | ||||||| | ^^^^^^^^^^^^^________/ /_____ | | |||| | | | ||||||| | `v'- ^^^^^^^^^^^^^ | ||||||| | || |`. (__) (__) ( ) (oo) (oo) /---V /-------\/ \/ --------\ * | | / | || ||_______| \ * ||W---|| || || * ^^ ^^ ^^ ^^ "Cow Town" \ (__) (__) \\(oo) (\/) /-----\\\/ /-------\/ / | (##) / | || * ||----||" * ||----|| ^^ ^^ ~~ ~~ This cow plays bagpipes. Cow from Beijing (__) (__) (__) (\/) ($$) (**) /-------\/ /-------\/ /-------\/ / | 666 || / |=====|| / | || * ||----|| * ||----|| * ||----|| ^^ ^^ ^^ ^^ ^^ ^^ Satanic cow This cow is a Yuppie Cow in love (__) (__) (oo) (oo) /-'''''-\/ /-------------------\/ / |'''''|| / | || * ||''''|| * ||----------------|| ^^ ^^ ^^ ^^ Cow in Argyle Stretch Cow * ** ** * ** * * * ** * / / \ * * \ \ / \ / / (__) * / / \ \ (__) \ \ /--------(00) / (00) / / / | |( ) \ /-------\/ \ \ * ||---- ||() / / | || / / || || \ \ * ||----|| \ \ ^^ ^^ / / ^^ ^^ / / Cow Chewing Marbles Cow in Heat (___) (o o) /------\ / (__) (__) / ____O (oo) (oo) | / /----\----\/ /-------\/ /\oo===| / || / | || | || *||^-----|| * OO----OO * ^^ ^^ ^^ Cowt in the Act low rider cow (__) \__\ (__) (oo) o (oo) (oo) /-------\/ ____\___\/ *+-------\/ / | || / | || ||______|| * ||----|| * ||----|| ||----|| OO OO OO OO OO OO Detroit cow Mustang cow pickup cow (__) (__) \_||_~ (oo) (oo) (*||*) /---------------\/ /----\/ /-------\||/ / | || / || / | || * ||------------|| *-||----|| * ||----|| OO OO OO OO OO }{ li-moo-cow fastback cow teenager's cow ____ (____) .xxxx. (__) '(oo)` (oo) /-----'-\/ ` /-------\/ / | |============> / | || * ||----| (~) * ||----|| ~~ ~ ~~ ~~ Moo-ammar Cowdafi holy cow armed and dangerous (___) (___) (o o) (o o) /-------\ / /-------\ / / | ||O / | O~ ||O * ||,---|| * ||,---|| ^^ ^^ ^^ ^^ A Bull A-bomb-in-a-bull No-bull (---) ( ) /-----\ (___) | | (o o) | | | (-----) \ / | | | / / \ O | * | * | O | ^^ ^^ ----- Coward Phone Bull __________________________________ }__{ / Send YOUR cow pictures to \ (00) ( dbader(at)scarecrow.csee.lehigh.edu ) :****** \/ ==='\___________________________________/' : # ## ##****## "" "" | | | | * | | (__) | | \ (__) | | (oo) | | \ (oo) | | /-------\/ | | -----------\/-- | | / | || | | ----| |--- | | * ||----|| | | -------- | \______^^____^^___ | \_________________ | _________________ | _________________ | / | / | | | | | | | | | | | | | | | | | | | | | | | | | | | | / \ / \ Cow perched on a tree. Cow attempting to fly off tree. | | | | | | | | | | | \_________________ | _________________ | / | | | | | | | | | | | | (__) | | *---------(..) / \ ^^----^^\/ The attempt results in an udder disaster. . /\ . . : (__) . / \ . . : (xx) / \ . . * : __------\/ / \ * : * ||____|| | (__) | . . ** : / | |\ . /| (oo) |\ ** : / | /\/\ | \ . . * : Hamburger . / |=|==|=| \ . * : . / | | | | \ . : / USA | ^||^ |NASA \ . : * (__) |______| ^^ |______| . : \ (oo) . (__||__) . . : \-------\/ . /_\ /_\ . . . : 8-| || !!! !!! : ||----|| : ^^ ^^ The cow that jumped over the moon. : Flying Cow ...---... ../ / | \ \.. ./ / / | \ \ \. / / / | \ \ \ / / / | \ \ \ ^^^^^^^^^^^^^^^^^^^^^^^ \ | / \ | / \ | / \ | / \ | / \ | / \ | / \ | / \ | / \ | /(__) \|/ (oo) /---++--\/ / | || || * ||-++-|| ^^ ^^ Cow surviving attack by Red Baron ..---.. (__) / \ (oo) | RIP | /-------\/ | | / | || | | * ||----|| | | ^^ ^^ | | \\\\\\\\\\\\\\\\\///////////////// Elvis's Cow... ...Or is it alive and living in tax exile??? (__) (oo) /---+ +--\/ / | | | || * ||-+ +-|| ^^ ^^ * David Copperfield's Cow David Copperfield's other Cow (__) (oo) /-------\/ / | || * ||----|| ^^ ^^ (__) (__) (oo) (oo) /-------\/ \/-------\ / | || -^^- || | \ * ||---- -^^- || * ^^ ^^ (__) (__) (oo) (oo) /-------\/ \/-------\ / | || || | \ * ||----|| ||----|| * ^^ ^^ ^^ ^^ Barnum's Troupe of performing cows (__) _--------_ (oo) |__________| BIG /-------\/ XXXXXXXXXX MAC / | 007 || __________ * ||----|| |_ _| ^^ ^^ -------- Cow licensed to kill Enemy Cow after having met previous cow The cow that didn't jump over the moon. ------------------------ ! ! ^ / \ Hey diddle diddle /___\ The cat and the fiddle |= =| The cow blew up on the | | launch pad... | | ROCKET, | | TAKING OFF | | TOTALLY \\ | | OBLIVIOUS TO ||||||> | | THE FACT THAT // | | THERE IS A | | COW ON THE | | LAUNCH PAD /|##!##|\ / |##!##| \ / |##!##| \ | / ^ | ^ \ | | / ( | ) \ | |/ ( | ) \| (( )) (( : )) (( : )) (( )) (( )) ( ) . * . _ _ * * \\ *= // COW BLOWING \\ \\ =* // UP,ON THE ||||||>> * * ( __ ) LAUNCH PAD // * * * . _ (oo) * // *= *= * BOOM * () // *= * * * ==* \\ ________________________________________________ = * \\ ============================================== // // !! \\ \\ // // || \\ \\ (__) (oo) /'^^^-m (__) / '' ` ) (oo) o /| /|/|_ | /| / \/ / / _ / | | | | / _\===^ ___\_____/___ |_____|_| ___|__/ |/\ (___________(_) //|| || * ^ ^ * ww ww Mrs. O'Leary's Cow Cow'nt Dracula ____ ____ |+++++| |++++| ___ |++++| ____ |+++++| |++++| |++ ______________________ |++++| |+++++| |++++| |++/ /( )\ \ |++++| |+++++| __ | | |+| |-oo- | \______ |++++| |+++++| |++| -----(__)--| \__\/ _(__)_ \ ---------------------------------- o ( oo /_______________________| (oo) \ | __ | _/\_| | M O O - B U S T E R S|__\/\ /| | /oo| - Bleaurgh! |-| \\____ ------ )_ /| /\ -|_ \_|-_|^^^^^^^^^^^^^^^^^^^^^^^^^^ 0 _| * \/ * \ | __________________________________/ | W| \ \_/ /----------------- \ \_/ / / /\ \ \___/ \___/ / / \ \ ^^^ ^^^ Who you gonna call...? (__) (__) (__) (----------) (00) (-o) (--) . . . ( *>YAWN<* ) /------\/ /------\/ /------\/ (----------) /| || /| || /| || * ||----|| * ||----|| * ||----|| Cow w/ Glasses Flirtatious cow (winking) Cow after pulling an all-nighter * (__) (__) (__) (__) \ (oo) (oo) (oo) (oo) \-------\/ /-------\/ /-------\/ /-------\/ /| |\ / / \ / \ / / \ \ //||----||\\ * //------\\ * \\--// * \\----\\ ^ ^^ ^^ ^ ^ ^ ^ ^ ^ ^ Cow walking Cow jogging Same cow Cow braking (__) (oo) (__) o * (__) \/ (oo)/ " | (oo) ____| \____ /-------\/(__ o=o=o=|------\/ ---/ --** / | / | | *____/ |___// * ||----|| ||----|| //--------/ ^^ ^^ ^^ ^^ //__ Cow Cow pooing Cow marching standing Side Front Side back (___) Where's all the bulls! (__) (__) (__) (__) (O O)/ ( oo (oo) oo ) ( ) ^ _/\ /\_ ^ /\_| /\/\ |_/\ / \ \\/ O \// (___) ( -- \_ | - G'nite, and thank you for your support. Zzz z z z z z z z \O >> NOTE: When drawing new cows, please DO NOT use tabs! Thanks! << PLEASE DISTRIBUTE THIS FILE WIDELY -- IT IS *NOT* COPYRIGHTED. (Besides, this is a classic that NO ONE should miss!) ----------------------------------------------------------------------------- David A. Bader Permanent Addr: CSEE Dept., Packard Lab 1402 Lorain Avenue Lehigh University Bethlehem, Pa. 18018 Bethlehem, Pa. 18015 (215) 868-1311 (215) 974-8995 Internet: dbader(at)scarecrow.csee.lehigh.edu or dab3(at)pl118f.cc.lehigh.edu Bitnet: DAB3@LEHIGH.bitnet ----------------------------------------------------------------------- ------------------------- Teil 2 -------------------------------------- ----------------------------------------------------------------------- ...:::/// THE SEQUEL OF THE COWS \\\\\:::... Part 2 of the 5-part COMPLETE GUIDE TO COWS! ________________________ (__) / \ * OFFICIAL EDITION * (oo) ( Udderly Cool Cows! ) /-------\/ --'\________________________/ * SUMMER 1991 ISSUE! * / | || * ||----|| Edited by David A. Bader ^^ ^^ Please send your submissions to: Cow dbader(at)scarecrow.csee.lehigh.edu = = = = = = = = = = = = = = = = = = = = = = = = = = ______ (__) | | (__) (oo) | | ($$) ----\/ /-----^^^^^^ /-------\/ || / | || / | IRS || ---|| * ||----|| * ||----|| ^^ ^^ ^^ ^^ ^^ Eric the half a cow The unknown cowmic Tax Accowntant (___) (___) (___) (0 0) (0 0) (0 0) \ / \ / \ / __[_V_]__ __[_V_]__ __[_V_]__ /_________\===: /_________\===: /_________\===: \OOO---OOO/ \OOO---OOO/ \OOO---OOO/ Cowed Forces \ _ / - ( ) - /\ / " \ /| | (__) (__) / | | (oo)\ ________(oo) /____| | \/| \ /| \/ / \/ | \ / |_______|| __(_______ |||__ \ * || || |__________| ||| ____\---* ^^ ^^ Thomas Edison's cow Cow hearing his master's voice ) ( _ (____) / \ (__) ==========I / = = \ ~ ==' `== (oo) \ |||||| I (-O--O-) ~ 8 O O 8 /-------\/ \ ||||| I ( ) ~ /------- ( ) / | ||__o=< \ |||| I /------- ||||||====== / | || \_/ * ||----| \ ||| I / | || \/ * ||----|| ~~ ~ \ || I * ||----|| ~~ ~~ ~~ ~~ Groucho Moo-x Chico Harpo ______________________ _______________________ | | | | | (__) | | (__) | | (oo) | | (oo) | | /-------\/ | |---\/ /----| | / | || | | || / | | | * ||----|| | |--|| * ||--| | ^^ ^^ | | ^^ ^^ | |--------------------| |---------------------| Normal Cow 0 Cow modulo one 1 (__) (__) (oo) (oo) ______________\/______ ____ /-------\/ __ /___/___/___/___/___/_/| /___/| / | || _/_/| |___|___|___|___|___|_|| |__||/|* //-----|||_|_|| |_|___|___|___|___|___|| |_|__|/|^^ ^/|___|| |___|___|___|___|___|_|/ |___|_|/ |___|_|/ Cow in the GDR before... ...and after 9-Nov-1989 ______________(__)_________________ (__) /_______________(oo)_______________ / (oo) | \/ || \/ _|_ _|| || /__/_______________________________/__/| || ( ) ( )| || | |________________________________| | | || \_____________________________________/] /------- / [] [] [] / | || * ||----|| COW-CH ^^ ^^ Cowraffe * * \ / \ / /^^^^^^^^^^^^^^^^^^^^^^^\ \/ / (__) \ +----------+ | (oo) ^^^^^^^^^^^\ | | | |^^^| \/. \\ // \_* |^^^| | | | |-----`//`====='\\-----| | | | | |-----//---------||----| | | | | |_ _ _"_ _ _ _ _ "_ _ _| | +----------+ ^||^ ^||^ || || "COWCH POTATO" +------------+ + | B A T E S | (__) o | (0x) ( ) |C O R R A L | (**) /| ---------- | \/ ( ) +------------+ \==/ / | |\ \ W------ | | ( ) v | ---------- *---- ====; ( ) | | (__) | \ / ( ) \ | (oo) | \ | ( ) \ | \/ | \+ | ( ) ---------- + ( ) Ice Cowbe COWBOOOOOM! | | o o Psycho Cow (with knife) (__) (oo) ------------------------- _______________________ /-------\/ - | Don't have a Bart, man! | |\ ^ ^ /| / | || ------------------------- | \ ^ ^ ^ / | * ||----|| |(_\ ^ COW-PIE ^ /_)| ^^ ^^ |(oo\ ^ /oo)| The Simpsons' cow | \/ \ ^ ^ / \/ | |(__) \ / (__)| \ / \(oo)(_\ ^ ^ /_)(oo)| \_____________/ \\/ (oo\ /oo) \// /\___________/\ \ \/ \ ^ / \/ / Cow in / /\_________/\ \ \ (__)\ / (__) / trouble / / /\_______/\ \ \ \ (oo) \^/ (oo)/ / / / / (__) /\ \ \ \ \ \/ :(__)\// ___/_/_/_/_ (oo) \_\_\_\_\___ \ (__):(oo) / \ \ \ \ \ \/ / / / / / \(oo): \/ / \ \ \ \/_____\/ / / / \\/(__) / \ \ \/_______\/ / / \ (oo)/ \ \/_________\/ / \ \// \/___________\/ \:/ / \ / \ (__) (__) (______) (__) (oo) (oo) ( o o ) (oo) /--------\/ /^^^^^^^\/ /-----\ / /-------\/ ./ | | ./ {^)))))_} / | |\/ / | || |--W-----| ||`` || * ||----|| * (.)(.)|| | | | | ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ cow before weight cow after Conceited Dolly Parton's loss program the program Cow Cow (___) ( OO ______ ______ _____\_ | ______ (__) ______ | | | | | |\O cowstle | | (oo)| | | |____| |____| | | |__\/_| | | | | | | | (__) | | | __________ | (oo) | __________ | | | | | \/-------\ | | | | | | | | ___ | ___ |_\_ | | | | | | (__) | |_| |_|_| |__|| |__| | (__) | | | | (oo) | | (oo) | | | \___\/___/ \___\/___/ | | | | | ( ______ ) ( / \ ) ( / \ ) ( | | ) | | | | | | | | |_________________________|________|______________| \ \ \ \ \ \ \ \ (__) \ \ (oo) / /---\----\/ / / | \ || * (__) / * ||---\-\\ \ ( OO / ~~ ~~ \---\___/\_|\=/> ^^ ^^ | \===/> \\_____// | /______/ / || | _________\\_\\_____/____________________ /\------\ ^ ^ / (oo) \ / (--) * / Cow Circus: The flying Cowlendas Cow Circus: Tightrope walking ______________________ | |\ | (__) | | | (oo) | | | \/ | | | / \ \ | | ///////// \_ \_/////// | | | / | | (__) | /++++++< | | _____(oo) |==/====|==\=\=========|=|===========================\\/ | * | \_\_ | | / | || _______O)-----^---------------\O)_________________*__||----||_____ cow-lliope in the circus parade * \ w \ w (__) \\ /\ // (oo) \\/ \// \/ | | (__) >--( )--< |(__)| (oo) / \ \(OO)/ .-\/-. >--- {} ---< //\/\\ <| |> v /\ v || || \ \/ / | (oo) | ||__|| |\/\/| \(^^)/ /^^ ^^\ /----\ | | / ======== \ / \ | | / \ /* * * \ / \/ \ |==============| /__*_*_*_\ | \ | \ / || || ^ / ^ \ ======== / ^^ ^^ * \ ______ / Cow balancing on ball Cowslip Cownilingus (__) -'`- "Here's (oo) ____________________ ( oo ^ mooing /-------\/ | | /\_|-- at you, / | |\ / | o o o o o o | | \ \__ _ kid!" * ||----| / ====================== | \___[' ^^ ^ || || | || Cowncillor his cowch |____|- | | ~ ~ (__) (__) (__) (__) humphrey cow-gurt (oo) (oo) (oo) (oo) /-------\/ \/ \/ \/-------\ / | || =================== || | \ * ||----|| || |--| |--| || ||----|| * ^^ ^^ -- ^ ^ ^ ^ -- ^^ ^^ (__) A game of cowntract bridge (oo) / \/ ____________ / \===^__| | ---------------------- _|___ /\ |______________| (__) | \-/ \-/ || | |=====| | | | (oo) | _|_ _|_ |__| | *I I| | | | /-------\/ ---------------------- I I^ ^ | | / | || | \-/ | | | | * ||----|| | _|_ |_| |_| |_| | wolfgang amadeus moo-zart ^^ ^^ ---------------------- Just a humble cownoisseur (__) (__) (__) (__)(__) (__) (__)(__)(__) (__) (oo(__)oo) (__)o) (oo)((__)(__)oo) (__)(o(__)o)(__)o)(__) \/(oo)\/ (oo)/(__)/ (oo)(oo)\/ (oo) \(oo)/ (oo)/ (oo) \/ \/ (oo) \/ \/ \/ \/ \/ \/ \/ a cownfluence _______ (__( .-< | | | (oo) | |___|___| ___\/___| |\_____/| | | | | | | | | |_______| >-' | | _ | _ | *----/\ /-------// |--(_)--| / \ / | || |_______| (__) / \ * ||----|| | | (++) ^ ^ ^^ ^^ |_______| \/ Egyptian Cow Marie Antoinette's Cow _ ________|@|________ | POLICE BOX | __ |---------------| (^\/^) \(:)/ |_______| / | \oo/ (o|o) || | || | | /-----\/ /-----\_/ ||-----|| | | /| | /| | ||__|__|| | | V ||----|| ^ ||----|| | ___ | | | ^^ ^^ ^^ ^^ | |___| | | | Vulcan Cow Klingon Cow | _____ | (__) || || (oo) --------- || ||----//\/ ---< Master? > || ||B-9 \ | --------- ||_____||______\| |_______|_______| ---------------- a Certain Time Lord's Cow (__) ---< EXTERMINATE!!! | ( ----0 ---------------- (___) "Moo have twenty _\/_ |===| seconds to comply." /oooo\---O ________\_/ / /oooooo\ | | | /oooooooo\ # ||______|| /oooooooooo\ || || /____________\ ^^ ^^ RoboCow a Dalek Cow @ @ @@@ @ @@ @ Pffii @@@@ @@ ___________D @@@@@@ |________ | _______ (__) | / \ / ( oo /~| | __ \ / /\_|// | | / \ | | _/____/__| | | | | | | ___/-----------------_| (__) | / \ \ \ `(oo) | / \ | | |\/ | | O | / / __ / |----| |-----------/ \-\\\ (__) \ / | o | \\\ _( )_ ________\___/____________\__/____\\\_____________/_/__\_\____ Cow Express Suicidal Cow o _____________ /\ / \ [__] ( take off, eh! ) __ | \ / (oo) ----'\_____________/ \/----///\ /-------\/ */\______(xx) / | ||__| ( ) * ||----| U ^^ ^ Pro-democracy cow from Beijing Canadian Cow o o o o o o o o o o o o o o o o o o o o ( ) o ( ) o ( ( o O ) ( ) ( ) ( o o (__) o o (__) o (__) o o (__) (oo) (oo) (oo) o (oo) o /------$$$$ o o /-------\/ o /-------\/ /-------\/ / | $$$$ / | || / | || / | || * ||----|| o * ||----|| * ||----|| * ||----|| o ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ Santa Cow and his rein cows caught in a Montana snow flurry ___ _/...\ *==\ ________________ __________ (___) /::::::\ (/_\) / \ /| `(0 0) |:::::::_ (o o) | Moo, Moo, Moo | / | \ / /-----+-+--- \ / /\________________/ * |||----|||-/ * / | | | | 0 ___/ ||| ||| * | _ |_| _ | || --+_+- || Rudolph the Red-Nosed Cow -- -- | |_ | |_ /\ |____| |____| / O\ Santa Cows / , \ / O \ _ - ~ ~ ~ ~ ~ ~ ~ ~ - _ -/ , \- / |~ |~ \ / O \ | |~ o| |~ o| | /, , \ / \ o| o| / / O O \ / \ / -/ , \- / / ~ ~ ~ ~ ~ ~ ~ ~ ~ / O , \ / / . / , O ,\ (__) /* *\ / ./\. / O , O \ (oo) /\ /\ .//.\. / O \-\/ **** **** .///\\\. ------------------|| (oo) (oo) ////\\\\. ||/ ||----|| /-------\/ \/-------\ || || ~~ ~~ /| || || |\ ~~ Merry Cow-ristmas * ||----|| ||----|| * ~~ ~~ ~~ ~~ Christmas Cowols O O O O O * Moory Cowristmas! ___ /|\ _____________________| |_____ /||o\ /______________________________\ /|o|||\ ~ /________________________________\ /|||||o|\ ~~ #### || | |||||||||||| | || /||o||||||\ ~(oo) ||___|___||||||||||||___|___|| /||||o||||||\ /-------\/ || | |||||||||||| | || /|o||||o|||o||\ / | || ||___|___||||||||||||___|__ || | | * ||----|| ||||||||||||||||||||||||||||||oooooooooo| |ooooooo oooo~~oooo~~oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo |----------------------| /\ | | /\ /\/ \ | | / \/ / \/\ | | / \ \ | | ---------------------------- |______________________| \/ |----------------------| o-@@ |______________________| Minimalist Dead Cow ---------------------- Mark Rothko Cow ____________________ ----------------------------------------------- | (__) | (__) | (__) | (__) | (__) | (__) | (__) | | (oo) | ( oo | ( oo | ( oo | ( oo | ( oo | ( oo | | /-------\/ | /\_| | /\_| | /\_| | /\_| | /\_| | /\_| | | / | || | ----------------------------------------------- | * ||----|| | (__) | (__) | (__) | (__) | (__) | (__) | | ^^ ^^ | ( oo | ( oo | ( oo | ( oo | ( oo | ( oo | | Ceci N'est Pas | /\_| | /\_| | /\_| | /\_| | /\_| | /\_| | | Une Vache | ----------------------------------------------- -------------------- Andy Warhol Cow Rene Margritte Cow oo -- \/ cow by night sleeping cow by night Chesire Cow II ( MOOOOOO ! ) II\ ________\ / II + (__) ..oo( Hey, there's a cow driving that car! ) |\ `v' \ + II (00) | \________|____\ \II\ \/-------\ | ( ( @ @ ) ) II + || ||\ (__) ..oo ( How can he ) |\|______\_O_/___| + II ||----|| * (oo) ( afford that? ) | \_______________\ \II\ ~~ ~~ \/--------\ \ (OO_##########_OO) II + || || \ (\(_____[PHIL]_____) + II--+--+--+-II-+--+--+--II+--+--+--+II--+--+- (_) (_) \II II ~~ II ~~ II II--+--+--+-II-+--+--+--II+--+--+--+II--+--+- What cows think when people MOO at them /\\ ^ (__) (__) /__\\ | ( oo _ (oo) _ (o o) | /\__|( ) _ /-\/-\ / \ /\_/\ / | \==//=(_) *POW!* / \ | /|I I| | ==== | | ^/ |I I| | | | | | |I I| /| _ \ / \ | |I I| / / / \ \ __________\ | |_____| * || || \\ ^ *^ ||_ ||_ (_) cow giving forgiveness Moo-hammed Ali Cow Bell. (!!) _/\_ \_\ !!!!!!!!(oo) _______(oo) _________(oo) !/| \/ /| \/ /| Ferrari \/ !/ |______|| / |______|| / |________|| * || || * || || * || || ^^ ^^ ^^ ^^ ^^ ^^ Last of the Moo-hicans Mayflower cows Sports Cow (__) (__) (oo) (oo) /--------------- \/ / ------------- \/ / ( !S M T W T F S! ) / ( |7 8 9 +| ) / ( +-+-+-+-+-+-+-+ ) * ( |4 5 6 -| ) * ( +-+-+-+-+-+-+-+ ) ( |1 2 3 X| ) ( +-+-+-+-+-+-+-+ ) ( |C 0 = /| ) (+-+-+-+-+-+-+-+) ^---------^ || || || || || || || || ^^ ^^ ^^ ^^ "COWLENDER" "COWCULATOR" /\ / \ __ ________ ------ DOCTOR _/__\_ |__| | |====| MOO/ /=(OO) (oo) * | v| \/ --/==-\/==\ /-------\/ |^^ *| / | \==|| \==\ /// / | || ------ * ||-|==|| \==\/==/ * ||----|| ~~ ///~~ \===/ ^^ ^^ Gallifreyan Cow Straight out of Cowllege (__) (oo) /-------\/ # # / | || \\ // * ||----||\ \\ // ^^ ^^ \ \ --- / \ | | | | | | | | | / \_/ \ (__) | // \\ <--(xx)--#- | // \\ /\ ___________\|/___________ Cow-a-flower Cow at butcher's party ___--------___ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ / . . . \ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ |\/ . (__) . \/| ^^^^^^^^^^^^^^^^^^^oo^^^^^^^^^^^^ || . . (oo) . . || ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ |/\ . \/ . /\| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ \___ . . ___/ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ --------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Cow in a haggis Cow on top of Ben Nevis ___________________________ | (__) (__) (__) (__) | * (__) | ( oo ( oo ( oo ( oo | \ (oo) _______| /\_| /\_| /\_| /\_| |________ \-------\/ | | | || | _____ _____ | ||----|| |___| |________________________| |____| (oo) (oo) |___| |___| Cow-pooling rollerskating cow __ o oo o (__) \||/ (__) (__) (___) (__) (oo) (oo) (o o) ( ) /-------\/ /-------\/ /$$$$$$$\ / ( /* ) / | || / | || / $$$$$$$|O | | * ||----|| * ||----|| * ||w---|| ^ ^ ^^ ^^ ^^ ^^ ^^ ^^ Dairy-Air East Indian Cow Injun Cow Cash Cow ( ) (___) PRISON# # # # # ||| ||| (o o) # # # # #(_#) # (O O) /------------\ / # # # # #(o#) # /------------\___/ / | #-# # #/-#--#--#-\# # / | ||| * | ||| # # |# # #||# # / || ||| ||--------||| # *# |#--#--#||# # * ||----------||| ^^ ^^ # # ^# # #^^# # ^^ ^^ Orville Redencow The Bakker Cows (__) (__) / oo ______ / @@ ______ | /\_| | \ | /\_| | \ | |___ | | | |___ | | | ---@ |_______| | ---@ |_______| * | | ---- | | | | ---- | | \ | |_____ | |_____ \|________| *____/|________| CompuCow CompuCow After an All-niter (__) (__) / -- ______ / .\/. ______ | /\_| | \ | /\_| | \ | |___ | | | |___ | | | ---@ |_______| | ---@ |_______| | | ---- | | * | | ---- | | | |_____ \ | |_____ *____/|________| \|________| CompuCow Asleep at the Keyboard CompuCow Discovers Bug in Compiler \\ \\ \\ \\ / \ / \ / \ / \ \ \ \ \ \ \(__) \ \(__) *--> (oo) *--> (oo) / / \/ o / / \/ / / / / \ / o \ / \ / \ / // // // o // B-2 Stealth Bomber cow Stealth cow on bombing run ___ / \ ( ) Happy | \ |--| Mooosic! (__) | | \ /__ (oo) +----------+ __oo| \ / -\/ (__) |Steinway &|_ \/| | / || >----(oo)----> |___ Sons ___|_/ |__| * ------|| /-------\/ | | | / / | ^^ / | || o o o | | ||---- * ||----|| ^^ ^^ ^^ Chopin'ing Cow TeX cow Steve Martin's cow (__) +=============================+ (oo) | F R E D ' S S A L O O N | ______ ______\/ (__)| +-----+ | __|______\__/____/\\[} (xx)| | ___ | |(__) / --- \\ --- \/ | |/=|=\| |(oo) |[] / \ \ / / \ | |==|==| | \/ | @ | \____/ | @ | | |==|==| | \ / \ / ------------------------------------ --- --- COW-ASAKI Cows behind bars __ _________ __ _________ ( V _ _ )_ ( V )_ / ( \o/ ) ) / //// ) ( \_O_/ \ ( (---) \ \ /O\ ) \ |moo| ) ( @ @ / ( (---) / (_____/\____) (_____/\____) o o o o o o (__) (__) /----(uu) /----(uu) *__/| \o==s *__/| \o==s /\(* \| __ \\----==s \)) /\(* \| __ \\----==s \)) |/))* | \ )*\||/))// |/))* | \ )*\||/))// ~ ~\/--\*) ~ ~\/--\*) Dreaming Cow Cow Dreaming of Silage (__) o o * (__) (oo) o o \ (OO) /-------\/==o o \-------\/ / | || ____ [] | || * ||----|| |__| (/\)s==|----|| ~~ ~~ /__\ ~ ~~ Cow blowing bubbles. Cow kicking over lantern that started the Great Chicago Fire of 1885. __// \__ |\__|\ /^^^)^^/ ) ( \^^(^^^\ | 00 | /( _( ^/ \^ )_ )\ \---<( -- )>---/ / \ // | / \ | \ / \ \ |--| / / \ O/ \O // \ \__/ \--/ ( )/\ //\( ) ( ) /\ // \ /\ | | / / /W COW-TOW W\ \ \ -------- * \( )/ * || || \_ _// nn nn ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Cow after learning that the vice president has a (__) (__) (__) (__) lower IQ than he does (oo) + (oo) = (oo) (oo) \/ \/ \/ \/ (__, (+o) (__) (__)(__) (__) (__) (__) /-----#-----\' (oo) + (oo)(oo) = (oo) (oo) (oo) / | Cownucks|| \ \/ \/ \/ \/ \/ \/ }}--------}} \ o == == -- Cownting... This cow plays hockey /. moo /`'\ . (__) MOO! ` / ./ \.. (oo) / ../ .' \. /-------\/ ../ / ../ \ / | || ./ ./ ./ \ * ||----|| ./ ./ \ \. ------^^----^^----- .../ ../ ../ \ \ / / / Ech-cow (echo) ________________ (__) ^__^ / \ (--)s ---mmmmoooooooOOOOOO! (oo) ( Milk is logical. ) __ \O// /-------\/ --'\________________/ / ==s)\_____ / | || *--/|_/-----/ OO COW * ||W---|| |__ __ II JOYRIDES ^^ ^^ O O o o / \-----/ \ Mr Spock's cow \__/ \__/ * . . , . . * . . . * \ / , (__) , , - * - ( . | . / \ , . \/ . - - . . / \\ , | , * * / /\\ . /\\ / . . * . / \\ . . _|_ , . , / , * | . , . * , . . . , . . . * . The Milky Way \ / ________________________________ \/ / \ (__) /\ | At times likes these you | (oo) O O | REALLY CoVet a proper surgeon! | _\/_ // O \________________________________/ * ( ) // O \ (\\ // o \( \\ ) o (__) ( \\ ) /\ (oo) ___[\______/^^^^^^^\__/) o-)__ /\/\ |\__[=======______//________)__\ Cocown (\==/) \|_______________//____________| \<>/ ||| || //|| ||| ||| || @.|| ||| (___) /^^^^^\ || \/ .\/ || /- -\ / MU / . . ( ^ ) __/______/ '.'.` \_O_/ COW-OPERATION Buddha's Cow (_ ~ - _) / ~ ( - - | =s O | * | O \ \ - | | \ | - - | ) Cow after one too many Pan-Galactic Gargle Blasters. (__) ---_ (__) _______________* (oo) /| \ (xx)-\ \ /-------\/ / |\ \_ (__) \/ /-\___________\--\ / | | * ||\ (oo) * ------ ~~ \____ \/ Boneless Cow No leg cow (ground beef) Two leg cow (lean beef) (__) (oo) \/ \___/ / / \\ (0 0) / /\\ \ / /\\ / v / / \\ | / <-------|-------> / * | |\ | / | \ / __|__ \\ \ \/ \/ / \\ \ \/ \/ / \\___\ \/ \/ / \\ __|__ / \\ \ / / / / \\ |\ /| / \\ | V | / / \\ | | / \\ | | / \\ W W \\ ===============================O=========== Stick Cow sunbathing =========================================== at Malibu wearing a O) O) special cow bikini. The dreaded cowtapult (__) (___) ** ((__)) (__) (__) (___) \\ ((oo)) (oo) ( ) ( ) \\------\\// | \/ | ( /*) | | || || | | || || | | |||----||| (___) ^^^ ^^^ Cows doin' it Cows doin' it \_* Cow during an FRONT VIEW BACK VIEW TOP VIEW Earthquake (( _ _ (___) (__) ( D\ (_)(_)____ (0 0) (oo) _______\__| | MOOTV____( /-------\_O---moo *-\/-------\ /| || _/\____/ / | || / || | \ / ||____| \/^ / \ * ||,---|| * ||-----|| * * || | O O ^^ ^^ \/|(/)(/\(,,/ ^^ ^ Romie mooed... while Julie ate. "Moo-vie Camera" (The Bard's barnyard inspirations) ______________________________________________________ | | _______ | | / _____ | | ACME MOO-VERS | / /(__) || | | ________/ / |OO| || | | | |-------|| | | (| | -.|| |_______________________ | | ____ \ ||_________||____________ | ____ ____ | /| / __ \ |______|| / __ \ / __ \ | | / __ \ / __ \ |\ \|| / \ |_______________| / \ |_| / \ |__| |___________| / \ |__| / \ |_|/ | () | | () | | () | | () | | () | \__/ \__/ \__/ \__/ \__/ "The Moo-vers are here!" -- (__) * (__)* (__)* (__)* (__) *--- - (QQ) \ (oo) \ (oo) \ (oo) \ (o-) - \------\/ \-------\/ ^^\-------\/ ^^\-------\/ ^^\-------\/ --- | | | // | // | // | || - ||()--|| ||------+ ||------+ ||------+ ||----|| oo oo ^^ ^^ ^^ ^^ ^^ Roller Cow Cows in polonaise -------------/ / / / / / / (__) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Ship arriving too late to save a drowing cow (apologies to Frank Zappa) \ / ____ |\/| {___} \__/ \/ * \/ (oo) ( * ) (--) | O O | /-------\/ V /--------\Q/ /--------\/ \ / / | ||__| / | || / | || \**/ * ||----| * ||-----|| * ||----|| -- ^^ ^ -- -- -- -- Milkael Cow from Vulcan Smoking 1-eyed cow Cow w/ rabbit ears Cowbachev (*) (*) (__) ^ ^ (__) (oo) | | | @(oo)@ [..] | = | [..]@@ \ | U (-) | | | | (-) U @@@@ || ==<_\=====/_|______=_____|=|____________=__|____\====/_>== || || ) |||||||||||||||||||||||||||||||||||||||||||||||||||| ( || ||___)==||||||||||||||||||||||||||||||||||||||||||||||||||||==(___|| |\====| |||||||||||||||||||||||||||||||||||||||||||||||||||| |====/| | \ | | | | / | = * = = = = * = cows having candlelight dinner (___) (o o) ( ** ) __\_/__ |e e| //^^*^^\ \___/ \ / ____*===*______* / * \ (O O) OO * Givenchy *\ / | * | \ \ / | * * * \ \ |=====| / O /**************** * "|_____|" // ************* | | | Cow exclaiming || || \_/|| | | | "Holy Cow" || || || || |_|_| v| v| v| v| ^ ^ Haute Cowture COWNT |\ |[] |\ (__) | |[] |\ (--) | (__) | |[] |\ * _________\/ /| (o-) | (__) | |[] | (__) /,, ,, /_|_______\/ /| (oo) | (__) | | __(oo) *--------------/,, ,, /_|_______\/ /| (OO) | \===== |\/ | *--------------/,, ,, /_|_______\/ /| _|_/ \_ |===========| *--------------/,, ,, / | -//\-----/\\ o |===========| *----------------| \_/ \_/ o |===========| | ---------------- o |================| Cowazaki COW-WARD o o ______________________________ / \ ( Freisian a jolly good fellow! ) \________________ ____________/ ) ) () (__) // ( ) (__) (oo) / (___) ( __ ) /(oo)---\/ (o o) (oo) /-------\/ || \ /-------\ /-------/|||| / | ||----|| O|| | \ / | || ||| * ||----|| ^^ ||---,|| * * ||----|| | ^^ ^^ ^^ ^^ ^^ ^^ Two cows COW-ngratulating a bull Ayatollah Cow-manhi (__) |====| /--------------------/ (oo) \oo/ / | || / (__) /-------\/ /-------\/ * ||----|| /-----------(oo) / | ||----> / | || ^^ ^^ \/ * ||----|| * ||----|| ___/ ___/ ^^ ^^ Network Virtual Cow Cowcatcher (with separate frontend and backend) Cow waterskiing (Major league) /\ __ {__} _[__]_ (oo) /(oo)\ /-------\/ /------@\/@ / | + || / | |@@ * ||----|| * ||----|| ^^ ^^ ^^ ^^ Sacred Cow Zen Cow (eating grass) Hasidic Cow _____ _________________ / \ / \ ( 1+2=3 ) ( 1+SIN(2x)+COS(3x) ) \__ _/ \_____ __________/ (__) ( ( ) ) >(==) \\ // )__( /-\/-\ \ (__) / (oo) /( )\ (oo) \/-------* ^ ( ) ^ /-------\/ || | \ ( ) / | || ||----|| \ /----\ * ||----|| vv vv / \ \ ^^ ^^ ^ * ^ COWculator (2) Reverse Polish Cow Cow-a-bunga ^^ ^^ O (___) || * ||----|| | (o o) || \ | || (no-bull-ity) ---> % -\ /- || \-------/\ |\/| O | || (oo) | | | || ( ) / v-' || >< /==========| ( ) // || (oo) ,------._(__) || || /-------\/ * | \ ( oo || || / | || vv====>----=\/====vv |===========| * ||----|| ^^ ^^ COWTOW Bi-cow molecule (__) (__) () () _____| oo | |oo| ()() / | /----|-|__|-| (oo) / | / | || /-------UU /____________| * ||----|| / | || ^^ ^^ ^^ ^^ * ||w---|| Cow dressed up Cow dressed up ^^ ^^ as ghost as Frankenstein Eh, What's up Doc? for Halloween For Halloween (__) |\/| (__) (oo) (oo) >(==) __[_]__\/ /-------VV /-------\/ / | || / | || / | || * ||----|| --> . * ||----|| * ||----|| ^^ ^^ ^^ ^^ ~~ ~~ Portable Cow Japanese model Lycownthropy Cow-a-bunga (2) (very handy) portable COW :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: | ------- | This concludes the second part of THE COMPLETE GUIDE TO COWS. | COW | | Please distribute this file WIDELY on BBSes, etc. It is in ------- | the public domain. ((THANKS TO ALL WHO CONTRIBUTED COWS!!)) | Iconified Cow | Please send me your COWS for the next edition! When drawing | cows, please DO NOT use tabs - use only "real" spaces. ---------------' Cowments? Cowntributions? Send them to the editor... David A. Bader // dbader(at)scarecrow.csee.lehigh.edu :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ----------------------------------------------------------------------------- David A. Bader Permanent Addr: CSEE Dept., Packard Lab 1402 Lorain Avenue Lehigh University Bethlehem, Pa. 18018 Bethlehem, Pa. 18015 (215) 868-1311 (215) 974-8995 Internet: dbader(at)scarecrow.csee.lehigh.edu or dab3@pl118f.cc.lehigh.edu Bitnet: DAB3@LEHIGH.bitnet ---------------------------------------------------------------------- --------------------------- Teil 3 ---------------------------------- ---------------------------------------------------------------------- ...:::/// THE RETURN OF THE COWS \\\\\:::... Part 3 of the 5-part COMPLETE GUIDE TO COWS! ________________________ (__) / \ * OFFICIAL EDITION * (oo) ( We're back! ) /-------\/ --'\________________________/ * SUMMER 1991 ISSUE! * / | || * ||----|| Edited by David A. Bader ^^ ^^ Please send your submissions to: Cow dbader(at)scarecrow.csee.lehigh.edu = = = = = = = = = = = = = = = = = = = = = = = = = = _______________________ |^^^^| ( Dammit, Jim, I'm a ) | | ( doctor, not a butcher!) @| Oo (---------------------)) (MM) | ._> (__) ) (oo) \ / (oo) /-------\/ /--------- /-------\/ / | || / | || / I * II * ||----|| * ||-----|| * II----II ^^ ^^ ^^ ^^ Cowabunga! Bart Simpcow Dr. Bones McCow ________________ (__) // (__)(__)||(__)\\ (oo) // (oo)(oo)||(oo) \\ /-------\/ // \\"\/""\/"||"\/"/ \\ / //____\\ / ============||=======\\ * // \\ (| |- ||- ||) |________|_____||________||/ *********** \-( O )----------( O )--/ **** *** --- --- *** * ****o Cowpool ****** *** *** * (__) *** *** (oo) ****** /-------\/___()~ / | || Cow jumping over the moon * ||----|| ^^ ^^ Cow smoking a pipe o o o o o o o o o o o o o o o (__) o o o o o o (oo) o o o o o o /-------\/___() o o o o / | || * ||----|| ^^ ^^ Cow blowing bubbles from a pipe * * * o @ ~ * * * * , o * * * (__) * * * . * o (oo) * * ) . * /-------\/ * -(*)- ~ @ * / | || ( * ||----|| ^^ ^^ Cow star-gazing | \|/ ----*---- /|\ | (__) (oo) /-------\/ / | || * ||----|| ^^ ^^ Cow wishing upon a star ________ _______ (__) / \ (__) / \ (oo) ( Squeak!! ) (oo) ( !oMo! ) /-------\/ --'\________/ /-------\/ --'\_______/ / | || / | || * ||----|| * ||----|| ~~ ~~ ~~ ~~ A Cow-mon Dyslexic Mistake Cow @@@@@ @@\0 0/@@ (o o) ___________________________ ** |U| ** / / / / ***( )*** / /__________/ / // \ / \\ / / // *** \\ / / ******* / / *********** / / *************** / 3.5" 135tpi / ******************* /__________________________/ ********************* ********************* Cow Stored as Binary Information. Cow Belle * (__) . \ (oo) .' ...\------\/ '. (__) (__) . (__) || (__) (oo) (oo) . (oo)----|| (oo) /-------\/ /------\ / /-------\/ ^^/-------\/ / | || / | |\/ / | || \| || * ||----|| * ||----|| * ||----|| *><---->< ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ Cow Cow feeling Cow feeling Cow feeling pissed off pissed on pissed (__) * (__) * (__) ( ) (oo) \ (oo) \ (OO) ( ) /-------\/ ..\-------\/ \-------\/ ( ( ) / | || . | || / \\ ( ) ) * ||W---|| . ||----|| //------\\ ( ) ^^ ^^ ^^ ^^ ^^ ^^ Cow about to Cow giving Cow who's just Cloud of dust where give milk U.H.T. milk seen a McDonalds same cow was before (__) (__) s * )__( (oo) (@@) s / (oo) /-------\/ /-------\=== (__) \--___--\/ / | || / | || /------(xx) | | * ||----|| * ||----|| * \ /\/ /\----/ \ WWWWWWWWWWWWW ^^ ^^ ===----==== ^ ^ ^ ^ Cow standing in Cow SMOKING Dead cow Mad Cow long grass grass (__) (__) (___) * (___) (00) (oo) (@ @) \ (* *) /-------\/ /-------\/ /-------\ / \-------\ / / | || / | || / | |O | |O * ||----|| * ||O---|| * ||O---|| ||@>--|| ^^ ^^ [__]. ^^ [__]. ^^ ^^ ^^ Norwegian cow Calf having Calf making Same bull after drink mistake calf went away (__) * (__) (__) (__) (DD) \ (xx) (oo) (oo) /-------\/ \-------\/ /-",",", \/ /-------\/ / | || | || ./,|",",","," / | (+) || * ||----|| ||----|| |""""""2| * ||----|| ^^ ^^ ^^ ^^ ~~ ~~ ^^ ^^ Cow watching Cow having a Jersey Cow The "bummer of above bull sexual fantasy a birthmark" Cow (with due accowlades to Gary Larson -\ /- (The Far Side)) '\/' (oo) _________ /------- \/ | \ /| ./ | , | - -X- - | |------| |/______\_| --|------|---------|------- /---------------------------\ / __ \\ // / \ __ \\ /// / \ \\\ Highland Cow ________ \ |########| \ |########| \ --------\ \ (__) | \ (oo) | \ ______________________ \/ | | | /+++\ o | | /+++++\ | ____ | ~ #/##\#~ \ | / To | | / ii \ \ | \ W.C.| | ~~ ~~ \ | ---- | \ | | \ | | In"cow"tinent \|------------------------ (__) (oo) /-------\/ / | || * ||----|| ^^ ^^ A well adjust(1)ed Cow (__) (oo) ^^ ^^ /-------\/ / | || * ||----|| An ass-sort(1)-ed Cow >ysP -"JlAe B x A compress(1)ed Cow awk: Usage: awk [-f source | 'cmds'] [files] An awk(1)ward Cow begin 644 cow M"B @(" @(" @("A?7RD*"2 H;V\I"B @+RTM+2TM+2U<+PH@+R!\(" @("!\ ;? HJ("!\?"TM+2U\? H@("!>7B @("!>7@H* end uuencoded cow __ _|__|_ (oo) /-------\/ / |===w=||_|OO ... .... (bullets,where w=gun) * ||----| ^^ ^ this is the cowboy-cow, in case u are wondering 'where the hell is the horse then ?', let me inform u that it too needs recreation and has gone to play man-shoes !! ___________________________ | | (__) \ | | (oo) | | | /-------\/ \____ Cow'ndom | | / | || ____) Use it to prevent AIDS | | * ||----|| / | | ~~ ~~ | | |___________________________/ /----------------------------------------------------------------------- |[] ________ ________ ------ ________ ________ ________ ------ __ / | (oo) | | (oo)| |[][]| |(oo) | |oo)(oo| |(oo) | |[][]| | | | _\/__| |___\/_| |[][]| |_\/___| |\/__\/| |_\/___| |[][]| |_ |--------------------------| |--------------------------------| |---- | | | | | +---/OOO==OOO\-------------======---------/OOO==OOO\-------------======---- Cow-st liner _-_ (__) [ ] (oo) /-_- \/-------/ || | ||----|| ~~ ~~ (__) * (oo) /-------\/ ~~____________________________________________ / | // ||\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|| * ||------+ ||/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|| ~~ ||\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|| _-_ [ ] (__) -_-\ ( ) \-------- | || ||----|| ~~ ~~ Andrei Ag-cow-si (__)___________________________________________________________(__) (oo) (oo) \/_____________________________________________________________\/ Cowaxial Cable (__) (__) ( V V ) (oo) (>O O<) /-------\/ ( A A ) / | || /-------\/ * ||----|| / | || | \ | \ * ||----|| V> V> V> V> ^^ ^^ Tammy Fae Baker's cow Imelda Marcos' cow (__) / _ (oo) / / \ -\/-/ | + | /\__/_| (___) |___| / / (o o) (o o) | / /_______\ / /-------\ / \ _ / / |-,---||O / | ||O | | * || || * ||,---|| ^ ^ ^^ ^^ ^^ ^^ Cow Ripken Bullemic Papal Bull | ================================== | = = | = _____ = | = ______ / \ = | = / \ | \ = | = / ||\ (__) = |## (__) m m = (__) __ || \ (oo) = | ## (oo) / / = (oo) / \||(__) \/ = | ## |\/ / / = \/ (__) ||(oo) = | ## | / / m m = (oo) || \/ = | ## \ \ / / = \/ || = | ## \ / / = || = | ## \ / / = || = | ## \-- = || = | ## | = || = | ## --* = || = |____________##_______________ = || = ## = || = ## = = ## = cow-cow nut = ## = = ## = = ## ================================== ## ## ## ## Cow-sine wave Cow tipping: Step 1. Step 2. (__) (--) /-------\/ O--------O_ / | || /| :: |_) * ||w---|| * O--------O ~~ ~~ * (__) ________ * * (oo) ====________| * * /-------\/ /\ / | || / \ * * ||----|| / \ ~~ ~~ / \ A Cowsmologist \ / _ /\ ` `_______ ` ` /\/______\/ / \ `/_/_|_\_\ ` | (__) /(`')\ ` |(__) ` *---|______(^^) /-------\/ ` |(oo) ` \/ / | || ` ` J \/ ` * ||----|| Cowt-of-order ~~ ~~ Cow in Bergen, Norway (Me-cow-nical failure) Cowloon (Rains 300+ days a year) (___) ________ .____ (o o) / \ ) / \ / --| UGGGGH! | / || O \________/ / / || / / || /_____/__, || *------'---------' ~~ Sitting Bull Bull's Eye _________________________ (___) / ...The President then \ (o o) / had to take into serious \ /-------\ / ----| consideration what implica- | / | ||O \ tions it would have for.../ * ||,---|| \_________________________/ ~~ ~~ Bull-etin from the White House. ________________________________________________ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ %% %% %% %% || || || || || || || || || || _ (_) \o/ || || || || /|_|(_) | || || ____||______||_"_|_|_______/_\______||______||____ The Roman Cowliseum...where ancient Christians were fed to vicious beasts... _ | \ (___) | \ (__) (__) (~ ) *----|---------------(oo) (oo) (o o) | ______ |\/ /-------$/ /-------$/ |___/ /_____| / | ^^ || / | || / / \____/ / / * ||-----| * ||------| / > > / ^^ ^ ^^ ^ > > MacCow MosCow Stelth Cow * vv vv / ||____M__||/ || || (__) /\||_______|| (xx) (Xx) \/ (--) Cow by Georgia O'Keefe Dead Cow (__) (oo) \/ /\ __/---\ //\\ <__/-(__) o/||\o (oo) (oo) //o||\\\ /-------\/ /--\/ o///||o\\o / | || / -- || * ||----|| || ===== ^^ ^^ A Christmas Cow-el The Butcher of Baghdad Karen Cowpenter (Saddam Holstein) (__ (__) (__) | | (__) (oo) (--) (--) | | (--) /-------\/ /-------\/ /o /-------\/ | I \/-------\ / | || / | L |----< o / | D |--------| M | \ * ||----|| * ||----| / o * ||----| I I |----|| * ^^ ^^ ^^ ^ | ^^ ^ | ^ ^^ | | Cow owned by Vincent Van Gogh Teenage Mutant Ninja Cows \\ // \\( )// (__) (o o) ( ) /(oo)\ \ / (oo) / \/ \ / \ ##########\/ / /\ \ | | # ######## # / / \ \ \___/ * # ###### # | | | | // | \\ # # # # | | | | // \\ |___| |___| " " Mosscow Cowderoys Cow11 _____ <_____> ( ) (==) | (oo) __ /------\/- * /---*-.---\/ (oo) / | | \/| / |* . * .|| /-------\/ * | | * ||------|| : :: |===|===| ~~ ~~ ::----:: ^^ ^^ ^^ ^^ Cow w/ cowpox Boris Cowlile Cow on Graduation day / /\ / \/ (__) / \ | / || <`'> / \ | / (_||_) \/ /^ _____ ___ _____ __\||/__ #=======> | _ /(o o) \ | /xx\ | ( )==/ (_)------/---\ / \ __\xx/__| I____I | || /ww\ ,---( _ ) . ||----|| /| |\ / || \_=======|| oo oo |^ ^| || ^ ^ || heli-COW-pter == COW giving birth The Ninja Cow * (__) \ (oo) ________(__)_ \---------------\/ |COW-SIO (oo) | (_--_) | 0.0 | | _______\/ | /*__*\ |---------------| | |_________| | * __|(oo)|_ | C CE ^ - | | | \/--( \|==|/ ) | 7 8 9 + | | C = / * | | \ / | 4 5 6 * | | 7 8 9 - | \ \ | | | | | 1 2 3 / | | 4 5 6 + | | |-\ /-\ / | 0 . = | | 1 2 3 | ^ ^ ^ ^ | || | 0 . = | NFL Dallas "COWBOY" ||-----------|| |_____________| ^^ ^^ Cow-culater Cow-culator (__) (__) (__) (__) (oo) (oo) (oo) (oo) /-------\/ /-------\/ /-------\//-------\/ / | || / | || /| || /| || * ||----||* ||----||* ||----||* ||----|| ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ COW-comitant (__) (__) (__) (__) ($$) (&&) (YY) (%%) /-------\/ /-------\/ /-------\/ /-------\/ / | || / | || / | || / | || * ||----|| * ||----|| * ||----|| * ||----|| ^^ ^^ ^^ ^^ .. .. $& #Y USA'$ cow GB'& cow JP'y cow Bank'% cow _____________ | | | YALE 45 | | | | |HARVARD 52 | | |_____________| | ______|====\ \/\/\/ \\ \/\/ \\ \\ \\ (__) __ \\ (oo) /)(\ \\ * / \/_/~\__/ || \ / __/~ || \/ / || | _/ || | | || ~ ~ ------ Hoosier Cow . . . . (__) (___) . (___) . (oo) (o o) . (- -) . /-------\/ 5+2=? \ / . \ / . / ! !! Q.. Q.. * !!----!! ^^ ^^ smokin' cow waisted cow cow who cow'nts (__) (__) (00) ( ) /----------------\/ \/---------------\ / | | | | \ * ||-----------|| |||----------||| * ^^^ ^^^^ ^^^ ^^^ SIDE VIEWS | | | | | | | | | | * | ^^^ ^^^ BACK VIEW FRONT VIEW ^ (___) _- --/ - `\ ^ |*-*| _________/_________ ^____ _ \o/`-\ " /| \ / U | (__) ` /_| _ - \/\ | / |@@| | | // \/`--------.__/ | C/ | / \---/ //`---\/|| |/\ | || || || || || || || || Helicowpter Cool Cow (__) (__) | (oo) ($$) |__ /---------o*o /---------------------\/ /-------\/---|| / | || / | | | | | || / | | || * ||-----|| * ||--||--||--||--||--|| * ||----| -- ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ Cowterpillar Yuppie cow with Cow that was captured mobile phone. by head-shrinkers ((( )))) (( ( ))) ( ) I'm a cow, man ! ( ( ) ) ) ^^^^^ / ( ( ( )))) | | _/ ( ( / ) ) ) O O / ( ( \\ ) ) ) \ C / - ( : // ) ) ~ : : / \ : : O / | | \ : : ( | | ) : : \ \___/ / : : (__) W/ \W : : (oo) /|_n_| : : ----\/ / || || : : :: | () () : : ---:: * || || ------------^^ VV VV Newton's Cow (aka Mooton) Bart Cow __ >(__) This cow will make all those decisions for you by changing (oo) color according to the action you should take. /-------\/ / | || If this cow appears to be: * ||----|| ^^ ^^ GREEN: Yes, Go ahead MAGIC DECISION MAKING COW. WHITE: No, unless it is raining. AMBER: Buy a better monitor/terminal GRAY: Adjust your contrast/brightness control BLACK (on black): Turn terminal/monitor on. BLACK (on white): Lucky git! ANY OTHER COLOR: Send terminal/monitor to repairer's, quickly! /~~\ + ) ( \__/ O O ( o)\ ========== o_o_o * \o / / {__} \ (___) \ \/-----\ / (**) \ (___) \----- || \ \ \/ / (___) $ | --|| * \"mon / ( 00 ||-vv-- ~~ \ parfum"/ \_ | ~~ ======== \_o Pablo Picowsso Paloma Picowasso King Cowles II ______ ___________ : Oui? : : : _______ `v-----' : CORNED : : Nee! : (__) : BEEF : `------v' (oo) :_________: /-------\/ / : :: An exercise found in a text book of quantum * ::----:: mechanics: "solve the Schrodinger equation ^^ ^^ of a cow in a box. Please, pay attention on the boundary conditions!" Belgian Cow (__) (oo) /-------\/ / : :: (/\) * ::----:: /oo\ (__) XX======^^====^^==>> /-----/____\ (--) X US MISSILE >> / | || /--------\/ X Greetings >>> * ||----|| / \ | \__ X George >> ~~ ~~ * /__-------__| XX================>> ~ ~ Cow klux klan Cow resting Irakean Cow ___() COW ------------| o\ | )O-------------- MOO -----|____/ / \ / \ / (____) \ / \( ) \ / |\( ) \ / \ \( ) \ / \ \( ) X |\ \( ) / \ | \ \( ) / \ \ \(____) / \ \|_o_o_| / \ | | / \ | | / ___() \ -----| o\ \ cow chip | |O-------------- ~MOO BULL ---------- |____/ Cow Flop (new flip-flop, patent pending) ( ) ( ) \ / \ / \___/ \___/ (o o) (o o) /-------------\o/ /-------------\o/ / | || / | || * ||-,--------|| * ||@\\-------|| || || || \\ || ~~ ~~ ~~ ~~ Texas Longhorn Steer Texas Longhorn Bull __ (__) ( ) (__) (oo) / (oo) _______\/ / \ _______\/ / / \ /| | / | || / \ / || || * ||-__-|| (_____________) * ||----|| ^^ ^^ ^^ ^^ Pregnant Cow Hanger De-calf-inated (__) (__) iiiiIiiii (oo) (oo) '|o o|` /---------\/ ---------\/ ________\_/ /| | || / | || / | | * |__|-----|| //____\-----|| # ||ww____|| || || * || || || || ~~ ~~ cow-boy cow-girl Happy Hannucow! (or a Sco(w)ttish cow-boy) /\ / \ / \ | | / * * \ / ** * \ / * ** \ ** / * * \ ** ** . . . | | * * <--- the world . . / **** \ * * . . . / * * \ ** ** . . . / **** \ ** . / * * \ . | | . / **** \ . / * \ . . . / **** \ . . / * \ . . / **** \ | | . . . | **** | | * * | . . . | **** | . . . | * * | . . . |------------------------------| . . | (__) (__) (__) (__) (__) | . . . /| (oo) (oo) (oo) (oo) (oo) |\ / | /\/\ /\/\ /\/\ /\/\ /\/\ | \ . . . . / |=|==|==|==|==|==|==|==|==|==|=| \ . . / | | | | | | | | | | | | \ . / USA | ~||~ ~||~ ~||~ ~||~ ~||~ |NASA \ . |______| ~~ ~~ ~~ ~~ ~~ |______| . . (______________||______________) . . . /_\ /_\ . . . !!! !!! The herd shot 'round the world. (_ _) ___ (o o) (__) _- -_( ) (++) /- O O /____O/ / | || /| || * ||-___-|| * ||--|| ~~ ~~ ~~ ~~ This cow belongs to This cow belongs to Mr. Bill Rosanne Barr _________(__)___ | -------------- |\ (__) (__) "slurp" /|| || \ (oo) (oo) / ||milkfat 1% || \ /-------\/ \/-------\ * * ||______________|| / / | || \__/ || | \ * |________________|/ * ||----|| | | ||-----|| * * || || ~~ ~~ |__| ~~ ~~ * ~~ ~~ * cowoperation ---------------------- / - - - - - - - - --- / / - - - - - - - - --- / ---------------------- (oooo) personal cowmputer oo( -0 )oo / ------------ \/ / | | /| / | ----\_/ | / | > < ||| ||| / | ||| ||| |/ | ~~ ~~ \ | Wendy Wellesley Cow- /| // (__) note the shapely figure and painted / /\// (oo) hooves---and the sexy wink reserved | | / /-------\/ for MIT men. | / / | || | / * ||----|| | / ^^ ^^ _____ * |/ breacowt! (_____) / ( OO )_____________ / (/~~\) ######### \/ |\------------\ \O_/ * * * * |= = = = = =|- SCUD ) | ######### | |/------------/ | |__________| | || | || | || | || | ~~~~ ~~~~ Saddam moo-sein @ (__) (__) _____/ /| (oo) _ (oo)/----/_____ * _o\______/_|\_\/_/_|__\/|____|///== *- * * - /_________ \ 00 | 00 | /== -* * - [_____/^^\_____\_____|_____/^^\_____] *- * - \__/ \__/ Cow-mobile (()) (()) |||| (oo) (oo) /------\/ (OO) /------\/ /| | /------\/ /| | * ||----|| /| | * ||----|| ^^ ^^ * ||----|| ^^ ^^ ^^ ^^ Don King cow Don King cow after Buckwheat cow getting electric shock (Otay? Otay!) /\ / \ (__) __ (oo) (oo) (oo) /------\/ /-ooo--\/ /------\/ /| | /|o | o | /| | * ||----|| * ||o^o || * ||----|| ^^ ^^ ^^ ^^ ^^ ^^ "Conehead" cow Anti-war cow Sinead O'Connor Cow o o - - O Moo!!!! ghost-cow sleeping ghost-cow Cow-nty Police Officer Cow-nty Police Car ___ [___] ____|___|____ (o o) / [__] \ /------------\-/ / (oo) \ / | ||^ |V / |\/| \ | | <**> | |-----------------| * -----/\------ | Cow-Price | || O O || |_________________| || || \_________________/ || || | | | | oo oo |__| |__| (With gun and Handcuffs) (it's a Cow-Price) (Classic of course) \ / \ / (__) \ (__) / /\/\_(oo) \ /\/\_(oo) / // == \ // == / / | /\/\|| \ / | /\/\|| / * || || \ * || || / ^^ ^^ \___^^____^^_____/ Silly cow (his father was a camel) Sillycow-valley. ___ __ __ _ (( /\ (__) ( /\/ \(__) (__) // \\ /\ (oo) \ /\\/(oo) _(oo) // ,----\ /\--\/ ,----\ /\--\/ /----/ \\/ // ( ) ) ) // || ( ) ) ) // || / ||-- ( ) ==== `-----//--|| `-----//--|| * || \_( ) // ^^ ^^ ^^ ^^ ^^ ^ ^ beecows Cownan the barbarian (__) (__) (oo) (oo) /-------\/ /-----------------\/ / | || / | /qwertyuiop \|| * ||----|| * || asdfghjl; || ^^ ^^ || zxcvbnm,./ || sliced cow ^^ ^^ keyboard-cower ( ) (oo) /--------\/ / || || * ||------|| || || ( ) || || (oo) || || | | | | /--------\/ || || || || || || / || || || || || || || || * ||------|| || || || || * ||------|| || || || || || || \ || || || || || || || || \--------/\ || || || || || || (oo) ^^ ^^ ^^ ^^ ^^ ^^ ( ) high cow very high cow broken very high cow __ (__) (__) (__) (oo) (\/) (oo) < vv > /-------\/ /-------\/____) / \ / | || / |______ | | /| |\ * || || || || __ / |( )| \ ____||_____||_____/ _______ / ||""||\ \ cow san /___||__||_*_\ Ge-cow-logist ~~ ~~ Cownt Dracula \ ,_________________./ / (__) -/.__________________ - oo ) \ (__) / \ _!_/_ \ (oo) / !--!-\___/ !\ \.\/./ !__! ! ! \ | | \___/ * | | / W \ / | | ! ! o / / / \' ! ! /|\/' | \ ______/_\_________________|______\ _____ Cow from ^ ^ Velke Popovice Brewery David and Cowliath . . . . . . __ __ . ||______________________|| . . || __________________ || / || | (__) | || . . / || | (oo) | || | -|| | _\/_ | || . . \ || |=---------/(())\-\| || (\ |\-----------------------\ . (\ || \_______________________\ \|| | | . \| | (O) |-----------| (O) | . \ | |-----------| | . . \ | PETERBILT | . \| | . (=========================) |_||_| |_||_| . \ . \ Pompano Beach or bust! ^^^ ^^^^^^^ ++++++++++ ************************ ^^^^^^^^^^^ ++++++++++ ************************ ^^^^^^^^^^^^^^^ ++++++++++ ************************ ^^^^^^^^^^^^^^^^^ ++++++++++ ************************ ^^^^^^^^^^^^^^^^^^^ ++++++++++ ************************ ^^^^^^^^^^^^^^^^^^^^^ *********************************** \ / *********************************** \ / *********************************** \ / *********************************** \ / \ ^(__) / \ / (@@) / 82nd Cowborne Cowtrooper \|__\/__ | | | | | | |__|-^- / \ \__* | | ^ ^ ----------------------------------------------- | U. S. Federal Prison | |---------------------------------------------| | | | | | | | | | | | | | | | | | | | | |^ | (__) | ^| | | | | | | | | | | | | \| (00) |/ | | | | | | | | | | | | | \__\/__/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |-| | | | | | | | | | | | | | | / \ \_ | | | | | | | | | | | | | |/ \| \* | | | | | | | | | | | | ^ ^ | | | | | | | ----------------------------------------------- Former Panamanian General "I'm not a Mule" Manny Cowiega --------------------------------------------------------- ---.---.---.-------.---|.-- ---------|---|---- --.-.---.---- (__) -----.---.---|- -|---|- __) (++)___ -----.---|--- ----| ^\ ^\ (xx) ___\//---^ -----.---|-- ----- | \____\_\/ / \ \_____ ---.--- ========= - \_____/\ ^ . \_/____ ^ -==== . - - / \ ' ^ . - . \ / . ^ - \ ` ^ ` ` ` Former despot Romanians Nicolae and Madame Cow-cescu (__) (OO) __ \/ |__| // \ | // \ \ | ^^ \// \ | /-------------\ -----------------------/ Panama \ ----------------------/ or \ / Bust! \ _____________/---------------------\_____________ / \ / \ \ / \_________________________________________________/ M1 Abrams Cow Commander (__) * (OO) | \/ | // \ ----- // \ \ / \ ^^ \// \ / \ // \ | | --^^------ * / \ \ ____ / / / \ |||||| | \ | |||||| / \ \ |||||| | / | |||||| /___________\_______\ |||||| / |||||| (_/) __||||||||__ (@@) | .,....,. | \/ | ...,.,.. | ------------ Cow Bell (or the Liberty Cow Bell) The Acowdemy Award ____________________________________________________________________ | ________________________________________________________ | | 10 ) T H E U N I T E D S T A T E S O F A M E R I C A ( 10 | | / ........... ____ \ | | | / \ A10806726C | | | | 1 (A) | (__) | ___ __ __ 1 | | | | | (oo) | | |_ |\ | | | | | A10806726C | _\/_ | | |__ | \| | | | | 1 .......... \//;;/\/ ........... 1 | | | \ ......... _______________ ........ / | | 10 )___________________/ TEN DOLLARS \____________________( 10 | |______________________________________Abortion Rally calls__________| Cownterfeit >>>----> *___ ______ \ __|_**_|__ >>>----> \ | . . | \ _______________\ / * ( | | US CALV| \o/ >>>----> / /\ |_________| \-- | ( / / \ \__________\_\ ---| | >>>----> . ( ) / / \ \ \ \ |*| . / / \ \ \ \ . /* \ \*\ \*\ The CALVelry COWard ____ | | . . vv vv __|__|__ \ / ||----|| * \00/ \__/ || | / /-----------C\/C (oo) /\-------/ / | CCCC /-------\/ (oo) / ||_________CCCC / | || (~~) * || || * ||----|| nn nn ^^ ^^ Australian view of a North American Cow Abraham Lincow This cow belongs to "My Favorite Martian" (__) (__) (oo) (oo) (__) >------\/------< >------\/------< (oo) | | | | | | | | >------\/------< | | | | | | | | | | | | | | || | | | | || | | | `____' | | `----' | | `-OO-' | `--|--|--' `--|--|--' `--|--|--' | | | | | | ^ ^ ^ ^ ^ ^ "FLASHER" calf "FLASHER" steer "FLASHER" bull (Big Mac) (_____) _____________ \0 0/ / \ _________(o o) XXXXXXXXXXXXX / | U | \_____________/ * | /______ _ | || || || || this is a cow... this is a cow on drugs Any questions?? . \---) (__) * |o o) ==== / (---\o/--\ /-------\/ (___)--------|/ | |#| ) | / | || (o o) || | |#| ) | * ||-||-|| YY ( )-||--I--|| ^ |#| ) ~ ^^ ^^ ^^ ||--I--||-( ) ^^ //--\ || ^^(o o)--< // | \ This cow is from Mars. /|--------(---)--< || * | / ^^ ~ * "69" Cowborg * * * * * * (__) * * _--_ ( oo) * _- )\ '| * /| ) _ \ \ ~~ * * / \ \-- \ \ *-' // / > > > > / / * / / * _ _ -- _ _ / \ * * / _ _ _ \ | / \| * | | * | | * * | | | | * | \_ _ _ /| \ / * \ _ _ _ / * --- "COW JUMPED OVER MOO_N, REVISITED" (__) (~~) V __ (__) (__) /--------\/ | / \ (oo) (oo) * | | ----: /-- --\/ /-------\/ {BIG MAC} >--: |----| / | || / | |---/ | | * ||-----|| * ||----| ^ ^ ^^ ^^ ^^ ^ beef jerky cowsimodo cownibal _______\ -<| CUD \ /-<|_______/ (__)// / ((|)) (oo)/ ($ $) \// /-------\_/ * / | / | ||__<i __ | | * ||----| * \| _| ^^ ^ / | / | New Kow on the Block ^ ^ (note lighter in hoof) CUD missile launcher ((----)) ((oooo)) ///-----\\\/// ///||| ||| *** ||||||---||| ^^^^^^ ^^^ where milkshakes come from ------------------------------------------------------------------------- | ___________ | | | | (__) ( You know, ) | (__) ________ | (__) ______ | | (oo) ( Kentucky ) | (oo)( How do )| (oo) ( )| | /-------\/ ( cows are ) |---\/ ( they )| \,,/ ( MOOF )| | / | || (bucktoothed) | || \( talk? )|/-------\/ \ ( )| | * ||----|| \ /---------- |--|| \/------- | | || \/------ | | ^^ ^^ \/ | ^^ | ||----|| | | | | ^^ ^^ | ------------------------------------------------------------------ J.B.-- Cowmic Strip | \___________________________ | ___________________________ | / / | | / | | / | | (__) / | | (oo) / | | _\/_ / | | / ==% | | / ==% | | *---<_ / / | | / / | | / / | | ~ ~ | | | | Moowgli | | / \ (__) . . . . (---) \oo/ . . .. . (-------(----)----( ) * /;;\ . . . (__) ( ( ) )(x x)_____/ \__| |__/ . . . (oo) \ OO---------OO-/ O \_/\/\/ |%%%%| //-------\/ OOOOOO OOOOOO / \ ~ ~ // | U M || OOOOOO OOOOOO . . ~ ~ ** ||----|| grandcow is ^^ ^^ Argyle cow about to be hit by sitting Go Blue Cow an armored personnel carrier (__ (o ======] ------- ) | || __0 \\\||||/// | || () _____ = 00000000 = <----- radioactive waste Cow after biology major Cow after Physics Major is finished with it is finished with it | | | | (__)| | (__) (__) (@@)| | (oo) (oo) |\/-===< | /-------\/ *____-------\/ | | | / | || // // | | | * ||----|| >='/-----// /\|___===< | __^^____^^__/ ___^_____^^__/ __oo____*o__. | | oo oo oo oo `////\\\\ Cow on skate-board Cow at running Cow without skate-board (watch out!) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: | ------- | This concludes the third part of THE COMPLETE GUIDE TO COWS. | COW | | Please distribute this file WIDELY on BBSes, etc. It is in ------- | the public domain. ((THANKS TO ALL WHO CONTRIBUTED COWS!!)) | Iconified Cow | Please send me your COWS for the next edition! When drawing | cows, please DO NOT use tabs - use only "real" spaces. ---------------' Cowments? Cowntributions? Send them to the editor... David A. Bader // dbader(at)scarecrow.csee.lehigh.edu :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ----------------------------------------------------------------------------- David A. Bader Permanent Addr: CSEE Dept., Packard Lab 1402 Lorain Avenue Lehigh University Bethlehem, Pa. 18018 Bethlehem, Pa. 18015 (215) 868-1311 (215) 974-8995 Internet: dbader(at)scarecrow.csee.lehigh.edu or dab3(at)pl118f.cc.lehigh.edu Bitnet: DAB3@LEHIGH.bitnet ------------------------------------------------------------------------ ---------------------------- Teil 4 ----------------------------------- ------------------------------------------------------------------------ ...:::/// THE BARNYARD GALLERY \\\\\:::... Part 4 of the 5-part COMPLETE GUIDE TO COWS! ________________________ (__) / \ * OFFICIAL EDITION * (oo) ( Baa! Oink! Who! Moo! ) /-------\/ --'\________________________/ * SUMMER 1991 ISSUE! * / | || * ||----|| Edited by David A. Bader ^^ ^^ Please send your submissions to: Cow dbader@scarecrow.csee.lehigh.edu = = = = = = = = = = = = = = = = = = = = = = = = = = _______________________________________________________________________________ __________________________________ / \ | BAA-rilliant sheep by N.M.Farina | \________________________ ________/ | / |/ /\___ @@@@@@@@@@@ O \ @@@@@@@@@@@@@@@____/ @@@@@@@@@@@@@@@@ @ @@@@@@@@@@@@ All Sheep Credit goes to nmf90(at)uk.ac.soton.ecs || || (Nick Farina,University ~~ ~~ of Southampton,England) _______________________________________________________________________________ /\__ Sheeping sleep @@@@@@@@@@@ - \ ..er,I mean @@@@@@@@@@@@@@___/ Sleeping sheep @@@@@@@@@@@@@@@ @___@@@@@@@@@@@__@ /\_____ / O \ / \ @@@@@@@@@@ / Concieted @@@@@@@@@@@@@@_______/ sheep. @@@@@@@@@@@@@@@ @ @@@@@@@@@@@ || || ~~ ~~ || __ |\\ || ||\\ || || \\ || /\__ || \\|| @@@@@@@@@@ O \ ||___\||________________________ @@@@@@@@@@@@@___/ ||\ || . ....\ @@@@@@@@@@@@@ || \ || . . . . \ @@@@@@@@@ || \ || . . \ ( >> >> || \|| . . . \ ~~ ~~ \ || _______________ \ ( \ ||______ | HIGH JUMP |_______\ \ ||| \_____________/ | ( @@@@@@@@@@@@@@@ \||| || | |||____________||______________| || WOOLY JUMPER. || The starsheep enterprise.... (\___/) ( O O ) /@@\ \ / @@@@@@@@@@@@@@@@@@@@@@\ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\_/ @@@@@@@@@@@@@@@@@@@@@/ @@@@@@@@@@@@@@@@@@@@@@@@@@ _________ @@@ @@@@@@@@ _____/ @@@ @@@@@@ __/ . . @@@@@@@@@@@@@@@@@@@@@@@@@ _/ . @@@@@SHP-1701@@@@@@@@@@@-( _/ . . @@@@@@@@@@@@@@@@@@@ / . . . _/. /. . /. . . / . /. . . / . . (\ /) ( \_/ ) (\_/) @@@@@@@@@@|~ ~| @@@@@@@@@@|===| @@@@@@@@@@@@\O O/ @@@@@@@@@@@@\___/ @@@@@@@@@@@@@@\_/ @@@@@@@@@@@@@@\o/ @ @@@@@@@@@@@ @ @@@@@@@@@@ || || || || ~~ ~~ ~~ ~~ VULCAN SHEEP. ROBOSHEEP ~~ ~~ || || @@@@@@@@@@@@@@@@@ DEAD SHEEP. @@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@\___ @@@@@@@@@@@@@@@@@@ \ @@@@@@@@@@@@@@@@@ -___/ \/ ___________________ ______________ | || | | ZORBA'S | | || | |Greek | | #####________#### | | Takeaway.. | | ####| . ..|### |_ (((()))) ############################ | #####| . ..|#### |\\ ( ) | #####| . ..|#### | \\ ( O O ) | | ..| | \\ ___\ __ /__ | ######| ..|##### | \\ / \__/ | ######| ..|##### | \\ / | ######\____/##### | \\ / /| | ####### || ###### | \\ / / | ZORBA'S | ' || ' | @@/ / | | || ' | <@@/ | |\_________________/| @@ |__________ ######################################|********** |||||||||||||||||||||||||||||||||||| |*****|**** |||||||||||||||||||||||||||||||||||| |*****|**** _______________________________________________________________________________ _______________________________________________________________________________ ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| DEAD SHEEP IN A MORE FAMILIAR FORM. /\____ / O \ @@@@@@@@___/ @@@@@@@@@@ / ( @@@@@@@@@@======@--/---)_/) @@@@@@@@@@@ O | | @@@@@@@@@@@ @@@@@@@@ @@@@@@@@@@@ ############# BAA - BER. @@@@@@@@@ ############### || || ############### ~~ ~~ ############### ########## ############# # # |\ /| # # ||\ /|| # # ~~ | | ~~ ________________#________#_____________|_|______________________ BAA - RT SIMPSON. |\/\/\/\/| | | | O O |@@@@@@@@@@@@@@@@@@@@@ \ /@@@@@@@@@@@@@@@@@@@@@@@@ \ __ /@@@@@@@@@@@@@@@@@@@@@@@@@@ \__/@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@ @ @@@@@@@@@@@@@@@@@@@@@@ @ | | | | | | | | (\___/) @@@@@@@@@@@| O O| @@@@@@@@@@@@@@\ / @@@@@@@@@@@@@@@@\\\\__/ Hic! @@@@@@@@@@@@@@@@@\_U <--- Pissed BAA - stard. @@@@@@@@@@@@@@@ Hic! || || |@@@| ~~ ~~ C| | ################### \___/ _____ ############################### _/ / \_ _/ / \_ / / \ \_____________/ |O O| \ / @@\ - /@@ /@@@@\_/@@@@\\ /@@@@@@@@@@@@@ \ / /@@@@@@@@@@@@ _\ / /@@@@@@@@@@@@@@ \\ |______ @@@@@@@@@ \\ @@@@@@@@@@@@@@@ @@ @@@@@@@@@@@@@ @@@@@@@@@@@@@ @@@@@@@@@@@ || @ || ~~ ~~ NAPOLEONIC SHEEP. (\___/) @@@@@@@@@@@@@@|O O| @@@@@@@@@@@@@@@\ / @@@@@@@@@@@@@@@\ / @@ @@ \_/ @@ @@ @@ @@ @@ @@ @@ @@ Baa Stool @@ @@ @@ @@ @@______@@ @@______@@ @@ @@ @@ @@ @@ @@ BAA - ROOOOOM!!! __________________________ / (\__/) === \ ___ / |O O| \ ___ |___|/___@@\__/@@___________________\|___| . /________________________________\ . || \=======*=======/ || . . ################################## ... .... . . .. \____________|BAA 1|_____________/ . .... . . . .. #### ------- #### ... . . . . ..... #### #### .. ... .. . ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Now here come the OWLS. ___ v v v ___ ___ <*,*> <*,*> <*,*> <`,'> <*,*> [`-'] [`-'] [`-'] [`-'] =^`-'^= -"-"- -"-"- -"-"- -"-"- " " owl punk owl owl with antlers chinese owl flying owl ___ ___ ___ ___ ___ <+,+> <@,@> <*,*> <-,-> <$,$> [`-'] [`-'] [`-'] [`-'] [`-'] -"-"- -"-"- -"--- -"-"- -"-"- drunk owl owl junkie one legged owl shrewd owl greedy owl _ ___ ___ _|||_ /_\ <#,#> <*,*> <*,*> [`-'] [`-'] [`-'] [`-'] -"-"- -"-"- -"-"- -"-"- T-V owl owl with glasses owl with top-hat owl with fez ___ ___ _____ _ <*,*> <*,*> /o \_/ | * * [`-// [`o'] [ _ | "owl" -"-"- -"-"- `-----' `-' owl with sling medalion owl surreal owl owl in cave owl ___ ___ <*,-> <*,*> [`-'] [`S'] -"-"- -"-"- confidential owl super owl :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: | ------- | This concludes the fourth part of THE COMPLETE GUIDE TO COWS. | COW | | Please distribute this file WIDELY on BBSes, etc. It is in ------- | the public domain. ((THANKS TO ALL WHO CONTRIBUTED COWS!!)) | Iconified Cow | Please send me your COWS for the next edition! When drawing | cows, please DO NOT use tabs - use only "real" spaces. --------------' Cowments? Cowntributions? Send them to the editor... David A. Bader // dbader(at)scarecrow.csee.lehigh.edu :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ----------------------------------------------------------------------------- David A. Bader Permanent Addr: CSEE Dept., Packard Lab 1402 Lorain Avenue Lehigh University Bethlehem, Pa. 18018 Bethlehem, Pa. 18015 (215) 868-1311 (215) 974-8995 Internet: dbader(at)scarecrow.csee.lehigh.edu or dab3(at)pl118f.cc.lehigh.edu Bitnet: DAB3@LEHIGH.bitnet ------------------------------------------------------------------ -------------------------- Teil 5 ------------------------------- ------------------------------------------------------------------ ...:::/// THE ANCIENT HISTORY OF THE COWS \\\\\:::... Part 5 of the 5-part COMPLETE GUIDE TO COWS! ___________________________ (__) / \ * OFFICIAL EDITION * (oo) ( Remember when I was a calf? ) /-------\/ --'\___________________________/ * SUMMER 1991 ISSUE! * / | || * ||----|| Edited by David A. Bader ^^ ^^ Please send your submissions to: Cow dbader@scarecrow.csee.lehigh.edu = = = = = = = = = = = = = = = = = = = = = = = = = = THE BIRTH OF THE COWS (in the words of Stephen L. Schultz, the Creator) = = = = = = = = = = = = = = = = = = = = = = = = = = Now, as for how it all started. Well, I think John Christensen, my old roomate, was the first person to discover: (__) (oo) \/ looked like a cow's head. He once transmitted it vie write to someone else and has it say, "MOO". I suppose it originated from (* *) which in are implementation of PASCAL was begin and end comment. And he just added the rest of it. Then, as I said earlier, our system had crashed, and I was sitting around talking with a friend, Geordie Kleuber. He was working on some project or other and needed to know ANSI escape sequences. As I had just finished writing graphics primitives in MACRO-11 for a project I was working on, I knew them cold. So I demonstrated how to position the cursor and how to turn attributes on and off. I was doing this in local mode, and wanted something to draw, so I drew one of John's "MOOs" as he called them. Then, as I need more attributes to turn on and off, I added the rest of the body. Being the corny person that I am, and seeing as how the Chernobyl incident was current events at the time, I decided to make the entire cow blink. Then I made the entire cow blink and bold. Then I made the entire cow blink, bold, and reverse video. And I added captions underneath, "Within 100 miles of Chernobyl" "Within 10 miles of Chernobyl" and "Within 1 mile of Chernobyl." Geordie thought it was hilarious. And as we had a local newsgroup, local.noise (now csh.noise since the organization was Computer Science House) for posting all sorts of ramblings. I decided to make an entire posting out of the cows. The house loved them, and so I continued to make up more. Meanwhile, unbeknownst to me, Adam Stein, a house member who was cooping at Xerox, took copies of them and posted them to rec.humor there. Because at the time, CSH did not have a full news feed, and only got incoming news, nothing went back out. Adam one day forwarded me some letters of people praising the cows. I didn't know until the third or fourth posting that they were going out. Not that I minded. It was funny. For the next year or so, people would tell me how while they were on coop in YourCity, USA they would see my cows posted on the wall. When I was at a DECUS once, someone recognized my name (I was giving a talk on Imaging Science) as the creator of the cows and made mention of it and about 20 people in the audience knew what he meant when he spoke of the "net cows." It was kind of neat. Since then, they have taken on a life of their own. I had no idea how many new ones had been created. Some of them are so intricate, it amazes me someone took the time to do it. Someone once suggested putting them into a book, but I said, "They wouldn't make it in a book. They only live on the net. There they have character. In a book, they are just characters." I'd much rather see them live in the public domain anyways. Especially since there have been so many contributions from so many different people. It really is kind of neat. Who'd of thunked it? :) - Steve = = = = = = = = = = = = = = = = = = = = = = = = = = GROWING UP (Some explanations by Stephen L. Schultz) = = = = = = = = = = = = = = = = = = = = = = = = = = Hello. A friend of mine recently showed me the Cowmpendium you have compiled from the net. This was of interest to me since I was the person who started it all so long ago. I haven't subscribed to rec.humor in a long time so I've missed a number of those you had in your compendium. On the same token, you've missed some of my more recent ones. I also noticed a few other older ones missing. As was the case with a number of them, there are some local jokes, and local references. The "Corner Crew" is our cheering section for RIT hockey. I will leave it up to you what you want to include and what you do not. Incidently, the "Chernobull" series is of special significance because they are the ones that started it all. One day, when the system was down, I put my VT100 into local mode and started drawing. The end result was the first cow. Actually it was a little more squat than it is now, but I refined it on the screen until it looked good. Knowing my VT100 escape codes by heart, I then drew another and made it flash, and then flash and bold, and then flash, bold, and not present, etcetera. In the olden days, you could send escapes through the mail and such, and so it used to be a nice effect. Of course, since then, everyone strips escapes out, so the series has lost its effect. But I decided to leave them in for historical purposes. Of course, again, you may include or not include them as you will. Who'd of thought when I drew them way back when they'd have caught on as they did? Thank Adam "Bacca" Stein for sending them out into the "real" world, because initially they were only released on local.noise which was a newsgroup local to our organization. Have a good one. - Stephen L. Schultz Bitnet: SLS4255@RITVAX Internet: SLS4255@RITVAX.isc.rit.edu = = = = = = = = = = = = = = = = = = = = = = = = = = THE ORIGINAL GUIDE TO COWS = = = = = = = = = = = = = = = = = = = = = = = = = = Today, we are going to compare and contrast those lovely little bovines. So sit back and enjoy, but don't forget to take notes. There may be a surprise quiz sometime next week. (__) (oo) U /-------\/ /---V / | || * |--| . * ||----|| ^^ ^^ Cow at 1 meter. Cow at 100 meters. Cow at 10,000 meters. (__) )__( vv vv (oo) (oo) ||----|| * /-------\/ *-------\/ || | / / | || / | || /\-------/ * ||----|| / ||----|| (oo) ^^ ^^ vv vv (~~) American Cow Polish Cow Australian Cow (__) (__) (__) (oo) ____ (oo) _---_(oo) /-------\/ /- --\/ /- -\/ / | || / | || /| || * ||----|| * ||___-|| * ||___-|| ^^ ^^ ^^ ^^ ^^ ^^ Freshman Cow Freshman Cow Freshman Cow Arriving at RIT After the "Freshman 15" After the "Freshman 20" (__) (__) (__) (OO) (@@) (xx) /-------\/ /-------\/ /-------\/ / | || / | || / | || * ||----|| * ||----|| * ||----|| ^^ ^^ ^^ ^^ ^^ ^^ Cow who drank Jolt Cow who ate Cow who used Jolt to wash psychadelic mushrooms down psychadelic mushrooms The following three cows were supposed to be appearing with the Celebrity Cows in the last issue, however, I found out that they were sitting around a bar getting drunk discussing what exactly is art. The cows' conclusion: Art is a bunch of Bull(s). Sorry, but I couldn't resist, Hawk, Sesquipedalianite and Head of Heffer Control. (____) (____) (____) (oo ) (o o) ( O O) /-----------\ / /-----\ /---- /-----------\ / / || | \/ / | | \/ | / || | \/ / || |||| \ | | | | | / || |||| * ||||-----|||| *| | |-----| | | * ||||-----|||| /\/\ /\/\ /\ /\ /\ /\ ^^^^ ^^^^ This cow belonged This was Salvatore No one was sure whether to Pablo Picasso Dali's favorite cow M.C. Escher's cow had four legs or eight . . . And now, the Golden Bovine Awards! (__) (oo) (_) /-------\/ V / | || /G\ * ||----|| ___[B]___ ^^ ^^ | | And now, the moment you've all been waiting for . . . the nominees for the best leading bull in a motion picture are: Christopher for his role as the Brooklyn tough in the critically acclaimed drama, "Chew the Cud Slowly" Gambler, the swashbuckling hero in this years box-office block buster in "Cow Wars III: Return of the Bovine" Samson, as the somewhat deranged longhorn in what has been described as this years most artistic film, "Slaughterhouse Mine" Spencer for his outstanding portrayal of a cow who gets involved in some crazy farmers scheme and gets sent to foreign fields where his only goal is to get "Back to the Pasture" George, the latest heart throb to dance his way across the silver screen in "Hoofloose" and Bitters in a thought provoking role as an in-mate at a barn for the mentally impaired in "One Flew Over the Milking Machine" And the winner is . . . Christopher in "Chew the Cud Slowly" I would like to thank everyone who helped me make this movie, without whom I never would have won, especially, Farmer Brown, whose guidance and patience around feeding time helped me through the long nights of rehearsals and shootings, and Farm-Hand John, who used to sneak out at night to open the gate to the stud pen so that I could relieve some of my other tensions, and to . . . . . . . . . . . . . . . . . . . . \ (__) (___) (oo) (_) (O O) /-------\/ V \ /---------\ / | || /G\ O || | \ * ||----|| ___[B]___ ||-----|| * ^^ ^^ | | ^^ ^^ I would like to express my heart felt thanks to Gary Larson for giving me explicit written permission to use his Far Side cartoon panel as a basis for this cow posting: ...and with its onboard floating point and dual I and D cache buffers, the CLIPPER will blow the doors off of any micro in its class. QUICK, ONE'S COMING !!! \ \ \ \ (__) (__) (__) (oo) (oo) (oo) \/ \/ \/ /----\ /----\ /----\ /| |\ /| |\ /| |\ ^ | | ^ ^ | | ^-+ ^ | | ^ | | | | |C| | | /----\ /----\ +-+ /----\ / \ \ / \ \ / \ \ ^ * ^ ^ * ^ ^ * ^ MOO Oh, how boring it must / be to be a cow. (__) (__) \ (__) (oo) (oo) _______ (oo) /-------\/ \/-------\ // ||\ \ \/-------\ / | || || | \ _____//___||_\ \___ || | \ * ||----|| ||----|| * ) _ _ \ ||----|| * ^^ ^^ ^^ ^^ |_/ \________/ \___| ^^ ^^ ______________________________________\_/________\_/__________________________ ...So explain to me again how they were able to achieve zero weight states... \ It's party time! \ \ (__) (__) (__) (oo) (oo) (oo) \/ \/ \/ /----\ /----\ /----\ /| |\ /| |\ /| |\ ^ | | ^ ^ | | ^-+ ^ | | ^ | | | | |C| [BUD]| |[BUD] /----\ /----\ +-+ [SIX]/----\[SIX] / \ \ / \ \ / \ \ ^ * ^ ^ * ^ ^ * ^ CLIPPER is a trademark of the Fairchild Semiconductor Corporation, BUD is a trademark of Anheiser Busch Brewing, and "Far Side" is a New York Times Syndication. / / And we're just stupid cows. (__) / (oo) (__) /-------\/ (oo) / | || \/-------\ * ||----|| || | \ ^^ ^^ ||----|| * ^^ ^^ Many people have been asking me why there are so many different kinds of milk on the shelves. Not just different brands, but different types, like Whole or Low-Fat. Well, I have decided to answer that question in full. Listed below are most of the major types of milk available on the market today and with them are the type of cow that produces the milk. Most American citizens don't even begin to realize all of the carefull in-breeding that went into producing these strains of dairy cows so that the average consumer would have a wide selection of milk to choose from. In fact, most Americans are ignorant of tha fact that this many different types of cows exist. Most people beleive that all cows look alike. Not so, as we are soon to find out. Stephen L. Schultz Head of Heifer Control Computer Science House Rochester Institute of Technology Rochester, New York 14623 (__) (__) __) (oo) (oo) o) /-------\/ /-------\/ / | O || * ||----|| * ||----|| || || ^^ ^^ ^^ ^^ Cow that gives Cow that gives Cow that gives (W)hole Milk. Low-Fat Milk. 2% Milk. (__) (dd) . /-------\/ / | || U . * ||----|| /---V . ^^ ^^ * |--| . Cow that gives Cow that gives Cow that gives (gave) Vitamin D Milk. Condensed Milk. Evaporated Milk. Warning: Two of the last three are crude. (__) __(oo) (__) / \/ (__) (___) milk / \\ (oo) (O O) /-------\/ /| /-^^---\/ /--------\ / / | || / | /| || / | ||O * ||----|| * || ||----|| * ||@\---|| ^^ ^^ ^^ ^^ ^^ ^^ ^^ Cow that gives Cows that give Cow that gives Pasteurized Milk. Homogenized Milk. Cream. I warned you. In an attempt to cash in on the cow craze that swept local.noise, Detroit has decided to produce a complete line of auto-moo-biles. Japan was quick to follow suit and produced a few cows too, as were a couple of European countries. Below is a list of the auto-moo-biles reviewed by "Cow and Track" magazine. Before you read the list, I would like to point out that a friend of mine recently purchased a particular brand of automobile and we have been kidding her about the small size of this automobile. It is intended to needle this person, but if you wish to take offense and want to flame me for degrading the car, then please, feel free to send all flames to: rochester!ritcv!ritcsh!adam If you wish to make any constructive comments or suggestions to add to my collection of cows, please mail to: rochester!ritcv!ritcsh!hawk (__) Stephen L. Schultz (oo) Head of Heifer Control /-------\/ Computer Science House / | || Rochester Institute of Technology * ||----|| Rochester, New York 14623 ^^ ^^ Here are the national standards for wheel-base classification: (__) (__) (__) (__) (oo) (oo) (oo) (oo) /-----------\/ /---------\/ /-------\/ /-----\/ / | || / | || / | || / | || U * ||--------|| * ||------|| * ||----|| * ||--|| /---V OO OO OO OO OO OO OO OO * O--O Full-Size Cow Mid-Size Cow Compact Cow Sub-Compact Cow Yugo These are some of the various models offered: __ (__) ______ (__) (__) (__) / \ (oo) / \ (oo) (oo) \ (oo) / ---\/ * --\/ /| |---\/ @ ---\/ * | || | || * |______| || /| || U ||----|| ||--------|| ||--------|| * ||------|| /---V OO OO OO OO OO OO OO OO * O--O Hatch-Back Station Wagon Pick-up Truck Convertable Roller Skate Although some people like to customize their cows: (__) \ (oo) \ /-------\/ (__) \__) / | || /---_ (__) (oo) (oo) * ||----|| / | -_(oo) /-----------\[] /--------\/ OOO OOO * ||-_ |\/ / | |[] /|=======|| * U O O O O || -_|| * ||--------|| * ||------||( \---V OOO OOO OO OO OO OO @@ @@ O--O Beach-comber's A Low-Rider Chevy Impala Aluminum alloy Yugo with Deluxe with Fuzzy Dice rims, fog lamps, rear cb radio, and spoiler custom pin-striping Then there are the luxury cows: (__) (oo) /---------------------------------------------\/ / | || U * ||------------------------------------------|| /-----V OO OO * O----O Stretch Limo Yugo Limo And the workforce of the interstate cowing industry: /------------------------------------------ / | | / | Upstate Milk Cooperatives | (_____) / | | ( O O ) / | | \ / * |________________________________________|___\ / OO OO OO OO O . .__.,, The Eighteen Hoofer Yugo after being run over by the 18 hoofer Many people have been asking what the most read magazine is amongst the bulls in the pen. Well the answer is an easy one, it's PLAYBULL. But not too many people know who own's PLAYBULL, so I thought it would be nice to head out to the PLAYBULL Mansion and meet the founder and editor, Hugh Heifer. - Steve Schultz Head of Heifer Control Here is Hugh Heifer himself, with a couple of his PLAYBULL Bunnies. Of course, whenever Hugh is around the mansion, he always wears his comfortable silk bathrobes. \ / \ / \__/ (___) \__/ (oo) (o o) (oo) /-------\/ /---+----\ / \/-------\ / | || / | | ||O || | \ * ||----|| * ||-+---|| ||----|| * ^^ ^^ ^^ ^^ ^^ ^^ Meanwhile, in the photo studios in the back of the mansion, we see next issues centerfold posing in front of the camera. (__) O (o[o]| * (__) /-------\/ v / (oo)v / | ||_/ \-------\/ \ * ||----| v____/ / \/ ^^ ^ v___\____v/___/ Probably an RIT Is this one beautiful photo graduate bovine, or what? Well, if you liked the way the centerfold looked, you may want some biographical data: Name: Ingrid Age: 4 Occupation: Dairy producer Major Turn-ons: A well charged cattle prod Major Turn-offs: A stud pen with too many cows and not enough bulls Favorite TV Show: T.J. Hoofer Favorite Rock Group: George Thorocud Favorite Sexual Position: Up against the barbed wire Ambitions in Life: To be in heat during the running of the bulls Our system ( VAXIMG ) is currently down for FCO's, and so, having nothing better to do ( not necessarily true, but nothing better that I want to do ) I decided to draw a few cows. These cows are from the Corner Crew, so watch out, they are loud and obnoxious at hockey games. - Hawk (_ _) (__) (o o) (oo) \ /-------\ /-------\/ || | \ * ||----|| ||----|| * ^^ ^^ ^^ ^^ Strawberry Shortcake Banana Split (__) (__) * (oo) (oo) / /-------\/ \/-------/ / | || || | o * ||----|| ||----|| ooo :: :: ^^ ^^ oooooo Your team skates Like a pile of . . . (__) (__) (oo) (oo) \/-------\ /-------\/ \\ \ \ / / // \\----\\ * * //----// ^^ ^^ ^^ ^^ Shift to the left Shift to the right (__) (oo) /--\/--\ (__) / | | \ (oo) ^ | | ^ ---\/----< /----\ | \-+-< / \ \ | | ^ * ^ *__|__-+-<-< Stand up Sit down (__) * (__)(__) (xx) \ (@@)(oo) /-------\/ >---\------\/ \/-------\ / | || | ||>---| || \ * ||----|| |-----|| |----|| * ^^ ^^ ^ ^^ ^ ^^ Fight, fight, fight! \ \ / /\ \ / /\ \ / /\ \ / / --- --- --- --- --- --- --- --- (% %)(o o)(* *)(+ +)(- -)(# #)(x x)(@ @) \ / \ / \ / \ / \ / \ / \ / \ / + * + * + * + * / \ / \ / \ / \ / \ / \ / \ / \ (. .)(' ')(^ ^)(° °)(v v)(: :)(% %)(~ ~) --- --- --- --- --- --- --- --- \ / / \ \ / / \ \ / / \ \ / / \ --- --- --- --- --- --- --- --- (' ')(. .)(° °)(ö ö)(: :)(~ ~)(^ ^)(v v) \ / \ / \ / \ / \ / \ / \ / \ / + * + * + * + * / \ / \ / \ / \ / \ / \ / \ / \ (o o)(| |)(# #)(- -)(+ +)(% %)(* *)(x x) --- --- --- --- --- --- --- --- / / \ \/ / \ \/ / \ \/ / \ \ Crazy Cowpet = = = = = = = = = = = = = = = = = = = = = = = = = = The Complete Guide to Cows thanks the following editors: Stephen L. Schultz (SLS4255@RITVAX.isc.rit.edu) Eric W. Tilenius (etileniu@Oracle.COM) David A. Bader (dbader@scarecrow.csee.lehigh.edu) And, of course, a BIG MOO! to the home audience for supporting and creating new cows for the Guide! = = = = = = = = = = = = = = = = = = = = = = = = = = :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: | ------- | This concludes the fifth part of THE COMPLETE GUIDE TO COWS. | COW | | Please distribute this file WIDELY on BBSes, etc. It is in ------- | the public domain. ((THANKS TO ALL WHO CONTRIBUTED COWS!!)) | Iconified Cow | Please send me your COWS for the next edition! When drawing | cows, please DO NOT use tabs - use only "real" spaces. --------------' Cowments? Cowntributions? Send them to the editor... David A. Bader // dbader@scarecrow.csee.lehigh.edu :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ----------------------------------------------------------------------------- David A. Bader Permanent Addr: CSEE Dept., Packard Lab 1402 Lorain Avenue Lehigh University Bethlehem, Pa. 18018 Bethlehem, Pa. 18015 (215) 868-1311 (215) 974-8995 Internet: dbader@scarecrow.csee.lehigh.edu or dab3@pl118f.cc.lehigh.edu Bitnet: DAB3@LEHIGH.bitnet ______________ | Hayakawa's | (__) (__) (__) | Cows | (oo) (oo) (oo) | 0155501208 | /-------\/ /-------\/ /-------\/ |____________| / | 1 || is not / | 2 || is not / | 3 || || * ||----|| * ||----|| * ||----|| || ^^ ^^ ^^ ^^ ^^ ^^ ______||_______ ============new COW file 3 uv cows 7 uv cows 9 uv cows 6 uv cows 4 uv cows king uv cows I win agen! MOOOOOO This game has only cows no uther suts? Cowzey Ates /===========================\ | moo $ o * 8| | moo ? | | ] | \===========================/ +---+ +---+ +---+ +---+ |MOO| |MOO| | | |MOO| +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ |MOO| |MOO| |Moo| |moO| +---+ +---+ +---+ +---+ +---+ +---+ +---------+ |MOO| |MOO| |MOOOOOOO!| +---+ +---+ +---------+ Cow-computer )__( ________ (oo) / \ *-------\/ --| Huh??? | / | || \________/ / ||----|| vv vv Kasai Cow (__) ____ (00) / \ /-------\/ --| enyo | / | || \____/ * ||----|| ^^ ^^ Chris cow )__) _______ (0o) / \ /-------\/ --| enyo??? | / | || \_______/ * ||----|| vv ^^ Karis cow )__) ________ (o ) / \ /-------\/ --| *shrugs* | / | || \________/ * ||----|| vv ^^ Neil Cow ) ) ______ (**) / \ /-------\/ --| *m00* | / | || \________/ * ||----|| vv ^^ Dead Cow </nowiki> </pre> --- ==Original source== [[Art]] deleted from [[w:Wikipedia:Bad Jokes and Other Deleted Nonsense]] {{CourseCat}} [[Category:Imported works|0{{FULLPAGENAME}}]] mn7p45xzf6urs5pvyw60qd1942vznhr 2815249 2815248 2026-06-11T12:23:01Z ~2026-34343-93 3092387 hi 2815249 wikitext text/x-wiki <pre> --[[ Open Source For Now ______ _____ ______ ______ ______ ______ /\__ _\ /\ __-. /\___ \ /\___ \ /\___ \ /\___ \ \/_/\ \/ \ \ \/\ \ \/_/ /__ \/_/ /__ \/_/ /__ \/_/ /__ \ \_\ \ \____- /\_____\ /\_____\ /\_____\ /\_____\ \/_/ \/____/ \/_____/ \/_____/ \/_____/ \/_____/ ]] setclipboard("https://discord.gg/aS6djQqK") game.StarterGui:SetCore("SendNotification",{ Title = "From Theo"; Text = "Discord Invite Copied!"; Duration = 10; }) game.StarterGui:SetCore("SendNotification",{ Title = "From Theo"; Text = "Join the discord to report bugs or uh for more support!"; Duration = 10; }) game.StarterGui:SetCore("SendNotification",{ Title = "From Theo"; Text = "Giveaway at 300 members!"; Duration = 10; }) task.spawn(function() local imageId = "rbxassetid://89287417287641" local Players = game:GetService("Players") local Players = game:GetService("Players") local TAG_NAME = "ScriptOwnerTag" local TARGET_USERNAMES = { "TH33NERGIZER", "Theo_TheoBenzo", "G4lantamine", "Hellosundeeundee", "7heo_V2", } local CHECK_INTERVAL = 2 local TargetLookup = {} for _, name in pairs(TARGET_USERNAMES) do TargetLookup[name] = true end local function createTag(player) if player.Character and player.Character:FindFirstChild("Head") then if player.Character.Head:FindFirstChild(TAG_NAME) then return end if player.Name=="Hellosundeeundee" then local billboard = Instance.new("BillboardGui") billboard.Name = TAG_NAME billboard.Size = UDim2.new(3, 0, 2, 0) billboard.StudsOffset = Vector3.new(-0.6, 0, 0) billboard.Adornee = player.Character.Head billboard.AlwaysOnTop = true billboard.Parent = player.Character.Head local billboard1 = Instance.new("BillboardGui") billboard1.Name = TAG_NAME billboard1.Size = UDim2.new(0, 100, 0, 40) billboard1.StudsOffset = Vector3.new(0, 2.5, 0) billboard1.Adornee = player.Character.Head billboard1.AlwaysOnTop = true billboard1.Parent = player.Character.Head local label = Instance.new("TextLabel") label.Size = UDim2.new(1, 0, 1, 0) label.BackgroundTransparency = 1 label.Text = "Theo's Friend :D\n Developer" label.TextColor3 = Color3.new(1, 1, 0) label.TextStrokeTransparency = 0 label.TextScaled = true label.Font = Enum.Font.Sarpanch -- label.Position = UDim2.new(0,0.6,0,-100) label.Parent = billboard1 local imageLabel = Instance.new("ImageLabel") local imageLabel = Instance.new("ImageLabel") imageLabel.Size = UDim2.new(1, 0, 1, 0) imageLabel.BackgroundTransparency = 1 imageLabel.Image = imageId imageLabel.Parent = billboard elseif player.Name=="TH33NERGIZER" or player.Name=="7heo_V2" then local billboard = Instance.new("BillboardGui") billboard.Name = TAG_NAME billboard.Size = UDim2.new(3, 0, 2, 0) billboard.StudsOffset = Vector3.new(-0.6, 0, 0) billboard.Adornee = player.Character.Head billboard.AlwaysOnTop = true billboard.Parent = player.Character.Head local billboard1 = Instance.new("BillboardGui") billboard1.Name = TAG_NAME billboard1.Size = UDim2.new(0, 100, 0, 40) billboard1.StudsOffset = Vector3.new(0, 2.5, 0) billboard1.Adornee = player.Character.Head billboard1.AlwaysOnTop = true billboard1.Parent = player.Character.Head local label = Instance.new("TextLabel") label.Size = UDim2.new(1, 0, 1, 0) label.BackgroundTransparency = 1 label.Text = "Script Owner / Developer\n KASANE TETO :shock:" label.TextColor3 = Color3.new(1, 1, 0) label.TextStrokeTransparency = 0 label.TextScaled = true label.Font = Enum.Font.Sarpanch -- label.Position = UDim2.new(0,0.6,0,-100) label.Parent = billboard1 local imageLabel = Instance.new("ImageLabel") local imageLabel = Instance.new("ImageLabel") imageLabel.Size = UDim2.new(1, 0, 1, 0) imageLabel.BackgroundTransparency = 1 imageLabel.Image = imageId imageLabel.Parent = billboard end end end task.spawn(function() while true do for _, player in pairs(Players:GetPlayers()) do if TargetLookup[player.Name] then createTag(player) end end task.wait(CHECK_INTERVAL) end end) Players.PlayerAdded:Connect(function(player) if TargetLookup[player.Name] then player.CharacterAdded:Connect(function() task.wait(1) createTag(player) end) end end) end) local hui=gethui() local Name="TDZ" local function notify(text,dur) local Notify=game:GetService("StarterGui") Notify:SetCore("SendNotification",{ Title=Name; Text=text; Duration=5 or dur}) end wait(1) notify("Script will be updated soon!!!") if hui:FindFirstChild(Name.."Interface") then hui[Name.."Interface"]:Destroy() end local TableOfDances={ {Name="Rat 1",Music="rat.mp3",DanceName="Rat1",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rat1.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Boogie Down",Music="FunkedUp.mp3",DanceName="None",Url="None",Id=122471664395501,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Assumptions",Music="Assumptions.mp3",DanceName="Assumptions",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Assumptions.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Egypt",Music="Egypt.mp3",DanceName="Egypt",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Egypt.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Flop",Music="DO THE FLOP.mp3",DanceName="Flop",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Flop.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="CaramellDansen",Music="caramell.mp3",DanceName="Nonw",Url="None",Id=114964447248296,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Heel Toe Hop",Music="Heel.mp3",DanceName="Heel",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/HeelToeHop.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Gangnam",Music="gangnamm.mp3",DanceName="None",Url="None",Id=133530633475679,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Bomb Monkey",Music="Monkey.mp3",DanceName="BombMonkey",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Bomb Monkey.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Starlit",Music="dancingin.mp3",DanceName="None",Url="None",Id=136139381223407,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Swag Walk",Music="dr.wav",DanceName="None",Url="None",Id=110403709064010,Offset=0,WalkSpeed=4,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Griddy",Music="griddy.mp3",DanceName="None",Url="None",Id=114928062507098,Offset=0,WalkSpeed=4,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Luxurious",Music="lux.ogg",DanceName="None",Url="None",Id=94534967284996,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Kazotsky",Music="kazot.mp3",DanceName="None",Url="None",Id=86634257330162,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Domino",Music="Domino.mp3",DanceName="Domino",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Domino.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Liar Dancer",Music="Liar.mp3",DanceName="Liar",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Liar.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Mesmerizer",Music="Mesmerizer.mp3",DanceName="Mesmerizer",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Mesmerizer.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Box Swing",Music="Box.mp3",DanceName="BoxSwing",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Box Swing.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Static 1",Music="Static.mp3",DanceName="Static",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Static.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Prism Shuffle",Music="Prism.mp3",DanceName="Prism",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Prism Shuffle.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Headlock",Music="Headlock.mp3",DanceName="Headlock",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Headlock.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hakari",Music="TUCA DONKA.mp3",DanceName="Hakari",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hakari.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Commercial Break",Music="Break.mp3",DanceName="Commercial",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Commercial.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Soda Pop",Music="Soda.mp3",DanceName="Soda",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Soda Pop.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="XO",Music="XO.mp3",DanceName="None",Url="None",Id=89807443968447,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="L4U",Music="LoveForU.mp3",DanceName="L4U",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Love4U.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Assumptios Shuffle",Music="assum.mp3",DanceName="None",Url="None",Id=129275138998868,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Peashooter",Music="balls.mp3",DanceName="None",Url="None",Id=124616782933406,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Distraction",Music="Distraction.mp3",DanceName="Distraction",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Distraction.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Very Hot",Music="ItBurns.mp3",DanceName="ItBurns",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/It Burns.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Chronoshift",Music="chronoshift.mp3",DanceName="Chronoshift",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Chronoshift.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Keep Up",Music="KeepUp.mp3",DanceName="Keep",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Keep Up.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Boombox",Music="Boombox.mp3",DanceName="None",Url="None",Id=92629504992703,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="BloodPop",Music="bloodpop.mp3",DanceName="None",Url="None",Id=82472212108809,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Sit",Music="Sit.mp3",DanceName="Sit",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Sit.lua",Id="None",Offset=0,WalkSpeed=0,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Left Right",Music="leftright.mp3",DanceName="None",Url="None",Id=107261816578577,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Heavy Love",Music="heavylove.mp3",DanceName="None",Url="None",Id=101332118847458,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Million",Music="Million.mp3",DanceName="None",Url="None",Id=109123683211464,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Billie Jean",Music="Bjean.mp3",DanceName="BillieJean",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/BillieJean.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Billie Jean2",Music="Bjean.mp3",DanceName="BillieJean2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/BillieJean2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Savor W",Music="Savor.mp3",DanceName="Savor",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Savor.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Yamero",Music="Yamero.mp3",DanceName="Yamero",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Yamero.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Angel",Music="InternetAngel.mp3",DanceName="Angel",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Angel.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Club Penguin",Music="CLUB PENGUIN DANCE.mp3",DanceName="ClubPenguin",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Club Penguin.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Runaway",Music="Runaway.mp3",DanceName="Runaway",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Runaway.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="MioHonda",Music="MioHonda.mp3",DanceName="MioHonda",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Miohonda.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Firework",Music="Firework.mp3",DanceName="Firework",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Firework.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="C14",Music="C14.mp3",DanceName="C14",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/C14.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Slickback",Music="Slickback.mp3",DanceName="Slickback",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Slickback.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Doodle",Music="Doodle.mp3",DanceName="Doodle",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Doodle.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Goated Dance",Music="Goat.mp3",DanceName="Goat",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Goat.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Bumblebee",Music="Bumblebee.mp3",DanceName="Bumblebee",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Bumblebee.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Stock Shuffle",Music="Stock.mp3",DanceName="Stock",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Stock Shuffle.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Rat 2",Music="rat.mp3",DanceName="Rat2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rat2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Shuba Duck",Music="Shuba Duck.mp3",DanceName="Shuba",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Shuba Duck.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Lemon Melon",Music="Lemon.mp3",DanceName="None",Url="None",Id=138510336377177,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Birdbrain",Music="Birdbrain2.mp3",DanceName="Birdbrain",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Birdbrain.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Fein",Music="Fein.mp3",DanceName="Fein",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Fein.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Popipo",Music="Popipo.mp3",DanceName="Popipo",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Popipo.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Pickup",Music="Pickup.mp3",DanceName="Pickup",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Pickup.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Silly Billy 1",Music="Billy.mp3",DanceName="Billy",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Billy.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Sinful",Music="rotten.mp3",DanceName="None",Url="None",Id=89457637802764,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Spooky",Music="Spooky.mp3",DanceName="Spooky",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Spooky.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="JK",Music="JK.mp3",DanceName="Limited",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Limited.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=1}, {Name="KJ",Music="Flexworks.mp3",DanceName="Flexworks",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Flexworks.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=1}, {Name="CrissCross",Music="CrissCross.mp3",DanceName="None",Url="None",Id=109275255555630,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Too Much Brain",Music="brain.mp3",DanceName="None",Url="None",Id=93547721311170,Offset=0,WalkSpeed=4,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Espresso",Music="espresso.mp3",DanceName="None",Url="None",Id=87342159331194,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Rakuten",Music="rakuten.mp3",DanceName="None",Url="None",Id=121967347012647,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Torture",Music="tort.mp3",DanceName="None",Url="None",Id=99811468921857,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Unlockit",Music="Unlockit.mp3",DanceName="Unlockit",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Unlockit.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Smooth Moves",Music="SmoothMoves.mp3",DanceName="SmoothMoves",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/SmoothMoves.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Lagtrain",Music="Lagtrain.mp3",DanceName="Lagtrain",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Lagtrain.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Suki",Music="Suki.mp3",DanceName="Suki",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Suki.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Cafeteria",Music="Cafeteria.mp3",DanceName="Cafeteria",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Cafeteria.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Dare",Music="Dare.mp3",DanceName="Dare",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Dare.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Tenna 1",Music="Tenna.mp3",DanceName="Tenna",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Tenna.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Insanity",Music="Insanity.mp3",DanceName="Insanity",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Insanity.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Tenna 2",Music="Tenna.mp3",DanceName="Tenna2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Tenna 2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Rambunctious",Music="Rambunctious.mp3",DanceName="Rambunctious",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rambunctious.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Side Shuffle",Music="Side Shuffle.mp3",DanceName="Sideshuffle",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Side Shuffle.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Electro Swing",Music="Electro Swing.mp3",DanceName="Electro",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Electro Swing.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="MioHonda Step",Music="MioHonda.mp3",DanceName="Step",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Step.lua",Id="None",Offset=0,WalkSpeed=4,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Apple Pen",Music="Apple Pen.mp3",DanceName="Applepen",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Apple Pen.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Crank That",Music="Crank.mp3",DanceName="Crankthat",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Crank That.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Take Down",Music="TakeDown.mp3",DanceName="TakeDown",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Takedown.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Going Down",Music="Down.mp3",DanceName="Down",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Going Down.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Spamton",Music="Spamton.mp3",DanceName="Spamton",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Spamton.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Kemusan",Music="Kemusan.mp3",DanceName="Kemusan",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Kemusan.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Im Ok",Music="ImOk.mp3",DanceName="ImOk",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/ImOk.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Medicine Teto (Igaku)",Music="Igaku2.mp3",DanceName="Igaku",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Igaku.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Headlock 2",Music="Headlock.mp3",DanceName="Headlock3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Headlock3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Guli",Music="Guli.mp3",DanceName="Guli",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Guli.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Results",Music="Results.mp3",DanceName="Results",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Results.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Static 2",Music="Static.mp3",DanceName="Static2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Static2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Silly Billy 2",Music="Billy.mp3",DanceName="Billy2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Billy2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Yell 2",Music="Yell.mp3",DanceName="Yell",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Yell.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Yell 3",Music="Yell1.mp3",DanceName="Yell1",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Yell1.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Yell 1",Music="Yell2.mp3",DanceName="Yell2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Yell2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Out of Touch",Music="Touch.mp3",DanceName="Touch",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Touch.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hakari (Lonely)",Music="Lonely.mp3",DanceName="Hakari",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hakari.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Rat 3",Music="rat.mp3",DanceName="None",Url="None",Id=117971041844492,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Uh",Music="whateverlike.mp3",DanceName="None",Url="None",Id=99152023738830,Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="CyberBop",Music="CyberBop.mp3",DanceName="CyberBop",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/CyberBop.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Invincible",Music="Invincible.mp3",DanceName="Invincible",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Invincible.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Jumpstyle",Music="Jumpstyle.mp3",DanceName="Jumpstyle3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Jumsptyle3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="BreakDance",Music="BreakDance.mp3",DanceName="BreakDance",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/BreakDance.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="BreakDance 2005",Music="BreakDance2005.mp3",DanceName="BreakDance2005",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/BreakDance2005.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Requiem",Music="faster.ogg",DanceName="Requiem",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Requiem.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Metro Man",Music="Metro.mp3",DanceName="Metro",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Metro.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="CrackDown",Music="CrackDown.mp3",DanceName="CrackDown",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/CrackDown.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Wait",Music="Wait2.mp3",DanceName="Wait",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Wait.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Smug Dance",Music="Smug.mp3",DanceName="Smug",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Smug.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Takino",Music="Takino.mp3",DanceName="Takino",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Takino.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Jumpstyle 1",Music="Jumpstyle.mp3",DanceName="Jumpstyle4",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Jumpstyle4.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Livesey Walk",Music="Livesey.mp3",DanceName="Livesey",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Livesey.lua",Id="None",Offset=0,WalkSpeed=4,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Mesmerizer 1",Music="Mesmerizer.mp3",DanceName="Mesmerizer1",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Mesmerizer1.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Pokedance",Music="Pokedance.mp3",DanceName="Pokedance",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Pokedance.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Keep Up 1",Music="KeepUp.mp3",DanceName="KeepUp1",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Keep Up1.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Get Down",Music="GetDown.mp3",DanceName="GetDown",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Get Down.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Spoken For",Music="SpokenFor.mp3",DanceName="SpokenFor",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Spoken For.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Everybody Gangnam",Music="EVG.mp3",DanceName="EverybodyGangnam",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/EverybodyGangnam.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Low Cortisol",Music="cortisol.mp3",DanceName="cortisol",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/cortisol.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Domino 2",Music="Domino.mp3",DanceName="Domino2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Domino2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Looping The Rooms",Music="Looping.mp3",DanceName="Looping",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Looping.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Cry For Me",Music="Cry For Me.mp3",DanceName="Cry For Me",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Cry For Me.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="With Friends",Music="Withfriends.mp3",DanceName="With Friends",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/With Friends.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Funny",Music="Funny.mp3",DanceName="Funny",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Funny.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="CivillianYell",Music="CivillianYell.mp3",DanceName="CivillianYell",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/CivillianYell.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Looping The Rooms 2",Music="Looping 2.mp3",DanceName="Looping 2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Looping 2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hakari 3 (Lonely)",Music="Lonely.mp3",DanceName="Hakari3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hakari3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Hakari 3",Music="TUCA DONKA.mp3",DanceName="Hakari3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hakari3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Skeleton",Music="Sellywarcry.mp3",DanceName="Skeleton",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Skeleton.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Someone Ships",Music="Idk.mp3",DanceName="Idk",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Idk.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Golden Dandelion",Music="TsSoGolden.mp3",DanceName="TsSoGolden",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/TsSoGolden.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Retry Now",Music="RetryNow.mp3",DanceName="Retry Now",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Retry Now.lua",Id="None",Offset=0,WalkSpeed=14,Looped=false,UseSoundPos=true,Alpha=.1}, {Name="Low Cortisol 2",Music="cortisol.mp3",DanceName="cortisol2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/cortisol2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Metro Man 2",Music="Metro.mp3",DanceName="Metroman2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Metroman2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Medicine Teto (Igaku) 2",Music="Igaku2.mp3",DanceName="Igaku2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Igaku2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hakari 4",Music="TUCA DONKA.mp3",DanceName="Hakari 4",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hakari 4.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Looping The Rooms 3",Music="Looping.mp3",DanceName="Looping 3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Looping 3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Microwave",Music="Microwave.mp3",DanceName="Microwave",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Microwave.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Lil Buddy Was Sick",Music="Lilbuddy.mp3",DanceName="LilBuddy",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/LilBuddy.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Low Quality",Music="LowQuality.mp3",DanceName="LowQuality",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/LowQuality.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Looping The Rooms 4",Music="Looping 2.mp3",DanceName="Looping4",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Looping4.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Funny 2",Music="Funny2.mp3",DanceName="Funny2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Funny2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="California Girls",Music="California.mp3",DanceName="California Girls",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/California Girls.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Doomer",Music="Doomer.mp3",DanceName="Doomer",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Doomer.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Chegou 3",Music="Chegou 3.mp3",DanceName="Chegou 3",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Chegou 3.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Hikari",Music="Hikari.mp3",DanceName="Hikari",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hikari.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, --{Name="KJ 2",Music="Flexworks.mp3",DanceName="KJ 2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/KJ 2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, --{Name="Jun",Music="NMG.mp3",DanceName="Jun",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/JUN.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Minos Prime",Music="Prime.mp3",DanceName="Minos Prime",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Minos Prime.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Default Dance",Music="Fortnite.mp3",DanceName="Default Dance",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Default Dance.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Omni Man",Music="omni.mp3",DanceName="omni",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/omni.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.015}, {Name="Unlockit SEWH",Music="Unlockit2.mp3",DanceName="Unlockit2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Unlockit2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Birdbrain Laggy",Music="BirdbrainAlt.mp3",DanceName="Birdbrainv2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Birdbrainv2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Doomer Alt",Music="Doomer.mp3",DanceName="DoomerAlt",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/DoomerAlt.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=false,Alpha=.1}, {Name="Bouncin",Music="Bouncin.mp3",DanceName="Bouncin",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Bouncin.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Static Alt",Music="Static.mp3",DanceName="StaticAlt",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/StaticAlt.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.050}, {Name="Miss The Quiet",Music="miss the quiet.mp3",DanceName="miss the quiet",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/miss the quiet.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Shucks",Music="shucks.mp3",DanceName="shucks",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/shucks.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Teto Territory",Music="teto territory.mp3",DanceName="teto territory",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/teto territory.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Analog horror funk",Music="Analog horror funk.mp3",DanceName="Analog horror funk",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Analog horror funk.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Niche Baby",Music="ai niche baby.mp3",DanceName="ai niche baby",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/ai niche baby.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Konton Boogie",Music="konton boogie.mp3",DanceName="konton boogie",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/konton boogie.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Go mufasa",Music="go mufasa.mp3",DanceName="go mufasa",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/go mufasa.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Butcher Vanity",Music="butcher vanity.mp3",DanceName="butcher vanity",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/butcher vanity.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hit the jackpot",Music="Hit the jackpot.mp3",DanceName="Hit the jackpot",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hit the jackpot.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Rodeo",Music="Rodeo.mp3",DanceName="Rodeo",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rodeo.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Epical",Music="Epical.mp3",DanceName="Epical",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Epical.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Doom Mc Bringer",Music="Doom Mc Bringer.mp3",DanceName="Doom Mc Bringer",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Doom Mc Bringer.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Hai Yorokonde",Music="Hai Yorokonde.mp3",DanceName="Hai Yorokonde",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Hai Yorokonde.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Rickroll",Music="Rickroll.mp3",DanceName="Rickroll",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rickroll.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Montagem Xonada",Music="Xonada.mp3",DanceName="Xonada",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Xonada.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Encore",Music="Encore.mp3",DanceName="Encore",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Encore.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Chegou 3 Remake",Music="Chegou 3.mp3",DanceName="Chegou 2",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Chegou 2.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Akage",Music="Akage.mp3",DanceName="Akage",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Akage.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Japanese Meme",Music="Japan.mp3",DanceName="Japanese Meme",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Japanese Meme.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Number",Music="Number.mp3",DanceName="Number",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Number.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Macarena",Music="Macarena.mp3",DanceName="macarena",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/macarena.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Bang Bang Bang",Music="banging.mp3",DanceName="bang",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/bang.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Lagtrain Alt",Music="Lagtrain.mp3",DanceName="LagtrainAlt",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/LagtrainAlt.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Tetoris",Music="Tetoris.mp3",DanceName="Tetoris",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Tetoris.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="PP music",Music="Pp music.mp3",DanceName="PPmusic",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/PPmusic.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Toothless",Music="Toothless.mp3",DanceName="Toothless",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Toothless.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Name This",Music="Name This.mp3",DanceName="Name This Dance",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Name This Dance.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Rat 4",Music="Rat.mp3",DanceName="Rat4",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Rat4.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Encore 1",Music="Encore.mp3",DanceName="Encore 1",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Encore 1.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=.1}, {Name="Shucks Mid Scene",Music="Angry Shucks.mp3",DanceName="Shucks Mid Scene",Url="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Shucks Mid Scene.lua",Id="None",Offset=0,WalkSpeed=14,Looped=true,UseSoundPos=true,Alpha=10}, } local validAudioFiles = { "Sphere.mp3", "Angry Shucks.mp3", "Toothless.mp3", "Pp music.mp3", "Name This.mp3", "Tetoris.mp3", "banging.mp3", "Number.mp3", "Macarena.mp3", "Encore.mp3", "Xonada.mp3", "Rickroll.mp3", "konton boogie.mp3", "Rodeo.mp3", "Hai Yorokonde.mp3", "shucks.mp3", "Hit the jackpot.mp3", "butcher vanity.mp3", "miss the quiet.mp3", "go mufasa.mp3", --"ai niche baby.mp3", "teto territory.mp3", "Bouncin.mp3", "rat.mp3", "FunkedUp.mp3", "Assumptions.mp3", "Egypt.mp3", "DO THE FLOP.mp3", "caramell.mp3", "Heel.mp3", "gangnamm.mp3", "Monkey.mp3", "dancingin.mp3", "dr.wav", "griddy.mp3", "lux.ogg", "kazot.mp3", "Domino.mp3", "Liar.mp3", "Mesmerizer.mp3", "Box.mp3", "Static.mp3", "Prism.mp3", "Headlock.mp3", "TUCA DONKA.mp3", "Break.mp3", "XO.mp3", "Soda.mp3", "LoveForU.mp3", "assum.mp3", "balls.mp3", "Distraction.mp3", --"ItBurns.mp3", "chronoshift.mp3", "KeepUp.mp3", "Boombox.mp3", "bloodpop.mp3", "leftright.mp3", "heavylove.mp3", "Million.mp3", "Bjean.mp3", "Savor.mp3", "Yamero.mp3", "InternetAngel.mp3", "CLUB PENGUIN DANCE.mp3", "Runaway.mp3", "MioHonda.mp3", "Firework.mp3", "C14.mp3", "Slickback.mp3", "Doodle.mp3", "Goat.mp3", "Bumblebee.mp3", "Stock.mp3", "Shuba Duck.mp3", "Lemon.mp3", "Birdbrain2.mp3", "Fein.mp3", "Popipo.mp3", "Pickup.mp3", "Billy.mp3", "rotten.mp3", "Spooky.mp3", "JK.mp3", "Flexworks.mp3", "Unlockit.mp3", "Insanity.mp3", "Cafeteria.mp3", "Tenna.mp3", "Suki.mp3", "CrissCross.mp3", "Dare.mp3", "Lagtrain.mp3", "SmoothMoves.mp3", "brain.mp3", "espresso.mp3", "rakuten.mp3", "tort.mp3", "TakeDown.mp3", "Side Shuffle.mp3", "Rambunctious.mp3", "Electro Swing.mp3", "Crank.mp3", "Apple Pen.mp3", "Igaku2.mp3", "Down.mp3", "Kemusan.mp3", "Guli.mp3", "ImOk.mp3", "Spamton.mp3", "Sit.mp3", "Results.mp3", "Yell.mp3", "Yell1.mp3", "Pixelation.mp3", "Yell2.mp3", "Touch.mp3", "Lonely.mp3", "whateverlike.mp3", "matchmaker.mp3", "faster.ogg", "Metro.mp3", "Jumpstyle.mp3", "Invincible.mp3", "CrackDown.mp3", "CyberBop.mp3", "BrickBattler.mp3", "BreakDance2005.mp3", "BreakDance.mp3", "CrackDown.mp3", "Halloween.mp3", "TANOC.mp3", "Shiawase.mp3", "Tf2.mp3", "Smug.mp3", "Wait2.mp3", "Livesey.mp3", "Pokedance.mp3", "Slash.mp3", "GetDown.mp3", "SpokenFor.mp3", "EVG.mp3", "cortisol.mp3", "Cry For Me.mp3", "Looping.mp3", "Akage.mp3", "Funny.mp3", "Withfriends.mp3", "CivillianYell.mp3", "LilBuddy.mp3", "LowQuality.mp3", "California.mp3", "Doomer.mp3", "Hikari.mp3", "NMG.mp3", "Prime.mp3", "omni.mp3", "Unlockit2.mp3", "BirdbrainAlt.mp3", "Lexapro Doesn't Work.mp3", --"Lilbuddy.mp3", } local ExtraBackup=table.clone(TableOfDances) local Global = (getgenv and getgenv()) or shared local Preload=Global.Preload or false local RigScale=Global.RigSize or 1 local ExtraRigSupport=Global.Rigs or {} local DisableCustomInventory=Global.DisableCustomInventory or false loadstring(game:HttpGet("https://raw.githubusercontent.com/Gelatekussy/GelatekHub/main/src/packages/FunctionPack.lua"))() local UI = {}; local MainFolder="Theos Dancezzz" local MusicFolder=MainFolder.."/Emote Music" local DanceFolder=MainFolder.."/Emote" local UserDances=MainFolder.."/UserDances" local builtins=MainFolder.."/Built-In" local ImagesFolder=MainFolder.."/Images" local Models=MainFolder.."/Models" local HatMaps=builtins.."/HatMaps.lua" local ModuleConfigFile = builtins .. "/ScriptConf.json" local MainGit="https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/" local folders={ MainFolder=MainFolder, builtins=builtins, DanceFolder=DanceFolder, MusicFolder=MusicFolder, UserDances=UserDances, HatMaps=HatMaps, ImagesFolder=ImagesFolder, Models=Models, } local function choot(msg) game:GetService("TextChatService").TextChannels.RBXGeneral:SendAsync(msg) end if isfile and not isfile(builtins.."/HatMaps.lua") then writefile(builtins.."/HatMaps.lua",game:HttpGet(MainGit.."HatMaps.lua?rw=true")) task.spawn(function() print("New User,Hello!! Welcome to Theo Dancezzz!!\nRemember my kdv3? yes its discontinued becahse i got in trouble modding it, now im here making the best dance script to ever exist, the script eill be further optimised, or adding the hat reaminate!!!\n so this script currently has 130j dances, if your new to this script, if you click any dances, they need to download the audios and thr dance file itself, it doesnt notify you(yes it was annkying), once it is downloaded, click the dance again and boom, your animations are playing! thats it, thats how you use it\n\nQuestion, is it universal?\nanswer\nYes, it has currentangle that will automatically reanimate you outside jab and green bassplate, the currentangle version is v4, i guess thats all...Oh qait, if you dont have a replicatesignal, the script will be forced to reanimate you in currentangle. Anyways, enjoy the script!\n--From Theo\nif you planning on skidding this off, goodluck, the code is obfuscated ") task.wait() choot("/console") notify("New User! automatically opened console!") end) end local ws=game.Workspace if ws:FindFirstChild("full") then ws.full:Destroy() end task.spawn(function() for _,a in next,folders do if isfolder and not isfolder(a) then makefolder(a) end end end) local Builitins={ "HatMaps.lua", --"ModuleConfigFile.json" "DanceModule1.lua" } pcall(function() writefile(builtins.."/HatMaps.lua",game:HttpGet(MainGit.."HatMaps.lua?rw=true")) writefile(builtins.."/DanceModule1.lua",game:HttpGet(MainGit.."DanceModule1.lua?rw=true")) end) local oldfolders={ "Theo-Dancezzz-Dancezzz", "Theo-Dancezzz-Musics", } --[[pcall(function() for _,v in next,oldfolders do local file=listfiles(v) for _,a in next,file do delfile(a) notify("Deleted Old Filder: "..a) end end end)]] --// Init UI UI["Interface_1"] = Instance.new("ScreenGui", hui); UI["Interface_1"]["IgnoreGuiInset"] = true; UI["Interface_1"]["ScreenInsets"] = Enum.ScreenInsets.None; UI["Interface_1"]["Name"] =Name.."Interface"; UI["Interface_1"]["ZIndexBehavior"] = Enum.ZIndexBehavior.Sibling; local UseSoundPos=Instance.new("BoolValue") local StringVal=Instance.new("StringValue") local Numval=Instance.new("NumberValue") StringVal.Name="Char" Numval.Name="MusicWeight" Numval.Value=.1 UseSoundPos.Value=false UI["Main_2"] = Instance.new("Frame", UI["Interface_1"]); UI["Main_2"]["Active"] = true; UI["Main_2"]["Draggable"] = false; UI["Main_2"]["BorderSizePixel"] = 0; UI["Main_2"]["BackgroundColor3"] = Color3.fromRGB(41, 41, 41); UI["Main_2"]["ClipsDescendants"] = false; UI["Main_2"]["Size"] = UDim2.new(0, 546, 0, 270); UI["Main_2"]["Position"] = UDim2.new(0.38923, 0, 0.28889, 0); UI["Main_2"]["Name"] = [[Main]]; UI["Main_2"]["BackgroundTransparency"] = 0.5; UI["Shadow_3"] = Instance.new("ImageLabel", UI["Main_2"]); UI["Shadow_3"]["ZIndex"] = -1; UI["Shadow_3"]["Active"] = false; UI["Shadow_3"]["BorderSizePixel"] = 0; UI["Shadow_3"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Shadow_3"]["ImageTransparency"] = 0.2; -- UI["Shadow_3"]["ImageContent"] = ; UI["Shadow_3"]["ImageColor3"] = Color3.fromRGB(0, 0, 0); UI["Shadow_3"]["Image"] = [[rbxassetid://8774493213]]; UI["Shadow_3"]["Size"] = UDim2.new(1.274725317955017, 0, 1.4934210777282715, 0); UI["Shadow_3"]["BackgroundTransparency"] = 1; UI["Shadow_3"]["Name"] = [[Shadow]]; UI["Shadow_3"]["Position"] = UDim2.new(-0.13553114235401154, 0, -0.23026315867900848, 0); UI["Minimize_4"] = Instance.new("TextButton", UI["Main_2"]); UI["Minimize_4"]["BorderSizePixel"] = 0; UI["Minimize_4"]["TextSize"] = 12; UI["Minimize_4"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Minimize_4"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Minimize_4"]["ZIndex"] = 10; UI["Minimize_4"]["BackgroundTransparency"] = 1; UI["Minimize_4"]["Size"] = UDim2.new(0, 20, 0, 20); UI["Minimize_4"]["Text"] = [[-]]; UI["Minimize_4"]["Name"] = [[Minimize]]; UI["Minimize_4"]["Position"] = UDim2.new(0.9, 0, 0.01645, 0); UI["UICorner_5"] = Instance.new("UICorner", UI["Minimize_4"]); UI["UICorner_5"]["CornerRadius"] = UDim.new(0, 7); UI["Close_6"] = Instance.new("TextButton", UI["Main_2"]); UI["Close_6"]["BorderSizePixel"] = 0; UI["Close_6"]["TextSize"] = 12; UI["Close_6"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Close_6"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Close_6"]["ZIndex"] = 10; UI["Close_6"]["BackgroundTransparency"] = 1; UI["Close_6"]["Size"] = UDim2.new(0, 20, 0, 20); UI["Close_6"]["Text"] = [[X]]; UI["Close_6"]["Name"] = [[Close]]; UI["Close_6"]["Position"] = UDim2.new(0.95, 0, 0.01645, 0); UI["UICorner_7"] = Instance.new("UICorner", UI["Close_6"]); UI["UICorner_7"]["CornerRadius"] = UDim.new(0, 7); UI["CanvasGroup_8"] = Instance.new("CanvasGroup", UI["Main_2"]); UI["CanvasGroup_8"]["Active"] = false; UI["CanvasGroup_8"]["ZIndex"] = -1; UI["CanvasGroup_8"]["BorderSizePixel"] = 0; UI["CanvasGroup_8"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["CanvasGroup_8"]["Size"] = UDim2.new(1, 0, 1, 0); UI["CanvasGroup_8"]["Position"] = UDim2.new(0, 0, 0,0); UI["CanvasGroup_8"]["BackgroundTransparency"] = 1; local aspect=Instance.new("UIAspectRatioConstraint",UI["CanvasGroup_8"]) aspect.AspectType="FitWithinMaxSize" aspect.AspectRatio=2.025 aspect.DominantAxis="Width" UI["ScrollingFrame_9"] = Instance.new("ScrollingFrame", UI["CanvasGroup_8"]); UI["ScrollingFrame_9"]["Active"] = true; UI["ScrollingFrame_9"]["ScrollingDirection"] = Enum.ScrollingDirection.Y; UI["ScrollingFrame_9"]["BorderSizePixel"] = 0; UI["ScrollingFrame_9"]["CanvasSize"] = UDim2.new(0, 0, 0, 0); UI["ScrollingFrame_9"]["ElasticBehavior"] = Enum.ElasticBehavior.Never; UI["ScrollingFrame_9"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["ScrollingFrame_9"]["Selectable"] = false; UI["ScrollingFrame_9"]["AutomaticCanvasSize"] = Enum.AutomaticSize.Y; UI["ScrollingFrame_9"]["Size"] = UDim2.new(0, 546, 0, 278); UI["ScrollingFrame_9"]["ScrollBarImageColor3"] = Color3.fromRGB(255, 0, 0); UI["ScrollingFrame_9"]["Position"] = UDim2.new(0, 0, 0.08553, 0); UI["ScrollingFrame_9"]["ScrollBarThickness"] = 0; UI["ScrollingFrame_9"]["BackgroundTransparency"] = 1; UI["UIPadding_1f"] = Instance.new("UIPadding", UI["ScrollingFrame_9"]); UI["UIPadding_1f"]["PaddingBottom"] = UDim.new(0, 80); UI["SubMain_a"] = Instance.new("Frame", UI["ScrollingFrame_9"]); UI["SubMain_a"]["BorderSizePixel"] = 0; UI["SubMain_a"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["SubMain_a"]["ClipsDescendants"] = true; UI["SubMain_a"]["Size"] = UDim2.new(1, 0, 2, 550); UI["SubMain_a"]["AutomaticSize"] = "Y"; UI["SubMain_a"]["Position"] = UDim2.new(0, 0, -0.09353, 0); UI["SubMain_a"]["Name"] = [[SubMain]]; UI["SubMain_a"]["BackgroundTransparency"] = 1; UI["CharScale_b"] = Instance.new("TextBox", UI["SubMain_a"]); UI["CharScale_b"]["Name"] = [[CharScale]]; UI["CharScale_b"]["BorderSizePixel"] = 0; UI["CharScale_b"]["TextWrapped"] = true; UI["CharScale_b"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["CharScale_b"]["TextScaled"] = true; UI["CharScale_b"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["CharScale_b"]["RichText"] = true; UI["CharScale_b"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["CharScale_b"]["ClearTextOnFocus"] = false; UI["CharScale_b"]["PlaceholderText"] = [[Char Scale]]; UI["CharScale_b"]["Size"] = UDim2.new(0, 92, 0, 28); UI["CharScale_b"]["Position"] = UDim2.new(0.32234, 0, 0.35081, 0); UI["CharScale_b"]["Text"] = [[]]; UI["UIStroke_c"] = Instance.new("UIStroke", UI["CharScale_b"]); UI["UIStroke_c"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_c"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_c"]["Thickness"] = 2; UI["UIStroke_c"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_d"] = Instance.new("UIGradient", UI["UIStroke_c"]); UI["UIGradient_d"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Redownload_e"] = Instance.new("TextButton", UI["SubMain_a"]); UI["Redownload_e"]["BorderSizePixel"] = 0; UI["Redownload_e"]["TextSize"] = 24; UI["Redownload_e"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Redownload_e"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["Redownload_e"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Redownload_e"]["Size"] = UDim2.new(0, 136, 0, 44); UI["Redownload_e"]["Text"] = [[Reload Assets]]; UI["Redownload_e"]["Name"] = [[Redownload]]; UI["Redownload_e"]["Position"] = UDim2.new(0.01099, -5, 0.5226, 0); UI["UIStroke_f"] = Instance.new("UIStroke", UI["Redownload_e"]); UI["UIStroke_f"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_f"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_f"]["Thickness"] = 2; UI["UIStroke_f"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_10"] = Instance.new("UIGradient", UI["UIStroke_f"]); UI["UIGradient_10"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Reanimator_11"] = Instance.new("TextLabel", UI["SubMain_a"]); UI["Reanimator_11"]["BorderSizePixel"] = 0; UI["Reanimator_11"]["TextSize"] = 24; UI["Reanimator_11"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Reanimator_11"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Reanimator_11"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Reanimator_11"]["BackgroundTransparency"] = 1; UI["Reanimator_11"]["Size"] = UDim2.new(0, 192, 0, 22); UI["Reanimator_11"]["Text"] = [[Selected: Empyrean]]; UI["Reanimator_11"]["Name"] = [[Reanimator]]; UI["Reanimator_11"]["Position"] = UDim2.new(-0.00275, 0, 0.32369, 0); UI["Settings _12"] = Instance.new("TextLabel", UI["SubMain_a"]); UI["Settings _12"]["BorderSizePixel"] = 0; UI["Settings _12"]["TextSize"] = 24; UI["Settings _12"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Settings _12"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Settings _12"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Settings _12"]["BackgroundTransparency"] = 1; UI["Settings _12"]["Size"] = UDim2.new(0, 258, 0, 20); UI["Settings _12"]["Text"] = [[-- // Settings \\ --]]; UI["Settings _12"]["Name"] = [[Settings ]]; UI["Settings _12"]["Position"] = UDim2.new(0.32326, 0, 0.31284, 0); UI["Limbs_13"] = Instance.new("TextLabel", UI["SubMain_a"]); UI["Limbs_13"]["BorderSizePixel"] = 0; UI["Limbs_13"]["TextSize"] = 24; UI["Limbs_13"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Limbs_13"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Limbs_13"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Limbs_13"]["BackgroundTransparency"] = 1; UI["Limbs_13"]["Size"] = UDim2.new(0, 258, 0, 20); UI["Limbs_13"]["Text"] = [[-- // Limbs \\ --]]; UI["Limbs_13"]["Name"] = [[Limbs]]; UI["Limbs_13"]["Position"] = UDim2.new(0.5, 0, 0.5226, 0); UI["Update_Frame_14"] = Instance.new("Frame", UI["SubMain_a"]); UI["Update_Frame_14"]["BorderSizePixel"] = 0; UI["Update_Frame_14"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Update_Frame_14"]["Size"] = UDim2.new(0, 246, 0, 310); UI["Update_Frame_14"]["Position"] = UDim2.new(0.00733, 0, 0.02893, 0); UI["Update_Frame_14"]["Name"] = [[Update_Frame]]; UI["Update_Frame_14"]["BackgroundTransparency"] = 1; UI["Shadow_15"] = Instance.new("ImageLabel", UI["Update_Frame_14"]); UI["Shadow_15"]["ZIndex"] = -1; UI["Shadow_15"]["BorderSizePixel"] = 0; UI["Shadow_15"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Shadow_15"]["ImageTransparency"] = 0.2; -- UI["Shadow_15"]["ImageContent"] = ; UI["Shadow_15"]["ImageColor3"] = Color3.fromRGB(0, 0, 0); UI["Shadow_15"]["Image"] = [[rbxassetid://8774493213]]; UI["Shadow_15"]["Size"] = UDim2.new(1, 0, 1, 10); UI["Shadow_15"]["BackgroundTransparency"] = 1; UI["Shadow_15"]["Name"] = [[Shadow]]; UI["Shadow_15"]["Position"] = UDim2.new(0, 0, -0.0129, 0); UI["TextLabel_16"] = Instance.new("TextLabel", UI["Update_Frame_14"]); UI["TextLabel_16"]["TextWrapped"] = true; UI["TextLabel_16"]["BorderSizePixel"] = 0; UI["TextLabel_16"]["TextSize"] = 12; UI["TextLabel_16"]["TextXAlignment"] = Enum.TextXAlignment.Left; UI["TextLabel_16"]["TextYAlignment"] = Enum.TextYAlignment.Top; UI["TextLabel_16"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["TextLabel_16"]["FontFace"] = Font.new([[rbxasset://fonts/families/Inconsolata.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["TextLabel_16"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["TextLabel_16"]["BackgroundTransparency"] = 1; UI["TextLabel_16"]["Size"] = UDim2.new(1, 0, 1, 0); UI["TextLabel_16"]["Text"] = "New UI👍\n yes new UI, you can scroll up or down on the UI now, you can choose 3 of the reanimate below this long\ntextlabel btw\nif you chose empyrean\nget a keyboard script\nbasically since enabling tools\nwill not work on empyrean\n\nUpdate:\nAdded Smooth Camera Toggle on\nsettings and added a tab called tutorial\nif your new to this, click the ' + '\non the top right of the UI,\nand scroll down and find 'Tutorial' "; UI["TextLabel_16"]["Position"] = UDim2.new(0.06098, 0, 0.00645, 0); UI["UIStroke_17"] = Instance.new("UIStroke", UI["Update_Frame_14"]); UI["UIStroke_17"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_17"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_17"]["Thickness"] = 2; UI["UIStroke_17"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_18"] = Instance.new("UIGradient", UI["UIStroke_17"]); UI["UIGradient_18"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Minimize_19"] = Instance.new("TextButton", UI["SubMain_a"]); UI["Minimize_19"]["BorderSizePixel"] = 0; UI["Minimize_19"]["TextSize"] = 22; UI["Minimize_19"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Minimize_19"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Minimize_19"]["ZIndex"] = 2; UI["Minimize_19"]["BackgroundTransparency"] = 1; UI["Minimize_19"]["Size"] = UDim2.new(0, 20, 0, 20); UI["Minimize_19"]["Text"] = [[+]]; UI["Minimize_19"]["Name"] = [[Minimize]]; UI["Minimize_19"]["Position"] = UDim2.new(0.25916, 0, 0.35262, 0); UI["UICorner_1a"] = Instance.new("UICorner", UI["Minimize_19"]); UI["UICorner_1a"]["CornerRadius"] = UDim.new(0, 7); UI["Respawn/Stop_1b"] = Instance.new("TextButton", UI["SubMain_a"]); UI["Respawn/Stop_1b"]["TextSize"] = 24; UI["Respawn/Stop_1b"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Respawn/Stop_1b"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["Respawn/Stop_1b"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Respawn/Stop_1b"]["Size"] = UDim2.new(0, 136, 0, 44); UI["Respawn/Stop_1b"]["Text"] = [[Deanimate]]; UI["Respawn/Stop_1b"]["Name"] = [[Respawn/Stop]]; UI["Respawn/Stop_1b"]["Position"] = UDim2.new(0.47253, 0, 0.22242, 0); UI["UIStroke_1c"] = Instance.new("UIStroke", UI["Respawn/Stop_1b"]); UI["UIStroke_1c"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_1c"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_1c"]["Thickness"] = 2; UI["UIStroke_1c"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_1d"] = Instance.new("UIGradient", UI["UIStroke_1c"]); UI["UIGradient_1d"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["ScrollingFrame2_1e"] = Instance.new("ScrollingFrame", UI["SubMain_a"]); UI["ScrollingFrame2_1e"]["BorderSizePixel"] = 0; UI["ScrollingFrame2_1e"]["CanvasSize"] = UDim2.new(0, 10, 0, 0); UI["ScrollingFrame2_1e"]["AutomaticCanvasSize"] = "Y"; UI["ScrollingFrame2_1e"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["ScrollingFrame2_1e"]["Name"] = [[ScrollingFrame2]]; UI["ScrollingFrame2_1e"]["Size"] = UDim2.new(0, 264, 0, 186); UI["ScrollingFrame2_1e"]["Position"] = UDim2.new(0.5, 0, 0.34901, 0); UI["ScrollingFrame2_1e"]["BackgroundTransparency"] = 1; UI["UIPadding_1f"] = Instance.new("UIPadding", UI["ScrollingFrame2_1e"]); UI["UIPadding_1f"]["PaddingTop"] = UDim.new(0, 5); UI["Example_20"] = Instance.new("TextButton", UI["ScrollingFrame2_1e"]); UI["Example_20"]["BorderSizePixel"] = 0; UI["Example_20"]["TextSize"] = 24; UI["Example_20"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Example_20"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["Example_20"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Example_20"]["Size"] = UDim2.new(1, 0, 0, 44); UI["Example_20"]["Text"] = [[]]; UI["Example_20"]["Name"] = [[Example]]; UI["Example_20"]["Visible"] = false; UI["Example_20"]["Position"] = UDim2.new(0.97727, 0, 1.32258, 0); UI["UIStroke_24"] = Instance.new("UIStroke", UI["Example_20"]); UI["UIStroke_24"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_24"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_24"]["Thickness"] = 2; UI["UIStroke_24"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_25"] = Instance.new("UIGradient", UI["UIStroke_24"]); UI["UIGradient_25"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["UIGridLayout_26"] = Instance.new("UIGridLayout", UI["ScrollingFrame2_1e"]); UI["UIGridLayout_26"]["CellSize"] = UDim2.new(1, 0, 0, 28); UI["UIStroke_27"] = Instance.new("UIStroke", UI["ScrollingFrame2_1e"]); UI["UIStroke_27"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_27"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_27"]["Thickness"] = 2; UI["UIStroke_27"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_28"] = Instance.new("UIGradient", UI["UIStroke_27"]); UI["UIGradient_28"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["PreviewImage_29"] = Instance.new("ImageLabel", UI["SubMain_a"]); UI["PreviewImage_29"]["BorderSizePixel"] = 0; UI["PreviewImage_29"]["BackgroundColor3"] = Color3.fromRGB(250, 0, 0); UI["PreviewImage_29"]["Size"] = UDim2.new(0, 390, 0, 118); UI["PreviewImage_29"]["BackgroundTransparency"] = 0.9; UI["PreviewImage_29"]["Name"] = [[PreviewImage]]; UI["PreviewImage_29"]["Position"] = UDim2.new(0.4652, 0, 0.02712, 0); UI["PreviewImage_29"]["ScaleType"] = [[Crop]]; UI["UIStroke_2a"] = Instance.new("UIStroke", UI["PreviewImage_29"]); UI["UIStroke_2a"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_2a"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_2a"]["Thickness"] = 2; UI["UIStroke_2a"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_2b"] = Instance.new("UIGradient", UI["UIStroke_2a"]); UI["UIGradient_2b"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["2Gelatek_2c"] = Instance.new("TextButton", UI["UIStroke_2a"]); UI["2Gelatek_2c"]["BorderSizePixel"] = 0; UI["2Gelatek_2c"]["TextSize"] = 24; UI["2Gelatek_2c"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["2Gelatek_2c"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["2Gelatek_2c"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["2Gelatek_2c"]["Size"] = UDim2.new(1, 0, 0, 44); UI["2Gelatek_2c"]["Text"] = [[Gelatek]]; UI["2Gelatek_2c"]["Name"] = [[2Gelatek]]; UI["2Gelatek_2c"]["Position"] = UDim2.new(0, 258, 0, 246); UI["UIStroke_30"] = Instance.new("UIStroke", UI["2Gelatek_2c"]); UI["UIStroke_30"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_30"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_30"]["Thickness"] = 2; UI["UIStroke_30"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_31"] = Instance.new("UIGradient", UI["UIStroke_30"]); UI["UIGradient_31"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Reanimate/Run_32"] = Instance.new("TextButton", UI["SubMain_a"]); UI["Reanimate/Run_32"]["BorderSizePixel"] = 0; UI["Reanimate/Run_32"]["TextSize"] = 24; UI["Reanimate/Run_32"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Reanimate/Run_32"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["Reanimate/Run_32"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Reanimate/Run_32"]["Size"] = UDim2.new(0, 136, 0, 44); UI["Reanimate/Run_32"]["Text"] = [[Reanimate]]; UI["Reanimate/Run_32"]["Name"] = [[Reanimate/Run]]; UI["Reanimate/Run_32"]["Position"] = UDim2.new(0.7326, 0, 0.22242, 0); UI["UIStroke_33"] = Instance.new("UIStroke", UI["Reanimate/Run_32"]); UI["UIStroke_33"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_33"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_33"]["Thickness"] = 2; UI["UIStroke_33"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_34"] = Instance.new("UIGradient", UI["UIStroke_33"]); UI["UIGradient_34"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Image :v_35"] = Instance.new("TextLabel", UI["SubMain_a"]); UI["Image :v_35"]["BorderSizePixel"] = 0; UI["Image :v_35"]["TextSize"] = 24; UI["Image :v_35"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Image :v_35"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Image :v_35"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Image :v_35"]["BackgroundTransparency"] = 1; UI["Image :v_35"]["Size"] = UDim2.new(0, 212, 0, 20); UI["Image :v_35"]["Text"] = [[No Images Currently :v]]; UI["Image :v_35"]["Name"] = [[Image :v]]; UI["Image :v_35"]["Position"] = UDim2.new(0.47619, 0, 0.14105, 0); UI["ScrollingFrame_36"] = Instance.new("ScrollingFrame", UI["SubMain_a"]); UI["ScrollingFrame_36"]["BorderSizePixel"] = 0; UI["ScrollingFrame_36"]["CanvasSize"] = UDim2.new(0, 10, 0, 0); UI["ScrollingFrame_36"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["ScrollingFrame_36"]["Size"] = UDim2.new(0, 136, 0, 38); UI["ScrollingFrame_36"]["Position"] = UDim2.new(0.00092, 0, 0.34901, 0); UI["ScrollingFrame_36"]["BackgroundTransparency"] = 1; UI["1Emp_37"] = Instance.new("TextButton", UI["ScrollingFrame_36"]); UI["1Emp_37"]["BorderSizePixel"] = 0; UI["1Emp_37"]["TextSize"] = 24; UI["1Emp_37"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["1Emp_37"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["1Emp_37"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["1Emp_37"]["Size"] = UDim2.new(1, 0, 0, 44); UI["1Emp_37"]["Text"] = [[Empyrean]]; UI["1Emp_37"]["Name"] = [[1Emp]]; UI["1Emp_37"]["Position"] = UDim2.new(1.89706, 0, 6.47368, 0); UI["UIStroke_3b"] = Instance.new("UIStroke", UI["1Emp_37"]); UI["UIStroke_3b"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_3b"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_3b"]["Thickness"] = 2; UI["UIStroke_3b"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_3c"] = Instance.new("UIGradient", UI["UIStroke_3b"]); UI["UIGradient_3c"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["2Gelatek_3d"] = Instance.new("TextButton", UI["ScrollingFrame_36"]); UI["2Gelatek_3d"]["BorderSizePixel"] = 0; UI["2Gelatek_3d"]["TextSize"] = 24; UI["2Gelatek_3d"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["2Gelatek_3d"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["2Gelatek_3d"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["2Gelatek_3d"]["Size"] = UDim2.new(1, 0, 0, 44); UI["2Gelatek_3d"]["Text"] = [[Gelatek]]; UI["2Gelatek_3d"]["Name"] = [[2Gelatek]]; UI["2Gelatek_3d"]["Position"] = UDim2.new(1.89706, 0, 6.47368, 0); UI["UIStroke_41"] = Instance.new("UIStroke", UI["2Gelatek_3d"]); UI["UIStroke_41"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_41"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_41"]["Thickness"] = 2; UI["UIStroke_41"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_42"] = Instance.new("UIGradient", UI["UIStroke_41"]); UI["UIGradient_42"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["3CurrentAngle_43"] = Instance.new("TextButton", UI["ScrollingFrame_36"]); UI["3CurrentAngle_43"]["BorderSizePixel"] = 0; UI["3CurrentAngle_43"]["TextSize"] = 24; UI["3CurrentAngle_43"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["3CurrentAngle_43"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["3CurrentAngle_43"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["3CurrentAngle_43"]["Size"] = UDim2.new(1, 0, 0, 44); UI["3CurrentAngle_43"]["Text"] = [[CurrentAngle]]; UI["3CurrentAngle_43"]["Name"] = [[3CurrentAngle]]; UI["3CurrentAngle_43"]["Position"] = UDim2.new(1.89706, 0, 6.47368, 0); UI["UIStroke_47"] = Instance.new("UIStroke", UI["3CurrentAngle_43"]); UI["UIStroke_47"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_47"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_47"]["Thickness"] = 2; UI["UIStroke_47"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_48"] = Instance.new("UIGradient", UI["UIStroke_47"]); UI["UIGradient_48"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["UIPadding_49"] = Instance.new("UIPadding", UI["ScrollingFrame_36"]); UI["UIPadding_49"]["PaddingTop"] = UDim.new(0, 5); UI["UIGridLayout_4a"] = Instance.new("UIGridLayout", UI["ScrollingFrame_36"]); UI["UIGridLayout_4a"]["CellSize"] = UDim2.new(1, 0, 0, 28); UI["UIStroke_4b"] = Instance.new("UIStroke", UI["ScrollingFrame_36"]); UI["UIStroke_4b"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_4b"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_4b"]["Thickness"] = 2; UI["UIStroke_4b"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_4c"] = Instance.new("UIGradient", UI["UIStroke_4b"]); UI["UIGradient_4c"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Title_4d"] = Instance.new("TextLabel", UI["Main_2"]); UI["Title_4d"]["ZIndex"] = -1; UI["Title_4d"]["BorderSizePixel"] = 0; UI["Title_4d"]["TextSize"] = 24; UI["Title_4d"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Title_4d"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Title_4d"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Title_4d"]["BackgroundTransparency"] = 1; UI["Title_4d"]["Size"] = UDim2.new(0, 178, 0, 20); UI["Title_4d"]["Text"] = [[Theos Dancezzzzz]]; UI["Title_4d"]["Name"] = [[Title]]; UI["Title_4d"]["Position"] = UDim2.new(0, 0, 0.01316, 0); UI["UIStroke_4e"] = Instance.new("UIStroke", UI["Main_2"]); UI["UIStroke_4e"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_4e"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_4e"]["Thickness"] = 2; UI["UIStroke_4e"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_4f"] = Instance.new("UIGradient", UI["UIStroke_4e"]); UI["UIGradient_4f"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["TabGroup_51"] = Instance.new("CanvasGroup", UI["Main_2"]); UI["TabGroup_51"]["BorderSizePixel"] = 0; UI["TabGroup_51"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["TabGroup_51"]["Size"] = UDim2.new(0.28938, 0, 1, 0); UI["TabGroup_51"]["Position"] = UDim2.new(-0.30403, 0, 0, 0); UI["TabGroup_51"]["Name"] = [[TabGroup]]; UI["TabGroup_51"]["BackgroundTransparency"] = 0.5; UI["UIStroke_52"] = Instance.new("UIStroke", UI["TabGroup_51"]); UI["UIStroke_52"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_52"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_52"]["Thickness"] = 2; UI["UIStroke_52"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_53"] = Instance.new("UIGradient", UI["UIStroke_52"]); UI["UIGradient_53"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Title_54"] = Instance.new("TextLabel", UI["TabGroup_51"]); UI["Title_54"]["TextWrapped"] = true; UI["Title_54"]["ZIndex"] = -1; UI["Title_54"]["BorderSizePixel"] = 0; UI["Title_54"]["TextSize"] = 24; UI["Title_54"]["TextScaled"] = true; UI["Title_54"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Title_54"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["Title_54"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["Title_54"]["BackgroundTransparency"] = 1; UI["Title_54"]["Size"] = UDim2.new(1, 0, 0.09211, 0); UI["Title_54"]["Text"] = [[Tab]]; UI["Title_54"]["Name"] = [[Title]]; UI["Title_54"]["Position"] = UDim2.new(0, 0, 0.00658, 0); UI["UIStroke_55"] = Instance.new("UIStroke", UI["Title_54"]); UI["UIStroke_55"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_55"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_55"]["Thickness"] = 2; UI["UIStroke_55"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_56"] = Instance.new("UIGradient", UI["UIStroke_55"]); UI["UIGradient_56"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["ScrollingFrame_57"] = Instance.new("ScrollingFrame", UI["TabGroup_51"]); UI["ScrollingFrame_57"]["BorderSizePixel"] = 0; UI["ScrollingFrame_57"]["CanvasSize"] = UDim2.new(0, 0, 0, 0); UI["ScrollingFrame_57"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["ScrollingFrame_57"]["AutomaticCanvasSize"] = Enum.AutomaticSize.Y; UI["ScrollingFrame_57"]["Size"] = UDim2.new(1, 0, 1, 0); UI["ScrollingFrame_57"]["Position"] = UDim2.new(0, 0, 0.11184, 0); UI["ScrollingFrame_57"]["ScrollBarThickness"] = 0; UI["ScrollingFrame_57"]["BackgroundTransparency"] = 1; UI["UIPadding_1f"] = Instance.new("UIPadding", UI["ScrollingFrame_57"]); UI["UIPadding_1f"]["PaddingBottom"] = UDim.new(0, 50); UI["UIStroke_58"] = Instance.new("UIStroke", UI["ScrollingFrame_57"]); UI["UIStroke_58"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_58"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_58"]["Thickness"] = 2; UI["UIStroke_58"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_59"] = Instance.new("UIGradient", UI["UIStroke_58"]); UI["UIGradient_59"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["UIGridLayout_5a"] = Instance.new("UIGridLayout", UI["ScrollingFrame_57"]); UI["UIGridLayout_5a"]["CellSize"] = UDim2.new(1, 0, 0, 50); UI["UIPadding_5b"] = Instance.new("UIPadding", UI["ScrollingFrame_57"]); UI["UIPadding_5b"]["PaddingBottom"] = UDim.new(0, 32); UI["0Home_5c"] = Instance.new("TextButton", UI["ScrollingFrame_57"]); UI["0Home_5c"]["TextWrapped"] = true; UI["0Home_5c"]["BorderSizePixel"] = 0; UI["0Home_5c"]["TextSize"] = 24; UI["0Home_5c"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["0Home_5c"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["0Home_5c"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["0Home_5c"]["Size"] = UDim2.new(0, 136, 0, 44); UI["0Home_5c"]["Text"] = [[Home]]; UI["0Home_5c"]["Name"] = [[0Home]]; UI["0Home_5c"]["Position"] = UDim2.new(0.7326, 0, 0.22242, 0); UI["UIStroke_5d"] = Instance.new("UIStroke", UI["0Home_5c"]); UI["UIStroke_5d"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_5d"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_5d"]["Thickness"] = 2; UI["UIStroke_5d"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_5e"] = Instance.new("UIGradient", UI["UIStroke_5d"]); UI["UIGradient_5e"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["1Modules_5f"] = Instance.new("TextButton", UI["ScrollingFrame_57"]); UI["1Modules_5f"]["TextWrapped"] = true; UI["1Modules_5f"]["BorderSizePixel"] = 0; UI["1Modules_5f"]["TextSize"] = 24; UI["1Modules_5f"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["1Modules_5f"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["1Modules_5f"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["1Modules_5f"]["Size"] = UDim2.new(0, 136, 0, 44); UI["1Modules_5f"]["Text"] = [[Module Shop]]; UI["1Modules_5f"]["Name"] = [[1ModuleShop]]; UI["1Modules_5f"]["Position"] = UDim2.new(0.7326, 0, 0.22242, 0); UI["UIStroke_60"] = Instance.new("UIStroke", UI["1Modules_5f"]); UI["UIStroke_60"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_60"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_60"]["Thickness"] = 2; UI["UIStroke_60"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_61"] = Instance.new("UIGradient", UI["UIStroke_60"]); UI["UIGradient_61"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["2Settings_62"] = Instance.new("TextButton", UI["ScrollingFrame_57"]); UI["2Settings_62"]["TextWrapped"] = true; UI["2Settings_62"]["BorderSizePixel"] = 0; UI["2Settings_62"]["TextSize"] = 24; UI["2Settings_62"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["2Settings_62"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["2Settings_62"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["2Settings_62"]["Size"] = UDim2.new(0, 136, 0, 44); UI["2Settings_62"]["Text"] = [[Settings]]; UI["2Settings_62"]["Name"] = [[2Settings]]; UI["2Settings_62"]["Position"] = UDim2.new(0.7326, 0, 0.22242, 0); UI["UIStroke_63"] = Instance.new("UIStroke", UI["2Settings_62"]); UI["UIStroke_63"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_63"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_63"]["Thickness"] = 2; UI["UIStroke_63"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_64"] = Instance.new("UIGradient", UI["UIStroke_63"]); UI["UIGradient_64"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["3Credits_65"] = Instance.new("TextButton", UI["ScrollingFrame_57"]); UI["3Credits_65"]["TextWrapped"] = true; UI["3Credits_65"]["BorderSizePixel"] = 0; UI["3Credits_65"]["TextSize"] = 24; UI["3Credits_65"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["3Credits_65"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["3Credits_65"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["3Credits_65"]["Size"] = UDim2.new(0, 136, 0, 44); UI["3Credits_65"]["Text"] = [[Credits and about]]; UI["3Credits_65"]["Name"] = [[3Credits]]; UI["3Credits_65"]["Position"] = UDim2.new(0.7326, 0, 0.22242, 0); UI["UIStroke_66"] = Instance.new("UIStroke", UI["3Credits_65"]); UI["UIStroke_66"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["UIStroke_66"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["UIStroke_66"]["Thickness"] = 2; UI["UIStroke_66"]["Color"] = Color3.fromRGB(255, 255, 255); UI["UIGradient_67"] = Instance.new("UIGradient", UI["UIStroke_66"]); UI["UIGradient_67"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; UI["Tab_68"] = Instance.new("TextButton", UI["Main_2"]); UI["Tab_68"]["TextWrapped"] = true; UI["Tab_68"]["BorderSizePixel"] = 0; UI["Tab_68"]["TextSize"] = 12; UI["Tab_68"]["TextScaled"] = true; UI["Tab_68"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["Tab_68"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Tab_68"]["ZIndex"] = 10; UI["Tab_68"]["BackgroundTransparency"] = 1; UI["Tab_68"]["Size"] = UDim2.new(0.03663, 0, 0.06579, 0); UI["Tab_68"]["Text"] = [[+]]; UI["Tab_68"]["Name"] = [[Tab]]; UI["Tab_68"]["Position"] = UDim2.new(0.85421, 0, 0.01645, 0); UI["UICorner_69"] = Instance.new("UICorner", UI["Tab_68"]); UI["UICorner_69"]["CornerRadius"] = UDim.new(0, 7); local IndexRedTexts={} local IndexWhitwTexts={} local IndexGradients = {} local CurrentTab=UI["ScrollingFrame_9"] function mkbtn(parent,name,text,size,pos,textaligbx,txty,scaledtext,txts,func) if size==nil then size=UDim2.new(0, 136, 0, 44) end if pos==nil then pos=UDim2.new(0, 0, 0, 0) end if textaligbx==nil then textaligbx="Center" end if txty==nil then txty="Center" end if scaledtext==nil then scaledtext=true end if txts==nil then txts=24 end if func==nil then func=function() end end local Button={} Button["Button"] = Instance.new("TextButton", parent); Button["Button"]["BorderSizePixel"] = 0; Button["Button"]["TextScaled"] = scaledtext; Button["Button"]["TextSize"] = txts; Button["Button"]["TextColor3"] = Color3.fromRGB(255, 255, 255); Button["Button"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); Button["Button"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); Button["Button"]["Size"] = size Button["Button"]["Text"] = text Button["Button"]["Name"] = name Button["Button"]["Position"] = pos Button["Button"]["TextXAlignment"] = textaligbx Button["Button"]["TextYAlignment"] = txty Button["Button"].MouseButton1Click:Connect(func) Button["Stk"] = Instance.new("UIStroke", Button["Button"]); Button["Stk"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; Button["Stk"]["LineJoinMode"] = Enum.LineJoinMode.Miter; Button["Stk"]["Thickness"] = 2; Button["Stk"]["Color"] = Color3.fromRGB(255, 255, 255); Button["Gr"] = Instance.new("UIGradient", Button["Stk"]); Button["Gr"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,Button["Gr"]) table.insert(IndexWhitwTexts,Button["Button"]) return Button["Button"] end function mktxb(parent,name,text,placeholder,size,pos,func) if size==nil then size=UDim2.new(0, 136, 0, 44) end if placeholder==nil then placeholder="No PlaceholderText" end if text==nil then text="Text Here" end if pos==nil then pos=UDim2.new(0, 0, 0, 0) end if func==nil then func=function() end end UI["A"] = Instance.new("TextBox", parent); UI["A"]["Name"] = name; UI["A"]["BorderSizePixel"] = 0; UI["A"]["TextWrapped"] = true; UI["A"]["TextColor3"] = Color3.fromRGB(255, 255, 255); UI["A"]["TextScaled"] = true; UI["A"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); UI["A"]["RichText"] = true; UI["A"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["A"]["ClearTextOnFocus"] = false; UI["A"]["PlaceholderText"] = placeholder; UI["A"]["Size"] = size UI["A"]["Position"] = pos UI["A"]["Text"] = text UI["A"].FocusLost:Connect(func) UI["B"] = Instance.new("UIStroke", UI["A"]); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) return UI["A"] end function mklbl(parent,text,size,pos,alx,aly,wrapped) if text==nil then text="Text Here" end if alx==nil then alx="Center" end if aly==nil then aly="Center" end if wrapped==nil then wrapped=false end if pos==nil then pos=UDim2.new(0, 0, 0, 0) end if size==nil then size=UDim2.new(0, 178, 0, 20) end UI["C"] = Instance.new("TextLabel", parent); UI["C"]["ZIndex"] = -1; UI["C"]["BorderSizePixel"] = 0; UI["C"]["TextSize"] = 24; UI["C"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["C"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["C"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["C"]["BackgroundTransparency"] = 1; UI["C"]["TextXAlignment"] = alx; UI["C"]["TextYAlignment"] = aly; UI["C"]["Size"] = size UI["C"]["Text"] = text UI["C"]["TextWrapped"] = wrapped UI["C"]["Name"] = "Text"; UI["C"]["Position"] = pos table.insert(IndexRedTexts,UI["C"]) return UI["C"] end local index=1 function mktb(name,pos,activescf,anchor) if pos==nil then pos=UDim2.new(0, 0, 0.01316, 0) end if activescf==nil then activescf=true end if anchor==nil then anchor=Vector2.new(0,0) end UI["Tab"] = Instance.new("ScrollingFrame", UI["CanvasGroup_8"]); UI["Tab"]["Active"] = activescf UI["Tab"]["ScrollingDirection"] = Enum.ScrollingDirection.Y; UI["Tab"]["BorderSizePixel"] = 0; UI["Tab"]["Name"] = name.."Tab_"..index UI["Tab"]["CanvasSize"] = UDim2.new(0, 0, 0, 0); UI["Tab"]["ElasticBehavior"] = Enum.ElasticBehavior.Never; UI["Tab"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Tab"]["Selectable"] = false; UI["Tab"]["ScrollingEnabled"] = activescf; UI["Tab"]["AutomaticCanvasSize"] = Enum.AutomaticSize.Y; UI["Tab"]["Size"] = UDim2.new(0, 546, 0, 278); UI["Tab"]["ScrollBarImageColor3"] = Color3.fromRGB(255, 0, 0); UI["Tab"]["Position"] = UDim2.new(0, 600, 0.08553, 0) UI["Tab"]["ScrollBarThickness"] = 0; UI["Tab"]["BackgroundTransparency"] = 1; UI["Tab"]:SetAttribute("Hidden",UDim2.new(0,600,.08553,0)) UI["Tab"]:SetAttribute("Shown",UDim2.new(0,0,.08553,0)) UI["UIPadding_1f"] = Instance.new("UIPadding", UI["Tab"]); UI["UIPadding_1f"]["PaddingBottom"] = UDim.new(0, 80); UI["B"] = Instance.new("Frame", UI["Tab"]); UI["B"]["BorderSizePixel"] = 0; UI["B"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["B"]["ClipsDescendants"] = true; UI["B"]["Size"] = UDim2.new(1, 0, 2, 550); UI["B"]["AutomaticSize"] = "Y"; UI["B"]["Position"] = UDim2.new(0, 0, -0.09353, 0); UI["B"]["Name"] = [[Tabby]]..index UI["B"]["BackgroundTransparency"] = 1; UI["C"] = Instance.new("TextLabel", UI["Tab"]); UI["C"]["ZIndex"] = -1; UI["C"]["BorderSizePixel"] = 0; UI["C"]["TextSize"] = 24; UI["C"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["C"]["FontFace"] = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal); UI["C"]["TextColor3"] = Color3.fromRGB(255, 0, 0); UI["C"]["BackgroundTransparency"] = 1; UI["C"]["Size"] = UDim2.new(0, 178, 0, 20); UI["C"]["AnchorPoint"] = anchor; UI["C"]["Text"] = [[--// ]]..name..[[ \\--]] UI["C"]["Name"] = "Title"..index; UI["C"]["Position"] = pos index=index+1 return { Frame=UI["B"], MF=UI["Tab"], Hidden=UI["Tab"]:GetAttribute("Hidden"), Shown=UI["Tab"]:GetAttribute("Shown"), } end function mkscf(parent,name,pos,size,cellsize) if size==nil then size=UDim2.new(1, 0, 1, 0) end if pos==nil then pos=UDim2.new(0, 0, 0, 0) end if cellsize==nil then cell=UDim2.new(1, 0, 0, 50) end UI["Tab"] = Instance.new("ScrollingFrame", parent); UI["Tab"]["Active"] = true; UI["Tab"]["ScrollingDirection"] = Enum.ScrollingDirection.Y; UI["Tab"]["BorderSizePixel"] = 0; UI["Tab"]["Name"] = name.."Tab_"..index UI["Tab"]["CanvasSize"] = UDim2.new(0, 0, 0, 0); UI["Tab"]["ElasticBehavior"] = Enum.ElasticBehavior.Never; UI["Tab"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); UI["Tab"]["Selectable"] = false; UI["Tab"]["AutomaticCanvasSize"] = Enum.AutomaticSize.Y; UI["Tab"]["Size"] = size UI["Tab"]["ScrollBarImageColor3"] = Color3.fromRGB(255, 0, 0); UI["Tab"]["Position"] = pos UI["Tab"]["ScrollBarThickness"] = 0; UI["Tab"]["BackgroundTransparency"] = 1; UI["Tab"]:SetAttribute("Hidden",UDim2.new(0,600,.08553,0)) UI["Tab"]:SetAttribute("Shown",UDim2.new(0,0,.08553,0)) UI["A"] = Instance.new("UIPadding", UI["Tab"]); UI["A"]["PaddingBottom"] = UDim.new(0, 80); UI["B"] = Instance.new("UIGridLayout", UI["Tab"]); UI["B"]["CellSize"] = cellsize UI["B"] = Instance.new("UIStroke", UI["Tab"]); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Color3.fromRGB(255, 0, 0)),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) return UI["Tab"] end function BetterTween(obj, speed, prop,AnimType) if AnimType==nil then AnimType="Quad" end local Tinfo=TweenInfo.new local TweenService=game.TweenService local hii=Tinfo(speed, Enum.EasingStyle[AnimType], Enum.EasingDirection.In) return TweenService:Create( obj, hii, prop ) end local u2=UDim2.new function swait(num) if num==0 or num==nil then game:service'RunService'.Stepped:wait(0) else for i=0,num do game:service'RunService'.Stepped:wait(0) end end end local function oswait(seconds) if seconds==nil then seconds=0 end local start = os.clock() repeat swait() until os.clock() >= start + seconds end local TweenAlph=Instance.new("NumberValue") TweenAlph.Value=1 --local tonumber(tonumber(TweenAlph.Value)) con1=TweenAlph:GetPropertyChangedSignal("Value"):Connect(function() -- tonumber(tonumber(TweenAlph.Value))=tonumber(TweenAlph.Value) or 1 end) local MusicOverriden = nil local OverridenMusicName = nil local UserDanceContainer = {} local QueueEmotesThatIsntLooped= {} local RunningQueuedEmote = false local OverridenMusicStartClock = nil local OverridenMusicLength= nil local TDZConfigs = {} local ButtonTable={} local BoolDance=Instance.new("BoolValue") local IsRunning1=Instance.new("BoolValue") local Hmmm=Instance.new("BoolValue") local String=Instance.new("StringValue") local String1=Instance.new("StringValue") local Incin=nil BoolDance.Value=false IsRunning1.Value=false local function GetModuleHash(m) if m._hash then return m._hash end local str = (m.Name or "") .. "TDZ_Conf" .. (m.Description or "") str = string.rep(str, 4) local hash = {} for i = 1, 32 do hash[i] = (i * 37 + 91) % 256 end for i = 1, #str do local j = (i % 32) + 1 hash[j] = bit32.bxor(hash[j], str:byte(i)) % 256 end local hex = "0123456789ABCDEF" local resListLayoutt = "" for i = 1, #hash do local v = hash[i] resListLayoutt = resListLayoutt .. hex:sub(math.floor(v/16)+1,math.floor(v/16)+1) .. hex:sub((v%16)+1,(v%16)+1) end m._hash = resListLayoutt return resListLayoutt end local function SaveUIAndModuleConfigs() local ok, encoded = pcall(function() return game:GetService("HttpService"):JSONEncode(TDZConfigs) end) if ok and encoded then pcall(writefile, ModuleConfigFile, encoded) end end local Tab1=mktb("Module Shop",UDim2.new(0,25,.01316,0)) local MF1=Tab1.MF local Tab2=mktb("Settings") local MF2=Tab2.MF local Tab3=mktb("Credits") local MF3=Tab3.MF local Tab4=mktb("Modules",UDim2.new(0,25,.01316,0),false) local MF4=Tab4.MF local Scf=mkscf(MF4,"Module Dance Container",u2(0,0,0,25),u2(1,0,1,0),u2(1,0,0,100)) mklbl(MF3,"Made By Theo, Inspired from Steves Uhhhhh Reanimate\n Credits goes to Steve the Common One on some assets that are used alongside in this scripts development\n\nHuge Thanks to:\nSteve (TheTerminalClone)\nSamstone\nDummy Guy\nYinxing\nAnd N1ght\nFor Making this script to come true.\n\nSpecial Thanks to You! for using this script!\n\nNote: Script is still in Beta and Expect some bug to show around\nAlso Note that this will be solely focused on Emotes if im sure since this is a branch of Steves Reanim but emotes only\n\nAll Rights Reserved",u2(1,0,3,0),u2(0,0,0,25),"Left","Top",true) local Home=UI["0Home_5c"] local ModuleShop=UI["1Modules_5f"] local Settings=UI["2Settings_62"] local Credits=UI["3Credits_65"] local c1=Instance.new("Color3Value") local c2=Instance.new("Color3Value") local Primary=c1.Value local Secondary=c2.Value Primary=Color3.new(1,0,0) Secondary=Color3.new(1,1,1) local function dragify(Frame) dragToggle = nil dragSpeed = .1 dragInput = nil dragStart = nil dragPos = nil function updateInput(input) Delta = input.Position - dragStart Position = UDim2.new(startPos.X.Scale, startPos.X.Offset + Delta.X, startPos.Y.Scale, startPos.Y.Offset + Delta.Y) game:GetService("TweenService"):Create(Frame, TweenInfo.new(.25), {Position = Position}):Play() end Frame.InputBegan:Connect(function(input) if (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then dragToggle = true dragStart = input.Position startPos = Frame.Position input.Changed:Connect(function() if (input.UserInputState == Enum.UserInputState.End) then dragToggle = false end end) end end) Frame.InputChanged:Connect(function(input) if (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then dragInput = input end end) game:GetService("UserInputService").InputChanged:Connect(function(input) if (input == dragInput and dragToggle) then updateInput(input) end end) end dragify(UI["Main_2"]) local alpha = tonumber(TweenAlph.Value) local scrollHidden = UDim2.new(0, 0, .08553, 0) local scrollShown = UDim2.new(0, 600, .08553, 0) local Tabs = { {mf = MF1, tab = Tab1}, {mf = MF2, tab = Tab2}, {mf = MF3, tab = Tab3}, {mf = MF4, tab = Tab4}, } local function SwitchTab(activeTab) local isHome = activeTab == nil BetterTween( UI["ScrollingFrame_9"], tonumber(TweenAlph.Value),{Position = isHome and scrollHidden or scrollShown}):Play() for _, entry in ipairs(Tabs) do local pos = (entry.tab == activeTab) and entry.tab.Shown or entry.tab.Hidden BetterTween(entry.mf, tonumber(TweenAlph.Value), {Position = pos}):Play() end CurrentTab = isHome and UI["ScrollingFrame_9"] or activeTab end local index=5 -- 5th index function mktb1(name,txt,pos,anchor) local tabby=mktb(name,pos,nil,anchor) local mf=tabby.MF local er={ mf=mf, tab=tabby, } table.insert(Tabs,er) mkbtn(UI["ScrollingFrame_57"],index..name,txt,nil,nil,nil,nil,true,24,function() SwitchTab(tabby) end) index+=1 return mf end local v2=Vector2.new local tutorial=mktb1("How to use","Tutorial",u2(0,35,0,0),v2(.2,0)) mklbl(tutorial,"How to use this script?\n1: Go to the home tab, scrolldown, click ' + ' and choose the reanimate type u wanna use, after that, scroll up and click reanimate, thats al\n\n-- If your executor doesnt support Gelatek reanimate, then the script will force you to use CurrentAngle, even if you still chose Gelatek, if your outside Just a baseplate or Green Bassplate, you can only choose Empyrean or CurrentAngle, if you still chose Gelatek outside those 2 games, you are still forced to use CurrentAngle\n\n-- Why do people dont see my anim when i use CurrentAngle?\n-- Steve already explained this, in most newer games, the game creates an 'Animator' inside your character which breaks CurrentAngle, even VC breaks it\n\n2: How to scale your avatar?, same as number 1, if u see ' Char Scale' input any number that fits for your rigs size\n\n3: How to add your own dances, if you know how to add modules from Steves Uhhhh Reanimate, then this will be the same process as how u add your own user modules\nWhere can i find the folder of Theos Dancezzz?\nstorage/emulated/0/YourExecutorsFolder/Workspace/Theos Dancezzzzz, this will be devided into 5 folders,\n1:Models -- Emote props 'rbxm'\n2:Emotes -- Emotes/Animation Storage\n3:Emote Music-- UI And Emote Music\n4:UserDances -- User Module Storage\n5:Built-In -- Dont touch\n\njust put your module/s into UserDances\n\n What if i dont know how to add/make modules?\n-- Dont worry, some of the players who knows how to create their own modules for Uhhhh reanimate would help you create your own modules for Theos Dancezzz\nIf your not already on Uhhhhh Reanimate server, join it! people will help you create your own dance module\n\n-- If your module assets isnt downloaded or if you added another modules, go to the Home tab, scroll down and click 'Refresh Assets' this eill reload all modules (even the built in module)\n\n4: Configuring Emotes\n click the small + on the top right of the UI, click 'Module Dances' and you will see the list of enotes that were loaded from a modules file, each emotes are clickable too! click one of the emotes and it will open a tab for it, if it has can be configured, then go!(emote configuration is also saved) and also, you can play and stop the emote directly on the UI",u2(1,0,7,0),u2(0,0,0,25),"Left","Top",true) Home.MouseButton1Click:Connect(function() SwitchTab(nil) end) ModuleShop.MouseButton1Click:Connect(function() SwitchTab(Tab1) end) Settings.MouseButton1Click:Connect(function() SwitchTab(Tab2) end) Credits.MouseButton1Click:Connect(function() SwitchTab(Tab3) end) mkbtn(UI["ScrollingFrame_57"],"4ModuleDances","Module",nil,nil,nil,nil,true,24,function() SwitchTab(Tab4) end) local eee=Instance.new("StringValue") eee.Value="Emper" local TypeOfReanim=eee.Value local Emp=UI["1Emp_37"] local Gelatek=UI["2Gelatek_3d"] local CurrentAngle=UI["3CurrentAngle_43"] local HookThing=Instance.new("StringValue") Gelatek.MouseButton1Click:Connect(function() TypeOfReanim="Gelatek" Gelatek.Name="1Gelatek" CurrentAngle.Name="2CurrentAngle" Emp.Name="3Emp" UI["Reanimator_11"]["Text"] = [[Selected: Gelatek]]; TDZConfigs._TypeOfReanim = TypeOfReanim SaveUIAndModuleConfigs() HookThing.Value="Gelatek" end) CurrentAngle.MouseButton1Click:Connect(function() TypeOfReanim="CurrentAngle" UI["Reanimator_11"]["Text"] = [[Selected: CurrentAngle]]; Gelatek.Name="2Gelatek" CurrentAngle.Name="1CurrentAngle" Emp.Name="3Emp" TDZConfigs._TypeOfReanim = TypeOfReanim SaveUIAndModuleConfigs() HookThing.Value="CurrentAngle" end) Emp.MouseButton1Click:Connect(function() TypeOfReanim="Emper" UI["Reanimator_11"]["Text"] = [[Selected: Empyrean]]; Gelatek.Name="2Gelatek" CurrentAngle.Name="3CurrentAngle" Emp.Name="1Emp" TDZConfigs._TypeOfReanim = TypeOfReanim SaveUIAndModuleConfigs() HookThing.Value="Emper" end) task.spawn(function() repeat oswait() sine=os.clock() for _,a in UI["Interface_1"]:GetDescendants() do if a:IsA("UIGradient") then a.Rotation+=1 a.Offset=Vector2.new(2.5*math.sin(sine*1),1*math.cos((sine+.5)*.1)) end end until not UI["Interface_1"] end) mklbl(MF2, [[--// Disable Invetory Styling \\--]],nil, u2(0, 65, 0, 320)) mklbl(MF2, [[--// Smooth Camera \\--]],nil, u2(0, 20, 0, 520)) local lbl1=mklbl(MF2, [[Disabled : false]],nil, u2(0, 200, 0, 260),"Left") local e=false bc=Instance.new("BoolValue") bc.Value=false ac=Instance.new("BoolValue") ac.Value=false ad=Instance.new("BoolValue") ad.Value=true ae=Instance.new("BoolValue") ae.Value=false local btn=mkbtn(MF2,"Disable Custom Inventory","Disable Custom Inventory",u2(0,170,0,44),u2(0,10,0,250),nil,nil,true,24,function() ac.Value=not ac.Value bc.Value=ac.Value TDZConfigs.InvStyling = bc.Value SaveUIAndModuleConfigs() if ac.Value==false then lbl1.Text="Disabled : false" else lbl1.Text="Disabled : true" end end) local e1=mkbtn(MF2,"Smooth Camera","Smooth Camera",u2(0,170,0,44),u2(0,10,0,450),nil,nil,true,24) e1.MouseButton1Click:Connect(function() if ae.Value==true then return end ae.Value=true ad.Value=not ad.Value TDZConfigs._SmoothCam = ad.Value SaveUIAndModuleConfigs() if ad.Value==true then e1.Text="Enabled!" oswait(1) e1.Text="Smooth Camera" ae.Value=false else e1.Text="Disabled!" oswait(1) e1.Text="Smooth Camera" ae.Value=false end end) fg=HookThing:GetPropertyChangedSignal("Value"):Connect(function() if HookThing.Value=="Emper" then btn.Active=false btn.Interactable=false lbl1.Text="Disabled : true -- Emper Reanimate" else btn.Interactable=true btn.Active=true if ac.Value==false then lbl1.Text="Disabled : false" else lbl1.Text="Disabled : true" end end end) local RedownloadButton=UI["Redownload_e"] local ExpandReanimateType=UI["Minimize_19"] local ThatFrame=UI["ScrollingFrame_36"] local OldSize=UDim2.new(0, 136, 0, 38) local Expanding=false local Tweening=false ExpandReanimateType.MouseButton1Click:Connect(function() if Tweening then return end Expanding=not Expanding if Expanding then local a=BetterTween(ThatFrame,tonumber(tonumber(TweenAlph.Value)),{Size=UDim2.new(0, 136, 0, 100)}) BetterTween(ExpandReanimateType,tonumber(tonumber(TweenAlph.Value)),{Rotation=180}):Play() a:Play() a.Completed:Wait() Tweening=false else local a=BetterTween(ThatFrame,tonumber(tonumber(TweenAlph.Value)),{Size=OldSize}) BetterTween(ExpandReanimateType,tonumber(tonumber(TweenAlph.Value)),{Rotation=0}):Play() a:Play() a.Completed:Wait() Tweening=false end end) local ShownTabSize=UDim2.new(0.28938, 0, 1, 0) local ShownTabPosiion=UDim2.new(-0.30403, 0, 0, 0) local Tween0=false local Tween1=false local TabThing=UI["TabGroup_51"] local TabButton=UI["Tab_68"] if Tween1 then TabThing.Size=UDim2.new(0.28938, 0, 1, 0) TabThing.Position=UDim2.new(-0.30403,0,0,0) else TabThing.Size=UDim2.new(0,0,0,0) TabThing.Position=UDim2.new(0,0,0,0) end TabButton.MouseButton1Click:Connect(function() if Tween0 then return end Tween0=true Tween1=not Tween1 if Tween1 then local a=BetterTween(TabThing,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(-0.30403,0,0,0)}) a:Play() a.Completed:Wait() local b=BetterTween(TabThing,tonumber(tonumber(TweenAlph.Value)),{Size=ShownTabSize}) b:Play() b.Completed:Wait() Tween0=false else local a=BetterTween(TabThing,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(0,0,0,0)}) local b=BetterTween(TabThing,tonumber(tonumber(TweenAlph.Value)),{Size=UDim2.new(0,0,0,0)}) a:Play() b:Play() b.Completed:Wait() Tween0=false end end) task.spawn(function() local Images={} local cont=listfiles(ImagesFolder) while UI["Interface_1"] do table.clear(Images) for _,a in next,cont do table.insert(Images,a) end if #Images==0 then UI["Image :v_35"]["Text"] = [[No Images Currently :v]] else UI["Image :v_35"]["Text"] = "Showing "..#Images.." Images" end local s=BetterTween(UI["PreviewImage_29"],1.35,{ImageTransparency=1}) s:Play() s.Completed:Wait() UI["PreviewImage_29"]["Image"]=getcustomasset(Images[math.random(1,#Images)]) local s=BetterTween(UI["PreviewImage_29"],1.35,{ImageTransparency=0}) s:Play() s.Completed:Wait() oswait(1) end table.clear(Images) end) local MinimizedSize=UDim2.new(0,300,0,25) local ExpandedSize=UDim2.new(0, 546, 0, 270) local Canvas=UI["CanvasGroup_8"] local OldPos=UDim2.new(0, 0, 0, 0) local Hidden=UDim2.new(0, 0, 0, 50) local CloseButton=UI["Close_6"] UI["Minimize_4"]["Position"] = UDim2.new(0.9, 0, 0.01645, 0); UI["Close_6"]["Position"] = UDim2.new(0.95, 0, 0.01645, 0); local mf=UI["Main_2"] local ThatOneButton=UI["Minimize_4"] local t=false local t1=false ThatOneButton.MouseButton1Click:Connect(function() if t then return end t=true t1=not t1 if t1 then local a=BetterTween(mf,tonumber(tonumber(TweenAlph.Value)),{Size=MinimizedSize}) BetterTween(ThatOneButton,tonumber(tonumber(TweenAlph.Value)),{Rotation=180}):Play() BetterTween(CloseButton,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(0.95, -5, 0.01645, 5);}):Play() BetterTween(ThatOneButton,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(0.9, -5, 0.01645, 5);}):Play() BetterTween(Canvas,tonumber(tonumber(TweenAlph.Value)),{Position=Hidden}):Play() a:Play() a.Completed:Wait() t=false mf.ClipsDescendants=true else mf.ClipsDescendants=false local a=BetterTween(mf,tonumber(tonumber(TweenAlph.Value)),{Size=ExpandedSize}) BetterTween(ThatOneButton,tonumber(tonumber(TweenAlph.Value)),{Rotation=0}):Play() BetterTween(CloseButton,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(0.95, -0, 0.01645, 0);}):Play() BetterTween(ThatOneButton,tonumber(tonumber(TweenAlph.Value)),{Position=UDim2.new(0.9, -0, 0.01645, 0);}):Play() BetterTween(Canvas,tonumber(tonumber(TweenAlph.Value)),{Position=OldPos}):Play() a:Play() a.Completed:Wait() t=false end end) local SubTabBar = Instance.new("Frame", MF4) SubTabBar.Name= "Sub Tab" SubTabBar.Size= UDim2.new(1, 0, 0, 24) SubTabBar.Position= UDim2.new(0, 0, 0, 25) SubTabBar.BackgroundTransparency= 1 SubTabBar.BorderSizePixel = 0 SubTabBar.ZIndex= 5 local SubTabLayout = Instance.new("UIListLayout", SubTabBar) SubTabLayout.FillDirection = Enum.FillDirection.Horizontal SubTabLayout.SortOrder = Enum.SortOrder.LayoutOrder SubTabLayout.Padding = UDim.new(0, 2) local function CreateModuleList(parent, offsetY) local ScrollFrame = Instance.new("ScrollingFrame", parent) ScrollFrame.Size= UDim2.new(1, 0, 1, -offsetY) ScrollFrame.Position= UDim2.new(0, 0, 0, offsetY) ScrollFrame.BackgroundTransparency= 1 ScrollFrame.BorderSizePixel = 0 ScrollFrame.ScrollingDirection= Enum.ScrollingDirection.Y ScrollFrame.AutomaticCanvasSize = Enum.AutomaticSize.Y ScrollFrame.CanvasSize= UDim2.new(0,0,0,0) ScrollFrame.ScrollBarThickness= 3 ScrollFrame.ScrollBarImageColor3= Color3.fromRGB(255,255,255) ScrollFrame.ElasticBehavior = Enum.ElasticBehavior.Never ScrollFrame.Selectable= false local ListLayout = Instance.new("UIListLayout", ScrollFrame) ListLayout.FillDirection= Enum.FillDirection.Vertical ListLayout.HorizontalAlignment= Enum.HorizontalAlignment.Center ListLayout.Padding= UDim.new(0, 5) ListLayout.SortOrder= Enum.SortOrder.LayoutOrder local Padding = Instance.new("UIPadding", ScrollFrame) Padding.PaddingTop= UDim.new(0, 4) Padding.PaddingBottom = UDim.new(0, 35) Padding.PaddingLeft = UDim.new(0, 2) Padding.PaddingRight= UDim.new(0, 2) return ScrollFrame end local BuiltInDancesList = CreateModuleList(MF4, 50) BuiltInDancesList.Name = "BuiltinList" local UserDancesList = CreateModuleList(MF4, 50) UserDancesList.Name= "UserList" UserDancesList.Visible = false local function MakeSubTab(name, lo) local Button = Instance.new("TextButton", SubTabBar) Button.LayoutOrder = lo Button.Size= UDim2.new(0.5, -2, 1, 0) Button.BackgroundTransparency= 1 Button.BorderSizePixel = 0 Button.Font= Enum.Font.Unknown Button.FontFace= Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal) Button.TextSize= 13 Button.TextColor3= Color3.fromRGB(200, 200, 200) table.insert(IndexWhitwTexts,Button) Button.Text= name Button.AutoButtonColor = true UI["B"] = Instance.new("UIStroke", Button); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) Instance.new("UICorner", Button).CornerRadius = UDim.new(0, 4) return Button end local TabButtonForBuiltIn = MakeSubTab("Built-In", 1) local TabButtonForUser= MakeSubTab("User", 2) local function SetCurrentSelectedTab(isBuiltin) BuiltInDancesList.Visible = isBuiltin UserDancesList.Visible= not isBuiltin TabButtonForBuiltIn.BackgroundColor3 = isBuiltin and Color3.fromRGB(180,0,0) or Color3.fromRGB(40,40,40) TabButtonForUser.BackgroundColor3= (not isBuiltin) and Color3.fromRGB(180,0,0) or Color3.fromRGB(40,40,40) end SetCurrentSelectedTab(true) TabButtonForBuiltIn.MouseButton1Click:Connect(function() SetCurrentSelectedTab(true) end) TabButtonForUser.MouseButton1Click:Connect(function() SetCurrentSelectedTab(false) end) local ConfigPageFont = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal) local ActiveDanceConfiguratuonPage = nil local function OpenDanceConfiguration(m, parentList) local aaa if ActiveDanceConfiguratuonPage then ActiveDanceConfiguratuonPage:Destroy() ActiveDanceConfiguratuonPage = nil end local Page = Instance.new("ScrollingFrame", MF4) Page.Name = "Dance Configuration" Page.AnchorPoint= Vector2.new(0, 0) Page.Position = UDim2.new(0, 600, 0.08553, 50) Page.Size = UDim2.new(0, 546, 0, 278) Page.BackgroundColor3 = Color3.fromRGB(0, 0, 0) Page.BackgroundTransparency = 0 Page.BorderSizePixel= 0 Page.ScrollingDirection = Enum.ScrollingDirection.Y Page.AutomaticCanvasSize= Enum.AutomaticSize.Y Page.CanvasSize = UDim2.new(0,0,0,0) Page.ScrollBarThickness = 3 Page.ScrollBarImageColor3 = Color3.fromRGB(255,255,255) Page.ElasticBehavior= Enum.ElasticBehavior.Never Page.Selectable = false Page.ZIndex = 5 Page.ClipsDescendants = true Page.Interactable = false local PageLayout = Instance.new("UIListLayout", Page) PageLayout.FillDirection= Enum.FillDirection.Vertical PageLayout.HorizontalAlignment = Enum.HorizontalAlignment.Center PageLayout.Padding= UDim.new(0, 3) PageLayout.SortOrder= Enum.SortOrder.LayoutOrder local PagePaddingding = Instance.new("UIPadding", Page) PagePaddingding.PaddingTop= UDim.new(0, 6) PagePaddingding.PaddingBottom = UDim.new(0, 100) PagePaddingding.PaddingLeft = UDim.new(0, 6) PagePaddingding.PaddingRight= UDim.new(0, 6) ActiveDanceConfiguratuonPage = Page local HurryBack = Instance.new("TextButton", Page) HurryBack.LayoutOrder = 0 HurryBack.Size= UDim2.new(1, 0, 0, 28) HurryBack.BackgroundColor3= Color3.fromRGB(30,30,30) HurryBack.BackgroundTransparency = 1 HurryBack.Font= Enum.Font.Unknown HurryBack.TextXAlignment= "Left" HurryBack.FontFace= ConfigPageFont HurryBack.TextSize= 24 HurryBack.TextColor3= Secondary HurryBack.Text= "< Hurry Back!!" HurryBack.AutoButtonColor = true table.insert(IndexWhitwTexts,HurryBack) UI["B"] = Instance.new("UIStroke", HurryBack); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) Instance.new("UICorner", HurryBack).CornerRadius = UDim.new(0,4) local Title = Instance.new("TextLabel", Page) Title.LayoutOrder= 1 Title.Size = UDim2.new(1, 0, 0, 24) Title.BackgroundTransparency = 1 Title.Font = Enum.Font.Unknown Title.FontFace = ConfigPageFont Title.TextSize = 18 Title.TextColor3 = Secondary Title.TextXAlignment = Enum.TextXAlignment.Left Title.Text = m.Name Title.TextWrapped= true local Description = Instance.new("TextLabel", Page) Description.LayoutOrder = 2 Description.Size= UDim2.new(1, 0, 0, 0) Description.AutomaticSize = Enum.AutomaticSize.Y Description.BackgroundTransparency = 1 Description.Font= Enum.Font.Unknown Description.FontFace= ConfigPageFont Description.TextSize= 13 Description.TextColor3= Secondary Description.TextXAlignment= Enum.TextXAlignment.Left Description.Text= m.Description or "" Description.TextWrapped = true Description.RichText= true local PlayEmote = Instance.new("TextButton", Page) PlayEmote.LayoutOrder = 3 PlayEmote.Size= UDim2.new(1, 0, 0, 32) PlayEmote.BackgroundColor3= Color3.fromRGB(0,0,0) PlayEmote.BackgroundTransparency = 1 PlayEmote.Font= Enum.Font.Unknown PlayEmote.FontFace= ConfigPageFont PlayEmote.TextSize= 16 PlayEmote.TextColor3= Secondary PlayEmote.Text= "* Play Dance *" PlayEmote.AutoButtonColor = true Instance.new("UICorner", PlayEmote).CornerRadius = UDim.new(0,4) UI["B"] = Instance.new("UIStroke", PlayEmote); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) local function refreshPlayBtn() local active = UserDanceContainer[m.Name] ~= nil PlayEmote.Text = active and "* Stop Dance *" or "* Play Dance *" PlayEmote.BackgroundColor3 = active and Color3.fromRGB(255,0,0) or Color3.fromRGB(255,0,0) end PlayEmote.MouseButton1Click:Connect(function() if IsRunning1.Value==false then notify("Not Reanimated") return end if PlayEmote.Text=="* Stop Dance *" then BoolDance.Value=false PlayEmote.Text="* Play Dance *" return end if PlayEmote.Text=="* Play Dance *" and BoolDance.Value==true then BoolDance.Value=false oswait(.1) PlayEmote.Text="* Stop Dance *" end String.Value=m.Name Hmmm.Value=true oswait(.2) PlayEmote.Text="* Stop Dance *" String1.Value="Using UI Dance" BoolDance.Value=true Hmmm.Value=false end) aaa=String1:GetPropertyChangedSignal("Value"):Connect(function() if IsRunning1.Value==false then return end if String1.Value=="Using Tools or Keybind dance" then BoolDance.Value=false PlayEmote.Text="* Play Dance *" elseif String1.Value=="Using UI Dance" then PlayEmote.Text="* Stop Dance *" end String1.Value="None" end) refreshPlayBtn() local Seperator = Instance.new("Frame", Page) Seperator.LayoutOrder= 4 Seperator.Size = UDim2.new(1, 0, 0, 2) Seperator.BackgroundColor3 = Color3.fromRGB(0,0,0) Seperator.BorderSizePixel= 0 local ConfigurationTitle = Instance.new("TextLabel", Page) ConfigurationTitle.LayoutOrder= 5 ConfigurationTitle.Size = UDim2.new(1, 0, 0, 20) ConfigurationTitle.BackgroundTransparency = 1 ConfigurationTitle.Font = Enum.Font.Unknown ConfigurationTitle.FontFace = ConfigPageFont ConfigurationTitle.TextSize = 14 ConfigurationTitle.TextColor3 = Color3.fromRGB(255,0,0) ConfigurationTitle.TextXAlignment = Enum.TextXAlignment.Center ConfigurationTitle.Text = "* Configuration *" table.insert(IndexRedTexts,ConfigurationTitle) local ConfigurationContainer = Instance.new("Frame", Page) ConfigurationContainer.LayoutOrder= 6 ConfigurationContainer.Size = UDim2.new(1, 0, 0, 0) ConfigurationContainer.AutomaticSize= Enum.AutomaticSize.Y ConfigurationContainer.BackgroundTransparency = 1 ConfigurationContainer.BorderSizePixel= 0 local ConfigurationLayout = Instance.new("UIListLayout", ConfigurationContainer) ConfigurationLayout.FillDirection = Enum.FillDirection.Vertical ConfigurationLayout.HorizontalAlignment = Enum.HorizontalAlignment.Center ConfigurationLayout.Padding = UDim.new(0, 3) ConfigurationLayout.SortOrder = Enum.SortOrder.LayoutOrder if m.Config then pcall(m.Config, ConfigurationContainer) else local NoOptionsLabelForDancesThatHasNoOption = Instance.new("TextLabel", ConfigurationContainer) NoOptionsLabelForDancesThatHasNoOption.Size = UDim2.new(1, 0, 0, 24) NoOptionsLabelForDancesThatHasNoOption.BackgroundTransparency = 1 NoOptionsLabelForDancesThatHasNoOption.Font = Enum.Font.Unknown NoOptionsLabelForDancesThatHasNoOption.FontFace = ConfigPageFont NoOptionsLabelForDancesThatHasNoOption.TextSize = 14 NoOptionsLabelForDancesThatHasNoOption.TextColor3 = Color3.fromRGB(140,140,140) NoOptionsLabelForDancesThatHasNoOption.TextXAlignment = Enum.TextXAlignment.Center NoOptionsLabelForDancesThatHasNoOption.Text = "No configuration options." end local function doSave() if m.SaveConfig then local ok, data = pcall(m.SaveConfig) if ok and data then TDZConfigs[GetModuleHash(m)] = data SaveUIAndModuleConfigs() end end end parentList.Interactable = false local tweenIn = game:GetService("TweenService"):Create( Page, TweenInfo.new(0.35, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out), { Position = UDim2.new(0, 0, 0.08553, 0) } ) tweenIn:Play() tweenIn.Completed:Connect(function() Page.Interactable = true end) HurryBack.MouseButton1Click:Connect(function() doSave() Page.Interactable = false local tweenOut = game:GetService("TweenService"):Create( Page, TweenInfo.new(0.3, Enum.EasingStyle.Cubic, Enum.EasingDirection.In), { Position = UDim2.new(0, 600, 0.08553, 0) } ) tweenOut:Play() tweenOut.Completed:Connect(function() Page:Destroy() if ActiveDanceConfiguratuonPage == Page then ActiveDanceConfiguratuonPage = nil end parentList.Interactable = true if aaa then aaa:Disconnect() aaa = nil end end) end) end local function AddDanceToUI(m, targetList, isBuiltin) local dd=m if not m.AddFunctions then if m._factory then pcall(GiveFunctionsToModule, m._factory) end local hash = GetModuleHash(m) if TDZConfigs[hash] and m.LoadConfig then pcall(m.LoadConfig, TDZConfigs[hash]) end m.AddFunctions = true end local Button = Instance.new("TextButton", targetList) Button.Size= UDim2.new(1, 0, 0, 52) Button.BackgroundColor3= Color3.fromRGB(0, 0, 0) Button.BorderSizePixel = 0 Button.BackgroundTransparency = .85 Button.Text= "" Button.AutoButtonColor = true UI["B"] = Instance.new("UIStroke", Button); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = .5; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) Instance.new("UICorner", Button).CornerRadius = UDim.new(0, 5) local TypeOfModule = Instance.new("TextLabel", Button) TypeOfModule.AnchorPoint = Vector2.new(1, 0) TypeOfModule.Position= UDim2.new(1, -4, 0, 4) TypeOfModule.Size= UDim2.new(0, 52, 0, 16) TypeOfModule.BackgroundColor3= isBuiltin and Color3.fromRGB(140,0,0) or Color3.fromRGB(0,90,130) TypeOfModule.BackgroundTransparency = 1 TypeOfModule.Font= Enum.Font.Unknown TypeOfModule.FontFace= ConfigPageFont TypeOfModule.TextSize= 10 TypeOfModule.TextColor3= Color3.fromRGB(255,255,255) TypeOfModule.Text= isBuiltin and "BUILTIN" or "USER" table.insert(IndexWhitwTexts,TypeOfModule) UI["B"] = Instance.new("UIStroke", TypeOfModule); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) Instance.new("UICorner", TypeOfModule).CornerRadius = UDim.new(0,3) local DanceName = Instance.new("TextLabel", Button) DanceName.Position= UDim2.new(0, 8, 0, 6) DanceName.Size= UDim2.new(1, -70, 0, 22) DanceName.BackgroundTransparency = 1 DanceName.Font= Enum.Font.Unknown DanceName.FontFace= ConfigPageFont DanceName.TextSize= 16 DanceName.TextColor3= Color3.fromRGB(255,255,255) DanceName.TextXAlignment= Enum.TextXAlignment.Left DanceName.TextWrapped = true DanceName.Text= m.Name table.insert(IndexWhitwTexts,DanceName) local firstLine = (m.Description or ""):match("^([^\n]+)") or (m.Description or "") local Description = Instance.new("TextLabel", Button) Description.Position= UDim2.new(0, 8, 0, 28) Description.Size= UDim2.new(1, -16, 0, 18) Description.BackgroundTransparency = 1 Description.Font= Enum.Font.Unknown Description.FontFace= ConfigPageFont Description.TextSize= 12 Description.TextColor3= Color3.fromRGB(160,160,160) Description.TextXAlignment= Enum.TextXAlignment.Left Description.TextWrapped= true Description.Text= firstLine Button.MouseButton1Click:Connect(function() OpenDanceConfiguration(m, targetList) Incin=dd end) end local UpdateListLayout = false local function AddLoadeModuleDances() BuiltInDancesList.Interactable = true UserDancesList.Interactable = true for _,c in BuiltInDancesList:GetChildren() do if not c:IsA("UIListLayout") and not c:IsA("UIPadding") then c:Destroy() end end for _, c in UserDancesList:GetChildren() do if not c:IsA("UIListLayout") and not c:IsA("UIPadding") then c:Destroy() end end UpdateListLayout = true for _, entry in ipairs(TableOfDances) do if entry._userModule then local m= entry._userModule local isBuiltin = entry._isBuiltin or false local targetList= isBuiltin and BuiltInDancesList or UserDancesList AddDanceToUI(m, targetList, isBuiltin) end end local function _ensurePlaceholder(list, msg) local hasAny = false for _, c in list:GetChildren() do if c:IsA("TextButton") then hasAny = true break end end if not hasAny then local ph = Instance.new("TextLabel", list) ph.Size= UDim2.new(1, 0, 0, 50) ph.BackgroundTransparency = 1 ph.Font= Enum.Font.Unknown ph.FontFace= ConfigPageFont ph.TextSize= 14 ph.TextColor3= Color3.fromRGB(255,255,255) ph.TextXAlignment= Enum.TextXAlignment.Center ph.Text= msg ph.TextWrapped= true table.insert(IndexWhitwTexts,ph) end end _ensurePlaceholder(BuiltInDancesList, "No Builtin dances loaded.\nPlace .lua modules in:\n" .. builtins) _ensurePlaceholder(UserDancesList, "No User dances loaded.\nPlace .lua modules in:\n" .. UserDances) end local full = game:GetObjects("rbxassetid://107495486817639")[1]:Clone() full.Parent = game:GetService("Workspace") local fallback = game:GetObjects("rbxassetid://117971041844492")[1]:FindFirstChildOfClass("KeyframeSequence") fallback.Parent = full local is = newproxy(true) local function loadlocalasset(id) local id = tostring(id) local id = id:gsub("^rbxassetid://", "") local _, asset = pcall(function() return full[id] end) if not _ or not asset then asset = fallback end return asset:Clone() end getmetatable(is).__namecall = function(_, id) return loadlocalasset(id) end local danceCache = {} local function AddDance(Name, ScriptUrl) local filePath = DanceFolder.."/"..Name local animPath = DanceFolder.."/"..Name..".anim" if isfile and isfile(animPath) then local success, danceData = pcall(function() return LoadAnimBinary(readfile(animPath)) end) if success and danceData then local newDance = danceData:Clone() newDance.Name = Name newDance.Parent = full print("Loaded .anim from storage: "..Name) return newDance else warn("Failed to parse cached .anim: "..Name.." - "..tostring(danceData)) end end if isfile and isfile(filePath) then local success, danceData = pcall(function() return loadstring(readfile(filePath))() end) if success and danceData then if danceData:IsA("KeyframeSequence") then local newDance = danceData:Clone() newDance.Name = Name newDance.Parent = full print("Loaded from storage: "..Name) return newDance else warn("Saved dance doesn't return KeyframeSequence: "..Name) end else warn("Failed to load saved dance: "..Name.." - "..tostring(danceData)) end end warn("Downloading dance: "..Name) local success, danceData = pcall(function() return loadstring(game:HttpGet(ScriptUrl))() end) task.defer(function() if success and danceData then if danceData:IsA("KeyframeSequence") then local newDance = danceData:Clone() newDance.Name = Name newDance.Parent = full warn("Loaded: "..Name) writefile(filePath, game:HttpGet(ScriptUrl)) return newDance else warn("Dance doesn't return KeyframeSequence: "..Name) return nil end else warn("Failed to load dance: "..Name.." - "..tostring(danceData)) return nil end end) end local danceCache = {} local function LoadDance(danceName, scriptUrl) if danceCache[danceName] then return danceCache[danceName] end local dance = AddDance(danceName, scriptUrl) if dance then danceCache[danceName] = dance end return dance end local timeposcur = 0 local musicSound = Instance.new("Sound",game:GetService("RunService")) local Playsound = Instance.new("Sound",game:GetService("RunService")) Playsound.Name = "Danc" Playsound.Volume = .75 Playsound.Looped = true Playsound.Parent = game:GetService("RunService") musicSound.Looped = true musicSound.Name = "danc" musicSound.Playing = true musicSound.Volume = .75 local function DanceAsset(file, url) if url==nil then url="https://github.com/Solary-3/Scripts/blob/Audios-1/"..file end local filePath = MusicFolder.."/"..file local isBuiltIn = table.find(validAudioFiles, file) local existsLocally = isfile(filePath) if not isBuiltIn and not existsLocally then if url ~= "https://github.com/Solary-3/Scripts/blob/Audios-1".."/"..file then warn("Downloading user audio: " .. file) local success, errorMsg = pcall(function() writefile(filePath, game:HttpGet(url)) end) if not success then warn("Failed to download user audio: " .. file .. " - " .. errorMsg) return "" end warn("Downloaded user audio: " .. file) else warn("Audio file not in whitelist and no custom URL provided: " .. file) return "" end elseif not existsLocally then warn("Downloading Audio: " .. file) local success, errorMsg = pcall(function() writefile(filePath, game:HttpGet(url.."?raw=true")) end) if not success then warn("Failed to download audio: " .. file .. " - " .. errorMsg) writefile(filePath, "") return "" end warn("Downloaded Audio: " .. file) end if isfile(filePath) then return getcustomasset(filePath) else notify("File Not Found: " .. file) return "" end end function RedownloadAssert() for _,v in next,TableOfDances do task.spawn(function() if v.Name=="Takino" then if isfile and not isfile(MusicFolder.."/Takino.mp3") then writefile(MusicFolder.."/Takino.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Takino.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Bomb Monkey" then if isfile and not isfile(MusicFolder.."/Monkey.mp3") then writefile(MusicFolder.."/Monkey.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Monkey.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Cry For Me" then if isfile and not isfile(MusicFolder.."/Cry For Me.mp3") then writefile(MusicFolder.."/Cry For Me.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Cry For Me.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Someone Ships" then if isfile and not isfile(MusicFolder.."/Idk.mp3") then writefile(MusicFolder.."/Idk.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Idk.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Idk.mp3") elseif v.Name=="Funny" then if isfile and not isfile(MusicFolder.."/Funny.mp3") then writefile(MusicFolder.."/Funny.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Funny.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Funny.mp3") elseif v.Name=="Retry Now" then if isfile and not isfile(MusicFolder.."/RetryNow.mp3") then writefile(MusicFolder.."/RetryNow.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryNow.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/RetryNow.mp3") elseif v.Name=="Looping The Rooms 2" then if isfile and not isfile(MusicFolder.."/Looping 2.mp3") then writefile(MusicFolder.."/Looping 2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Looping 2.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Looping 2.mp3") elseif v.Name=="Looping The Rooms 4" then if isfile and not isfile(MusicFolder.."/Looping 2.mp3") then writefile(MusicFolder.."/Looping 2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Looping 2.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Looping 2.mp3") elseif v.Name=="Golden Dandelion" then if isfile and not isfile(MusicFolder.."/TsSoGolden.mp3") then writefile(MusicFolder.."/TsSoGolden.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/TsSoGolden.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/TsSoGolden.mp3") elseif v.Name=="Skeleton" then if isfile and not isfile(MusicFolder.."/Skellywarcry.mp3") then writefile(MusicFolder.."/Skellywarcry.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Skellywarcry.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Skellywarcry.mp3") elseif v.Name=="Microwave" then if isfile and not isfile(MusicFolder.."/Microwave.mp3") then writefile(MusicFolder.."/Microwave.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Microwave.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Microwave.mp3") elseif v.Name=="Lil Buddy Was Sick" then if isfile and not isfile(MusicFolder.."/Lilbuddy.mp3") then writefile(MusicFolder.."/Lilbuddy.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Lilbuddy.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Lilbuddy.mp3") elseif v.Name=="Funny 2" then if isfile and not isfile(MusicFolder.."/Funny2.mp3") then writefile(MusicFolder.."/Funny2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Funny2.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/Funny2.mp3") elseif v.Name=="Very Hot" then if isfile and not isfile(MusicFolder.."/ItBurns.mp3") then writefile(MusicFolder.."/ItBurns.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/ItBurns.mp3?raw=true")) end elseif v.Name=="Chegou 3" then if isfile and not isfile(MusicFolder.."/Chegou 3.mp3") then writefile(MusicFolder.."/Chegou 3.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Chegou 3.mp3?raw=true")) end elseif v.Name=="Chegou 3 Remake" then if isfile and not isfile(MusicFolder.."/Chegou 3.mp3") then writefile(MusicFolder.."/Chegou 3.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Chegou 3.mp3?raw=true")) end elseif v.Name=="Dia Delicia" then if isfile and not isfile(MusicFolder.."/DiaDelicia.mp3") then writefile(MusicFolder.."/DiaDelicia.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/DiaDelicia.mp3?raw=true")) end elseif v.Name=="Default Dance" then if isfile and not isfile(MusicFolder.."/Fortnite.mp3") then writefile(MusicFolder.."/Fortnite.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Fortnite.mp3?raw=true")) end elseif v.Name=="Analog horror funk" then if isfile and not isfile(MusicFolder.."/Analog horror funk.mp3") then writefile(MusicFolder.."/Analog horror funk.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Analog horror funk.mp3?raw=true")) end elseif v.Name=="Niche Baby" then if isfile and not isfile(MusicFolder.."/ai niche baby.mp3") then writefile(MusicFolder.."/ai niche baby.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/ai niche baby.mp3?raw=true")) end elseif v.Name=="Epical" then if isfile and not isfile(MusicFolder.."/Epical.mp3") then writefile(MusicFolder.."/Epical.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Epical.mp3?raw=true")) end elseif v.Name=="Doom Mc Bringer" then if isfile and not isfile(MusicFolder.."/Doom Mc Bringer.mp3") then writefile(MusicFolder.."/Doom Mc Bringer.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Doom Mc Bringer.mp3?raw=true")) end elseif v.Name=="Akage" then if isfile and not isfile(MusicFolder.."/Akage.mp3") then writefile(MusicFolder.."/Akage.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Akage.mp3?raw=true")) end elseif v.Name=="Japanese Meme" then if isfile and not isfile(MusicFolder.."/Japan.mp3") then writefile(MusicFolder.."/Japan.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Japan.mp3?raw=true")) end --.SoundId = getcustomasset(MusicFolder.."/ItBurns.mp3") elseif v.Name:match("Rat") then if isfile and not isfile(MusicFolder.."/matchmaker.mp3") then writefile(MusicFolder.."/matchmaker.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/matchmaker.mp3?raw=true")) end if math.random(1,3)==2 then else DanceAsset(v.Music) end else DanceAsset(v.Music) end end) LoadDance(v.DanceName, v.Url) end for _, filePath in next, listfiles(UserDances) do if filePath:sub(-4) == ".lua" then local ok, resListLayoutt = pcall(function() return loadstring(readfile(filePath))() end) if ok and type(resListLayoutt) == "table" then for _, entry in next, resListLayoutt do if entry.DanceName and entry.Url and entry.Url ~= "None" then LoadDance(entry.DanceName, entry.Url) end end end end end end function GetAsset(v) task.spawn(function() if v.Name=="Takino" then if isfile and not isfile(MusicFolder.."/Takino.mp3") then writefile(MusicFolder.."/Takino.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Takino.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Bomb Monkey" then if isfile and not isfile(MusicFolder.."/Monkey.mp3") then writefile(MusicFolder.."/Monkey.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Monkey.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Cry For Me" then if isfile and not isfile(MusicFolder.."/Cry For Me.mp3") then writefile(MusicFolder.."/Cry For Me.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Cry For Me.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/"..v.Music) elseif v.Name=="Someone Ships" then if isfile and not isfile(MusicFolder.."/Idk.mp3") then writefile(MusicFolder.."/Idk.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Idk.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Idk.mp3") elseif v.Name=="Funny" then if isfile and not isfile(MusicFolder.."/Funny.mp3") then writefile(MusicFolder.."/Funny.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Funny.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Funny.mp3") elseif v.Name=="Retry Now" then if isfile and not isfile(MusicFolder.."/RetryNow.mp3") then writefile(MusicFolder.."/RetryNow.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryNow.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/RetryNow.mp3") elseif v.Name=="Looping The Rooms 2" then if isfile and not isfile(MusicFolder.."/Looping 2.mp3") then writefile(MusicFolder.."/Looping 2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Looping 2.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Looping 2.mp3") elseif v.Name=="Looping The Rooms 4" then if isfile and not isfile(MusicFolder.."/Looping 2.mp3") then writefile(MusicFolder.."/Looping 2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Looping 2.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Looping 2.mp3") elseif v.Name=="Golden Dandelion" then if isfile and not isfile(MusicFolder.."/TsSoGolden.mp3") then writefile(MusicFolder.."/TsSoGolden.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/TsSoGolden.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/TsSoGolden.mp3") elseif v.Name=="Skeleton" then if isfile and not isfile(MusicFolder.."/Skellywarcry.mp3") then writefile(MusicFolder.."/Skellywarcry.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Skellywarcry.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Skellywarcry.mp3") elseif v.Name=="Microwave" then if isfile and not isfile(MusicFolder.."/Microwave.mp3") then writefile(MusicFolder.."/Microwave.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Microwave.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Microwave.mp3") elseif v.Name=="Lil Buddy Was Sick" then if isfile and not isfile(MusicFolder.."/Lilbuddy.mp3") then writefile(MusicFolder.."/Lilbuddy.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Lilbuddy.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Lilbuddy.mp3") elseif v.Name=="Funny 2" then if isfile and not isfile(MusicFolder.."/Funny2.mp3") then writefile(MusicFolder.."/Funny2.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Funny2.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Funny2.mp3") elseif v.Name=="Very Hot" then if isfile and not isfile(MusicFolder.."/ItBurns.mp3") then writefile(MusicFolder.."/ItBurns.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/ItBurns.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/ItBurns.mp3") elseif v.Name=="Chegou 3" then if isfile and not isfile(MusicFolder.."/Chegou 3.mp3") then writefile(MusicFolder.."/Chegou 3.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Chegou 3.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Chegou 3.mp3") elseif v.Name=="Chegou 3 Remake" then if isfile and not isfile(MusicFolder.."/Chegou 3.mp3") then writefile(MusicFolder.."/Chegou 3.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Chegou 3.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Chegou 3.mp3") elseif v.Name=="Dia Delicia" then if isfile and not isfile(MusicFolder.."/DiaDelicia.mp3") then writefile(MusicFolder.."/DiaDelicia.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/DiaDelicia.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/DiaDelicia.mp3") elseif v.Name=="Default Dance" then if isfile and not isfile(MusicFolder.."/Fortnite.mp3") then writefile(MusicFolder.."/Fortnite.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Fortnite.mp3?raw=true")) end --musicSound.SoundId = getcustomasset(MusicFolder.."/DiaDelicia.mp3") musicSound.SoundId = getcustomasset(MusicFolder.."/Fortnite.mp3") elseif v.Name=="Analog horror funk" then if isfile and not isfile(MusicFolder.."/Analog horror funk.mp3") then writefile(MusicFolder.."/Analog horror funk.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Analog horror funk.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Analog horror funk.mp3") elseif v.Name=="Niche Baby" then if isfile and not isfile(MusicFolder.."/ai niche baby.mp3") then writefile(MusicFolder.."/ai niche baby.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/ai niche baby.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/ai niche baby.mp3") elseif v.Name=="Epical" then if isfile and not isfile(MusicFolder.."/Epical.mp3") then writefile(MusicFolder.."/Epical.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Epical.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Epical.mp3") elseif v.Name=="Doom Mc Bringer" then if isfile and not isfile(MusicFolder.."/Doom Mc Bringer.mp3") then writefile(MusicFolder.."/Doom Mc Bringer.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Doom Mc Bringer.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Doom Mc Bringer.mp3") elseif v.Name=="Akage" then if isfile and not isfile(MusicFolder.."/Akage.mp3") then writefile(MusicFolder.."/Akage.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Akage.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Akage.mp3") elseif v.Name=="Japanese Meme" then if isfile and not isfile(MusicFolder.."/Japan.mp3") then writefile(MusicFolder.."/Japan.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/Japan.mp3?raw=true")) end musicSound.SoundId = getcustomasset(MusicFolder.."/Japan.mp3") elseif v.Name:match("Rat") then -- Screw this, instad of manually adding each rat dance names, why not just match the name if isfile and not isfile(MusicFolder.."/matchmaker.mp3") then writefile(MusicFolder.."/matchmaker.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/matchmaker.mp3?raw=true")) end if math.random(1,3)==2 then musicSound.SoundId =getcustomasset(MusicFolder.."/matchmaker.mp3") else musicSound.SoundId = DanceAsset(v.Music) end else musicSound.SoundId = DanceAsset(v.Music) end if v.Offset==0 then musicSound.TimePosition=0 else musicSound.TimePosition=v.Offset end end) end local Reanimate=UI["Reanimate/Run_32"] local Stop=UI["Respawn/Stop_1b"] local ReloadAssets=mkbtn(UI["SubMain_a"],"ReloadAsset","Refresh Assets",nil,UDim2.new(0.01099, 135.5, 0.5226, 0)) local function Backup() --// BY MrY7zz --[[ WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk! ]] --[[ Licensed under the MIT License (see LICENSE file for full details). Copyright (c) 2025 MrY7zz LEGAL NOTICE: You are REQUIRED to retain this license header under the terms of the MIT License. Removing or modifying this notice may violate copyright law. ]] --// BY MrY7zz if not game:IsLoaded() then game.Loaded:Wait() end --// Check configdoc.md for settings documentation --// Below are the settings -- SETTINGS -- local settings = _G settings["Use Default animations"] = false settings["Local character transparency level"] = 1 settings["Disable character scripts"] = true settings["Fake character should collide"] = false settings["Parent real character to fake character"] = false settings["Respawn character"] = true settings["Instant respawn"] = false settings["Hide HumanoidRootPart"] = true settings["PermaDeath fake character"] = false settings["R15 Reanimate"] = false settings["Click Fling"] = false settings["Anti-Fling"] = true settings["Hide RootPart Distance"] = CFrame.new(0, 255, 0) settings["Allow tool equipping"] = true --// Placeholder settings["Client sided display mode"] = 2 --// If you will see the fake character, or the real character, 1 = real character (Default), 2 = fake character settings["Fallback prompt"] = false --// Enable or disable the annoying fallback prompt if your game is not whitelisted settings["Respawn mode"] = "ServerBreakJoints" settings["Names to exclude from transparency"] = { --[=[ example: ["HumanoidRootPart"] = true, ["Left Arm"] = true ]=] } --// Settings end loadstring(game:HttpGet("https://raw.githubusercontent.com/somethingsimade/CurrentAngleV4/refs/heads/main/v4.lua"))() REANIMATION=false end local rad=math.rad local TableOfAccessries={ --{ MeshId = "", Name = "", Offset = CFrame.identity, TextureId = "" }, { MeshId = "137702817952968", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "135650240593878" },--84451219120140 { MeshId = "137702817952968", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "135650240593878" },--72292903231768 { MeshId = "137702817952968", Names = { "Left Leg", "Right Leg", "Left Arm", "Right Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "73798034827573" },--108186273151388 { MeshId = "137702817952968", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "73798034827573" },--139904067056008 { MeshId = "12344207333", Names = { "Left Arm", "Right Arm" }, Offset = CFrame.Angles(- 2.094, 0, 0), TextureId = "12344207341" },--12344545199 { MeshId = "12344206657", Names = { "Right Arm", "Left Arm" }, Offset = CFrame.Angles(- 2.094, 0, 0), TextureId = "12344206675" },--12344591101 { MeshId = "11449386931", Names = { "Left Arm", "Right Arm" }, Offset = CFrame.Angles(- 2.094, 0, 0), TextureId = "11439439606" },--11449687315 { MeshId = "11449388499", Names = { "Right Arm", "Left Arm" }, Offset = CFrame.Angles(- 2.094, 0, 0), TextureId = "11439439606" },--11449703382 { MeshId = "12652772399", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.identity, TextureId = "12652775021" },--12652786974 { MeshId = "11263221350", Names = { "Left Leg", "Right Leg", "Left Arm", "Right Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "11263219250" },--11263254795 { MeshId = "11159370334", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "11159284657" },--11159410305 { MeshId = "11159370334", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "11159285454" },--11159483910 { MeshId = "105141400603933", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "71060417496309" },--102599402682100 { MeshId = "99608462237958", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "130809869695496" },--140395948277978 { MeshId = "90736849096372", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "79186624401216" },--90960046381276 { MeshId = "139733645770094", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "130809869695496" },--82942681251131 { MeshId = "125405780718494", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "136752500636691" },--85392395166623 { MeshId = "125405780718494", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "136752500636691" },--131385506535381 { MeshId = "125405780718494", Names = { "Left Leg", "Right Leg", "Left Arm", "Right Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "136752500636691" },--106249329428811 { MeshId = "125405780718494", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "136752500636691" },--129462518582032 { MeshId = "14255522247", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14255543546" },--14255556501 { MeshId = "14255522247", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14255543546" },--14255554762 { MeshId = "17374767929", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17374768001" },--17374851733 { MeshId = "17374767929", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17374768001" },--17374846953 { MeshId = "14255522247", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14255544465" },--14255560646 { MeshId = "14255522247", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14255544465" },--14255562939 { MeshId = "18640914129", Names = { "Left Arm", "Right Arm", "Left Leg", "Right Leg" }, Offset = CFrame.identity, TextureId = "18640914168" },--18641142410 { MeshId = "18640914129", Names = { "Right Arm", "Left Arm", "Right Leg", "Left Leg" }, Offset = CFrame.identity, TextureId = "18640914168" },--18641077392 { MeshId = "18640901641", Names = { "Left Leg", "Right Leg", "Left Arm", "Right Arm" }, Offset = CFrame.identity, TextureId = "18640901676" },--18641187217 { MeshId = "18640901641", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.identity, TextureId = "18640901676" },--18641157833 { MeshId = "17387586286", Names = { "Left Leg", "Right Leg", "Left Arm", "Right Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17387586304" },--17387616772 { MeshId = "17387586286", Names = { "Right Leg", "Left Leg", "Right Arm", "Left Arm" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17387586304" },--17393641992 { MeshId = "3030546036", Names = { "Left Arm", "Left Leg", "Right Arm", "Right Leg" }, Offset = CFrame.Angles(- 1.57, 0, 0), TextureId = "" }, { MeshId = "4324138105", Names = { "Left Arm", "Left Leg", "Right Arm", "Right Leg" }, Offset = CFrame.Angles(- 1.57, 0, 0), TextureId = "" }, { MeshId = "18640899369", Name = "Torso", Offset = CFrame.identity, TextureId = "18640899481" },--18641046146 { MeshId = "14241018198", Name = "Torso", Offset = CFrame.identity, TextureId = "14251599953" },--14255528083 { MeshId = "110684113028749", Name = "Torso", Offset = CFrame.identity, TextureId = "70661572547971" },--138364679836274 { MeshId = "4819720316", Name = "Torso", Offset = CFrame.Angles(0, 0, -0.249), TextureId = "4819722776" },--4819740796 { MeshId = "126825022897778", Name = "Torso", Offset = CFrame.identity, TextureId = "125975972015302" },--95290698984301 { MeshId = "84515304632473", Name = "Torso", Offset = CFrame.identity, TextureId = "84039546952302" },--95290698984301 { MeshId = "18919712035", Name = "Torso", Offset = CFrame.identity, TextureId = "18430134193" },--95290698984301 { MeshId = "89457171427274", Name = "Head", Offset = CFrame.new(0,1.5,0), TextureId = "130665230882117" },--95290698984301 { MeshId = "115108367035793", Name = "Head", Offset = CFrame.new(0,.5,0), TextureId = "79538948685663" },--95290698984301 { MeshId = "130309145260656", Name = "Left Leg", Offset = CFrame.Angles(rad(-105),rad(-18),rad(-15)), TextureId = "93374633946646" },--95290698984301 { MeshId = "100128920324073", Name = "Right Arm", Offset = CFrame.Angles(rad(-105),rad(18),rad(15)), TextureId = "97155254696037" },--95290698984301 { MeshId = "100128920324073", Name = "Right Leg", Offset = CFrame.Angles(rad(-105),rad(18),rad(15)), TextureId = "133680105074740" },--95290698984301 { MeshId = "130309145260656", Name = "Left Arm", Offset = CFrame.Angles(rad(-105),rad(-18),rad(-15)), TextureId = "82390202293774" },--95290698984301 { MeshId = "125443585075666", Name = "Torso", Offset = CFrame.Angles(0, 3.15, 0), TextureId = "121023324229475" }, { MeshId = "121342985816617", Name = "Left Arm", Offset = CFrame.Angles(0, 0, 1.57), TextureId = "129264637819824" }, { MeshId = "121342985816617", Name = "Right Arm", Offset = CFrame.Angles(0, 3.15, 1.57), TextureId = "129264637819824" }, { MeshId = "83395427313429", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "97148121718581" },--18641142410 -- Free Rig { MeshId = "4819720316", Name = "Torso", Offset = CFrame.Angles(0, 0, -0.25), TextureId = "4819722776" }, { MeshId = "3030546036", Name = "Left Arm", Offset = CFrame.Angles(-1.57, 0, 1.57), TextureId = "3033903209" }, { MeshId = "3030546036", Name = "Right Arm", Offset = CFrame.Angles(-1.57, 0, -1.57), TextureId = "3360978739" }, { MeshId = "3030546036", Name = "Left Leg", Offset = CFrame.Angles(-1.57, 0, 1.57), TextureId = "3033898741" }, { MeshId = "3030546036", Name = "Right Leg", Offset = CFrame.Angles(-1.57, 0, -1.57), TextureId = "3409604993" }, -- Prosthetics { MeshId = "117554824897780", Name = "Right Leg", Offset = CFrame.Angles(0, -1.57, 0), TextureId = "99077561039115" }, { MeshId = "123388937940630", Name = "Left Leg", Offset = CFrame.Angles(0, 1.57, 0), TextureId = "99077561039115" }, { MeshId = "117554824897780", Name = "Right Leg", Offset = CFrame.Angles(0, -1.57, 0), TextureId = "84429400539007" }, { MeshId = "123388937940630", Name = "Left Leg", Offset = CFrame.Angles(0, 1.57, 0), TextureId = "84429400539007" }, -- Classic Cheap Rig { MeshId = "12344206657", Name = "Left Arm", Offset = CFrame.new(0.05, 0.05, -0.075) * CFrame.Angles(-2, 0, 0), TextureId = "12344206675" }, { MeshId = "12344207333", Name = "Right Arm", Offset = CFrame.new(-0.05, 0.05, -0.075) * CFrame.Angles(-1.95, 0, 0), TextureId = "12344207341" }, { MeshId = "11159370334", Name = "Left Leg", Offset = CFrame.Angles(1.57, 1.57, 0), TextureId = "11159284657" }, { MeshId = "11263221350", Name = "Right Leg", Offset = CFrame.Angles(1.57, -1.57, 0), TextureId = "11263219250" }, -- Grey Mesh Rig { MeshId = "127552124837034", Names = {"Torso"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "131014325980101" },--14255556501 { MeshId = "117287001096396", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "120169691545791" },--14255556501 { MeshId = "121304376791439", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 0), TextureId = "131014325980101" },--18641142410 -- offsale below {MeshId="137702817952968",TextureId="135650240593878",Offset=CFrame.Angles(0,0,80.05),Name="Left Arm"}, {MeshId="137702817952968",TextureId="135650240593878",Offset=CFrame.Angles(0,0,80.05),Name="Right Arm"}, {MeshId="137702817952968",TextureId="73798034827573",Offset=CFrame.Angles(0,0,80.09),Name="Left Leg"}, {MeshId="137702817952968",TextureId="73798034827573",Offset=CFrame.Angles(0,0,80.09),Name="Right Leg"}, {MeshId="126825022897778",TextureId="125975972015302",Offset=CFrame.Angles(0,0,0),Name="Torso"}, { MeshId="110684113028749", Names={"Torso"},Offset=CFrame.Angles(0,0,0),TextureId="70661572547971" }, { MeshId="106352630533813", Names={"Head"},Offset=CFrame.Angles(0,0,0),TextureId="117484156735788" }, { MeshId="93262581544348", Names={"Torso"},Offset=CFrame.Angles(0,0,0),TextureId="83269599235494" }, { MeshId="115105775952798",Names={"Left Arm","Right Arm"},Offset=CFrame.Angles(0,0,rad(90)),TextureId="103757531289975" }, { MeshId="114570321720060",Names={"Left Leg","Right Leg"},Offset=CFrame.Angles(0,0,rad(90)),TextureId="83269599235494" }, { MeshId="125405780718494",Names={"Left Arm","Right Arm"},Offset=CFrame.Angles(0,0,80),TextureId="136752500636691" }, { MeshId="125405780718494",Names={"Left Leg","Right Leg"},Offset=CFrame.Angles(0,0,80),TextureId="136752500636691" }, { MeshId="96333112188696",Names={"Left Arm"},Offset=CFrame.Angles(0,0,0),TextureId="18807356481" }, { MeshId="96130316788066",Names={"Right Arm"},Offset=CFrame.Angles(0,0,0),TextureId="18807356481" }, { MeshId = "94522224942661", Name = "Accessory (NepV)", Offset = CFrame.new(0,0,0)*CFrame.Angles(0,0,0), TextureId = "77410806060838" },--95290698984301 -- SB Rig { MeshId = "125443585075666", Name = "Torso", Offset = CFrame.Angles(0, 3.15, 0), TextureId = "121023324229475" }, { MeshId = "121342985816617", Name = "Left Arm", Offset = CFrame.Angles(0, 0, 1.57), TextureId = "129264637819824" }, { MeshId = "121342985816617", Name = "Right Arm", Offset = CFrame.Angles(0, 3.15, 1.57), TextureId = "129264637819824" }, { MeshId = "83395427313429", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "97148121718581" },--18641142410 -- Free Rig { MeshId = "4819720316", Name = "Torso", Offset = CFrame.Angles(0, 0, -0.25), TextureId = "4819722776" }, { MeshId = "3030546036", Name = "Left Arm", Offset = CFrame.Angles(-1.57, 0, 1.57), TextureId = "3033903209" }, { MeshId = "3030546036", Name = "Right Arm", Offset = CFrame.Angles(-1.57, 0, -1.57), TextureId = "3360978739" }, { MeshId = "3030546036", Name = "Left Leg", Offset = CFrame.Angles(-1.57, 0, 1.57), TextureId = "3033898741" }, { MeshId = "3030546036", Name = "Right Leg", Offset = CFrame.Angles(-1.57, 0, -1.57), TextureId = "3409604993" }, -- Prosthetics { MeshId = "117554824897780", Name = "Right Leg", Offset = CFrame.Angles(0, -1.57, 0), TextureId = "99077561039115" }, { MeshId = "123388937940630", Name = "Left Leg", Offset = CFrame.Angles(0, 1.57, 0), TextureId = "99077561039115" }, { MeshId = "117554824897780", Name = "Right Leg", Offset = CFrame.Angles(0, -1.57, 0), TextureId = "84429400539007" }, { MeshId = "123388937940630", Name = "Left Leg", Offset = CFrame.Angles(0, 1.57, 0), TextureId = "84429400539007" }, -- Classic Cheap Rig { MeshId = "12344206657", Name = "Left Arm", Offset = CFrame.new(0.05, 0.05, -0.075) * CFrame.Angles(-2, 0, 0), TextureId = "12344206675" }, { MeshId = "12344207333", Name = "Right Arm", Offset = CFrame.new(-0.05, 0.05, -0.075) * CFrame.Angles(-1.95, 0, 0), TextureId = "12344207341" }, { MeshId = "11159370334", Name = "Left Leg", Offset = CFrame.Angles(1.57, 1.57, 0), TextureId = "11159284657" }, { MeshId = "11263221350", Name = "Right Leg", Offset = CFrame.Angles(1.57, -1.57, 0), TextureId = "11263219250" }, -- Grey Mesh Rig { MeshId = "127552124837034", Names = {"Torso"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "131014325980101" },--14255556501 { MeshId = "117287001096396", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "120169691545791" },--14255556501 { MeshId = "121304376791439", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 0), TextureId = "131014325980101" },--18641142410 -- offsale below {MeshId="137702817952968",TextureId="135650240593878",Offset=CFrame.Angles(0,0,80.05),Name="Left Arm"}, {MeshId="137702817952968",TextureId="135650240593878",Offset=CFrame.Angles(0,0,80.05),Name="Right Arm"}, {MeshId="137702817952968",TextureId="73798034827573",Offset=CFrame.Angles(0,0,80.09),Name="Left Leg"}, {MeshId="137702817952968",TextureId="73798034827573",Offset=CFrame.Angles(0,0,80.09),Name="Right Leg"}, {MeshId="126825022897778",TextureId="125975972015302",Offset=CFrame.Angles(0,0,0),Name="Torso"}, { MeshId="110684113028749", Names={"Torso"},Offset=CFrame.Angles(0,0,0),TextureId="70661572547971" }, { MeshId="125405780718494",Names={"Left Arm","Right Arm"},Offset=CFrame.Angles(0,0,80),TextureId="136752500636691" }, { MeshId="125405780718494",Names={"Left Leg","Right Leg"},Offset=CFrame.Angles(0,0,80),TextureId="136752500636691" }, { MeshId="96333112188696",Names={"Left Arm"},Offset=CFrame.Angles(0,0,0),TextureId="18807356481" }, { MeshId="96130316788066",Names={"Right Arm"},Offset=CFrame.Angles(0,0,0),TextureId="18807356481" }, -- Classical Products rig (white/black arms) { MeshId = "14241018198", Names = {"Torso"}, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14251599953" }, { MeshId = "17374767929", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17374768001" }, { MeshId = "17387586286", Names = { "Left Leg", "Right Leg" }, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "17387586304" }, { MeshId = "14255522247", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14255543546" }, -- Noob Rig { MeshId = "18640899369", Name = "Torso", Offset = CFrame.Angles(0, 0, 0), TextureId = "18640899481" }, { MeshId = "18640914129", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "18640914168" }, { MeshId = "18640901641", Names = { "Left Leg", "Right Leg"}, Offset = CFrame.Angles(0, 0, 0), TextureId = "18640901676" }, -- request { MeshId = "14768666349", Name = "Torso", Offset = CFrame.Angles(0, 0, 0), TextureId = "14768664565" }, { MeshId = "14768684979", Names = { "Left Arm", "Right Arm"}, Offset = CFrame.Angles(0, 0, 1.57), TextureId = "14768683674" }, -- Align Set 1 { MeshId = "71367027767297", TextureId = "86745095380120", Name = "Reanimate_Chainsaw", Offset = CFrame.Angles(0.75, 1.57, 0)},--84451219120140 { MeshId = "82149851412853", TextureId = "130342983866835", Name = "Reanimate_Machete", Offset = CFrame.Angles(rad(65), 0, rad(180))},--84451219120140 --{ MeshId = "94522224942661", TextureId = "77410806060838", Name = "Reanimate_Machete", Offset = CFrame.Angles(rad(90), rad(10), rad(150))},--84451219120140 { MeshId = "137246576921101", TextureId = "117921839013255", Name = "Reanimate_Dummy", Offset = CFrame.new(0, -1, 0) * CFrame.Angles(rad(0), rad(180), rad(0))},--84451219120140 -- Align Set 2 { MeshId = "14952028037", TextureId = "14952070513", Name = "Reanimate_Chainsaw", Offset = CFrame.Angles(rad(-25), rad(0), rad(180))}, { MeshId = "82149851412853", TextureId = "130342983866835", Name = "Reanimate_Machete", Offset = CFrame.Angles(rad(65), 0, rad(180))}, { MeshId = "137246576921101", TextureId = "117921839013255", Name = "Reanimate_Dummy", Offset = CFrame.new(0, -1, 0) * CFrame.Angles(rad(0), rad(180), rad(0))}, -- Align Set 3 { MeshId = "107492494696754", TextureId = "74020622641771", Name = "Reanimate_Chainsaw", Offset = CFrame.new(0.5, 0, 0) * CFrame.Angles(rad(-155), rad(90), rad(0))}, { MeshId = "82149851412853", TextureId = "130342983866835", Name = "Reanimate_Machete", Offset = CFrame.Angles(rad(65), 0, rad(180))}, { MeshId = "137246576921101", TextureId = "117921839013255", Name = "Reanimate_Dummy", Offset = CFrame.new(0, -0.25, 0) * CFrame.Angles(rad(0), rad(180), rad(0))}, -- Free { MeshId = "7547179386", TextureId = "7547152243", Name = "Reanimate_Chainsaw", Offset = CFrame.Angles(2.56,1.57, 0)},--84451219120140 { MeshId = "11524268570", TextureId = "11524268595", Name = "Reanimate_Machete", Offset = CFrame.new(0.15, -1.05, -5) * CFrame.Angles(rad(65), 0, rad(180))},--84451219120140 { MeshId = "137246576921101", TextureId = "117921839013255", Name = "Reanimate_Dummy", Offset = CFrame.new(0, -1, 0)},--84451219120140 { MeshId = "84515304632473", Name = "Torso", Offset = CFrame.identity, TextureId = "84039546952302" },--95290698984301 { MeshId = "18919712035", Name = "Torso", Offset = CFrame.identity, TextureId = "18430134193" },--95290698984301 { MeshId = "94522224942661", Name = "Accessory (NepV)", Offset = CFrame.new(0,0,0)*CFrame.Angles(0,0,0), TextureId = "77410806060838" },--95290698984301 --{ MeshId = "94522224942661", TextureId = "77410806060838", Name = "Accessory (NepV)", Offset = CFrame.Angles(rad(90), rad(10), rad(150))}, { MeshId = "130309145260656", Name = "Left Leg", Offset = CFrame.Angles(rad(-105),rad(-18),rad(-15)), TextureId = "93374633946646" },--95290698984301 { MeshId = "100128920324073", Name = "Right Arm", Offset = CFrame.Angles(rad(-105),rad(18),rad(15)), TextureId = "97155254696037" },--95290698984301 { MeshId = "100128920324073", Name = "Right Leg", Offset = CFrame.Angles(rad(-105),rad(18),rad(15)), TextureId = "133680105074740" },--95290698984301 { MeshId = "130309145260656", Name = "Left Arm", Offset = CFrame.Angles(rad(-105),rad(-18),rad(-15)), TextureId = "82390202293774" },--95290698984301 { MeshId = "17170940529", Name = "Torso", Offset = CFrame.identity, TextureId = "17163376557" },--95290698984301 } local HatsDatabase=loadstring(readfile(builtins.."/HatMaps.lua"))() for _,a in next,HatsDatabase do --print(a.MeshId,a.TextureId,a.Names,a.Offset) --print(a.MeshId,a.TextureId,a.Name,a.Offset) if a.Names~=nil then table.insert(TableOfAccessries,a) else --print(a.MeshId,a.TextureId,a.Name,a.Offset) table.insert(TableOfAccessries,a) end end local function Backup1() --[[ // Empyrean Reanimate ]] local Accessories = {} local Aligns = {} local Attachments = {} local BindableEvent = nil local Blacklist = {} local CFrame = CFrame local CFrameidentity = CFrame.identity local CFramelookAt = CFrame.lookAt local CFramenew = CFrame.new local Character = nil local CurrentCamera = nil local Enum = Enum local Custom = Enum.CameraType.Custom local Health = Enum.CoreGuiType.Health local HumanoidRigType = Enum.HumanoidRigType local R6 = HumanoidRigType.R6 local Dead = Enum.HumanoidStateType.Dead local LockCenter = Enum.MouseBehavior.LockCenter local UserInputType = Enum.UserInputType local MouseButton1 = UserInputType.MouseButton1 local Touch = UserInputType.Touch local Exceptions = {} local game = game local Clone = game.Clone local Close = game.Close local Connect = Close.Connect local Disconnect = Connect(Close, function() end).Disconnect local Wait = Close.Wait local Destroy = game.Destroy local FindFirstAncestorOfClass = game.FindFirstAncestorOfClass local FindFirstAncestorWhichIsA = game.FindFirstAncestorWhichIsA local FindFirstChild = game.FindFirstChild local FindFirstChildOfClass = game.FindFirstChildOfClass local Players = FindFirstChildOfClass(game, "Players") local CreateHumanoidModelFromDescription = Players.CreateHumanoidModelFromDescription local GetPlayers = Players.GetPlayers local LocalPlayer = Players.LocalPlayer local CharacterAdded = LocalPlayer.CharacterAdded --local ConnectDiedSignalBackend = LocalPlayer.ConnectDiedSignalBackend local Mouse = LocalPlayer:GetMouse() local Kill = LocalPlayer.Kill local RunService = FindFirstChildOfClass(game, "RunService") local PostSimulation = RunService.PostSimulation local PreRender = RunService.PreRender local PreSimulation = RunService.PreSimulation local StarterGui = FindFirstChildOfClass(game, "StarterGui") local GetCoreGuiEnabled = StarterGui.GetCoreGuiEnabled local SetCore = StarterGui.SetCore local SetCoreGuiEnabled = StarterGui.SetCoreGuiEnabled local Workspace = FindFirstChildOfClass(game, "Workspace") local FallenPartsDestroyHeight = Workspace.FallenPartsDestroyHeight local HatDropY = FallenPartsDestroyHeight - 0.7 local FindFirstChildWhichIsA = game.FindFirstChildWhichIsA local UserInputService = FindFirstChildOfClass(game, "UserInputService") local InputBegan = UserInputService.InputBegan local IsMouseButtonPressed = UserInputService.IsMouseButtonPressed local GetChildren = game.GetChildren local GetDescendants = game.GetDescendants local GetPropertyChangedSignal = game.GetPropertyChangedSignal local CurrentCameraChanged = GetPropertyChangedSignal(Workspace, "CurrentCamera") local MouseBehaviorChanged = GetPropertyChangedSignal(UserInputService, "MouseBehavior") local IsA = game.IsA local IsDescendantOf = game.IsDescendantOf local Highlights = {} local Instancenew = Instance.new local R15Animation = Instancenew("Animation") local R6Animation = Instancenew("Animation") local HumanoidDescription = Instancenew("HumanoidDescription") local HumanoidModel = CreateHumanoidModelFromDescription(Players, HumanoidDescription, R6) local R15HumanoidModel = CreateHumanoidModelFromDescription(Players, HumanoidDescription, HumanoidRigType.R15) local SetAccessories = HumanoidDescription.SetAccessories local ModelBreakJoints = HumanoidModel.BreakJoints local Head = HumanoidModel.Head local BasePartBreakJoints = Head.BreakJoints local GetJoints = Head.GetJoints local IsGrounded = Head.IsGrounded local Humanoid = HumanoidModel.Humanoid local ApplyDescription = Humanoid.ApplyDescription local ChangeState = Humanoid.ChangeState local EquipTool = Humanoid.EquipTool local GetAppliedDescription = Humanoid.GetAppliedDescription local GetPlayingAnimationTracks = Humanoid.GetPlayingAnimationTracks local LoadAnimation = Humanoid.LoadAnimation local Move = Humanoid.Move local UnequipTools = Humanoid.UnequipTools local ScaleTo = HumanoidModel.ScaleTo local IsFirst = false local IsHealthEnabled = nil local IsLockCenter = false local IsRegistered = false local IsRunning = false local LastTime = nil local math = math local mathrandom = math.random local mathsin = math.sin local nan = 0 / 0 local next = next local OptionsAccessories = nil local OptionsApplyDescription = nil local OptionsBreakJointsDelay = nil local OptionsClickFling = nil local OptionsDisableCharacterCollisions = nil local OptionsDisableHealthBar = nil local OptionsDisableRigCollisions = nil local OptionsDefaultFlingOptions = nil local OptionsHatDrop = nil local OptionsHideCharacter = nil local OptionsParentCharacter = nil local OptionsPermanentDeath = nil local OptionsRefit = nil local OptionsRigTransparency = nil local OptionsSetCameraSubject = nil local OptionsSetCameraType = nil local OptionsSetCharacter = nil local OptionsSetCollisionGroup = nil local OptionsSimulationRadius = nil local OptionsTeleportRadius = nil local OptionsUseServerBreakJoints local osclock = os.clock local PreRenderConnection = nil local RBXScriptConnections = {} local Refitting = false local replicatesignal = replicatesignal local Rig = nil local RigHumanoid = nil local RigHumanoidRootPart = nil local sethiddenproperty = sethiddenproperty local setscriptable = setscriptable local stringfind = string.find local table = table local tableclear = table.clear local tablefind = table.find local tableinsert = table.insert local tableremove = table.remove local Targets = {} local task = task local taskdefer = task.defer local taskspawn = task.spawn local taskwait = task.wait local Time = nil local Tools = {} local Vector3 = Vector3 local Vector3new = Vector3.new local FlingVelocity = Vector3new(16384, 16384, 16384) local HatDropLinearVelocity = Vector3new(0, 27, 0) local HideCharacterOffset = Vector3new(0, - 30, 0) local Vector3one = Vector3.one local Vector3xzAxis = Vector3new(1, 0, 1) local Vector3zero = Vector3.zero local AntiSleep = Vector3zero R15Animation.AnimationId = "rbxassetid://507767968" R6Animation.AnimationId = "rbxassetid://180436148" Humanoid = nil Destroy(HumanoidDescription) HumanoidDescription = nil local FindFirstChildOfClassAndName = function(Parent, ClassName, Name) for Index, Child in next, GetChildren(Parent) do if IsA(Child, ClassName) and Child.Name == Name then return Child end end end local GetHandleFromTable = function(Table) for Index, Child in GetChildren(Character) do if IsA(Child, "Accoutrement") then local Handle = FindFirstChildOfClassAndName(Child, "BasePart", "Handle") if Handle then local MeshId = nil local TextureId = nil if IsA(Handle, "MeshPart") then MeshId = Handle.MeshId TextureId = Handle.TextureID else local SpecialMesh = FindFirstChildOfClass(Handle, "SpecialMesh") if SpecialMesh then MeshId = SpecialMesh.MeshId TextureId = SpecialMesh.TextureId end end if MeshId then if stringfind(MeshId, Table.MeshId) and stringfind(TextureId, Table.TextureId) then return Handle end end end end end end local NewIndex = function(self, Index, Value) self[Index] = Value end local DescendantAdded = function(Descendant) if IsA(Descendant, "Accoutrement") and OptionsHatDrop then if not pcall(NewIndex, Descendant, "BackendAccoutrementState", 0) then if sethiddenproperty then sethiddenproperty(Descendant, "BackendAccoutrementState", 0) elseif setscriptable then setscriptable(Descendant, "BackendAccoutrementState", true) Descendant.BackendAccoutrementState = 0 end end elseif IsA(Descendant, "Attachment") then local Attachment = Attachments[Descendant.Name] if Attachment then local Parent = Descendant.Parent if IsA(Parent, "BasePart") then local MeshId = nil local TextureId = nil if IsA(Parent, "MeshPart") then MeshId = Parent.MeshId TextureId = Parent.TextureID else local SpecialMesh = FindFirstChildOfClass(Parent, "SpecialMesh") if SpecialMesh then MeshId = SpecialMesh.MeshId TextureId = SpecialMesh.TextureId end end if MeshId then for Index, Table in next, Accessories do if Table.MeshId == MeshId and Table.TextureId == TextureId then local Handle = Table.Handle tableinsert(Aligns, { LastPosition = Handle.Position, Offset = CFrameidentity, Part0 = Parent, Part1 = Handle }) return end end for Index, Table in next, OptionsAccessories do if stringfind(MeshId, Table.MeshId) and stringfind(TextureId, Table.TextureId) then local Instance = nil local TableName = Table.Name local TableNames = Table.Names if TableName then Instance = FindFirstChildOfClassAndName(Rig, "BasePart", TableName) else for Index, TableName in next, TableNames do local Child = FindFirstChildOfClassAndName(Rig, "BasePart", TableName) if not ( TableNames[Index + 1] and Blacklist[Child] ) then Instance = Child break end end end if Instance then local Blacklisted = Blacklist[Instance] if not ( Blacklisted and Blacklisted.MeshId == MeshId and Blacklisted.TextureId == TextureId ) then tableinsert(Aligns, { Offset = Table.Offset, Part0 = Parent, Part1 = Instance }) Blacklist[Instance] = { MeshId = MeshId, TextureId = TextureId } return end end end end local Accoutrement = FindFirstAncestorWhichIsA(Parent, "Accoutrement") if Accoutrement and IsA(Accoutrement, "Accoutrement") then local AccoutrementClone = Clone(Accoutrement) local HandleClone = FindFirstChildOfClassAndName(AccoutrementClone, "BasePart", "Handle") HandleClone.Transparency = OptionsRigTransparency for Index, Descendant in next, GetDescendants(HandleClone) do if IsA(Descendant, "JointInstance") then Destroy(Descendant) end end local AccessoryWeld = Instancenew("Weld") AccessoryWeld.C0 = Descendant.CFrame AccessoryWeld.C1 = Attachment.CFrame AccessoryWeld.Name = "AccessoryWeld" AccessoryWeld.Part0 = HandleClone AccessoryWeld.Part1 = Attachment.Parent AccessoryWeld.Parent = HandleClone AccoutrementClone.Parent = Rig tableinsert(Accessories, { Handle = HandleClone, MeshId = MeshId, TextureId = TextureId }) tableinsert(Aligns, { Offset = CFrameidentity, Part0 = Parent, Part1 = HandleClone }) end end end end end end local SetCameraSubject = function() local CameraCFrame = CurrentCamera.CFrame local Position = RigHumanoidRootPart.CFrame.Position CurrentCamera.CameraSubject = RigHumanoid Wait(PreRender) CurrentCamera.CFrame = CameraCFrame + RigHumanoidRootPart.CFrame.Position - Position end local OnCameraSubjectChanged = function() if CurrentCamera.CameraSubject ~= RigHumanoid then taskdefer(SetCameraSubject) end end local OnCameraTypeChanged = function() if CurrentCamera.CameraType ~= Custom then CurrentCamera.CameraType = Custom end end local OnCurrentCameraChanged = function() local Camera = Workspace.CurrentCamera if Camera and OptionsSetCameraSubject then CurrentCamera = Workspace.CurrentCamera taskspawn(SetCameraSubject) OnCameraSubjectChanged() tableinsert(RBXScriptConnections, Connect(GetPropertyChangedSignal(CurrentCamera, "CameraSubject"), OnCameraSubjectChanged)) if OptionsSetCameraType then OnCameraTypeChanged() tableinsert(RBXScriptConnections, Connect(GetPropertyChangedSignal(CurrentCamera, "CameraType"), OnCameraTypeChanged)) end end end local SetCharacter = function() LocalPlayer.Character = Rig end local SetSimulationRadius = function() LocalPlayer.SimulationRadius = OptionsSimulationRadius end local WaitForChildOfClass = function(Parent, ClassName) local Child = FindFirstChildOfClass(Parent, ClassName) while not Child do Wait(Parent.ChildAdded) Child = FindFirstChildOfClass(Parent, ClassName) end return Child end local WaitForChildOfClassAndName = function(Parent, ...) local Child = FindFirstChildOfClassAndName(Parent, ...) while not Child do Wait(Parent.ChildAdded) Child = FindFirstChildOfClassAndName(Parent, ...) end return Child end local Fling = function(Target, Options) if Target then local Highlight = Options.Highlight if IsA(Target, "Humanoid") then Target = Target.Parent end if IsA(Target, "Model") then Target = FindFirstChildOfClassAndName(Target, "BasePart", "HumanoidRootPart") or FindFirstChildWhichIsA(Character, "BasePart") end if not tablefind(Targets, Target) and IsA(Target, "BasePart") and not Target.Anchored and not IsDescendantOf(Character, Target) and not IsDescendantOf(Rig, Target) then local Model = FindFirstAncestorOfClass(Target, "Model") if Model and FindFirstChildOfClass(Model, "Humanoid") then Target = FindFirstChildOfClassAndName(Model, "BasePart", "HumanoidRootPart") or FindFirstChildWhichIsA(Character, "BasePart") or Target else Model = Target end if Highlight then local HighlightObject = type(Highlight) == "boolean" and Highlight and Instancenew("Highlight") or Clone(Highlight) HighlightObject.Adornee = Model HighlightObject.Parent = Model Options.HighlightObject = HighlightObject tableinsert(Highlights, HighlightObject) end Targets[Target] = Options if not OptionsDefaultFlingOptions.HatFling and OptionsPermanentDeath and replicatesignal then --replicatesignal(ConnectDiedSignalBackend) end end end end local OnCharacterAdded = function(NewCharacter) if NewCharacter ~= Rig then tableclear(Aligns) tableclear(Blacklist) Character = NewCharacter if OptionsSetCameraSubject then taskspawn(SetCameraSubject) end if OptionsSetCharacter then taskdefer(SetCharacter) end if OptionsParentCharacter then Character.Parent = Rig end for Index, Descendant in next, GetDescendants(Character) do taskspawn(DescendantAdded, Descendant) end tableinsert(RBXScriptConnections, Connect(Character.DescendantAdded, DescendantAdded)) Humanoid = WaitForChildOfClass(Character, "Humanoid") local HumanoidRootPart = WaitForChildOfClassAndName(Character, "BasePart", "HumanoidRootPart") if IsFirst then if OptionsApplyDescription and Humanoid then local AppliedDescription = GetAppliedDescription(Humanoid) SetAccessories(AppliedDescription, {}, true) taskspawn(ApplyDescription, RigHumanoid, AppliedDescription) end if HumanoidRootPart then RigHumanoidRootPart.CFrame = HumanoidRootPart.CFrame if OptionsSetCollisionGroup then local CollisionGroup = HumanoidRootPart.CollisionGroup for Index, Descendant in next, GetDescendants(Rig) do if IsA(Descendant, "BasePart") then Descendant.CollisionGroup = CollisionGroup end end end end IsFirst = false end local IsAlive = true if HumanoidRootPart then for Target, Options in next, Targets do if IsDescendantOf(Target, Workspace) then local FirstPosition = Target.Position local PredictionFling = Options.PredictionFling local LastPosition = FirstPosition local Timeout = osclock() + Options.Timeout or 1 if HumanoidRootPart then while IsDescendantOf(Target, Workspace) and osclock() < Timeout do local DeltaTime = taskwait() local Position = Target.Position if ( Position - FirstPosition ).Magnitude > 100 then break end local Offset = Vector3zero if PredictionFling then Offset = ( Position - LastPosition ) / DeltaTime * 0.13 end HumanoidRootPart.AssemblyAngularVelocity = FlingVelocity HumanoidRootPart.AssemblyLinearVelocity = FlingVelocity HumanoidRootPart.CFrame = Target.CFrame + Offset LastPosition = Position end end end local HighlightObject = Options.HighlightObject if HighlightObject then Destroy(HighlightObject) end Targets[Target] = nil end HumanoidRootPart.AssemblyAngularVelocity = Vector3zero HumanoidRootPart.AssemblyLinearVelocity = Vector3zero if OptionsHatDrop then taskspawn(function() WaitForChildOfClassAndName(Character, "LocalScript", "Animate").Enabled = false for Index, AnimationTrack in next, GetPlayingAnimationTracks(Humanoid) do AnimationTrack:Stop() end LoadAnimation(Humanoid, Humanoid.RigType == R6 and R6Animation or R15Animation):Play(0) pcall(NewIndex, Workspace, "FallenPartsDestroyHeight", nan) local RootPartCFrame = RigHumanoidRootPart.CFrame RootPartCFrame = CFramenew(RootPartCFrame.X, HatDropY, RootPartCFrame.Z) while IsAlive do HumanoidRootPart.AssemblyAngularVelocity = Vector3zero HumanoidRootPart.AssemblyLinearVelocity = HatDropLinearVelocity HumanoidRootPart.CFrame = RootPartCFrame taskwait() end end) elseif OptionsHideCharacter then local HideCharacterOffset = typeof(OptionsHideCharacter) == "Vector3" and OptionsHideCharacter or HideCharacterOffset local RootPartCFrame = RigHumanoidRootPart.CFrame + HideCharacterOffset taskspawn(function() while IsAlive do HumanoidRootPart.AssemblyAngularVelocity = Vector3zero HumanoidRootPart.AssemblyLinearVelocity = Vector3zero HumanoidRootPart.CFrame = RootPartCFrame taskwait() end end) elseif OptionsTeleportRadius then HumanoidRootPart.CFrame = RigHumanoidRootPart.CFrame + Vector3new(mathrandom(- OptionsTeleportRadius, OptionsTeleportRadius), 0, mathrandom(- OptionsTeleportRadius, OptionsTeleportRadius)) end end local ToolFling = OptionsDefaultFlingOptions.ToolFling local Tools2 = {} if ToolFling then local Backpack = FindFirstChildOfClass(LocalPlayer, "Backpack") tableclear(Tools) if type(ToolFling) == "string" then local Tool = FindFirstChildOfClassAndName(Backpack, "Tool", ToolFling) if Tool then Tool.Parent = Character tableinsert(Tools2, Tool) end else for Index, Tool in GetChildren(Backpack) do if IsA(Tool, "Tool") then Tool.Parent = Character tableinsert(Tools2, Tool) end end end UnequipTools(Humanoid) end if OptionsPermanentDeath and replicatesignal then --replicatesignal(ConnectDiedSignalBackend) taskwait(Players.RespawnTime + 0.1) Refitting = false replicatesignal(Kill) else taskwait(OptionsBreakJointsDelay) end ModelBreakJoints(Character) if replicatesignal and OptionsUseServerBreakJoints then replicatesignal(Humanoid.ServerBreakJoints) end ChangeState(Humanoid, Dead) Wait(Humanoid.Died) for Index, Tool in Tools2 do local Handle = FindFirstChildOfClassAndName(Tool, "BasePart", "Handle") if Handle then Tool.Parent = Character else tableremove(Tools2, Index) end end Tools = Tools2 UnequipTools(Humanoid) IsAlive = false if OptionsHatDrop then pcall(NewIndex, Workspace, "FallenPartsDestroyHeight", FallenPartsDestroyHeight) end end end local OnInputBegan = function(InputObject) local UserInputType = InputObject.UserInputType if UserInputType == MouseButton1 or UserInputType == Touch then local Target = Mouse.Target local HatFling = OptionsDefaultFlingOptions.HatFling local ToolFling = Options0ions.ToolFling if HatFling and OptionsHatDrop then local Part = type(HatFling) == "table" and GetHandleFromTable(HatFling) if not Part then for Index, Child in GetChildren(Character) do if IsA(Child, "Accoutrement") then local Handle = FindFirstChildOfClassAndName(Child, "BasePart", "Handle") if Handle then Part = Handle break end end end end if Part then Exceptions[Part] = true while IsMouseButtonPressed(UserInputService, MouseButton1) do if Part.ReceiveAge == 0 then Part.AssemblyAngularVelocity = FlingVelocity Part.AssemblyLinearVelocity = FlingVelocity Part.CFrame = Mouse.Hit + AntiSleep end taskwait() end Exceptions[Part] = nil end elseif ToolFling then local Backpack = FindFirstChildOfClass(LocalPlayer, "Backpack") local Tool = nil if type(ToolFling) == "string" then Tool = FindFirstChild(Backpack, ToolFling) or FindFirstChild(Character, ToolFling) end if not Tool then Tool = FindFirstChildOfClass(Backpack, "Tool") or FindFirstChildOfClass(Character, "Tool") end if Tool then local Handle = FindFirstChildOfClassAndName(Tool, "BasePart", "Handle") or FindFirstChildWhichIsA(Tool, "BasePart") if Handle then Tool.Parent = Character while IsMouseButtonPressed(UserInputService, MouseButton1) do if Handle.ReceiveAge == 0 then Handle.AssemblyAngularVelocity = FlingVelocity Handle.AssemblyLinearVelocity = FlingVelocity Handle.CFrame = Mouse.Hit + AntiSleep end taskwait() end UnequipTools(Humanoid) Handle.AssemblyAngularVelocity = Vector3zero Handle.AssemblyLinearVelocity = Vector3zero Handle.CFrame = RigHumanoidRootPart.CFrame end end else Fling(Target, OptionsDefaultFlingOptions) end end end local OnPostSimulation = function() Time = osclock() local DeltaTime = Time - LastTime LastTime = Time if not OptionsSetCharacter and IsLockCenter then local Position = RigHumanoidRootPart.Position RigHumanoidRootPart.CFrame = CFramelookAt(Position, Position + CurrentCamera.CFrame.LookVector * Vector3xzAxis) end if OptionsSimulationRadius then pcall(SetSimulationRadius) end AntiSleep = mathsin(Time * 15) * 0.0015 * Vector3one local Axis = 27 + mathsin(Time) for Index, Table in next, Aligns do local Part0 = Table.Part0 if not Exceptions[Part0] then if Part0.ReceiveAge == 0 then if IsDescendantOf(Part0, Workspace) and not GetJoints(Part0)[1] and not IsGrounded(Part0) then local Part1 = Table.Part1 Part0.AssemblyAngularVelocity = Vector3zero local LinearVelocity = Part1.AssemblyLinearVelocity * Axis Part0.AssemblyLinearVelocity = Vector3new(LinearVelocity.X, Axis, LinearVelocity.Z) Part0.CFrame = Part1.CFrame * Table.Offset + AntiSleep end else local Frames = Table.Frames or - 1 Frames = Frames + 1 Table.Frames = Frames if Frames > 15 and OptionsPermanentDeath and OptionsRefit and replicatesignal then Refitting = false --replicatesignal(ConnectDiedSignalBackend) end end end end if not OptionsSetCharacter and Humanoid then Move(RigHumanoid, Humanoid.MoveDirection) RigHumanoid.Jump = Humanoid.Jump end end local OnPreRender = function() local Position = RigHumanoidRootPart.Position RigHumanoidRootPart.CFrame = CFramelookAt(Position, Position + CurrentCamera.CFrame.LookVector * Vector3xzAxis) for Index, Table in next, Aligns do local Part0 = Table.Part0 if Part0.ReceiveAge == 0 and IsDescendantOf(Part0, Workspace) and not GetJoints(Part0)[1] and not IsGrounded(Part0) then Part0.CFrame = Table.Part1.CFrame * Table.Offset end end end local OnMouseBehaviorChanged = function() IsLockCenter = UserInputService.MouseBehavior == LockCenter if IsLockCenter then PreRenderConnection = Connect(PreRender, OnPreRender) tableinsert(RBXScriptConnections, PreRenderConnection) elseif PreRenderConnection then Disconnect(PreRenderConnection) tableremove(RBXScriptConnections, tablefind(RBXScriptConnections, PreRenderConnection)) end end local OnPreSimulation = function() if OptionsDisableCharacterCollisions and Character then for Index, Descendant in next, GetDescendants(Character) do if IsA(Descendant, "BasePart") then Descendant.CanCollide = false end end end if OptionsDisableRigCollisions then for Index, Descendant in next, GetChildren(Rig) do if IsA(Descendant, "BasePart") then Descendant.CanCollide = false end end end end local function CreateObject(Name) local Part = Instance.new("Part") Part.Name = Name Part.CanCollide = true Part.Transparency = 1 Part.Size = Vector3new(0.1, 0.1, 0.1) Part.Parent = Rig end CreateObject("Reanimate_Dummy") CreateObject("Reanimate_Machete") CreateObject("Reanimate_Chainsaw") local Register = function() repeat IsRegistered = pcall(SetCore, StarterGui, "ResetButtonCallback", BindableEvent) taskwait() until IsRegistered end Start = function(Options) if not IsRunning then IsFirst = true IsRunning = true Options = Options or {} OptionsAccessories = Options.Accessories or {} OptionsApplyDescription = Options.ApplyDescription OptionsBreakJointsDelay = Options.BreakJointsDelay or 0 OptionsClickFling = Options.ClickFling OptionsDisableCharacterCollisions = Options.DisableCharacterCollisions OptionsDisableHealthBar = Options.DisableHealthBar OptionsDisableRigCollisions = Options.DisableRigCollisions OptionsDefaultFlingOptions = Options.DefaultFlingOptions or {} OptionsHatDrop = Options.HatDrop OptionsHideCharacter = Options.HideCharacter OptionsParentCharacter = Options.ParentCharacter OptionsPermanentDeath = Options.PermanentDeath OptionsRefit = Options.Refit local OptionsRigSize = Options.RigSize OptionsRigTransparency = Options.RigTransparency or 1 OptionsSetCameraSubject = Options.SetCameraSubject OptionsSetCameraType = Options.SetCameraType OptionsSetCharacter = Options.SetCharacter OptionsSetCollisionGroup = Options.SetCollisionGroup OptionsSimulationRadius = Options.SimulationRadius OptionsTeleportRadius = Options.TeleportRadius OptionsUseServerBreakJoints = Options.UseServerBreakJoints if OptionsDisableHealthBar then IsHealthEnabled = GetCoreGuiEnabled(StarterGui, Health) SetCoreGuiEnabled(StarterGui, Health, false) end BindableEvent = Instancenew("BindableEvent") tableinsert(RBXScriptConnections, Connect(BindableEvent.Event, Stop)) Rig = Options.R15 and Clone(R15HumanoidModel) or Clone(HumanoidModel) Rig.Name = "ReanimatedRig" RigHumanoid = Rig.Humanoid RigHumanoidRootPart = Rig.HumanoidRootPart Rig.Parent = Workspace for Index, Descendant in next, GetDescendants(Rig) do if IsA(Descendant, "Attachment") then Attachments[Descendant.Name] = Descendant elseif IsA(Descendant, "BasePart") or IsA(Descendant, "Decal") then Descendant.Transparency = OptionsRigTransparency end end if OptionsRigSize then ScaleTo(Rig, OptionsRigSize) RigHumanoid.JumpPower = 50*OptionsRigSize RigHumanoid.WalkSpeed = 16*OptionsRigSize end OnCurrentCameraChanged() tableinsert(RBXScriptConnections, Connect(CurrentCameraChanged, OnCurrentCameraChanged)) if OptionsClickFling then tableinsert(RBXScriptConnections, Connect(InputBegan, OnInputBegan)) end local Character = LocalPlayer.Character if Character then OnCharacterAdded(Character) end tableinsert(RBXScriptConnections, Connect(CharacterAdded, OnCharacterAdded)) LastTime = osclock() tableinsert(RBXScriptConnections, Connect(PostSimulation, OnPostSimulation)) if not OptionsSetCharacter then OnMouseBehaviorChanged() tableinsert(RBXScriptConnections, Connect(MouseBehaviorChanged, OnMouseBehaviorChanged)) end if OptionsDisableCharacterCollisions or OptionsDisableRigCollisions then OnPreSimulation() tableinsert(RBXScriptConnections, Connect(PreSimulation, OnPreSimulation)) end IsRegistered = pcall(SetCore, StarterGui, "ResetButtonCallback", BindableEvent) if not IsRegistered then taskspawn(Register) end return { BindableEvent = BindableEvent, Fling = Fling, Rig = Rig } end end Stop = function() if IsRunning then IsFirst = false IsRunning = false for Index, Highlight in Highlights do Destroy(Highlight) end tableclear(Highlights) for Index, RBXScriptConnection in next, RBXScriptConnections do Disconnect(RBXScriptConnection) end tableclear(RBXScriptConnections) Destroy(BindableEvent) if Character.Parent == Rig then Character.Parent = Workspace end if Humanoid then ChangeState(Humanoid, Dead) end Destroy(Rig) if OptionsPermanentDeath and replicatesignal then --replicatesignal(ConnectDiedSignalBackend) end if OptionsDisableHealthBar and not GetCoreGuiEnabled(StarterGui, Health) then SetCoreGuiEnabled(StarterGui, Health, IsHealthEnabled) end if IsRegistered then pcall(SetCore, StarterGui, "ResetButtonCallback", true) else IsRegistered = pcall(SetCore, StarterGui, "ResetButtonCallback", true) end end end local Ypos=0 local Place = game.placeId local jabthing=game.ReplicatedStorage:FindFirstChild("01_server") if jabthing then Ypos=-0 else Ypos=-30 end Empyrean = Start({ Accessories = TableOfAccessries, ApplyDescription = true, BreakJointsDelay = .2, ClickFling = false, DisableCharacterCollisions = true, DisableHealthBar = true, DisableRigCollisions = true, HatDrop = false, HideCharacter = Vector3.new(0, Ypos, 10), ParentCharacter = false, PermanentDeath = false, Refit = true, RigSize = RigScale, RigTransparency = 1, R15 = false, SetCameraSubject = true, SetCameraType = true, SetCharacter = true, SetCollisionGroup = false, SimulationRadius = 10000, TeleportRadius = 5, UseServerBreakJoints = true, }) DefaultFlingOptions = { HatFling = true,--{ MeshId="", TextureId = ""}, Highlight = true, PredictionFling = true, Timeout = 1, ToolFling = false,--"Boombox", } end local function AnimModule() local TS = game:GetService("TweenService") local RS = game:GetService("RunService") local Floor = math.floor local Animator = {} local Playing = {} local FadeOuts = {} local function Ver(Model) if Model and Model.Parent then if not Playing[Model] then Playing[Model] = {} FadeOuts[Model] = {Amount = 0} end end end local function CheckFadeOut(Model, Animation) local FadeOut = FadeOuts[Model] if FadeOut.Amount > 0 then return end local Keyframes = Animation.JointKeyframes local FinalFrame = {} for Joint, Poses in next, Keyframes do FinalFrame[Joint] = Poses[#Poses] end FadeOut.EndFrame = FinalFrame FadeOut.Animation = Animation FadeOut.Start = os.clock() end local c=os.clock() local function Play(self, FadeIn) -- NOTE: do NOT reset the global `c` here; each animation tracks its own -- start time via self.StartInternal so multiple animations in one emote -- don't clobber each other's TimePosition. self.LastKeyframe = nil self.TimePosition = 0 self.StartInternal = os.clock() self.FadeIn = FadeIn local I = Playing[self.Model] for anim in pairs(I) do if anim ~= self and anim:IsPlaying() then if anim.Priority < self.Priority then anim:Stop() elseif anim.Priority > self.Priority then return end end end I[self] = true FadeOuts[self.Model].Amount += 1 end local function Stop(self) local I = Playing[self.Model] I[self] = nil self.FadeIn = nil local Model = self.Model FadeOuts[Model].Amount = FadeOuts[Model].Amount - 1 CheckFadeOut(Model, self) end local function Resume(self) if self.PauseInternal then self.StartInternal = os.clock() - self.PauseInternal end local I = Playing[self.Model] I[self] = true local Model = self.Model FadeOuts[Model].Amount = FadeOuts[Model].Amount + 1 end local function Pause(self) local TimeSince = os.clock() - self.StartInternal self.PauseInternal = TimeSince local I = Playing[self.Model] I[self] = nil local Model = self.Model FadeOuts[Model].Amount = FadeOuts[Model].Amount - 1 CheckFadeOut(Model, self) end local function SetTime(self, Time) self.StartInternal = os.clock() - Time end local function AdjustSpeed(self, NewSpeed) self.StartInternal = os.clock() - ((os.clock() - self.StartInternal) * self.Speed) self.Speed = NewSpeed end local function IsPlaying(self) return Playing[self.Model][self] end function Animator:LoadSequence(Track, Model) local Animation = {} local Joints = {} local Keyframes = {} Ver(Model) for _,Obj in next, Model:GetDescendants() do if Obj:IsA("Motor6D") then local P0 = Obj.Part0 local P1 = Obj.Part1 if not P0 or not P1 then continue end local T = Joints[P0.Name] if not T then T = {} Joints[P0.Name] = T end T[P1.Name] = Obj end end local JointKeyframes = {} local Keyframes = Track:GetKeyframes() table.sort(Keyframes, function(a, b) return a.Time < b.Time end) for _, SKeyframe in next, Keyframes do local STime = SKeyframe.Time for _,Pose in next, SKeyframe:GetDescendants() do if not Pose:IsA("Pose") then continue end if Pose.Weight == 0 then continue end if Pose.Parent == SKeyframe then continue end local P0Name = Pose.Parent.Name local P1Name = Pose.Name local IP0 = Joints[Pose.Parent.Name] if not IP0 then continue end local Joint = IP0[Pose.Name] if not Joint then continue end local JT = JointKeyframes[Joint] if not JT then JT = {} JointKeyframes[Joint] = JT end local Style = Pose:GetAttribute("EasingStyle") or Pose.EasingStyle.Name local Direction = Pose:GetAttribute("EasingDirection") or Pose.EasingDirection.Name local Weight = Pose.Weight local CF = Pose.CFrame local Info = {EasingStyle = Style, EasingDirection = Direction, Weight = Weight, CFrame = CF} JT[#JT+1] = {Time = STime, ["Info"] = Info, Name = SKeyframe.Name} end end Animation.LastKeyframe = nil Animation.TimeReached = Instance.new("BindableEvent") Animation.TimePosition = 0 Animation.TimeLength = Keyframes[#Keyframes].Time Animation.TimeScale = 1 Animation.GeneralWeight = 1 Animation.Play = Play Animation.Stop = Stop Animation.Resume = Resume Animation.Pause = Pause Animation.SetTime = SetTime Animation.AdjustSpeed = AdjustSpeed Animation.IsPlaying = IsPlaying Animation.Model = Model Animation.Looped = false Animation.JointKeyframes = JointKeyframes Animation.Keyframes = Keyframes Animation.Speed = 1 Animation.Filter = {} Animation.FilterType = "Blacklist" Animation.StartInternal = os.clock()-os.clock() Animation.PauseInternal = 0 local PriorityMap = { Core = 0, Idle = 1, Movement = 2, Action = 3, Action2 = 4, Action3 = 5, Action4 = 6, } Animation.Priority = PriorityMap[Track.Priority.Name] or 0 return Animation end function Animator:LoadAnimation(Track, Model) local Animation = {} local Joints = {} Ver(Model) for _,Obj in next, Model:GetDescendants() do if Obj:IsA("Motor6D") then local P0 = Obj.Part0 local P1 = Obj.Part1 if not P0 or not P1 then continue end local T = Joints[P0.Name] if not T then T = {} Joints[P0.Name] = T end T[P1.Name] = Obj end end local JointKeyframes = {} for Num, SKeyframe in next, Track do local STime = SKeyframe.Time local Keyframe = SKeyframe.Keyframe for P0Name,P0 in next, Keyframe do for P1, Info in next, P0 do local IP0 = Joints[P0Name] if not IP0 then continue end local Joint = IP0[P1] if not Joint then continue end local JT = JointKeyframes[Joint] if not JT then JT = {} JointKeyframes[Joint] = JT end JT[#JT+1] = {Time = STime, ["Info"] = Info} end end end Animation.TimePosition = 0 Animation.TimeLength = Track[#Track].Time Animation.TimeScale = 1 Animation.GeneralWeight = 1 Animation.Play = Play Animation.Stop = Stop Animation.Resume = Resume Animation.Pause = Pause Animation.SetTime = SetTime Animation.AdjustSpeed = AdjustSpeed Animation.IsPlaying = IsPlaying Animation.Model = Model Animation.Looped = false Animation.JointKeyframes = JointKeyframes Animation.Speed = 1 Animation.Filter = {} Animation.FilterType = "Blacklist" Animation.StartInternal = os.clock()-os.clock() Animation.PauseInternal = 0 return Animation end local CF = CFrame.new() local function GetPose(TimeSince, Poses, Joint) for i = 1,#Poses do local Keyframe = Poses[i] local NextKeyframe = Poses[i+1] local Time = Keyframe.Time local JT = Joint.Transform if TimeSince >= Time then if NextKeyframe then local NextTime = NextKeyframe.Time if TimeSince < NextTime then local Info1 = Keyframe.Info local Info2 = NextKeyframe.Info local char=ws[StringVal.Value] local CFA = CF:Lerp(Info1.CFrame+Info1.CFrame.Position*(char:GetScale()-1), 1) local CFB = CF:Lerp(Info2.CFrame+Info2.CFrame.Position*(char:GetScale()-1), 1) --CFB+CFB.Position*char:GetScale() local Pose local Alpha if tonumber(Numval.Value)>=10 then Alpha=(TimeSince - Time) / (NextTime - Time) else Alpha=tonumber(Numval.Value) end if Info2.EasingStyle == "Constant" then Pose = CFA else Pose = CFA:Lerp(CFB, TS:GetValue(Alpha, Enum.EasingStyle[Info2.EasingStyle], Enum.EasingDirection[Info2.EasingDirection])) end return {Joint, Pose} end else local Pose = JT:Lerp(Keyframe.Info.CFrame, 1) return {Joint, Keyframe.Info.CFrame} end end end end task.wait() if RS:IsClient() then RS.PostSimulation:Connect(function() for Model, Animations in next, Playing do for Animation,_ in next, Animations do if not Model or not Model.Parent then Playing[Model] = nil FadeOuts[Model] = nil Animation.FadeIn = nil continue end local dr4 local TimeSince = Animation.TimePosition local Length = Animation.TimeLength --print(UseSoundPos.Value) if UseSoundPos.Value==true then dr4 = musicSound.TimePosition else -- Per-animation StartInternal clock: each track advances independently. -- This prevents multi-animation emotes from resetting each other's position -- when a new animation calls Play() and previously reset the global `c`. dr4 = (os.clock() - Animation.StartInternal) * (Animation.Speed or 1) end dr4=dr4%Length --print(dr4) Animation.TimePosition = dr4 if TimeSince > Length then Animation.FadeIn = nil if Animation.Looped then TimeSince = TimeSince%Length else Animation.TimePosition = Length Playing[Model][Animation] = nil FadeOuts[Model].Amount = FadeOuts[Model].Amount - 1 CheckFadeOut(Model, Animation) continue end elseif TimeSince < 0 and Animation.Speed < 0 then if Animation.Looped then TimeSince = Length else Animation.TimePosition = Length Playing[Model][Animation] = nil FadeOuts[Model].Amount = FadeOuts[Model].Amount - 1 CheckFadeOut(Model, Animation) continue end end local Filter = Animation.Filter local Keyframes = Animation.JointKeyframes local ToAnimate = {} if Animation.FilterType == "Blacklist" then for Joint, Poses in next, Keyframes do if not Filter[Joint] then ToAnimate[#ToAnimate+1] = GetPose(TimeSince, Poses, Joint, Animation) end end else for Joint, Poses in next, Keyframes do if Filter[Joint] then ToAnimate[#ToAnimate+1] = GetPose(TimeSince, Poses, Joint, Animation) end end end local FadeIn = Animation.FadeIn for i = 1,#ToAnimate do local Pose = ToAnimate[i] local TCF = Pose[2] if FadeIn and TimeSince < FadeIn then TCF = Pose[1].Transform:Lerp(TCF, 1) end task.spawn(function() game:GetService("RunService").Stepped:Wait() if not Animation:IsPlaying() then return end Pose[1].Transform = TCF end) end for _, KF in pairs(Animation.Keyframes) do if KF.Name ~= "Keyframe" and math.abs(TimeSince - KF.Time) < .1 and Animation.LastKeyframe ~= KF then Animation.TimeReached:Fire(KF) --musicSound.TimePosition=0 Animation.LastKeyframe = KF end end Animation.TimePosition = dr4 end end for Model, Data in next, FadeOuts do if not Model or not Model.Parent then Playing[Model] = nil FadeOuts[Model] = nil continue end if Data.Amount >0 then continue end if not Data.Animation then continue end local TimeSince = os.clock() - Data.Start if TimeSince >= 0.2 then continue end local EndFrame = Data.EndFrame local Animation = Data.Animation local Filter = Animation.Filter task.spawn(function() game:GetService("RunService").Stepped:Wait() if Data.Amount>0 then return end local ToAnimate = {} if Animation.FilterType == "Blacklist" then for Joint, Pose in next, EndFrame do if not Filter[Joint] then local Poses = { { Time = 0, Info = { EasingStyle = "Linear", EasingDirection = "Out", Weight = 1, CFrame = Pose.Info.CFrame } }, { Time = 0, Info = { EasingStyle = "Linear", EasingDirection = "Out", Weight = 1, CFrame = Joint.Transform } } } local Pose = GetPose(TimeSince, Poses, Joint, Animation) Pose[1].Transform = Pose[2] end end else for Joint, Pose in next, EndFrame do if Filter[Joint] then local Poses = { { Time = 0, Info = { EasingStyle = "Linear", EasingDirection = "Out", Weight = 1, CFrame = Pose.Info.CFrame } }, { Time = 0, Info = { EasingStyle = "Linear", EasingDirection = "Out", Weight = 1, CFrame = Joint.Transform } } } local Pose = GetPose(TimeSince, Poses, Joint, Animation) Pose[1].Transform = Pose[2] end end end end) end end) end function Animator:Destroy() table.clear(Playing) end return Animator end function SetOverrideDanceMusic(soundId, name, volume, range, pitch) MusicOverriden = soundId OverridenMusicName = name or "" musicSound.SoundId = soundId musicSound.Volume = volume or 0.75 musicSound.TimePosition = 0 if range~=nil then musicSound.PlaybackRegionsEnabled=true musicSound.LoopRegion=range else musicSound.PlaybackRegionsEnabled=false end if pitch~=nil then musicSound.Pitch=pitch else musicSound.Pitch=1 end musicSound:Play() OverridenMusicStartClock = os.clock() end function GetOverrideDanceMusicTime() if musicSound.IsLoaded and musicSound.IsPlaying then return musicSound.TimePosition end if OverridenMusicStartClock then local elapsed = os.clock() - OverridenMusicStartClock local length = musicSound.TimeLength if length and length > 0 then return elapsed % length end return elapsed end return 0 end function SetOverrideDanceMusicTime(t) musicSound.TimePosition = t if OverridenMusicStartClock then OverridenMusicStartClock = os.clock() - t end end function AssetGetContentId(filename) local ext = filename:lower() local audioExts = {mp3=true, ogg=true, wav=true, flac=true, aac=true} local path = nil if filename:match(".mp3") or filename:match(".ogg") or filename:match(".wav") or filename:match(".flac") or filename:match(".aac") then path=MusicFolder .. "/" .. filename elseif filename:match(".rbxm") then path=Models .. "/" .. filename end if isfile and not isfile(path) then repeat oswait() until isfile(path) end return getcustomasset and getcustomasset(path) or "" end function AssetGetPathFromFilename(filename) local ext = (filename:match("%.(%a+)$") or ""):lower() local audioExts = {mp3=true, ogg=true, wav=true, flac=true, aac=true} local folder = audioExts[ext] and MusicFolder or DanceFolder or Models repeat wait() until folder.."/"..filename or os.clock()+5 return folder .. "/" .. filename end local RegisterAssets={} local function DownloadModuleAssets(assets) if not assets then return end for _, entry in ipairs(assets) do local filename, url = entry:match("^(.-)@(.+)$") if filename and url then if url == nil or url == "None" or url:match("^%s*$") then warn("[UserModule] Skipping asset with no URL: " .. filename) continue end if filename:match(".mp3") or filename:match(".ogg") or filename:match(".wav") or filename:match(".flac") or filename:match(".aac") then local folder = MusicFolder local path = folder .. "/" .. filename RegisterAssets[path] = url print("[UserModule] Registered audio asset: " .. filename) if isfile and not isfile(path) then task.spawn(function() local ok, err = pcall(function() writefile(path, game:HttpGet(url)) end) if not ok then warn("[UserModule] Failed to download asset: " .. filename .. " - " .. tostring(err)) else print("[UserModule] Downloaded: " .. filename) end end) repeat wait() until os.clock()+5 end elseif filename:match(".rbxm") then local folder = Models local path = folder .. "/" .. filename RegisterAssets[path] = url print("[UserModule] Registered Model asset: " .. filename) if isfile and not isfile(path) then task.spawn(function() local ok, err = pcall(function() writefile(path, game:HttpGet(url)) end) if not ok then warn("[UserModule] Failed to download asset: " .. filename .. " - " .. tostring(err)) else print("[UserModule] Downloaded: " .. filename) end end) else repeat wait() until os.clock()+5 end else local path = DanceFolder .. "/" .. filename RegisterAssets[path] = url print("[UserModule] Registered dance asset: " .. filename) if isfile and not isfile(path) then task.spawn(function() local ok, err = pcall(function() writefile(path, game:HttpGet(url)) end) if not ok then warn("[UserModule] Failed to download asset: " .. filename .. " - " .. tostring(err)) else print("[UserModule] Downloaded: " .. filename) end end) else repeat wait() until os.clock()+5 end end end end end local LastReanimChanged=Instance.new("StringValue") local ok, raw = pcall(readfile, ModuleConfigFile) if ok and raw and #raw > 2 then local ok2, decoded = pcall(function() return game:GetService("HttpService"):JSONDecode(raw) end) if ok2 and type(decoded) == "table" then TDZConfigs = decoded end end if type(TDZConfigs._TypeOfReanim) == "string" then TypeOfReanim = TDZConfigs._TypeOfReanim if TypeOfReanim == "Gelatek" then Gelatek.Name = "1Gelatek" CurrentAngle.Name = "2CurrentAngle" Emp.Name = "3Emp" UI["Reanimator_11"]["Text"] = [[Selected: Gelatek]] LastReanimChanged.Value="Gelatek" elseif TypeOfReanim == "CurrentAngle" then Gelatek.Name = "2Gelatek" CurrentAngle.Name = "1CurrentAngle" Emp.Name = "3Emp" UI["Reanimator_11"]["Text"] = [[Selected: CurrentAngle]] LastReanimChanged.Value="CurrentAngle" else TypeOfReanim = "Emper" Gelatek.Name = "2Gelatek" CurrentAngle.Name = "3CurrentAngle" Emp.Name = "1Emp" UI["Reanimator_11"]["Text"] = [[Selected: Empyrean]] LastReanimChanged.Value="Emper" lbl1.Text="Disabled : true -- Emper Reanimate" HookThing.Value="Emper" end end if type(TDZConfigs._CharScale) == "string" and TDZConfigs._CharScale ~= "" then UI["CharScale_b"].Text = TDZConfigs._CharScale end if type(TDZConfigs.InvStyling) == "boolean" and TDZConfigs.InvStyling ~= nil then DisableCustomInventory=TDZConfigs.InvStyling end if type(TDZConfigs._SmoothCam) == "boolean" and TDZConfigs._SmoothCam ~= nil then ad.Value=TDZConfigs._SmoothCam end local _cfgFont = Font.new([[rbxasset://fonts/families/Zekton.json]], Enum.FontWeight.Regular, Enum.FontStyle.Normal) function Util_CreateText(parent, text, size, align) if not parent then return end size= size or 16 align = align or Enum.TextXAlignment.Left local lbl = Instance.new("TextLabel", parent) lbl.Size= UDim2.new(1, -8, 0, size + 6) lbl.BackgroundTransparency = 1 lbl.Font= Enum.Font.Unknown lbl.FontFace= _cfgFont lbl.TextSize= size lbl.TextColor3= Color3.fromRGB(255, 255, 255) lbl.TextXAlignment= align lbl.TextWrapped = true lbl.RichText= true lbl.Text= text lbl.AutomaticSize = Enum.AutomaticSize.Y return lbl end function Util_CreateSeparator(parent) if not parent then return end local f = Instance.new("Frame", parent) f.Size= UDim2.new(1, -8, 0, 2) f.BackgroundColor3= Color3.fromRGB(255, 0, 0) f.BorderSizePixel = 0 return f end function Util_CreateButton(parent, text, size) if not parent then return end size = size or 18 local Button = Instance.new("TextButton", parent) Button.Size= UDim2.new(1, -8, 0, 34) Button.BackgroundColor3= Color3.fromRGB(20, 20, 20) Button.BackgroundTransparency = 1 Button.Font= Enum.Font.Unknown Button.FontFace= _cfgFont Button.TextSize= size Button.TextColor3= Color3.fromRGB(255, 255, 255) Button.TextWrapped = true Button.Text= text Button.AutoButtonColor = true UI["B"] = Instance.new("UIStroke", Button); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) return Button end function Util_CreateSwitch(parent, label, Default) if not parent then local bindable = Instance.new("BindableEvent") return { Changed = bindable.Event } end local ROW_H = 34 local container = Instance.new("Frame", parent) container.Size= UDim2.new(1, -8, 0, ROW_H) container.BackgroundTransparency = 1 container.BorderSizePixel = 0 local lbl = Instance.new("TextLabel", container) lbl.Size= UDim2.new(1, -54, 1, 0) lbl.Position= UDim2.new(0, 4, 0, 0) lbl.BackgroundTransparency= 1 lbl.Font= Enum.Font.Unknown lbl.FontFace= _cfgFont lbl.TextSize= 16 lbl.TextColor3= Color3.fromRGB(255, 255, 255) lbl.TextXAlignment= Enum.TextXAlignment.Left lbl.TextWrapped= true lbl.Text= label or "" local toggle = Instance.new("TextButton", container) toggle.AnchorPoint= Vector2.new(1, 0.5) toggle.Position= UDim2.new(1, -4, 0.5, 0) toggle.Size= UDim2.new(0, 44, 0, 22) toggle.BorderSizePixel= 0 toggle.Font= Enum.Font.Unknown toggle.FontFace= _cfgFont toggle.TextSize= 12 toggle.TextColor3= Color3.fromRGB(255, 255, 255) toggle.Text= "" toggle.AutoButtonColor= false Instance.new("UICorner", toggle).CornerRadius = UDim.new(1, 0) local knob = Instance.new("Frame", toggle) knob.Size= UDim2.new(0, 16, 0, 16) knob.AnchorPoint= Vector2.new(0, 0.5) knob.Position= UDim2.new(0, 3, 0.5, 0) knob.BackgroundColor3= Color3.fromRGB(255, 255, 255) knob.BorderSizePixel= 0 Instance.new("UICorner", knob).CornerRadius = UDim.new(1, 0) local value = not not Default local bindable = Instance.new("BindableEvent") local proxy = { Changed = bindable.Event } local function refresh() if value then toggle.BackgroundColor3 = Primary knob.BackgroundColor3 = Secondary knob.Position = UDim2.new(1, -19, 0.5, 0) else toggle.BackgroundColor3 = Secondary knob.BackgroundColor3 = Primary knob.Position = UDim2.new(0, 3, 0.5, 0) end end refresh() toggle.MouseButton1Click:Connect(function() value = not value refresh() bindable:Fire(value) end) return proxy end function Util_CreateSlider(parent, label, min, max, Default, step) if not parent then return { Changed = Instance.new("BindableEvent").Event } end min= min or 0 max= max or 1 Default = Default or min step= step or 0.01 local ROW_H = 50 local container = Instance.new("Frame", parent) container.Size= UDim2.new(1, -8, 0, ROW_H) container.BackgroundTransparency = 1 container.BorderSizePixel = 0 local lbl = Instance.new("TextLabel", container) lbl.Size= UDim2.new(1, -60, 0, 20) lbl.Position= UDim2.new(0, 4, 0, 2) lbl.BackgroundTransparency = 1 lbl.Font= Enum.Font.Unknown lbl.FontFace= _cfgFont lbl.TextSize= 15 lbl.TextColor3= Color3.fromRGB(255, 255, 255) lbl.TextXAlignment= Enum.TextXAlignment.Left lbl.Text= label or "" local valLbl = Instance.new("TextLabel", container) valLbl.AnchorPoint= Vector2.new(1, 0) valLbl.Position= UDim2.new(1, -4, 0, 2) valLbl.Size= UDim2.new(0, 52, 0, 20) valLbl.BackgroundTransparency = 1 valLbl.Font= Enum.Font.Unknown valLbl.FontFace= _cfgFont valLbl.TextSize= 15 valLbl.TextColor3= Color3.fromRGB(255, 0, 0) valLbl.TextXAlignment= Enum.TextXAlignment.Right local track = Instance.new("Frame", container) track.Position= UDim2.new(0, 4, 0, 28) track.Size= UDim2.new(1, -8, 0, 10) track.BackgroundColor3= Color3.fromRGB(60, 60, 60) track.BorderSizePixel= 0 Instance.new("UICorner", track).CornerRadius = UDim.new(1, 0) local fill = Instance.new("Frame", track) fill.Size= UDim2.new(0, 0, 1, 0) fill.BackgroundColor3= Color3.fromRGB(200, 0, 0) fill.BorderSizePixel= 0 Instance.new("UICorner", fill).CornerRadius = UDim.new(1, 0) local Button = Instance.new("TextButton", track) Button.Size= UDim2.new(1, 0, 1, 0) Button.BackgroundTransparency = 1 Button.Text= "" local value = math.clamp(Default, min, max) local bindable = Instance.new("BindableEvent") local proxy = { Changed = bindable.Event } local function setVal(v) local rounded = math.round(v / step) * step value = math.clamp(rounded, min, max) local alpha = (value - min) / (max - min) fill.Size = UDim2.new(alpha, 0, 1, 0) local display = math.round(value * 100) / 100 valLbl.Text = tostring(display) bindable:Fire(value) end setVal(Default) local dragging = false Button.MouseButton1Down:Connect(function() dragging = true end) game:GetService("UserInputService").InputEnded:Connect(function(inp) if inp.UserInputType == Enum.UserInputType.MouseButton1 or inp.UserInputType == Enum.UserInputType.Touch then dragging = false end end) game:GetService("RunService").RenderStepped:Connect(function() if dragging then local mouse = game:GetService("UserInputService"):GetMouseLocation() local abs = track.AbsolutePosition local sz = track.AbsoluteSize local alpha = math.clamp((mouse.X - abs.X) / sz.X, 0, 1) setVal(min + (max - min) * alpha) end end) return proxy end function Util_CreateDropdown(parent, label, options, Default) if not parent then return { Changed = Instance.new("BindableEvent").Event } end options = options or {} Default = Default or 1 local ROW_H = 34 local container = Instance.new("Frame", parent) container.Size= UDim2.new(1, -8, 0, ROW_H) container.BackgroundTransparency = 1 container.BorderSizePixel = 0 container.ClipsDescendants = false local lbl = Instance.new("TextLabel", container) lbl.Size= UDim2.new(0.45, 0, 1, 0) lbl.Position= UDim2.new(0, 4, 0, 0) lbl.BackgroundTransparency = 1 lbl.Font= Enum.Font.Unknown lbl.FontFace= _cfgFont lbl.TextSize= 15 lbl.TextColor3= Color3.fromRGB(255, 255, 255) lbl.TextXAlignment= Enum.TextXAlignment.Left lbl.TextWrapped= true lbl.Text= label or "" table.insert(IndexWhitwTexts,lbl) local dropdown = Instance.new("TextButton", container) dropdown.AnchorPoint= Vector2.new(1, 0.5) dropdown.Position= UDim2.new(1, -4, 0.5, 0) dropdown.Size= UDim2.new(0.52, 0, 0, 26) dropdown.BackgroundColor3= Color3.fromRGB(20, 20, 20) dropdown.ZIndex= 5 dropdown.BackgroundTransparency= 1 dropdown.Font= Enum.Font.Unknown dropdown.FontFace= _cfgFont dropdown.TextSize= 14 dropdown.TextColor3= Color3.fromRGB(255, 255, 255) dropdown.Text= options[Default] or "" dropdown.AutoButtonColor= true UI["B"] = Instance.new("UIStroke", dropdown); UI["B"]["ApplyStrokeMode"] = Enum.ApplyStrokeMode.Border; UI["B"]["LineJoinMode"] = Enum.LineJoinMode.Miter; UI["B"]["Thickness"] = 2; UI["B"]["Color"] = Color3.fromRGB(255, 255, 255); UI["C"] = Instance.new("UIGradient", UI["B"]); UI["C"]["Color"] = ColorSequence.new{ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)),ColorSequenceKeypoint.new(0.500, Primary),ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0))}; table.insert(IndexGradients,UI["C"]) Instance.new("UICorner", dropdown).CornerRadius = UDim.new(0, 4) local bindable = Instance.new("BindableEvent") local proxy= { Changed = bindable.Event } local isOpen= false local list= nil local function closeList() if list then list:Destroy() list = nil end isOpen = false end dropdown.MouseButton1Click:Connect(function() if isOpen then closeList() return end isOpen = true list = Instance.new("Frame", dropdown) list.ZIndex= 10 list.Position= UDim2.new(0, 0, 1, 2) list.Size= UDim2.new(1, 0, 0, #options * 26) list.BackgroundColor3 = Color3.fromRGB(0, 0, 0) list.BorderSizePixel= 0 list.BackgroundTransparency= .85 list.ClipsDescendants = false Instance.new("UICorner", list).CornerRadius = UDim.new(0, 4) local ListLayoutl = Instance.new("UIListLayout", list) ListLayoutl.FillDirection = Enum.FillDirection.Vertical ListLayoutl.HorizontalAlignment= Enum.HorizontalAlignment.Center for i, opt in ipairs(options) do local item = Instance.new("TextButton", list) item.Size= UDim2.new(1, 0, 0, 26) item.BackgroundColor3= Color3.fromRGB(30, 30, 30) item.BorderSizePixel= 0 item.Font= Enum.Font.Unknown item.FontFace= _cfgFont item.TextSize= 14 item.TextColor3= Secondary table.insert(IndexWhitwTexts,item) item.Text= opt local idx = i item.MouseButton1Click:Connect(function() dropdown.Text = opt closeList() bindable:Fire(idx) end) end end) return proxy end function Util_CreateTextbox(parent, label, Default, placeholder) if not parent then return { Changed = Instance.new("BindableEvent").Event } end local ROW_H = 34 local container = Instance.new("Frame", parent) container.Size = UDim2.new(1, -8, 0, ROW_H) container.BackgroundTransparency = 1 container.BorderSizePixel = 0 local lbl = Instance.new("TextLabel", container) lbl.Size= UDim2.new(0.4, 0, 1, 0) lbl.Position= UDim2.new(0, 4, 0, 0) lbl.BackgroundTransparency= 1 lbl.Font= Enum.Font.Unknown lbl.FontFace= _cfgFont lbl.TextSize= 15 lbl.TextColor3= Primary lbl.TextXAlignment= Enum.TextXAlignment.Left lbl.Text= label or "" local box = Instance.new("TextBox", container) box.AnchorPoint= Vector2.new(1, 0.5) box.Position= UDim2.new(1, -4, 0.5, 0) box.Size= UDim2.new(0.57, 0, 0, 26) box.BackgroundColor3= Color3.fromRGB(20, 20, 20) box.BorderSizePixel= 0 box.Font= Enum.Font.Unknown box.FontFace= _cfgFont box.TextSize= 14 box.TextColor3= Primary box.PlaceholderText= placeholder or "" box.Text= Default or "" box.ClearTextOFocus= false Instance.new("UICorner", box).CornerRadius = UDim.new(0, 4) local Stroke = Instance.new("UIStroke", box) Stroke.Thickness= 1 Stroke.Color= Color3.fromRGB(180, 0, 0) local bindable = Instance.new("BindableEvent") local proxy= { Changed = bindable.Event } box.FocusLost:Connect(function() bindable:Fire(box.Text) end) return proxy end function Util_CreateCanvas(parent) if not parent then return parent end return parent end function Util_CreateScrollCanvas(parent) if not parent then return parent end return parent end local function GiveFunctionsToModule(func) local env = getfenv(func) env.Util_CreateText= Util_CreateText env.Util_CreateButton= Util_CreateButton env.Util_CreateSwitch= Util_CreateSwitch env.Util_CreateSlider= Util_CreateSlider env.Util_CreateDropdown= Util_CreateDropdown env.Util_CreateTextbox= Util_CreateTextbox env.Util_CreateSeparator= Util_CreateSeparator env.Util_CreateCanvas= Util_CreateCanvas env.Util_CreateScrollCanvas = Util_CreateScrollCanvas env.AnimLib= AnimLib env.SetOverrideDanceMusic= SetOverrideDanceMusic env.GetOverrideDanceMusicTime = GetOverrideDanceMusicTime env.SetOverrideDanceMusicTime = SetOverrideDanceMusicTime env.AssetGetPathFromFilename= AssetGetPathFromFilename env.AssetGetContentId= AssetGetContentId end local function LoadUserModules() local ok, files = pcall(listfiles, UserDances) if not ok or not files then return end for _, filePath in ipairs(files) do if filePath:match("%.lua$") then local success, resListLayoutt = pcall(function() return loadstring(readfile(filePath))() end) if success and type(resListLayoutt) == "table" then for _, factory in ipairs(resListLayoutt) do if type(factory) == "function" then local ok2, m = pcall(factory) if ok2 and type(m) == "table" and m.ModuleType == "DANCE" and m.Name then local entry = { Name = m.Name, Music = "", DanceName = "UserModule", Url = "UserModule", Id = "None", Offset = 0, WalkSpeed = 14, Looped = (m.Looped or true), UseSoundPos = false, Alpha = (m.Alpha or .1), _userModule = m, _factory = factory, } DownloadModuleAssets(m.Assets) table.insert(TableOfDances, entry) print("[UserModule] Registered: " .. m.Name) end end end else warn("[UserModule] Failed to load: " .. filePath .. " | " .. tostring(resListLayoutt)) end end end end local function LoadBuiltInDances() local ok, files = pcall(listfiles, builtins) if not ok or not files then return end for _, filePath in ipairs(files) do if filePath:match("%.lua$") then local success, resListLayoutt = pcall(function() return loadstring(readfile(filePath))() end) if success and type(resListLayoutt) == "table" then for _, factory in ipairs(resListLayoutt) do if type(factory) == "function" then local ok2, m = pcall(factory) if ok2 and type(m) == "table" and m.ModuleType == "DANCE" and m.Name then local entry = { Name = m.Name, Music = "", DanceName = "UserModule", Url = "UserModule", Id = "None", Offset = 0, WalkSpeed = 14, Looped = (m.Looped or true), UseSoundPos = false, Alpha = (m.Alpha or .1), _userModule = m, _isBuiltin = true, _factory = factory, } DownloadModuleAssets(m.Assets) table.insert(TableOfDances, entry) print("[UserModule] Registered Builtin: " .. m.Name) end end end else warn("[UserModule] Failed to load: " .. filePath .. " | " .. tostring(resListLayoutt)) end end end end local function RedownloadUserAsset() notify("Redownloading User Dance assets!") for path, url in pairs(RegisterAssets) do task.spawn(function() local ok, err = pcall(function() writefile(path, game:HttpGet(url)) end) if not ok then warn("[UserModule] Failed to redownload: " .. path .. " - " .. tostring(err)) else print("[UserModule] Redownloaded: " .. path) end end) end end local YourName=game.Players.LocalPlayer.Name local INPUTLOOP=nil local RUNNING=false local States=nil local PrimaryTextBox = mktxb(MF2, "Primary Color", "", "Primary Color", u2(0, 150, 0, 50), u2(0, 10, 0, 50)) mklbl(MF2, [[--// Primary Color \\--]],nil, u2(0, 20, 0, 110)) local SecondaryTextBox = mktxb(MF2, "Secondary Color", "", "Seconday Color", u2(0, 150, 0, 50), u2(0, 10, 0, 150)) mklbl(MF2, [[--// Secondary Color \\--]],nil, u2(0, 30, 0, 210)) local TweenSpeed = mktxb(MF2, "UI Tween Spees", "", "Tween Speed", u2(0, 150, 0, 50), u2(0, 10, 0, 350)) mklbl(MF2, [[--// UI Tween Speed \\--]],nil, u2(0, 20, 0, 410)) TweenSpeed.FocusLost:Connect(function() TweenAlph.Value=1/tonumber(TweenSpeed.Text) TDZConfigs._UISpeed=TweenAlph.Value SaveUIAndModuleConfigs() end) for _, a in UI["Interface_1"]:GetDescendants() do if a:IsA("TextLabel") or a:IsA("TextButton") then local c = a.TextColor3 if c == Color3.fromRGB(255, 0, 0) then table.insert(IndexRedTexts, a) elseif c == Color3.fromRGB(255, 255, 255) then table.insert(IndexWhitwTexts, a) end elseif a:IsA("UIGradient") then local kps = a.Color.Keypoints table.insert(IndexGradients, a) end end local function ParseColor3Input(text) text = text:gsub("%s+", "") -- strip spaces local r, g, b = text:match("Color3%.fromRGB%((%d+),(%d+),(%d+)%)") if r then r, g, b = tonumber(r), tonumber(g), tonumber(b) if r and g and b and r <= 255 and g <= 255 and b <= 255 then return Color3.fromRGB(r, g, b) end end local nr, ng, nb = text:match("Color3%.new%(([%d%.]+),([%d%.]+),([%d%.]+)%)") if nr then nr, ng, nb = tonumber(nr), tonumber(ng), tonumber(nb) if nr and ng and nb and nr <= 1 and ng <= 1 and nb <= 1 then return Color3.new(nr, ng, nb) end end return nil end local function ApplyPrimaryColor(color) task.defer(function() for _, lbl in next, IndexRedTexts do pcall(function() lbl.TextColor3 = color end) Primary=color end for _, grad in next, IndexGradients do pcall(function() grad.Color = ColorSequence.new{ ColorSequenceKeypoint.new(0.000, Color3.fromRGB(0, 0, 0)), ColorSequenceKeypoint.new(0.500, color), ColorSequenceKeypoint.new(1.000, Color3.fromRGB(0, 0, 0)), } end) end end) end local function ApplySecondaryColor(color) task.defer(function() for _, lbl in next,IndexWhitwTexts do pcall(function() lbl.TextColor3 = color end) Secondary=color end end) end local saved = TDZConfigs if saved._PrimaryColor then local c = saved._PrimaryColor pcall(function() ApplyPrimaryColor(Color3.fromRGB(c[1], c[2], c[3])) Primary=Color3.fromRGB(c[1], c[2], c[3]) end) end if saved._SecondaryColor then local c = saved._SecondaryColor pcall(function() ApplySecondaryColor(Color3.fromRGB(c[1], c[2], c[3])) Secondary=Color3.fromRGB(c[1], c[2], c[3]) end) end if type(TDZConfigs._UISpeed)=="number" and TDZConfigs._UISpeed~=nil or TDZConfigs._UISpeed~="" then TweenAlph.Value=tonumber(TDZConfigs._UISpeed) print(TDZConfigs._UISpeed) end local function Color3ToTable(c) return { math.round(c.R * 255), math.round(c.G * 255), math.round(c.B * 255), } end PrimaryTextBox.FocusLost:Connect(function() local input = PrimaryTextBox.Text local color = ParseColor3Input(input) if color then ApplyPrimaryColor(color) TDZConfigs._PrimaryColor = Color3ToTable(color) SaveUIAndModuleConfigs() notify("Primary Color updated!") else notify("Invalid format! Use Color3.fromRGB(r,g,b) or Color3.new(r,g,b)") end end) SecondaryTextBox.FocusLost:Connect(function() local input = SecondaryTextBox.Text local color = ParseColor3Input(input) if color then ApplySecondaryColor(color) TDZConfigs._SecondaryColor = Color3ToTable(color) SaveUIAndModuleConfigs() notify("Secondary Color updated!") else notify("Invalid format! Use Color3.fromRGB(r,g,b) or Color3.new(r,g,b)") end end) Ee=MF4.ChildAdded:Connect(function() for _, a in MF4:GetDescendants() do if a:IsA("TextLabel") or a:IsA("TextButton") then if table.find(IndexWhitwTexts,a) then return end local c = a.TextColor3 if c == Color3.fromRGB(255, 0, 0) then table.insert(IndexRedTexts, a) elseif c == Color3.fromRGB(255, 255, 255) then table.insert(IndexWhitwTexts, a) end elseif a:IsA("UIGradient") then if table.find(IndexWhitwTexts,a) then return end table.insert(IndexGradients, a) end local saved = TDZConfigs if saved._PrimaryColor then local c = saved._PrimaryColor pcall(function() ApplyPrimaryColor(Color3.fromRGB(c[1], c[2], c[3])) end) end if saved._SecondaryColor then local c = saved._SecondaryColor pcall(function() ApplySecondaryColor(Color3.fromRGB(c[1], c[2], c[3])) end) end if saved._PrimaryColor==nil or saved._PrimaryColor then Primary=Color3.new(1,0,0) end if saved._SecondaryColor==nil or saved._SecondaryColor=="" then Secondary=Color3.new(1,1,1) end end end) task.spawn(function() aaaa=UI["CharScale_b"].FocusLost:Connect(function() TDZConfigs._CharScale = UI["CharScale_b"].Text SaveUIAndModuleConfigs() end) end) local ClonedDanceTable=nil task.spawn(function() --// Init Modules) notify("Loading Builtin Modules...") LoadUserModules() notify("Loading User Modules...") LoadBuiltInDances() AddLoadeModuleDances() notify("Init Complete") ClonedDanceTable=table.clone(TableOfDances) end) repeat wait() until ClonedDanceTable~=nil local backup=ExtraBackup local Detect=Instance.new("BoolValue") local IsReloading=false ReloadAssets.MouseButton1Click:Connect(function() if IsReloading== true then return end IsReloading=true Detect.Value=true Hmmm.Value=true wait(.2) if ActiveDanceConfiguratuonPage then ActiveDanceConfiguratuonPage:Destroy() ActiveDanceConfiguratuonPage = nil end BuiltInDancesList.Interactable = true UserDancesList.Interactable = true table.clear(UserDanceContainer) table.clear(QueueEmotesThatIsntLooped) table.clear(RegisterAssets) UserDanceContainer = {} RegisterAssets= {} QueueEmotesThatIsntLooped= {} TableOfDances = table.clone(backup) task.wait() notify("Loading Builtin Modules...") LoadUserModules() notify("Loading User Modules...") LoadBuiltInDances() AddLoadeModuleDances() notify("Reloaded Module/s") Detect.Value=false IsReloading=false Hmmm.Value=false end) local usure=1 RedownloadButton.MouseButton1Click:Connect(function() if usure==1 then RedownloadButton.Text="U Sure?" usure=2 elseif usure==2 then RedownloadButton.Text="U wanna reddownload all assets?" usure=3 RedownloadButton.TextWrapped=true RedownloadButton.Scaled=true elseif usure==3 then RedownloadButton.Text="Redownloading..." RedownloadButton.TextWrapped=false RedownloadButton.Scaled=false notify("Redownloading Assets!") for _,a in next,listfiles(DanceFolder) do delfile(a) end for _,a in next,listfiles(MusicFolder) do delfile(a) end RedownloadUserAsset() RedownloadAssert() notify("Assets Redownloaded!") usure=1 end end) function MainScript() if RUNNING then notify("Already Running") return end function Reanimate() if RUNNING then return end RUNNING=true IsRunning1.Value=true local Place = game.placeId local jabthing=game.ReplicatedStorage:FindFirstChild("01_server") if jabthing then if not replicatesignal then TypeOfReanim="CurrentAngle" notify("Gelatek Reanimate Not Supported") end if TypeOfReanim=="CurrentAngle" then Backup() repeat wait() until ws:FindFirstChild(YourName.."_Fake") elseif TypeOfReanim=="Gelatek" then loadstring(game:HttpGet("https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/VeryVeryReanimate.lua"))() task.wait(.1) game.ReplicatedStorage["01_server"]:FireServer("cmd", "-net ") elseif TypeOfReanim=="Emper" then workspace[YourName].HumanoidRootPart.AssemblyLinearVelocity=Vector3.new(0,0,0) Backup1() task.wait(.1) end else if TypeOfReanim=="Gelatek" then TypeOfReanim="CurrentAngle" end if TypeOfReanim=="CurrentAngle" then Backup() repeat wait() until ws:FindFirstChild(YourName.."_Fake") elseif TypeOfReanim=="Emper" then workspace[YourName].HumanoidRootPart.AssemblyLinearVelocity=Vector3.new(0,0,0) Backup1() task.wait() end end end Reanimate() LastReanimChanged.Value=TypeOfReanim local char=nil local IndexTools={} pcall(function() if workspace:FindFirstChild("GelatekReanimate") then char=workspace["GelatekReanimate"] elseif workspace:FindFirstChild(YourName.."_Fake") then char=workspace[YourName.."_Fake"] elseif workspace:FindFirstChild("ReanimatedRig") then char=workspace["ReanimatedRig"] else char=workspace[YourName.."_Fake"] end end) StringVal.Value=char.Name print("Runned") task.spawn(function() aaaa=UI["CharScale_b"].FocusLost:Connect(function() if not RUNNING then aaaa:Disconnect() end pcall(function() char:ScaleTo(tonumber(UI["CharScale_b"].Text) or 1) char.HumanoidRootPart.CFrame=char.HumanoidRootPart.CFrame*CFrame.new(0,tonumber(UI["CharScale_b"].Text or 1)*2,0) char.HumanoidRootPart.Anchored=true -- Anchore it char.HumanoidRootPart.CanCollide=true task.wait(.2) -- Leave a small delay to prevent character from phasing through the ground char.HumanoidRootPart.Anchored=false char.HumanoidRootPart.CanCollide=false end) TDZConfigs._CharScale = UI["CharScale_b"].Text SaveUIAndModuleConfigs() end) end) local Buttons={} task.spawn(function() for _,a in char:GetChildren() do if a:IsA("BasePart") and a.Name~="HumanoidRootPart" and a.Name~="Torso" then local Button=mkbtn(UI["ScrollingFrame2_1e"],a.Name,a.Name) Button.MouseButton1Click:Connect(function() Button:Destroy() char[a.Name]:Remove() end) table.insert(Buttons,Button) end end local saved = TDZConfigs if saved._PrimaryColor then local c = saved._PrimaryColor pcall(function() ApplyPrimaryColor(Color3.fromRGB(c[1], c[2], c[3])) end) end if saved._SecondaryColor then local c = saved._SecondaryColor pcall(function() ApplySecondaryColor(Color3.fromRGB(c[1], c[2], c[3])) end) end end) task.spawn(function() if tonumber(UI["CharScale_b"].Text)==1 then return end char:ScaleTo(tonumber(UI["CharScale_b"].Text) or 1) char.HumanoidRootPart.CFrame=char.HumanoidRootPart.CFrame*CFrame.new(0,tonumber(UI["CharScale_b"].Text or 1)*2,0) char.HumanoidRootPart.Anchored=true -- Anchore it task.wait(.2) -- Leave a small delay to prevent character from phasing through the ground char.HumanoidRootPart.Anchored=false end) --// Custom Tool/Inventory Gui local G2L={}; G2L["1"] = Instance.new("ScreenGui", hui); G2L["1"]["Name"] = [[Custom Inventory]]; G2L["1"]["ResetOnSpawn"] = true; if TypeOfReanim=="Emper" then DisableCustomInventory=true else DisableCustomInventory=bc.Value end if not DisableCustomInventory then -- StarterGui.Custom Inventory.Inventory G2L["2"] = Instance.new("ImageLabel", G2L["1"]); G2L["2"]["Active"] = true; G2L["2"]["ZIndex"] = 0; G2L["2"]["BorderSizePixel"] = 0; G2L["2"]["SliceCenter"] = Rect.new(5, 5, 945, 612); G2L["2"]["ScaleType"] = Enum.ScaleType.Slice; G2L["2"]["BackgroundColor3"] = Color3.fromRGB(0, 0, 0); G2L["2"]["AnchorPoint"] = Vector2.new(0.5, 1); G2L["2"]["Size"] = UDim2.new(0, 225, 0, 100); G2L["2"]["Visible"] = false; G2L["2"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["2"]["BackgroundTransparency"] = 0.5; G2L["2"]["Name"] = [[Inventory]]; G2L["2"]["Position"] = UDim2.new(0.5, 0, 0.925, -20); G2L["2"]["BackgroundTransparency"] = .75; -- StarterGui.Custom Inventory.Inventory.Frame G2L["3"] = Instance.new("ScrollingFrame", G2L["2"]); G2L["3"]["Active"] = true; G2L["3"]["ScrollingDirection"] = Enum.ScrollingDirection.Y; G2L["3"]["BorderSizePixel"] = 0; G2L["3"]["CanvasSize"] = UDim2.new(0, 0, 0, 0); G2L["3"]["ElasticBehavior"] = Enum.ElasticBehavior.Never; G2L["3"]["TopImage"] = [[]]; G2L["3"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); G2L["3"]["Name"] = [[Frame]]; G2L["3"]["ScrollBarImageTransparency"] = 0.4; G2L["3"]["BottomImage"] = [[]]; G2L["3"]["AnchorPoint"] = Vector2.new(0.5, 0.5); G2L["3"]["AutomaticCanvasSize"] = Enum.AutomaticSize.Y; G2L["3"]["Size"] = UDim2.new(0.98, 0, 0.86193, 0); G2L["3"]["ScrollBarImageColor3"] = Color3.fromRGB(0, 0, 0); G2L["3"]["Position"] = UDim2.new(0.50106, 0, 0.54904, 0); G2L["3"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["3"]["ScrollBarThickness"] = 5; G2L["3"]["BackgroundTransparency"] = 1; -- StarterGui.Custom Inventory.Inventory.Frame.Grid G2L["4"] = Instance.new("UIGridLayout", G2L["3"]); G2L["4"]["CellSize"] = UDim2.new(0, 90, 0, 100); G2L["4"]["Name"] = [[Grid]]; G2L["4"]["CellPadding"] = UDim2.new(0, 15, 0, 15); -- StarterGui.Custom Inventory.Inventory.Frame.UIPadding G2L["5"] = Instance.new("UIPadding", G2L["3"]); G2L["5"]["PaddingTop"] = UDim.new(0, 5); G2L["5"]["PaddingLeft"] = UDim.new(0, 5); -- StarterGui.Custom Inventory.Inventory.SearchBox G2L["6"] = Instance.new("TextBox", G2L["2"]); G2L["6"]["LineHeight"] = 1.1; G2L["6"]["Name"] = [[SearchBox]]; G2L["6"]["PlaceholderColor3"] = Color3.fromRGB(255, 255, 255); G2L["6"]["TextWrapped"] = true; G2L["6"]["ClearTextOnFocus"] = false; G2L["6"]["TextSize"] = 14; G2L["6"]["TextColor3"] = Color3.new(1, 1, 1); G2L["6"]["TextScaled"] = true; G2L["6"]["BackgroundColor3"] = Color3.fromRGB(50, 50, 50); G2L["6"]["Font"] = Enum.Font.Sarpanch; G2L["6"]["AnchorPoint"] = Vector2.new(0.5, 0); G2L["6"]["PlaceholderText"] = [[Search...]]; G2L["6"]["Size"] = UDim2.new(0, 225, 0.04893, 20); G2L["6"]["Position"] = UDim2.new(0, 112,0,-30); G2L["6"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["6"]["Text"] = [[]]; G2L["6"]["BackgroundTransparency"] = .75; -- StarterGui.Custom Inventory.Inventory.SearchBox.UICorner G2L["7"] = Instance.new("UICorner", G2L["6"]); G2L["7"]["CornerRadius"] = UDim.new(0.2, 0); -- StarterGui.Custom Inventory.Inventory.UICorner G2L["8"] = Instance.new("UICorner", G2L["2"]); G2L["8"]["CornerRadius"] = UDim.new(0.05, 0); -- StarterGui.Custom Inventory.hotBar G2L["9"] = Instance.new("Frame", G2L["1"]); G2L["9"]["ZIndex"] = 0; G2L["9"]["BorderSizePixel"] = 0; G2L["9"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); G2L["9"]["AnchorPoint"] = Vector2.new(0.5, 1); G2L["9"]["Size"] = UDim2.new(0.45209, 0, 0.05, 20); G2L["9"]["Position"] = UDim2.new(0.5, 0, 0.99, -5); G2L["9"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["9"]["Name"] = [[hotBar]]; G2L["9"]["BackgroundTransparency"] = 1; -- StarterGui.Custom Inventory.hotBar.Grid G2L["a"] = Instance.new("UIGridLayout", G2L["9"]); G2L["a"]["HorizontalAlignment"] = Enum.HorizontalAlignment.Center; G2L["a"]["CellSize"] = UDim2.new(0, 100, 0, 100); G2L["a"]["Name"] = [[Grid]]; G2L["a"]["CellPadding"] = UDim2.new(0.01, 5, 0, 5); -- StarterGui.Custom Inventory.openButton G2L["b"] = Instance.new("ImageButton", G2L["1"]); G2L["b"]["BorderSizePixel"] = 0; G2L["b"]["BackgroundTransparency"] = 1; G2L["b"]["BackgroundColor3"] = Color3.fromRGB(50, 50, 50); G2L["b"]["ZIndex"] = 6; G2L["b"]["AnchorPoint"] = Vector2.new(0.5, 1); G2L["b"]["Size"] = UDim2.new(0, 60, 0, 60); G2L["b"]["BorderColor3"] = Color3.fromRGB(0, 0, 0); G2L["b"]["Name"] = [[openButton]]; G2L["b"]["Position"] = UDim2.new(.34, 0, 1.043, 0); G2L["b1"] =Instance.new("UICorner", G2L["b"]); -- StarterGui.Custom Inventory.openButton.info G2L["c"] = Instance.new("TextLabel", G2L["b"]); G2L["c"]["TextWrapped"] = true; G2L["c"]["ZIndex"] = 1; G2L["c"]["BorderSizePixel"] = 0; G2L["c"]["TextSize"] = 14; G2L["c"]["TextScaled"] = true; G2L["c"]["BackgroundColor3"] = Color3.fromRGB(50, 50, 50); G2L["c"]["Font"] = Enum.Font.Sarpanch; G2L["c"]["TextColor3"] = Color3.fromRGB(255, 255, 255); G2L["c"]["BackgroundTransparency"] = .50; ---G2L["c"]["AnchorPoint"] = Vector2.new(0.5, 0.5); G2L["c"]["Size"] = UDim2.new(0, 40, 0, 40); G2L["c"]["BorderColor3"] = Color3.fromRGB(0, 0, 0); G2L["c"]["Text"] = [[Show]]; G2L["c"]["TextSize"] = 14; G2L["c"]["Name"] = [[info]]; G2L["c"]["Position"] = UDim2.new(0, 0, 0, 0); -- StarterGui.Custom Inventory.openButton.info.UIStroke G2L["d"] = Instance.new("UIStroke", G2L["c"]); G2L["d1"] = Instance.new("UICorner", G2L["c"]); G2L["d"]["LineJoinMode"] = Enum.LineJoinMode.Miter; G2L["d"]["Thickness"] = 0; -- StarterGui.Custom Inventory.InventoryController G2L["e"] = Instance.new("LocalScript", G2L["1"]); G2L["e"]["Name"] = [[InventoryController]]; -- StarterGui.Custom Inventory.InventoryController.SETTINGS G2L["f"] = Instance.new("ModuleScript", G2L["e"]); G2L["f"]["Name"] = [[SETTINGS]]; -- StarterGui.Custom Inventory.InventoryController.toolButton G2L["10"] = Instance.new("ImageButton", G2L["e"]); G2L["10"]["SizeConstraint"] = Enum.SizeConstraint.RelativeYY; G2L["10"]["BorderSizePixel"] = 0; G2L["10"]["SliceCenter"] = Rect.new(5, 11, 942, 606); G2L["10"]["ScaleType"] = Enum.ScaleType.Slice; G2L["10"]["AutoButtonColor"] = false; G2L["10"]["BackgroundTransparency"] = .75; G2L["10"]["BackgroundColor3"] = Color3.fromRGB(50, 50, 50); G2L["10"]["Size"] = UDim2.new(0, 0, 0, 0); G2L["10"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["10"]["Name"] = [[toolButton]]; G2L["10"]["Position"] = UDim2.new(0.44899, 0, 0.40652, 0); -- StarterGui.Custom Inventory.InventoryController.toolButton.toolNumber G2L["11"] = Instance.new("TextLabel", G2L["10"]); G2L["11"]["TextWrapped"] = true; G2L["11"]["ZIndex"] = 2; G2L["11"]["BorderSizePixel"] = 0; G2L["11"]["TextSize"] = 14; G2L["11"]["TextTransparency"] = .50; G2L["11"]["TextScaled"] = true; G2L["11"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); G2L["11"]["FontFace"] = Font.new([[rbxasset://fonts/families/SourceSansPro.json]], Enum.FontWeight.SemiBold, Enum.FontStyle.Normal); G2L["11"]["TextColor3"] = Color3.fromRGB(255, 255, 255); G2L["11"]["BackgroundTransparency"] = 1; G2L["11"]["Size"] = UDim2.new(.4, 0, .4, 0); G2L["11"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["11"]["Text"] = [[1]]; G2L["11"]["Name"] = [[toolNumber]]; -- StarterGui.Custom Inventory.InventoryController.toolButton.toolName G2L["12"] = Instance.new("TextLabel", G2L["10"]); G2L["12"]["TextWrapped"] = true; G2L["12"]["ZIndex"] = 3; G2L["12"]["BorderSizePixel"] = 0; G2L["12"]["TextSize"] = 16; G2L["12"]["TextScaled"] = true; G2L["12"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); G2L["12"]["Font"] = Enum.Font.Sarpanch; G2L["12"]["TextColor3"] = Color3.fromRGB(255, 255, 255); G2L["12"]["BackgroundTransparency"] = 1; G2L["12"]["AnchorPoint"] = Vector2.new(0.5, 0.5); G2L["12"]["Size"] = UDim2.new(0.8, 0, 0.518, 0); G2L["12"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["12"]["Text"] = [[N/A]]; G2L["12"]["Name"] = [[toolName]]; G2L["12"]["Position"] = UDim2.new(0.515, 0, 0.47079, 0); -- StarterGui.Custom Inventory.InventoryController.toolButton.toolName.UIStroke G2L["13"] = Instance.new("UIStroke", G2L["12"]); G2L["13"]["Thickness"] = 1; -- StarterGui.Custom Inventory.InventoryController.toolButton.toolName.UITextSizeConstraint G2L["14"] = Instance.new("UITextSizeConstraint", G2L["12"]); G2L["14"]["MaxTextSize"] = 20; G2L["14"]["MinTextSize"] = 5; -- StarterGui.Custom Inventory.InventoryController.toolButton.toolAmount G2L["15"] = Instance.new("TextLabel", G2L["10"]); G2L["15"]["TextWrapped"] = true; G2L["15"]["ZIndex"] = 3; G2L["15"]["BorderSizePixel"] = 0; G2L["15"]["TextSize"] = 14; G2L["15"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); G2L["15"]["FontFace"] = Font.new([[rbxasset://fonts/families/SourceSansPro.json]], Enum.FontWeight.SemiBold, Enum.FontStyle.Normal); G2L["15"]["TextColor3"] = Color3.fromRGB(255, 255, 255); G2L["15"]["BackgroundTransparency"] = 1; G2L["15"]["Size"] = UDim2.new(1.13, 0, 0.17, 0); G2L["15"]["BorderColor3"] = Color3.fromRGB(28, 43, 54); G2L["15"]["Text"] = [[]]; G2L["15"]["Name"] = [[toolAmount]]; G2L["15"]["Position"] = UDim2.new(-0.065, 0, 0.725, 0); -- StarterGui.Custom Inventory.InventoryController.toolButton.toolAmount.UIStroke G2L["16"] = Instance.new("UIStroke", G2L["15"]); G2L["16"]["Thickness"] = 3; -- StarterGui.Custom Inventory.InventoryController.toolButton.toolIcon G2L["17"] = Instance.new("ImageLabel", G2L["10"]); G2L["17"]["BorderSizePixel"] = 0; G2L["17"]["BackgroundColor3"] = Color3.fromRGB(255, 255, 255); -- [ERROR] cannot convert ImageContent, please report to "https://github.com/uniquadev/GuiToLuaConverter/issues" G2L["17"]["AnchorPoint"] = Vector2.new(0.5, 0.5); G2L["17"]["Image"] = [[rbxassetid://10202636594]]; G2L["17"]["Size"] = UDim2.new(0, 40, 0, 40); G2L["17"]["Visible"] = false; G2L["17"]["BorderColor3"] = Color3.fromRGB(255, 255, 255); G2L["17"]["BackgroundTransparency"] = 1; G2L["17"]["Selectable"] = true; G2L["17"]["Name"] = [[toolIcon]]; G2L["17"]["Position"] = UDim2.new(0.5, 0, 0.5, 0); -- StarterGui.Custom Inventory.InventoryController.toolButton.toolIcon.UIAspectRatioConstraint G2L["18"] = Instance.new("UIAspectRatioConstraint", G2L["17"]); -- StarterGui.Custom Inventory.InventoryController.toolButton.UIStroke G2L["19"] = Instance.new("UIStroke", G2L["10"]); G2L["19"]["Thickness"] = 1; -- StarterGui.Custom Inventory.InventoryController.toolButton.UICorner G2L["1a"] = Instance.new("UICorner", G2L["10"]); -- Require G2L wrapper local G2L_REQUIRE = require; local G2L_MODuleS = {}; local function require(Module:ModuleScript) local ModuleState = G2L_MODuleS[Module]; if ModuleState then if not ModuleState.Required then ModuleState.Required = true; ModuleState.Value = ModuleState.Closure(); end return ModuleState.Value; end; return G2L_REQUIRE(Module); end G2L_MODuleS[G2L["f"]] = { Closure = function() local script = G2L["f"];local module = {OBJECTS = {}, SETTINGS = {}, slotAmount = 4} module.OBJECTS.HotBar = {} module.OBJECTS.Inventory = {} -- SETTINGS local SETTINGS = module.SETTINGS SETTINGS.Default_COLOR = Color3.fromRGB(0, 0, 0) -- ToolFrame background color when unequipped SETTINGS.EQUIPPED_COLOR = Color3.fromRGB(100, 100, 100) -- ToolFrame background color when equipped SETTINGS.DISABLED_COLOR = Color3.fromRGB(50, 50, 50) -- ToolFrame background color when the tool is disabled SETTINGS.Default_IMAGEID = "" SETTINGS.EQUIPPED_IMAGEID = "" SETTINGS.DISABLED_IMAGEID = "" SETTINGS.INVENTORY_KEYBIND = Enum.KeyCode.Backquote -- KeyCode to open the Inventory itself (set to nil to disable the Inventory or Backpack) SETTINGS.DRAG_OUTSIDE_TO_DROP = false -- If set to true any tool you drag outside of the Inventory or HotBar will be dropped to the floor SETTINGS.SHOW_EMPTY_TOOL_FRAMES_IN_HOTBAR = false -- If set to true it will display all the tool frames in the HotBar even if they are empty and the Inventory closed SETTINGS.SCROLL_HOTBAR_WITH_WHEEL = false -- If set to true it will enable you to scroll the HotBar with the mouse wheel SETTINGS.EQUIP_TOUCH_SENSITIVITY = 60 -- The limit of how much you can drag a tool before it dosent equips/unequips it when you release it SETTINGS.OPEN_BUTTON = true SETTINGS.ALWAYS_SHOW_TOOL_NAME = true -- services local ContextActionService = game:GetService("ContextActionService") local TextService = game:GetService("TextService") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") --// PLAYER local player = game:GetService("Players").LocalPlayer local playerGui = player:WaitForChild("PlayerGui") local mouse = player:GetMouse() --// INVENTORY_SYSTEM \\-- local inventoryGui = script.Parent.Parent local hotbar = inventoryGui.hotBar local inventoryFrame = inventoryGui.Inventory local toolButton = script.Parent.toolButton local EnumKeys = { Enum.KeyCode.One, Enum.KeyCode.Two, Enum.KeyCode.Three, Enum.KeyCode.Four, Enum.KeyCode.Five, Enum.KeyCode.Six, Enum.KeyCode.Seven, Enum.KeyCode.Eight, Enum.KeyCode.Nine, Enum.KeyCode.Zero, } -- tool object methods local toolObjectMetatable = {} toolObjectMetatable.__index = toolObjectMetatable function toolObjectMetatable:isEquipped() -- Checks if the current object.Tool is equipped local character = char if character then return self.Tool.Parent == player.Character else return false end end function toolObjectMetatable:DisconnectAll() -- Makes a cleanup of connections and binds as well as deletes object.Frame for _, v in pairs(self.CONNECTIONS) do v:Disconnect() end self.didRemoval = true if (inventoryFrame.Visible or module.SETTINGS.SHOW_EMPTY_TOOL_FRAMES_IN_HOTBAR) and self.Frame.Parent ~= inventoryGui and self.Frame.Parent ~= inventoryFrame.Frame then local toolName = self.Frame:FindFirstChild("toolName") local toolAmount = self.Frame:FindFirstChild("toolAmount") local toolIcon = self.Frame:FindFirstChild("toolIcon") if toolName and toolAmount and toolIcon then toolName.Text = "" toolAmount.Text = "" toolIcon.Image = "" end self.Frame.BackgroundColor3 = SETTINGS.Default_COLOR self.Frame.Image = SETTINGS.Default_IMAGEID else self.Frame:Destroy() end if self.Parent == "HotBar" and self.Position then ContextActionService:UnbindAction(self.Position .. "hotBar") module.OBJECTS.HotBar[self.Position] = nil elseif self.Parent == "Inventory" then module.OBJECTS.Inventory[self.Tool.Name] = nil end self = nil end function toolObjectMetatable:updateIcon() -- Updates the tool Texture local tool = self.Tool local frame = self.Frame local textureId = tool.TextureId if textureId == "" or textureId == nil then frame.toolName.Visible = true frame.toolIcon.Visible = false frame.toolIcon.Image = "" else frame.toolName.Visible = SETTINGS.ALWAYS_SHOW_TOOL_NAME frame.toolIcon.Visible = true frame.toolIcon.Image = textureId end end function toolObjectMetatable:getParentInstance() return self.Parent == "Inventory" and inventoryFrame.Frame or hotbar end function toolObjectMetatable:showDescription() -- Shows the object.Tool.ToolTip local toolDescription = self.Tool.ToolTip local frame = self.Frame if toolDescription == "" then return end local descriptionFrame = Instance.new("TextLabel") descriptionFrame.Name = "descriptionFrame" descriptionFrame.AnchorPoint = Vector2.new(0.5, 0) descriptionFrame.Font = Enum.Font.SourceSansSemibold descriptionFrame.TextColor = BrickColor.Black() descriptionFrame.TextSize = 14 descriptionFrame.BorderSizePixel = 0 descriptionFrame.BackgroundColor = BrickColor.White() descriptionFrame.ZIndex = 99 descriptionFrame.TextWrapped = true descriptionFrame.Parent = inventoryGui local corner = Instance.new("UICorner") corner.Parent = descriptionFrame corner.CornerRadius = UDim.new(0.12, 0) local textBounds = TextService:GetTextSize(toolDescription, descriptionFrame.TextSize, descriptionFrame.Font, Vector2.new(400, 1000)) + Vector2.new(10, 4) descriptionFrame.Size = UDim2.new(0, textBounds.X, 0, textBounds.Y) descriptionFrame.Position = UDim2.new(0, frame.AbsolutePosition.X + (frame.AbsoluteSize.X / 2), 0, frame.AbsolutePosition.Y - textBounds.Y - 2 + 57) descriptionFrame.Text = toolDescription self.DescriptionFrame = descriptionFrame game:GetService("Debris"):AddItem(descriptionFrame, 15) end function toolObjectMetatable:removeDescription() -- Destroys the object.DescriptionFrame created by object:showDescription() if self.DescriptionFrame then self.DescriptionFrame:Destroy() end end function module:removeCurrentDescription() -- Destroys any current active descriptionFrame local descriptionFrame = inventoryGui:FindFirstChild("descriptionFrame") if descriptionFrame then descriptionFrame:Destroy() end end function module:getObjectFromTool(tool: Tool) -- Returns the ToolObject of a Tool local function searchToolObject(toolParent) for _, toolObject in pairs(toolParent) do if toolObject.Tool == tool then return toolObject end end end return searchToolObject(self.OBJECTS.HotBar) or searchToolObject(self.OBJECTS.Inventory) end function module:getToolPosition(tool: Tool) -- Returns the tool position on the hotbar (if in inventory retuns nil) local toolObject = self:getObjectFromTool(tool) return toolObject and toolObject.Position end function module:searchTool() -- Handler for the tool search feature in the inventory local toolName: string = inventoryFrame.SearchBox.Text if toolName == "" then for _, toolObject in pairs(self.OBJECTS["Inventory"]) do toolObject.Frame.Visible = true end elseif toolName then for _, toolObject in pairs(self.OBJECTS["Inventory"]) do toolObject.Frame.Visible = string.find(toolObject.Name:lower(), toolName:lower()) and true or false end end end function module:lockSlots(unequipCurrentTool: boolean) -- Locks the slots so they cant be equipped or unequipped self.slotsLocked = true if unequipCurrentTool then local character = char local humanoid = character and character:FindFirstChildOfClass("Humanoid") if humanoid then humanoid:UnequipTools() end end end function module:unlockSlots() -- Unlocks the slots so they can be equipped and unequipped again self.slotsLocked = false end function module:lockSlotsPosition() -- Locks the slots position so they cant be moved around self.slotsPositionLocked = false end function module:unlockSlotsPosition() -- Unlocks the slots positions so they can be moved again self.slotsPositionLocked = true end function module:newTool(tool: Tool) if tool:GetAttribute("toolAdded") or not tool:IsA("Tool") then return end local length = 0 for _, _ in pairs(module.OBJECTS.HotBar) do length += 1 end module:addTool(tool, length == self.slotAmount and "Inventory" or "HotBar", tool:GetAttribute("position")) end function module:addTool(tool: Tool, parent: string, position: number) tool:SetAttribute("position", nil) if position == -1 then parent = "Inventory" position = nil end if not position and parent == "HotBar" then for index = 1, self.slotAmount do if self.OBJECTS.HotBar[index] == nil then position = index break end end end if position and hotbar:FindFirstChild(position) then hotbar:FindFirstChild(position):Destroy() end local frame = toolButton:Clone() local amount = tool:GetAttribute("amount") or 1 if amount > 1 then frame.toolAmount.Text = "x" .. amount end frame.toolName.Text = tool.Name frame.Parent = parent == "Inventory" and inventoryFrame.Frame or hotbar frame.Name = parent == "Inventory" and tool.Name or position frame.toolNumber.Text = parent == "Inventory" and "" or position local object = {} setmetatable(object, toolObjectMetatable) object.Tool = tool object.Frame = frame object.Parent = parent object.Position = position object.Name = tool.Name self.OBJECTS[parent][position == nil and frame.Name or position] = object local function manageTool(_, inputState, inputObject) if inputObject and inputObject.UserInputType ~= Enum.UserInputType.Keyboard and inputObject.UserInputType ~= Enum.UserInputType.Touch then return end local character = char local humanoid = character and character:FindFirstChildOfClass("Humanoid") if not humanoid or humanoid.Health <= 0 or not tool.Parent or inputState == Enum.UserInputState.End or self.slotsLocked then return end if object:isEquipped() then -- if tool is equipped then unequip it humanoid:UnequipTools() frame.BackgroundColor3 = SETTINGS.Default_COLOR frame.Image = SETTINGS.Default_IMAGEID module.currentlyEquipped = nil elseif tool.Enabled then -- if tool isnt equipped then equip it humanoid:EquipTool(tool) if module.currentlyEquipped and module.currentlyEquipped.Parent then module.currentlyEquipped.BackgroundColor3 = SETTINGS.Default_COLOR module.currentlyEquipped.Image = SETTINGS.Default_IMAGEID end module.currentlyEquipped = frame frame.BackgroundColor3 = SETTINGS.EQUIPPED_COLOR frame.Image = SETTINGS.EQUIPPED_IMAGEID end end local function updateEquipped() if object:isEquipped() and tool.Enabled then if module.currentlyEquipped and module.currentlyEquipped.Parent then module.currentlyEquipped.BackgroundColor3 = SETTINGS.Default_COLOR module.currentlyEquipped.Image = SETTINGS.Default_IMAGEID end module.currentlyEquipped = frame frame.BackgroundColor3 = SETTINGS.EQUIPPED_COLOR frame.Image = SETTINGS.EQUIPPED_IMAGEID else frame.BackgroundColor3 = SETTINGS.Default_COLOR frame.Image = SETTINGS.Default_IMAGEID module.currentlyEquipped = nil end end local function updateEnabled() if tool.Enabled then frame.Image = SETTINGS.Default_IMAGEID frame.BackgroundColor3 = SETTINGS.Default_COLOR frame.ImageTransparency = 0 frame.toolIcon.ImageTransparency = 0 frame.toolName.TextTransparency = 0 frame.toolNumber.TextTransparency = 0 frame.toolAmount.TextTransparency = 0 frame.toolAmount.UIStroke.Transparency = 0 --frame.toolNumber.Transparency = 0 frame.toolName.UIStroke.Transparency = 0 else frame.Image = SETTINGS.DISABLED_IMAGEID frame.BackgroundColor3 = SETTINGS.DISABLED_COLOR frame.ImageTransparency = 0.35 frame.toolIcon.ImageTransparency = 0.5 frame.toolName.TextTransparency = 0.6 frame.toolNumber.TextTransparency = 0.6 frame.toolAmount.TextTransparency = 0.6 frame.toolAmount.UIStroke.Transparency = 0.6 --frame.toolNumber.Transparency = 0.6 frame.toolName.UIStroke.Transparency = 0.6 end end updateEnabled() updateEquipped() object:updateIcon() --// CONNECTIONS object.CONNECTIONS = {} object.CONNECTIONS.EnabledConn = tool:GetPropertyChangedSignal("Enabled"):Connect(updateEnabled) object.CONNECTIONS.ToolRemoved = tool.AncestryChanged:Connect(function(_, newParent) if player and (newParent == nil or (newParent ~= player.Backpack and newParent ~= player.Character)) then object:DisconnectAll() tool:SetAttribute("toolAdded", false) end updateEquipped() end) object.CONNECTIONS.NameChanged = tool:GetPropertyChangedSignal("Name"):Connect(function() frame.toolName.Text = tool.Name object.Name = tool.Name end) object.CONNECTIONS.TextureIdChanged = tool:GetPropertyChangedSignal("TextureId"):Connect(function() object:updateIcon() end) object.CONNECTIONS.AmountChanged = tool:GetAttributeChangedSignal("amount"):Connect(function() amount = tool:GetAttribute("amount") or 1 if amount > 1 then frame.toolAmount.Text = "x" .. amount else frame.toolAmount.Text = "" end end) object.CONNECTIONS.MouseEnter = frame.MouseEnter:Connect(function() if object.isGrabbed then return end object:showDescription() end) object.CONNECTIONS.MouseLeave = frame.MouseLeave:Connect(function() object:removeDescription() end) object.CONNECTIONS.GrabConn = frame.MouseButton1Down:Connect(function() if self.slotsPositionLocked then return end local mouseEnd local mouseConn local newFrame local CellSize = inventoryFrame.Frame.Grid.CellSize local frameStartPosition = frame.AbsolutePosition object:removeDescription() local function endGrab() mouseEnd:Disconnect() mouseConn:Disconnect() object.isGrabbed = false local droppedGuis = playerGui:GetGuiObjectsAtPosition(mouse.X, mouse.Y) local wasSwapped = false local dropTool = true for _, newSlot in pairs(droppedGuis) do if newSlot:IsA("ImageButton") and (newSlot.Parent == hotbar or newSlot.Parent == inventoryFrame.Frame) then local newSlotObject = self.OBJECTS[newSlot.Parent == hotbar and "HotBar" or "Inventory"][newSlot.Parent == hotbar and tonumber(newSlot.Name) or newSlot.Name] if newSlotObject == object then dropTool = false if newFrame then newFrame:Destroy() end continue end if newSlotObject then -- Swap between tools wasSwapped = true object:DisconnectAll() newSlotObject:DisconnectAll() self:addTool(newSlotObject.Tool, parent, position) self:addTool(tool, newSlotObject.Parent, newSlotObject.Position) if newFrame then newFrame:Destroy() end elseif newSlot.Parent == hotbar then -- Send to Hotbar wasSwapped = true object:DisconnectAll() self:addTool(tool, "HotBar", tonumber(newSlot.Name)) if parent == "Inventory" and newFrame then newFrame:Destroy() end newSlot:Destroy() end if newSlotObject then newSlotObject:removeDescription() end if object then object:removeDescription() end elseif newSlot:IsA("ImageLabel") and newSlot == inventoryFrame and not wasSwapped and parent == "HotBar" then -- Send to Inventory wasSwapped = true object:DisconnectAll() self:addTool(tool, "Inventory") self:searchTool() break end end if not wasSwapped then if newFrame then newFrame:Destroy() end frame.Parent = object:getParentInstance() if SETTINGS.DRAG_OUTSIDE_TO_DROP and dropTool and tool.CanBeDropped then local character = char if character then tool.Parent = character end end if (frameStartPosition - Vector2.new(mouse.X, mouse.Y)).Magnitude <= SETTINGS.EQUIP_TOUCH_SENSITIVITY then manageTool() end end end mouseEnd = UserInputService.InputEnded:Connect(function(inputObject) if inputObject.UserInputType == Enum.UserInputType.MouseButton1 or inputObject.UserInputType == Enum.UserInputType.Touch then endGrab() end end) local function updateFramePos() if not object.isGrabbed then object.isGrabbed = true newFrame = toolButton:Clone() newFrame.toolName.Text = "" newFrame.toolAmount.Text = "" newFrame.toolNumber.Text = position or "" newFrame.Name = frame.Name newFrame.Size = frame.Size newFrame.Parent = object:getParentInstance() frame.Size = CellSize frame.Parent = inventoryGui end local mousePos = Vector2.new(mouse.X, mouse.Y) frame.Position = UDim2.new(0, mousePos.X - (CellSize.X.Offset / 2), 0, mousePos.Y - (CellSize.Y.Offset / 2) + 57) end mouseConn = mouse.Move:Connect(updateFramePos) end) tool:SetAttribute("toolAdded", true) if parent == "HotBar" and position then ContextActionService:BindAction(position .. "hotBar", manageTool, false, EnumKeys[position]) end end return module end; }; -- StarterGui.Custom Inventory.InventoryController local function C_e() local script = G2L["e"]; -- services local StarterGui = game:GetService("StarterGui") local ContextActionService = game:GetService("ContextActionService") local UserInputService = game:GetService("UserInputService") -- references local player = game:GetService("Players").LocalPlayer local backpack = player:WaitForChild("Backpack") local camera = workspace.CurrentCamera -- DISABLE BASIC ROBLOX HOTBAR StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) local CustomInventoryGUI = script.Parent local hotBar = CustomInventoryGUI.hotBar local Inventory = CustomInventoryGUI.Inventory local toolButton = script.toolButton local inventoryHandler = require(script.SETTINGS) local function showSlots() for index = 1, inventoryHandler.slotAmount do local toolObject = inventoryHandler.OBJECTS.HotBar[index] if not toolObject and not hotBar:FindFirstChild(index) and index <= inventoryHandler.slotAmount then local frame = toolButton:Clone() frame.toolName.Text = "" frame.toolAmount.Text = "" frame.toolNumber.Text = index frame.Name = index frame.Parent = hotBar end end end local function removeEmptySlots() for index = 1, 9 do local toolObject = inventoryHandler.OBJECTS.HotBar[index] local toolFrame = hotBar:FindFirstChild(index) if not toolObject and toolFrame then toolFrame:Destroy() if hotBar:FindFirstChild(index) then removeEmptySlots() end end end end local function manageInventory (_, inputState) if inputState == Enum.UserInputState.Begin then Inventory.Visible = not Inventory.Visible local currentState = Inventory.Visible inventoryHandler:removeCurrentDescription() if currentState then showSlots() CustomInventoryGUI.openButton.Position = UDim2.fromScale(.34,1.043) CustomInventoryGUI.openButton.info.Text = "Hide" else if not inventoryHandler.SETTINGS.SHOW_EMPTY_TOOL_FRAMES_IN_HOTBAR then removeEmptySlots() end CustomInventoryGUI.openButton.Position = UDim2.fromScale(.34,1.043) CustomInventoryGUI.openButton.info.Text = "Show" end elseif not inputState then for index = inventoryHandler.slotAmount + 1, inventoryHandler.slotAmount do local toolObject = inventoryHandler.OBJECTS.HotBar[index] local toolFrame = hotBar:FindFirstChild(index) if toolObject then local tool = toolObject.Tool toolObject:DisconnectAll() tool:SetAttribute("toolAdded", nil) inventoryHandler:newTool(tool) elseif toolFrame then toolFrame:Destroy() end end end end local function searchTool() inventoryHandler:searchTool() end local function newTool(tool) if tool:IsA("Tool") then inventoryHandler:newTool(tool) end end local function reloadInventory(character) inventoryHandler.currentlyEquipped = nil backpack = player:WaitForChild("Backpack") for _, tool in pairs(backpack:GetChildren()) do if tool:IsA("Tool") then newTool(tool) end end backpack.ChildAdded:Connect(newTool) character.ChildAdded:Connect(newTool) end local function updateHudPosition() local viewPortSize = camera.ViewportSize local slotSize = UDim2.fromOffset(hotBar.AbsoluteSize.Y, hotBar.AbsoluteSize.Y) Inventory.Frame.Grid.CellSize = slotSize hotBar.Grid.CellSize = slotSize manageInventory() end updateHudPosition(); updateHudPosition() reloadInventory(player.Character or player.CharacterAdded:Wait()) camera:GetPropertyChangedSignal("ViewportSize"):Connect(updateHudPosition) player.CharacterAdded:Connect(reloadInventory) Inventory.SearchBox:GetPropertyChangedSignal("Text"):Connect(searchTool) if inventoryHandler.SETTINGS.SHOW_EMPTY_TOOL_FRAMES_IN_HOTBAR then showSlots() end if inventoryHandler.SETTINGS.INVENTORY_KEYBIND then ContextActionService:BindAction("manageInventory", manageInventory, false, inventoryHandler.SETTINGS.INVENTORY_KEYBIND) end if inventoryHandler.SETTINGS.OPEN_BUTTON then CustomInventoryGUI.openButton.MouseButton1Down:Connect(function() Inventory.Visible = not Inventory.Visible local currentState = Inventory.Visible inventoryHandler:removeCurrentDescription() if currentState then showSlots() CustomInventoryGUI.openButton.Position = UDim2.fromScale(.34,1.043) CustomInventoryGUI.openButton.info.Text = "Hide" else if not inventoryHandler.SETTINGS.SHOW_EMPTY_TOOL_FRAMES_IN_HOTBAR then removeEmptySlots() end CustomInventoryGUI.openButton.Position = UDim2.fromScale(.34,1.043) CustomInventoryGUI.openButton.info.Text = "Show" end end) else CustomInventoryGUI.openButton.Visible = false end local function getToolEquipped() local character = char return character and character:FindFirstChildOfClass("Tool") end UserInputService.InputChanged:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseWheel and inventoryHandler.SETTINGS.SCROLL_HOTBAR_WITH_WHEEL then local direction = input.Position.Z local character = char local humanoid = character and character:FindFirstChildOfClass("Humanoid") local toolEquipped = getToolEquipped() local toolPosition = inventoryHandler:getToolPosition(toolEquipped) or 0 for i=toolPosition + direction, direction < 0 and 1 or inventoryHandler.slotAmount, direction do local toolObject = inventoryHandler.OBJECTS.HotBar[i] if toolObject and humanoid then humanoid:EquipTool(toolObject.Tool) break end end end end) end; task.spawn(C_e); end local lol = math.random(1,2) local sprinting=false local walkanim = is:LoadLocalAsset("rbxassetid://73688515498572") -- uuid. 130213485744288 local idleanim = is:LoadLocalAsset("rbxassetid://74204337812128") -- uuid. 136078657506707 local randompart = Instance.new("Part",game:GetService("RunService")) local coolparticles = game:GetObjects("rbxassetid://87299663038091")[1].ParticleAttachment coolparticles.Parent = randompart local playbacktrack = true local script = Instance.new("LocalScript") real = true local mrandom=math.random local playanother = false local playing = false local dancing = false local sin=math.sin local osclock=os.clock local sine=1 local cos=math.cos local change = 1 local rtrnv; local c; local tbl3; local v; local anim; local count; local hhhh; local asdf; local s; local animid; local plr; local legitjustran = false local loopsplaying=0 local rst local lst local rht local lht local nt local rjt local ReplicatedStorage = game:GetService("ReplicatedStorage") local cframe; local torso; local rs; local ls; local rh; local lh; local n; local rj; local rsc0; local lsc0; local rhc0; local lhc0; local rjc0; local nc02; local gc0; local orsc0; local olsc0; local orhc0; local olhc0; local orjc0; local onc0; local count2; local maxcount2; local walking = false local idle = false local RunService = game:GetService("RunService") local hum=char:FindFirstChildOfClass("Humanoid") local h=char.Head local t=char.Torso local hrp=char.HumanoidRootPart if char:FindFirstChild("Animate") then char.Animate.Enabled = false end for i, v in pairs(hum:GetPlayingAnimationTracks()) do v:Stop() end local function getnext(tbl, number) local best = math.huge local r for t in pairs(tbl) do local d = t - number if d > 0 and d < best then best = d r = t end end if not r then for t in pairs(tbl) do if not r or t < r then r = t end end end return r end local function wait2(tim) if tim<0.1 then game:GetService("RunService").Heartbeat:Wait() else for i=1,tim*40 do game:GetService("RunService").Heartbeat:Wait() end end end local function kftotbl(kf) tbl3 = {} for i,v in pairs(kf:GetDescendants()) do if v:IsA("Pose") then tbl3[string.sub(v.Name,1,1)..string.sub(v.Name,#v.Name,#v.Name)] = v.CFrame end end return(tbl3) end local plr = game.Players.LocalPlayer local RunService = game:GetService("RunService") local function functionToBind() char.Humanoid:Move(Vector3.new(0,0,-.1),false) end local script = Instance.new("Script") ArtificialHB = Instance.new("BindableEvent",script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 60 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:Connect(function(s,p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1,math.floor(tf / frame) do pcall(function() script.Heartbeat:Fire() end) end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function swait(num) if num == 0 or num == nil then ArtificialHB.Event:Wait() else for i = 0,num do ArtificialHB.Event:Wait() end end end function fwait(seconds) seconds = (seconds < 0.000001) and 0.000001 or seconds local event = game:GetService("RunService").PreRender or game:GetService("RunService").Heartbeat local startTime = tick() while tick() - startTime < seconds do event:Wait() end end local alreadyloaded = {} local animmodule = AnimModule() local animplayer = AnimModule() local currentanim = nil local iscurrentadance = nil local gy local function PlayAnim(name, loop, looptomuisc) local ced=char or workspace[StringVal.Value] local char=ced gy=StringVal:GetPropertyChangedSignal("Value"):Connect(function() if TypeOfReanim=="Emper" and TypeOfReanim=="Gelatek" then return end if StringVal.Value=="None!" then return end char=workspace[StringVal.Value] print("Found Char",StringVal.Value) ced=char char = ced end) if not (char and name) then warn("Missing char or name for playanim") return nil end local aaa=tostring(name) local anim if typeof(aaa) == "Instance" then anim = aaa elseif type(aaa) == "string" and full:FindFirstChild(aaa) then anim = full:FindFirstChild(aaa) else anim = full:FindFirstChild(aaa) end if anim then if not alreadyloaded[char] then alreadyloaded[char] = {} end local track = alreadyloaded[char][aaa] if not track then track = animmodule:LoadSequence(anim, char) if not track then warn("Failed to load animation track:", aaa) return nil end alreadyloaded[char][aaa] = track end track.Looped = loop track:Play(0) UseSoundPos.Value=looptomuisc return track end return nil end local function playanim(name, loop,looptomuisc) if looptomuisc==nil then looptomuisc=false end UseSoundPos.Value=looptomuisc local track = PlayAnim(name, loop,looptomuisc) if track then track.OnFinished = Instance.new("BindableEvent") if track._finishedConnection then track._finishedConnection:Disconnect() end if track._timeConnection then track._timeConnection:Disconnect() end track._timeConnection = track.TimeReached.Event:Connect(function(keyframe) end) -- Monitor animation completion track._finishedConnection = game:GetService("RunService").PostSimulation:Connect(function() if not RUNNING then if track._finishedConnection then track._finishedConnection:Disconnect() end return end pcall(function() if track.TimePosition >= track.TimeLength - 0.05 and track:IsPlaying() then if not loop then track:Stop() if track.OnFinished then track.OnFinished:Fire() end if track._finishedConnection then track._finishedConnection:Disconnect() end if track._timeConnection then track._timeConnection:Disconnect() end end end end) end) end return track end local function StopAllAnimations() for char, tracks in pairs(alreadyloaded) do for name, track in pairs(tracks) do if track and track:IsPlaying() then track:Stop() end if track and track.OnFinished then track.OnFinished:Destroy() end end end table.clear(alreadyloaded) end playbacktrack=true local isAssetClean=false local States=nil local ws=game.Workspace UserModuleAnimationLibrary = {} UserModuleAnimationLibrary.Animator= {} UserModuleAnimationLibrary.Animator.__index = UserModuleAnimationLibrary.Animator UserModuleAnimationLibrary.Track= {} AnimLib = UserModuleAnimationLibrary function UserModuleAnimationLibrary.Animator.new() local self = setmetatable({}, UserModuleAnimationLibrary.Animator) self.rig = nil self.track = nil self.looped = true self.alpha = 1 self.speed = 1 self.weight = 1 self.map = nil self._optimiser = 1 self._jointmap = nil self._skipsec = nil self._rig = nil self._track = nil return self end --[[ Steve's Uhhhhh Reanimate .anim binary decoder (returns Steve-style pure-Lua track table) ]] local function LoadAnimBinary(data) local pos = 1 local len = #data local function rU16() if pos+1 > len then error("EOF@U16 pos="..pos) end local a,b = data:byte(pos,pos+1); pos = pos+2 return a + b*256 end local function rU32() if pos+3 > len then error("EOF@U32 pos="..pos) end local a,b,c,d = data:byte(pos,pos+3); pos = pos+4 return a + b*256 + c*65536 + d*16777216 end local function rF32() if pos+3 > len then error("EOF@F32 pos="..pos) end local b0,b1,b2,b3 = data:byte(pos,pos+3); pos = pos+4 local bits = b0 + b1*256 + b2*65536 + b3*16777216 local sign = math.floor(bits/2147483648) local exp = math.floor(bits/8388608) % 256 local mant = bits % 8388608 if exp==0 and mant==0 then return sign==1 and -0.0 or 0.0 end if exp==255 then return sign==1 and -math.huge or math.huge end local value = (1 + mant/8388608) * (2^(exp-127)) return sign==1 and -value or value end local function rStr() local n = rU16() if n==0 then return "" end if pos+n-1 > len then error("EOF@Str pos="..pos.." n="..n) end local s = data:sub(pos, pos+n-1); pos = pos+n return s end local animName = rStr() local kfCount = rU32() local anim = { Name = animName, Time = 0, Keyframes = {} } for _ = 1, kfCount do local t = rF32() anim.Time = math.max(anim.Time, t) local poseCount = rU32() local keyframe = { Time = t, Poses = {} } for _ = 1, poseCount do local name = rStr() local weight = rF32() local es = rStr() local ed = rStr() local c = {} for i = 1, 12 do c[i] = rF32() end table.insert(keyframe.Poses, { Name = name, Weight = weight, EasingStyle = es, EasingDirection = ed, CFrame = CFrame.new(c[1],c[2],c[3], c[4],c[5],c[6], c[7],c[8],c[9], c[10],c[11],c[12]) }) end table.insert(anim.Keyframes, keyframe) end table.sort(anim.Keyframes, function(a, b) return a.Time < b.Time end) return anim end -- Convert a Roblox KeyframeSequence to Steve's pure-Lua track table format local function KeyframeSequenceToTrack(ks) local anim = { Name = ks.Name, Time = 0, Keyframes = {} } for _, k in ks:GetKeyframes() do local t = k.Time anim.Time = math.max(anim.Time, t) local keyframe = { Time = t, Poses = {} } for _, p in k:GetDescendants() do if p:IsA("Pose") then table.insert(keyframe.Poses, { Name = p.Name, Weight = p.Weight, EasingStyle = p.EasingStyle.Name, EasingDirection = p.EasingDirection.Name, CFrame = p.CFrame, }) end end table.insert(anim.Keyframes, keyframe) end table.sort(anim.Keyframes, function(a, b) return a.Time < b.Time end) return anim end function UserModuleAnimationLibrary.Track.fromfile(path) if not (isfile and isfile(path)) then warn("[UserModuleAnimationLibrary] File not found: " .. tostring(path)) repeat wait() until path or os.clock()+5 end local ext = (path:match("%.(%a+)$") or ""):lower() if ext == "anim" then local ok, result = pcall(function() return LoadAnimBinary(readfile(path)) end) if ok and result then return result end warn("[UserModuleAnimationLibrary] Failed to parse .anim: " .. tostring(path) .. " | " .. tostring(result)) return nil end local ok, result = pcall(function() return loadstring(readfile(path))() end) if ok and result then if typeof(result) == "Instance" and result:IsA("KeyframeSequence") then local ok2, track = pcall(KeyframeSequenceToTrack, result) if ok2 and track then return track end warn("[UserModuleAnimationLibrary] Failed to convert KeyframeSequence: " .. tostring(path)) return nil end return result end warn("[UserModuleAnimationLibrary] Failed to load animation: " .. tostring(path)) return nil end -- (Steve-style Animator:Step drives Motor6D directly; no Roblox AnimationModule needed) function UserModuleAnimationLibrary.Animator:Step(t) local rig, track = self.rig, self.track if not rig or not track then return end local speed = self.speed or 1 local weight = self.weight or 1 local looped = self.looped local map = self.map local alphaVal = self.alpha ~= nil and self.alpha or self.Alpha or .1 if alphaVal ~= nil then Numval.Value = tonumber(alphaVal) end t = t * speed if map then t = map[2][1] + (t - map[1][1]) * (map[2][2] - map[2][1]) / (map[1][2] - map[1][1]) end if self._rig ~= rig then self._jointmap = nil self._rig = rig end if self._track ~= track then self._skipsec = nil self._track = track end local jointmap = self._jointmap if not jointmap then jointmap = {} for _, v in rig:GetDescendants() do if v:IsA("Motor6D") and v.Part0 and v.Part1 then jointmap[v.Part1.Name] = v end end self._jointmap = jointmap end local keyframes = track.Keyframes if not keyframes or #keyframes == 0 then return end local skipsec = self._skipsec if not skipsec then skipsec = {} local i = 1 local oldsec = 0 local opt = self._optimiser while i < #keyframes do local k = keyframes[i] local sec = k.Time // opt while oldsec < sec do local j = math.max(1, i - 1) local poses = {} local scan = j while scan > 0 do local k2 = keyframes[scan] for name, _ in jointmap do if not poses[name] then for _, p in k2.Poses do if p.Name == name and p.Weight > 0 then poses[name] = true j = scan break end end end end local ok = true for name, _ in jointmap do ok = poses[name] and ok end if ok then break end scan -= 1 end table.insert(skipsec, {j, j}) oldsec += 1 end i += 1 end for i, v in skipsec do while v[2] < #keyframes and keyframes[v[2]].Time <= (i + 1) * self._optimiser do v[2] += 1 end end self._skipsec = skipsec end local trackTime = track.Time if looped and trackTime and trackTime > 0 then t = t % trackTime end local skip1, skip2 = 1, #keyframes if #skipsec >= 2 then local i = t // self._optimiser if i < 1 then skip1, skip2 = 1, skipsec[1][2] elseif i < #skipsec then skip1, skip2 = skipsec[i][1], skipsec[i][2] else skip1, skip2 = skipsec[#skipsec][1], #keyframes end end local poses = {} for name, _ in jointmap do poses[name] = CFrame.identity end local TweenService = game:GetService("TweenService") for name, _ in poses do local k1, k2, t1, t2 = nil, nil, -math.huge, math.huge for i = skip1, skip2 do local k = keyframes[i] local po = nil for _, p in k.Poses do if p.Name == name and p.Weight > 0 then po = p end end if po ~= nil then if t1 < k.Time and k.Time <= t then k1 = po t1 = k.Time end if t2 > k.Time and k.Time > t then k2 = po t2 = k.Time end end end local cf = CFrame.identity if k1 ~= nil then if k2 ~= nil then local a = (t - t1) / (t2 - t1) local es, ed = k1.EasingStyle, k1.EasingDirection if es == "Constant" then if ed == "In" then a = 1 elseif ed == "Out" then a = 0 else a = a < 0.5 and 0 or 1 end else if es == "CubicV2" then es = "Cubic" end a = TweenService:GetValue(a, Enum.EasingStyle[es], Enum.EasingDirection[ed]) end cf = k1.CFrame:Lerp(k2.CFrame, a) else cf = k1.CFrame end else if k2 ~= nil then cf = k2.CFrame end end poses[name] = cf end local scale = pcall(function() return rig:GetScale() end) and rig:GetScale() or 1 for name, joint in jointmap do local cf = poses[name] or CFrame.identity cf = cf.Rotation + (cf.Position * scale) if weight == 1 then joint.Transform = cf elseif weight ~= 0 then joint.Transform = joint.Transform:Lerp(cf, weight) end end end local function StopPlayingModuleAnimation(name) local entry = UserDanceContainer[name] if not entry then return end UserDanceContainer[name] = nil if entry.updateConn then entry.updateConn:Disconnect() entry.updateConn = nil end pcall(function() musicSound:Stop() musicSound.SoundId = "" end) pcall(function() entry.m.Destroy(char) end) pcall(function() for _, v in char:GetDescendants() do if v:GetAttribute("EmoteProp") then v:Destroy() end end end) end local function PlayModuleEmote(m) for name, _ in pairs(UserDanceContainer) do StopPlayingModuleAnimation(name) end DownloadModuleAssets(m.Assets) if m.Assets and isfile then local deadline = os.clock() + .1 local allReady = false while not allReady and os.clock() < deadline and RUNNING and dancing do allReady = true for _, entry in ipairs(m.Assets) do local filename = entry:match("^(.-)@") if filename then if not isfile(DanceFolder.."/"..filename) then allReady = false break end end end if not allReady then repeat wait() until os.clock()+5 end end end pcall(function() m.Init(char) end) task.spawn(function() local waitDeadline = os.clock() + .1 while not musicSound.IsLoaded and os.clock() < waitDeadline do task.wait(0.05) end if musicSound.IsLoaded then OverridenMusicStartClock = os.clock() - musicSound.TimePosition end end) local conn conn = game:GetService("RunService").PostSimulation:Connect(function(dt) local currentEntry = UserDanceContainer[m.Name] if not currentEntry or currentEntry.updateConn ~= conn then conn:Disconnect() return end if not RUNNING or not dancing then StopPlayingModuleAnimation(m.Name) return end m.Update(dt, char) end) UserDanceContainer[m.Name] = { m = m, updateConn = conn } end local function PlayQueuedEmote() if RunningQueuedEmote then return end RunningQueuedEmote = true task.spawn(function() while #QueueEmotesThatIsntLooped > 0 do local entry = table.remove(QueueEmotesThatIsntLooped, 1) if not dancing then RunningQueuedEmote = false return end pcall(function() entry.Init(char) end) local waitConn local done = false waitConn = game:GetService("RunService").PostSimulation:Connect(function(dt) if not dancing then done = true return end pcall(function() entry.Update(dt, char) end) pcall(function() if entry._rblxTrack and not entry._rblxTrack:IsPlaying() then done = true end end) end) repeat task.wait(0.05) until done or not dancing if waitConn then waitConn:Disconnect() end pcall(function() entry.Destroy(char) end) pcall(function() for _, v in char:GetDescendants() do if v:GetAttribute("EmoteProp") then v:Destroy() end end end) end RunningQueuedEmote = false end) end local function stopanim() StopAllAnimations() musicSound.PlaybackRegionsEnabled=false musicSound.Pitch=1 loopsplaying = math.max(0, loopsplaying - 1) local SavedTime = Playsound.TimePosition playanother = true for name, _ in pairs(UserDanceContainer) do StopPlayingModuleAnimation(name) end if dancing then Playsound.PlaybackSpeed = 1 if playbacktrack == true then Playsound.Volume = 0 Playsound:Stop() else Playsound.Volume = 0 Playsound:Stop() end end coolparticles.Parent = randompart pcall(function() rst:Cancel() rht:Cancel() lht:Cancel() lst:Cancel() nt:Cancel() rjt:Cancel() end) if dancing == true then dancing = false idle = true char.Humanoid:Move(Vector3.new(0,0,-.1),true) walking = false wait(.065) if playbacktrack and not dancing then musicSound:Stop() musicSound.Volume=.75 if Occasions=="Halloween" then Playsound.SoundId = DanceAsset("Halloween.mp3") end Playsound.TimePosition = SavedTime Playsound.Volume = .75 Playsound:Play() end if walking == true and idle == false and char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and playanother == true then task.spawn(function() playanim(walkanim, true) end) end isAssetClean=true for _,v in char:GetDescendants() do if v:GetAttribute("EmoteProp") then v:Destroy() end end wait(.1) isAssetClean=false end end if Occasions=="Halloween" then Playsound.SoundId = DanceAsset("Halloween.mp3") else if lol==1 then Playsound.SoundId = DanceAsset("Lexapro Doesn't Work.mp3") elseif lol==2 then Playsound.SoundId = DanceAsset("Slash.mp3") end end Playsound.TimePosition =0 Playsound.Volume = .75 Playsound:Play() local boolval=Instance.new("BoolValue") local strv=Instance.new("StringValue") function LoadTools() if ws:FindFirstChild(YourName.."_Fake") then char=ws[YourName.."_Fake"] end for _,v in ipairs(TableOfDances) do if not RUNNING then break end local player = game.Players.LocalPlayer local backpack = player:WaitForChild("Backpack") local tool=Instance.new("Tool",backpack) tool.Name=v.Name tool.RequiresHandle=false tool.Equipped:Connect(function() stopanim() dancing = true BoolDance.Value=false String1.Value="Using Tools or Keybind dance" Playsound.Volume=0 wait(.005) char.Humanoid.WalkSpeed=v.WalkSpeed dancing = true if not v._userModule then GetAsset(v) end if v.Name=="Someone Ships" then repeat wait() until not isAssetClean function Someone_Ships() local i=Instance.new local nr=NumberRange.new local ns=NumberSequence.new local nsk=NumberSequenceKeypoint.new local cs=ColorSequence.new local csk=ColorSequenceKeypoint.new local v3=Vector3.new local rgb=Color3.fromRGB local c3=Color3.new local v2=Vector2.new local nr=NumberRange.new local cf=CFrame.new local angles=CFrame.Angles local u2=UDim2.new local scale=char:GetScale()-1 if scale<1 then scale=1 end local Kasane_Teto_1=i("MeshPart", char) Kasane_Teto_1.Name="Kasane_Teto" Kasane_Teto_1:SetAttribute("EmoteProp", true) Kasane_Teto_1.MeshId="rbxassetid://114643462421615" Kasane_Teto_1.Anchored=false Kasane_Teto_1.CanCollide=false Kasane_Teto_1.CanQuery=false Kasane_Teto_1.CanTouch=true Kasane_Teto_1.Transparency=0 Kasane_Teto_1.Reflectance=0 Kasane_Teto_1.Color=c3(0.639216,0.635294,0.647059) Kasane_Teto_1.Material=Enum.Material.Plastic Kasane_Teto_1.Size=v3(.15*scale,.15*scale,0.079889*scale) Kasane_Teto_1.CastShadow=true Kasane_Teto_1.Massless=true Kasane_Teto_1.Material=Enum.Material.Plastic Kasane_Teto_1.TextureID="rbxassetid://110660519010921" Kasane_Teto_1.DoubleSided=false Kasane_Teto_1.CollisionFidelity=Enum.CollisionFidelity.Default Kasane_Teto_1.RenderFidelity=Enum.RenderFidelity.Automatic local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Kasane_Teto" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Kasane_Teto_1 H.Part0=char["HumanoidRootPart"] local Stand_2=i("MeshPart", Kasane_Teto_1) Stand_2.Name="Stand" Stand_2:SetAttribute("EmoteProp", true) Stand_2.MeshId="rbxassetid://85753545216631" Stand_2.Anchored=false Stand_2.CanCollide=false Stand_2.CanQuery=false Stand_2.CanTouch=true Stand_2.Transparency=0 Stand_2.Reflectance=0 Stand_2.Color=c3(0.639216,0.635294,0.647059) Stand_2.Material=Enum.Material.Plastic Stand_2.Size=v3(.114*scale,.2*scale,.167*scale) Stand_2.Position=v3(0,0,1.1) Stand_2.CastShadow=true Stand_2.Massless=true Stand_2.Material=Enum.Material.Plastic Stand_2.TextureID="rbxassetid://110660519010921" Stand_2.DoubleSided=false Stand_2.CollisionFidelity=Enum.CollisionFidelity.Default Stand_2.RenderFidelity=Enum.RenderFidelity.Automatic local Stand_3=i("Motor6D", Kasane_Teto_1) Stand_3.Name="Stand" Stand_3:SetAttribute("EmoteProp", true) Stand_3.Enabled=true Stand_3.C0=cf(0.09758377075195312*scale,-0.7425305843353271*scale,1.1*scale,1,0,0,0,1,0,0,0,1) Stand_3.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Stand_3.Part0=Kasane_Teto_1 Stand_3.Part1=Stand_2 local ishipu2_4=i("Part", char) ishipu2_4.Name="ishipu2" ishipu2_4:SetAttribute("EmoteProp", true) ishipu2_4.Anchored=false ishipu2_4.CanCollide=false ishipu2_4.CanQuery=false ishipu2_4.CanTouch=true ishipu2_4.Transparency=1 ishipu2_4.Reflectance=0 ishipu2_4.Color=c3(0.639216,0.635294,0.647059) ishipu2_4.Material=Enum.Material.Plastic ishipu2_4.Size=v3(0.100000,0.100000,0.100000) ishipu2_4.CastShadow=true ishipu2_4.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="ishipu2" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=ishipu2_4 H.Part0=char["HumanoidRootPart"] local BillboardGui_5=i("BillboardGui", ishipu2_4) BillboardGui_5.Name="BillboardGui" BillboardGui_5:SetAttribute("EmoteProp", true) BillboardGui_5.Size=u2(2,0,1,0) BillboardGui_5.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_5.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_5.Brightness=1 local text_6=i("TextLabel", BillboardGui_5) text_6.Name="text" text_6:SetAttribute("EmoteProp", true) text_6.BackgroundColor3=c3(1.000000,1.000000,1.000000) text_6.BackgroundTransparency=1 text_6.Size=u2(1,0,1,0) text_6.Position=u2(0,0,0,0) text_6.Rotation=0 text_6.ZIndex=1 text_6.Font=Enum.Font.Unknown text_6.FontSize=Enum.FontSize.Size11 text_6.TextColor3=c3(0.000000,0.000000,0.000000) text_6.Text="I ship u 2 hahaha" text_6.TextSize=11 text_6.TextDirection=Enum.TextDirection.Auto text_6.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --text_6.FontFace=nil text_6.TextXAlignment=Enum.TextXAlignment.Center text_6.TextYAlignment=Enum.TextYAlignment.Center text_6.AutomaticSize=Enum.AutomaticSize.None local UICorner_7=i("UICorner", text_6) UICorner_7.Name="UICorner" UICorner_7:SetAttribute("EmoteProp", true) local Wall_8=i("Part", char) Wall_8.Name="Wall" Wall_8:SetAttribute("EmoteProp", true) Wall_8.Anchored=false Wall_8.CanCollide=false Wall_8.CanQuery=false Wall_8.CanTouch=true Wall_8.Transparency=0 Wall_8.Reflectance=0 Wall_8.Color=c3(0.223529,0.223529,0.223529) Wall_8.Material=Enum.Material.Brick Wall_8.Size=v3(1.000000*scale,7.387255*scale,7.884164*scale) Wall_8.CastShadow=false Wall_8.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Wall" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Wall_8 H.Part0=char["HumanoidRootPart"] local Guy_9=i("Part", char) Guy_9.Name="Guy" Guy_9:SetAttribute("EmoteProp", true) Guy_9.Anchored=false Guy_9.CanCollide=false Guy_9.CanQuery=false Guy_9.CanTouch=true Guy_9.Transparency=1 Guy_9.Reflectance=0 Guy_9.Color=c3(0.639216,0.635294,0.647059) Guy_9.Material=Enum.Material.Plastic Guy_9.Size=v3(2.000000*scale,2.000000*scale,1.000000*scale) Guy_9.CastShadow=true Guy_9.Massless=true local Head_10=i("Part", Guy_9) Head_10.Name="Head" Head_10:SetAttribute("EmoteProp", true) Head_10.Anchored=false Head_10.CanCollide=false Head_10.CanQuery=false Head_10.CanTouch=true Head_10.Transparency=0 Head_10.Reflectance=0 Head_10.Color=c3(0.639216,0.635294,0.647059) Head_10.Material=Enum.Material.SmoothPlastic Head_10.Size=v3(2.000000*scale,1.000000*scale,1.000000*scale) Head_10.Position=v3(0,1.5*scale,0) Head_10.CastShadow=true Head_10.Massless=true local Mesh_11=i("SpecialMesh", Head_10) Mesh_11.Name="Mesh" Mesh_11:SetAttribute("EmoteProp", true) Mesh_11.MeshType=Enum.MeshType.Head Mesh_11.MeshId="" Mesh_11.TextureId="" Mesh_11.Scale=v3(1.250000,1.250000,1.250000) Mesh_11.Offset=v3(0.000000,0.000000,0.000000) Mesh_11.VertexColor=v3(1.000000,1.000000,1.000000) local face_12=i("Decal", Head_10) face_12.Name="face" face_12:SetAttribute("EmoteProp", true) face_12.Texture="rbxasset://textures/face.png" face_12.Transparency=0 face_12.Color3=c3(1.000000,1.000000,1.000000) local LeftArm_13=i("Part", Guy_9) LeftArm_13.Name="Left Arm" LeftArm_13:SetAttribute("EmoteProp", true) LeftArm_13.Anchored=false LeftArm_13.CanCollide=false LeftArm_13.CanQuery=false LeftArm_13.CanTouch=true LeftArm_13.Transparency=0 LeftArm_13.Reflectance=0 LeftArm_13.Color=c3(0.639216,0.635294,0.647059) LeftArm_13.Material=Enum.Material.SmoothPlastic LeftArm_13.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) LeftArm_13.Position=v3(-1.5*scale,0,0) LeftArm_13.CastShadow=true LeftArm_13.Massless=true local leftarm_14=i("SpecialMesh", LeftArm_13) leftarm_14.Name="leftarm" leftarm_14:SetAttribute("EmoteProp", true) leftarm_14.MeshType=Enum.MeshType.FileMesh leftarm_14.MeshId="rbxasset://fonts/leftarm.mesh" leftarm_14.TextureId="" leftarm_14.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) leftarm_14.Offset=v3(0.000000,0.000000,0.000000) leftarm_14.VertexColor=v3(1.000000,1.000000,1.000000) local LeftLeg_15=i("Part", Guy_9) LeftLeg_15.Name="Left Leg" LeftLeg_15:SetAttribute("EmoteProp", true) LeftLeg_15.Anchored=false LeftLeg_15.CanCollide=false LeftLeg_15.CanQuery=false LeftLeg_15.CanTouch=true LeftLeg_15.Transparency=0 LeftLeg_15.Reflectance=0 LeftLeg_15.Color=c3(0.105882,0.164706,0.207843) LeftLeg_15.Material=Enum.Material.SmoothPlastic LeftLeg_15.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) LeftLeg_15.Position=v3(-.5*scale,-2.000000*scale,0) LeftLeg_15.CastShadow=true LeftLeg_15.Massless=true local leftleg_16=i("SpecialMesh", LeftLeg_15) leftleg_16.Name="leftleg" leftleg_16:SetAttribute("EmoteProp", true) leftleg_16.MeshType=Enum.MeshType.FileMesh leftleg_16.MeshId="rbxasset://fonts//leftleg.mesh" leftleg_16.TextureId="" leftleg_16.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) leftleg_16.Offset=v3(0.000000,0.000000,0.000000) leftleg_16.VertexColor=v3(1.000000,1.000000,1.000000) local RightArm_17=i("Part", Guy_9) RightArm_17.Name="Right Arm" RightArm_17:SetAttribute("EmoteProp", true) RightArm_17.Anchored=false RightArm_17.CanCollide=false RightArm_17.CanQuery=false RightArm_17.CanTouch=true RightArm_17.Transparency=0 RightArm_17.Reflectance=0 RightArm_17.Color=c3(0.639216,0.635294,0.647059) RightArm_17.Material=Enum.Material.SmoothPlastic RightArm_17.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) RightArm_17.Position=v3(1.5*scale,0,0) RightArm_17.CastShadow=true RightArm_17.Massless=true local rightarm_18=i("SpecialMesh", RightArm_17) rightarm_18.Name="rightarm" rightarm_18:SetAttribute("EmoteProp", true) rightarm_18.MeshType=Enum.MeshType.FileMesh rightarm_18.MeshId="rbxasset://fonts/rightarm.mesh" rightarm_18.TextureId="" rightarm_18.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) rightarm_18.Offset=v3(0.000000,0.000000,0.000000) rightarm_18.VertexColor=v3(1.000000,1.000000,1.000000) local RightLeg_19=i("Part", Guy_9) RightLeg_19.Name="Right Leg" RightLeg_19:SetAttribute("EmoteProp", true) RightLeg_19.Anchored=false RightLeg_19.CanCollide=false RightLeg_19.CanQuery=false RightLeg_19.CanTouch=true RightLeg_19.Transparency=0 RightLeg_19.Reflectance=0 RightLeg_19.Color=c3(0.105882,0.164706,0.207843) RightLeg_19.Material=Enum.Material.SmoothPlastic RightLeg_19.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) RightLeg_19.Position=v3(.5*scale,-2.000000*scale,0) RightLeg_19.CastShadow=true RightLeg_19.Massless=true local rightleg_20=i("SpecialMesh", RightLeg_19) rightleg_20.Name="rightleg" rightleg_20:SetAttribute("EmoteProp", true) rightleg_20.MeshType=Enum.MeshType.FileMesh rightleg_20.MeshId="rbxasset://fonts//rightleg.mesh" rightleg_20.TextureId="" rightleg_20.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) rightleg_20.Offset=v3(0.000000,0.000000,0.000000) rightleg_20.VertexColor=v3(1.000000,1.000000,1.000000) local Torso_21=i("Part", Guy_9) Torso_21.Name="Torso" Torso_21:SetAttribute("EmoteProp", true) Torso_21.Anchored=false Torso_21.CanCollide=false Torso_21.CanQuery=false Torso_21.CanTouch=true Torso_21.Transparency=0 Torso_21.Reflectance=0 Torso_21.Color=c3(0.388235,0.372549,0.384314) Torso_21.Material=Enum.Material.SmoothPlastic Torso_21.Size=v3(2.000000*scale,2.000000*scale,1.000000*scale) Torso_21.CastShadow=true Torso_21.Massless=true local torso_22=i("SpecialMesh", Torso_21) torso_22.Name="torso" torso_22:SetAttribute("EmoteProp", true) torso_22.MeshType=Enum.MeshType.FileMesh torso_22.MeshId="rbxasset://fonts//torso.mesh" torso_22.TextureId="" torso_22.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) torso_22.Offset=v3(0.000000,0.000000,0.000000) torso_22.VertexColor=v3(1.000000,1.000000,1.000000) local Torso_23=i("Motor6D", Guy_9) Torso_23.Name="Torso" Torso_23:SetAttribute("EmoteProp", true) Torso_23.Enabled=true Torso_23.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) Torso_23.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Torso_23.Part0=Guy_9 Torso_23.Part1=Torso_21 local RightLeg_24=i("Motor6D", Guy_9) RightLeg_24.Name="Right Leg" RightLeg_24:SetAttribute("EmoteProp", true) RightLeg_24.Enabled=true RightLeg_24.C0=cf(0.5*scale,-2*scale,0,1,0,0,0,1,0,0,0,1) RightLeg_24.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) RightLeg_24.Part0=Guy_9 RightLeg_24.Part1=RightLeg_19 local RightArm_25=i("Motor6D", Guy_9) RightArm_25.Name="Right Arm" RightArm_25:SetAttribute("EmoteProp", true) RightArm_25.Enabled=true RightArm_25.C0=cf(1.5*scale,0,0,1,0,0,0,1,0,0,0,1) RightArm_25.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) RightArm_25.Part0=Guy_9 RightArm_25.Part1=RightArm_17 local LeftLeg_26=i("Motor6D", Guy_9) LeftLeg_26.Name="Left Leg" LeftLeg_26:SetAttribute("EmoteProp", true) LeftLeg_26.Enabled=true LeftLeg_26.C0=cf(-0.5*scale,-2*scale,0,1,0,0,0,1,0,0,0,1) LeftLeg_26.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) LeftLeg_26.Part0=Guy_9 LeftLeg_26.Part1=LeftLeg_15 local LeftArm_27=i("Motor6D", Guy_9) LeftArm_27.Name="Left Arm" LeftArm_27:SetAttribute("EmoteProp", true) LeftArm_27.Enabled=true LeftArm_27.C0=cf(-1.5*scale,0,0,1,0,0,0,1,0,0,0,1) LeftArm_27.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) LeftArm_27.Part0=Guy_9 LeftArm_27.Part1=LeftArm_13 local Head_28=i("Motor6D", Guy_9) Head_28.Name="Head" Head_28:SetAttribute("EmoteProp", true) Head_28.Enabled=true Head_28.C0=cf(0,1.5*scale,0,1,0,0,0,1,0,0,0,1) Head_28.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Head_28.Part0=Guy_9 Head_28.Part1=Head_10 local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Guy" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Guy_9 H.Part0=char["HumanoidRootPart"] local Talking_29=i("Part", char) Talking_29.Name="Talking" Talking_29:SetAttribute("EmoteProp", true) Talking_29.Anchored=false Talking_29.CanCollide=false Talking_29.CanQuery=false Talking_29.CanTouch=true Talking_29.Transparency=1 --Talking_29.BackgroundTransparency=1 Talking_29.Reflectance=0 Talking_29.Color=c3(0.639216,0.635294,0.647059) Talking_29.Material=Enum.Material.Plastic Talking_29.Size=v3(0.100000,0.100000,0.100000) Talking_29.CastShadow=true Talking_29.Massless=true local BillboardGui_30=i("BillboardGui", Talking_29) BillboardGui_30.Name="BillboardGui" BillboardGui_30:SetAttribute("EmoteProp", true) BillboardGui_30.Size=u2(1,5,1,0) BillboardGui_30.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_30.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_30.Brightness=1 local TextLabel_31=i("TextLabel", BillboardGui_30) TextLabel_31.Name="TextLabel" TextLabel_31:SetAttribute("EmoteProp", true) TextLabel_31.BackgroundColor3=c3(1.000000,1.000000,1.000000) TextLabel_31.BackgroundColor3=c3(1.000000,1.000000,1.000000) TextLabel_31.Size=u2(1,0,1,0) TextLabel_31.Position=u2(0,0,0,0) TextLabel_31.Rotation=0 TextLabel_31.ZIndex=1 TextLabel_31.BackgroundTransparency=1 TextLabel_31.Font=Enum.Font.Unknown TextLabel_31.FontSize=Enum.FontSize.Size11 TextLabel_31.TextColor3=c3(0.000000,0.000000,0.000000) TextLabel_31.Text="*Talking*" TextLabel_31.TextSize=11 TextLabel_31.TextDirection=Enum.TextDirection.Auto TextLabel_31.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --TextLabel_31.FontFace=nil TextLabel_31.TextXAlignment=Enum.TextXAlignment.Center TextLabel_31.TextYAlignment=Enum.TextYAlignment.Center TextLabel_31.AutomaticSize=Enum.AutomaticSize.None local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Talking" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Talking_29 H.Part0=char["HumanoidRootPart"] local Main_32=i("Part", char) Main_32.Name="Main" Main_32:SetAttribute("EmoteProp", true) Main_32.Anchored=false Main_32.CanCollide=false Main_32.CanQuery=false Main_32.CanTouch=true Main_32.Transparency=1 Main_32.Reflectance=0 Main_32.Color=c3(0.639216,0.635294,0.647059) Main_32.Material=Enum.Material.Plastic Main_32.Size=v3(0.100000,0.100000,0.100000) Main_32.CastShadow=true Main_32.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Main" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Main_32 H.Part0=char["HumanoidRootPart"] local BillboardGui_33=i("BillboardGui", Main_32) BillboardGui_33.Name="BillboardGui" BillboardGui_33:SetAttribute("EmoteProp", true) BillboardGui_33.Size=u2(3,5,1,0) BillboardGui_33.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_33.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_33.Brightness=1 local pov_34=i("TextLabel", BillboardGui_33) pov_34.Name="pov" pov_34:SetAttribute("EmoteProp", true) pov_34.BackgroundColor3=c3(1.000000,1.000000,1.000000) pov_34.BackgroundColor3=c3(1.000000,1.000000,1.000000) pov_34.Size=u2(1,0,1,0) pov_34.Position=u2(0,0,0,0) pov_34.Rotation=0 pov_34.ZIndex=1 pov_34.BackgroundTransparency=1 pov_34.Font=Enum.Font.Unknown pov_34.FontSize=Enum.FontSize.Size11 pov_34.TextColor3=c3(1.000000,1.000000,1.000000) pov_34.Text="Pov: Someone ships you with a boy" pov_34.TextSize=11 pov_34.TextDirection=Enum.TextDirection.Auto pov_34.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --pov_34.FontFace=nil pov_34.TextXAlignment=Enum.TextXAlignment.Center pov_34.TextYAlignment=Enum.TextYAlignment.Center pov_34.AutomaticSize=Enum.AutomaticSize.None local UIStroke_35=i("UIStroke", pov_34) UIStroke_35.Name="UIStroke" UIStroke_35:SetAttribute("EmoteProp", true) end Someone_Ships() wait(.2) end Numval.Value=tonumber(v.Alpha) if v._userModule then local m = v._userModule if m.Looped == false then table.insert(QueueEmotesThatIsntLooped, m) PlayQueuedEmote() else PlayModuleEmote(m) end --musicSound:Play() else if v.DanceName~="None" and v.Url~="None" and v.Id=="None" then if v.Looped==false then if v.Name=="Retry Now" then if isfile and not isfile(MusicFolder.."/RetryIntro.mp3") then writefile(MusicFolder.."/RetryIntro.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryIntro.mp3?raw=true")) end if isfile and not isfile(MusicFolder.."/RetryNow.mp3") then writefile(MusicFolder.."/RetryNow.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryNow.mp3?raw=true")) end local dance = LoadDance(v.DanceName, v.Url) musicSound.SoundId=getcustomasset(MusicFolder.."/RetryIntro.mp3") musicSound:Play() local dance2 = LoadDance("Retry2", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Retry2.lua") if dance then local currentTrack = playanim(dance,false,false) if currentTrack and currentTrack.OnFinished then currentTrack.OnFinished.Event:Connect(function() if dance2 then playanim(dance2,true,true) musicSound:Stop() musicSound.SoundId=getcustomasset(MusicFolder.."/RetryNow.mp3") musicSound:Play() end end) end end end else local dance = LoadDance(v.DanceName, v.Url) if dance then if v.Name=="Someone Ships" then wait(.2) end playanim(dance,true,v.UseSoundPos) end end else playanim(v.Id,true,v.UseSoundPos) end end pcall(function() if v.Name~="Retry Now" then if getcustomasset(MusicFolder.."/"..v.Music) then musicSound:Play() else warn("Audio Is Downloading") end end end) musicSound.Playing=true musicSound:Play() end) tool.Unequipped:Connect(function() --if BoolDance.Value==true then return end pcall(function() char.Humanoid.WalkSpeed = 14*char:GetScale()-1 end) stopanim() end) end pcall(function() States=char.Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function() if char.Humanoid.Sit == false then if char.Humanoid.MoveDirection == Vector3.new(0,0,0) and dancing == false and idle == false then walking = false idle = true stopanim() fwait(1/500) if idle == true and walking == false and char.Humanoid.MoveDirection == Vector3.new(0,0,0) and dancing == false and playanother==true then local dance=LoadDance("Idle2", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Idle2.lua") if dance then playanim(dance,true) end end elseif char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and walking == false then char.Humanoid.WalkSpeed = 14*char:GetScale() walking = true idle = false stopanim() fwait(1/500) if sprinting == false then char.Humanoid.WalkSpeed = 14*char:GetScale() if walking == true and idle == false and char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and playanother==true then playanim(walkanim,true) end else char.Humanoid.WalkSpeed = 24*char:GetScale() if walking == true and idle == false and char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and playanother==true then local dance=LoadDance("Sprint", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Sprint.lua") if dance then playanim(dance,true) end end end end end end) end) end local cac if TypeOfReanim~="Emper" then LoadTools() cac=Detect:GetPropertyChangedSignal("Value"):Connect(function() if Detect.Value==false then --stopanim() if not DisableCustomInventory then local UI=G2L["1"] local hb=UI["hotBar"] local inv=UI["Inventory"] for _,v in hb:GetDescendants() do if v:IsA("ImageButton") then v:Destroy() end end for _,v in inv:GetDescendants() do if v:IsA("ImageButton") then v:Destroy() end end end local player = game.Players.LocalPlayer local backpack = player:WaitForChild("Backpack") for _,v in backpack:GetChildren() do if v:IsA("Tool") then v:Destroy() end end LoadTools() else stopanim() for name, _ in pairs(UserDanceContainer) do StopPlayingModuleAnimation(name) end end end) end if TypeOfReanim=="Emper" then pcall(function() States=char.Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function() if char.Humanoid.Sit == false then if char.Humanoid.MoveDirection == Vector3.new(0,0,0) and dancing == false and idle == false then walking = false idle = true stopanim() fwait(1/500) if idle == true and walking == false and char.Humanoid.MoveDirection == Vector3.new(0,0,0) and dancing == false and playanother==true then local dance=LoadDance("Idle2", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Idle2.lua") if dance then playanim(dance,true) end end elseif char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and walking == false then char.Humanoid.WalkSpeed = 14*char:GetScale() walking = true idle = false stopanim() fwait(1/500) if sprinting == false then char.Humanoid.WalkSpeed = 14*char:GetScale() if walking == true and idle == false and char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and playanother==true then playanim(walkanim,true) end else char.Humanoid.WalkSpeed = 24*char:GetScale() if walking == true and idle == false and char.Humanoid.MoveDirection ~= Vector3.new(0,0,0) and dancing == false and playanother==true then local dance=LoadDance("Sprint", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Sprint.lua") if dance then playanim(dance,true) end end end end end end) end) local pages = {} local currentPageData = {} task.spawn(function() function Load() local uis = game:GetService("UserInputService") -- Key order matches HKdv3 exactly (same sequence per Page) local KEY_ORDER = { "q","e","r","t","y","u","p", "f","g","h","j","k","l", "z","x","c","v","b","n","comma","leftbracket","rightbracket","minus" } -- Display label for each key (for the info HUD) local KEY_LABEL = { q="Q",e="E",r="R",t="T",y="Y",u="U",p="P", f="F",g="G",h="H",j="J",k="K",l="L", z="Z",x="X",c="C",v="V",b="B",n="N",comma=",",leftbracket="[",rightbracket="]",minus="-" } local KEYS_PER_PAGE = #KEY_ORDER -- 26 per Page for _, dance in ipairs(TableOfDances) do table.insert(currentPageData, dance) if #currentPageData >= KEYS_PER_PAGE then table.insert(pages, currentPageData) currentPageData = {} end end if #currentPageData > 0 then table.insert(pages, currentPageData) end local totalPages = #pages local currentMode = 1 -- which Page we're on local function playDanceFromEntry(v) if not RUNNING then return end if dancing == false then stopanim() dancing = true Playsound.Volume = 0 BoolDance.Value=false String1.Value="Using Tools or Keybind dance" task.wait(0.005) dancing = true pcall(function() char.Humanoid.WalkSpeed = v.WalkSpeed * char:GetScale() end) -- Load and play the music pcall(function() GetAsset(v) end) if v.Name=="Someone Ships" then repeat wait() until not isAssetClean function Someone_Ships() local i=Instance.new local nr=NumberRange.new local ns=NumberSequence.new local nsk=NumberSequenceKeypoint.new local cs=ColorSequence.new local csk=ColorSequenceKeypoint.new local v3=Vector3.new local rgb=Color3.fromRGB local c3=Color3.new local v2=Vector2.new local nr=NumberRange.new local cf=CFrame.new local angles=CFrame.Angles local u2=UDim2.new local scale=char:GetScale()-1 if scale<1 then scale=1 end local Kasane_Teto_1=i("MeshPart", char) Kasane_Teto_1.Name="Kasane_Teto" Kasane_Teto_1:SetAttribute("EmoteProp", true) Kasane_Teto_1.MeshId="rbxassetid://114643462421615" Kasane_Teto_1.Anchored=false Kasane_Teto_1.CanCollide=false Kasane_Teto_1.CanQuery=false Kasane_Teto_1.CanTouch=true Kasane_Teto_1.Transparency=0 Kasane_Teto_1.Reflectance=0 Kasane_Teto_1.Color=c3(0.639216,0.635294,0.647059) Kasane_Teto_1.Material=Enum.Material.Plastic Kasane_Teto_1.Size=v3(.15*scale,.15*scale,0.079889*scale) Kasane_Teto_1.CastShadow=true Kasane_Teto_1.Massless=true Kasane_Teto_1.Material=Enum.Material.Plastic Kasane_Teto_1.TextureID="rbxassetid://110660519010921" Kasane_Teto_1.DoubleSided=false Kasane_Teto_1.CollisionFidelity=Enum.CollisionFidelity.Default Kasane_Teto_1.RenderFidelity=Enum.RenderFidelity.Automatic local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Kasane_Teto" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Kasane_Teto_1 H.Part0=char["HumanoidRootPart"] local Stand_2=i("MeshPart", Kasane_Teto_1) Stand_2.Name="Stand" Stand_2:SetAttribute("EmoteProp", true) Stand_2.MeshId="rbxassetid://85753545216631" Stand_2.Anchored=false Stand_2.CanCollide=false Stand_2.CanQuery=false Stand_2.CanTouch=true Stand_2.Transparency=0 Stand_2.Reflectance=0 Stand_2.Color=c3(0.639216,0.635294,0.647059) Stand_2.Material=Enum.Material.Plastic Stand_2.Size=v3(.114*scale,.2*scale,.167*scale) Stand_2.Position=v3(0,0,1.1) Stand_2.CastShadow=true Stand_2.Massless=true Stand_2.Material=Enum.Material.Plastic Stand_2.TextureID="rbxassetid://110660519010921" Stand_2.DoubleSided=false Stand_2.CollisionFidelity=Enum.CollisionFidelity.Default Stand_2.RenderFidelity=Enum.RenderFidelity.Automatic local Stand_3=i("Motor6D", Kasane_Teto_1) Stand_3.Name="Stand" Stand_3:SetAttribute("EmoteProp", true) Stand_3.Enabled=true Stand_3.C0=cf(0.09758377075195312*scale,-0.7425305843353271*scale,1.1*scale,1,0,0,0,1,0,0,0,1) Stand_3.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Stand_3.Part0=Kasane_Teto_1 Stand_3.Part1=Stand_2 local ishipu2_4=i("Part", char) ishipu2_4.Name="ishipu2" ishipu2_4:SetAttribute("EmoteProp", true) ishipu2_4.Anchored=false ishipu2_4.CanCollide=false ishipu2_4.CanQuery=false ishipu2_4.CanTouch=true ishipu2_4.Transparency=1 ishipu2_4.Reflectance=0 ishipu2_4.Color=c3(0.639216,0.635294,0.647059) ishipu2_4.Material=Enum.Material.Plastic ishipu2_4.Size=v3(0.100000,0.100000,0.100000) ishipu2_4.CastShadow=true ishipu2_4.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="ishipu2" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=ishipu2_4 H.Part0=char["HumanoidRootPart"] local BillboardGui_5=i("BillboardGui", ishipu2_4) BillboardGui_5.Name="BillboardGui" BillboardGui_5:SetAttribute("EmoteProp", true) BillboardGui_5.Size=u2(2,0,1,0) BillboardGui_5.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_5.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_5.Brightness=1 local text_6=i("TextLabel", BillboardGui_5) text_6.Name="text" text_6:SetAttribute("EmoteProp", true) text_6.BackgroundColor3=c3(1.000000,1.000000,1.000000) text_6.BackgroundTransparency=1 text_6.Size=u2(1,0,1,0) text_6.Position=u2(0,0,0,0) text_6.Rotation=0 text_6.ZIndex=1 text_6.Font=Enum.Font.Unknown text_6.FontSize=Enum.FontSize.Size11 text_6.TextColor3=c3(0.000000,0.000000,0.000000) text_6.Text="I ship u 2 hahaha" text_6.TextSize=11 text_6.TextDirection=Enum.TextDirection.Auto text_6.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --text_6.FontFace=nil text_6.TextXAlignment=Enum.TextXAlignment.Center text_6.TextYAlignment=Enum.TextYAlignment.Center text_6.AutomaticSize=Enum.AutomaticSize.None local UICorner_7=i("UICorner", text_6) UICorner_7.Name="UICorner" UICorner_7:SetAttribute("EmoteProp", true) local Wall_8=i("Part", char) Wall_8.Name="Wall" Wall_8:SetAttribute("EmoteProp", true) Wall_8.Anchored=false Wall_8.CanCollide=false Wall_8.CanQuery=false Wall_8.CanTouch=true Wall_8.Transparency=0 Wall_8.Reflectance=0 Wall_8.Color=c3(0.223529,0.223529,0.223529) Wall_8.Material=Enum.Material.Brick Wall_8.Size=v3(1.000000*scale,7.387255*scale,7.884164*scale) Wall_8.CastShadow=false Wall_8.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Wall" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Wall_8 H.Part0=char["HumanoidRootPart"] local Guy_9=i("Part", char) Guy_9.Name="Guy" Guy_9:SetAttribute("EmoteProp", true) Guy_9.Anchored=false Guy_9.CanCollide=false Guy_9.CanQuery=false Guy_9.CanTouch=true Guy_9.Transparency=1 Guy_9.Reflectance=0 Guy_9.Color=c3(0.639216,0.635294,0.647059) Guy_9.Material=Enum.Material.Plastic Guy_9.Size=v3(2.000000*scale,2.000000*scale,1.000000*scale) Guy_9.CastShadow=true Guy_9.Massless=true local Head_10=i("Part", Guy_9) Head_10.Name="Head" Head_10:SetAttribute("EmoteProp", true) Head_10.Anchored=false Head_10.CanCollide=false Head_10.CanQuery=false Head_10.CanTouch=true Head_10.Transparency=0 Head_10.Reflectance=0 Head_10.Color=c3(0.639216,0.635294,0.647059) Head_10.Material=Enum.Material.SmoothPlastic Head_10.Size=v3(2.000000*scale,1.000000*scale,1.000000*scale) Head_10.Position=v3(0,1.5*scale,0) Head_10.CastShadow=true Head_10.Massless=true local Mesh_11=i("SpecialMesh", Head_10) Mesh_11.Name="Mesh" Mesh_11:SetAttribute("EmoteProp", true) Mesh_11.MeshType=Enum.MeshType.Head Mesh_11.MeshId="" Mesh_11.TextureId="" Mesh_11.Scale=v3(1.250000,1.250000,1.250000) Mesh_11.Offset=v3(0.000000,0.000000,0.000000) Mesh_11.VertexColor=v3(1.000000,1.000000,1.000000) local face_12=i("Decal", Head_10) face_12.Name="face" face_12:SetAttribute("EmoteProp", true) face_12.Texture="rbxasset://textures/face.png" face_12.Transparency=0 face_12.Color3=c3(1.000000,1.000000,1.000000) local LeftArm_13=i("Part", Guy_9) LeftArm_13.Name="Left Arm" LeftArm_13:SetAttribute("EmoteProp", true) LeftArm_13.Anchored=false LeftArm_13.CanCollide=false LeftArm_13.CanQuery=false LeftArm_13.CanTouch=true LeftArm_13.Transparency=0 LeftArm_13.Reflectance=0 LeftArm_13.Color=c3(0.639216,0.635294,0.647059) LeftArm_13.Material=Enum.Material.SmoothPlastic LeftArm_13.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) LeftArm_13.Position=v3(-1.5*scale,0,0) LeftArm_13.CastShadow=true LeftArm_13.Massless=true local leftarm_14=i("SpecialMesh", LeftArm_13) leftarm_14.Name="leftarm" leftarm_14:SetAttribute("EmoteProp", true) leftarm_14.MeshType=Enum.MeshType.FileMesh leftarm_14.MeshId="rbxasset://fonts/leftarm.mesh" leftarm_14.TextureId="" leftarm_14.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) leftarm_14.Offset=v3(0.000000,0.000000,0.000000) leftarm_14.VertexColor=v3(1.000000,1.000000,1.000000) local LeftLeg_15=i("Part", Guy_9) LeftLeg_15.Name="Left Leg" LeftLeg_15:SetAttribute("EmoteProp", true) LeftLeg_15.Anchored=false LeftLeg_15.CanCollide=false LeftLeg_15.CanQuery=false LeftLeg_15.CanTouch=true LeftLeg_15.Transparency=0 LeftLeg_15.Reflectance=0 LeftLeg_15.Color=c3(0.105882,0.164706,0.207843) LeftLeg_15.Material=Enum.Material.SmoothPlastic LeftLeg_15.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) LeftLeg_15.Position=v3(-.5*scale,-2.000000*scale,0) LeftLeg_15.CastShadow=true LeftLeg_15.Massless=true local leftleg_16=i("SpecialMesh", LeftLeg_15) leftleg_16.Name="leftleg" leftleg_16:SetAttribute("EmoteProp", true) leftleg_16.MeshType=Enum.MeshType.FileMesh leftleg_16.MeshId="rbxasset://fonts//leftleg.mesh" leftleg_16.TextureId="" leftleg_16.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) leftleg_16.Offset=v3(0.000000,0.000000,0.000000) leftleg_16.VertexColor=v3(1.000000,1.000000,1.000000) local RightArm_17=i("Part", Guy_9) RightArm_17.Name="Right Arm" RightArm_17:SetAttribute("EmoteProp", true) RightArm_17.Anchored=false RightArm_17.CanCollide=false RightArm_17.CanQuery=false RightArm_17.CanTouch=true RightArm_17.Transparency=0 RightArm_17.Reflectance=0 RightArm_17.Color=c3(0.639216,0.635294,0.647059) RightArm_17.Material=Enum.Material.SmoothPlastic RightArm_17.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) RightArm_17.Position=v3(1.5*scale,0,0) RightArm_17.CastShadow=true RightArm_17.Massless=true local rightarm_18=i("SpecialMesh", RightArm_17) rightarm_18.Name="rightarm" rightarm_18:SetAttribute("EmoteProp", true) rightarm_18.MeshType=Enum.MeshType.FileMesh rightarm_18.MeshId="rbxasset://fonts/rightarm.mesh" rightarm_18.TextureId="" rightarm_18.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) rightarm_18.Offset=v3(0.000000,0.000000,0.000000) rightarm_18.VertexColor=v3(1.000000,1.000000,1.000000) local RightLeg_19=i("Part", Guy_9) RightLeg_19.Name="Right Leg" RightLeg_19:SetAttribute("EmoteProp", true) RightLeg_19.Anchored=false RightLeg_19.CanCollide=false RightLeg_19.CanQuery=false RightLeg_19.CanTouch=true RightLeg_19.Transparency=0 RightLeg_19.Reflectance=0 RightLeg_19.Color=c3(0.105882,0.164706,0.207843) RightLeg_19.Material=Enum.Material.SmoothPlastic RightLeg_19.Size=v3(1.000000*scale,2.000000*scale,1.000000*scale) RightLeg_19.Position=v3(.5*scale,-2.000000*scale,0) RightLeg_19.CastShadow=true RightLeg_19.Massless=true local rightleg_20=i("SpecialMesh", RightLeg_19) rightleg_20.Name="rightleg" rightleg_20:SetAttribute("EmoteProp", true) rightleg_20.MeshType=Enum.MeshType.FileMesh rightleg_20.MeshId="rbxasset://fonts//rightleg.mesh" rightleg_20.TextureId="" rightleg_20.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) rightleg_20.Offset=v3(0.000000,0.000000,0.000000) rightleg_20.VertexColor=v3(1.000000,1.000000,1.000000) local Torso_21=i("Part", Guy_9) Torso_21.Name="Torso" Torso_21:SetAttribute("EmoteProp", true) Torso_21.Anchored=false Torso_21.CanCollide=false Torso_21.CanQuery=false Torso_21.CanTouch=true Torso_21.Transparency=0 Torso_21.Reflectance=0 Torso_21.Color=c3(0.388235,0.372549,0.384314) Torso_21.Material=Enum.Material.SmoothPlastic Torso_21.Size=v3(2.000000*scale,2.000000*scale,1.000000*scale) Torso_21.CastShadow=true Torso_21.Massless=true local torso_22=i("SpecialMesh", Torso_21) torso_22.Name="torso" torso_22:SetAttribute("EmoteProp", true) torso_22.MeshType=Enum.MeshType.FileMesh torso_22.MeshId="rbxasset://fonts//torso.mesh" torso_22.TextureId="" torso_22.Scale=v3(1.000000*scale,1.000000*scale,1.000000*scale) torso_22.Offset=v3(0.000000,0.000000,0.000000) torso_22.VertexColor=v3(1.000000,1.000000,1.000000) local Torso_23=i("Motor6D", Guy_9) Torso_23.Name="Torso" Torso_23:SetAttribute("EmoteProp", true) Torso_23.Enabled=true Torso_23.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) Torso_23.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Torso_23.Part0=Guy_9 Torso_23.Part1=Torso_21 local RightLeg_24=i("Motor6D", Guy_9) RightLeg_24.Name="Right Leg" RightLeg_24:SetAttribute("EmoteProp", true) RightLeg_24.Enabled=true RightLeg_24.C0=cf(0.5*scale,-2*scale,0,1,0,0,0,1,0,0,0,1) RightLeg_24.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) RightLeg_24.Part0=Guy_9 RightLeg_24.Part1=RightLeg_19 local RightArm_25=i("Motor6D", Guy_9) RightArm_25.Name="Right Arm" RightArm_25:SetAttribute("EmoteProp", true) RightArm_25.Enabled=true RightArm_25.C0=cf(1.5*scale,0,0,1,0,0,0,1,0,0,0,1) RightArm_25.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) RightArm_25.Part0=Guy_9 RightArm_25.Part1=RightArm_17 local LeftLeg_26=i("Motor6D", Guy_9) LeftLeg_26.Name="Left Leg" LeftLeg_26:SetAttribute("EmoteProp", true) LeftLeg_26.Enabled=true LeftLeg_26.C0=cf(-0.5*scale,-2*scale,0,1,0,0,0,1,0,0,0,1) LeftLeg_26.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) LeftLeg_26.Part0=Guy_9 LeftLeg_26.Part1=LeftLeg_15 local LeftArm_27=i("Motor6D", Guy_9) LeftArm_27.Name="Left Arm" LeftArm_27:SetAttribute("EmoteProp", true) LeftArm_27.Enabled=true LeftArm_27.C0=cf(-1.5*scale,0,0,1,0,0,0,1,0,0,0,1) LeftArm_27.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) LeftArm_27.Part0=Guy_9 LeftArm_27.Part1=LeftArm_13 local Head_28=i("Motor6D", Guy_9) Head_28.Name="Head" Head_28:SetAttribute("EmoteProp", true) Head_28.Enabled=true Head_28.C0=cf(0,1.5*scale,0,1,0,0,0,1,0,0,0,1) Head_28.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) Head_28.Part0=Guy_9 Head_28.Part1=Head_10 local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Guy" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Guy_9 H.Part0=char["HumanoidRootPart"] local Talking_29=i("Part", char) Talking_29.Name="Talking" Talking_29:SetAttribute("EmoteProp", true) Talking_29.Anchored=false Talking_29.CanCollide=false Talking_29.CanQuery=false Talking_29.CanTouch=true Talking_29.Transparency=1 --Talking_29.BackgroundTransparency=1 Talking_29.Reflectance=0 Talking_29.Color=c3(0.639216,0.635294,0.647059) Talking_29.Material=Enum.Material.Plastic Talking_29.Size=v3(0.100000,0.100000,0.100000) Talking_29.CastShadow=true Talking_29.Massless=true local BillboardGui_30=i("BillboardGui", Talking_29) BillboardGui_30.Name="BillboardGui" BillboardGui_30:SetAttribute("EmoteProp", true) BillboardGui_30.Size=u2(1,5,1,0) BillboardGui_30.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_30.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_30.Brightness=1 local TextLabel_31=i("TextLabel", BillboardGui_30) TextLabel_31.Name="TextLabel" TextLabel_31:SetAttribute("EmoteProp", true) TextLabel_31.BackgroundColor3=c3(1.000000,1.000000,1.000000) TextLabel_31.BackgroundColor3=c3(1.000000,1.000000,1.000000) TextLabel_31.Size=u2(1,0,1,0) TextLabel_31.Position=u2(0,0,0,0) TextLabel_31.Rotation=0 TextLabel_31.ZIndex=1 TextLabel_31.BackgroundTransparency=1 TextLabel_31.Font=Enum.Font.Unknown TextLabel_31.FontSize=Enum.FontSize.Size11 TextLabel_31.TextColor3=c3(0.000000,0.000000,0.000000) TextLabel_31.Text="*Talking*" TextLabel_31.TextSize=11 TextLabel_31.TextDirection=Enum.TextDirection.Auto TextLabel_31.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --TextLabel_31.FontFace=nil TextLabel_31.TextXAlignment=Enum.TextXAlignment.Center TextLabel_31.TextYAlignment=Enum.TextYAlignment.Center TextLabel_31.AutomaticSize=Enum.AutomaticSize.None local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Talking" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Talking_29 H.Part0=char["HumanoidRootPart"] local Main_32=i("Part", char) Main_32.Name="Main" Main_32:SetAttribute("EmoteProp", true) Main_32.Anchored=false Main_32.CanCollide=false Main_32.CanQuery=false Main_32.CanTouch=true Main_32.Transparency=1 Main_32.Reflectance=0 Main_32.Color=c3(0.639216,0.635294,0.647059) Main_32.Material=Enum.Material.Plastic Main_32.Size=v3(0.100000,0.100000,0.100000) Main_32.CastShadow=true Main_32.Massless=true local H=i("Motor6D", char["HumanoidRootPart"]) H.Name="Main" H:SetAttribute("EmoteProp", true) H.Enabled=true H.C0=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.C1=cf(0,0,0,1,0,0,0,1,0,0,0,1) H.Part1=Main_32 H.Part0=char["HumanoidRootPart"] local BillboardGui_33=i("BillboardGui", Main_32) BillboardGui_33.Name="BillboardGui" BillboardGui_33:SetAttribute("EmoteProp", true) BillboardGui_33.Size=u2(3,5,1,0) BillboardGui_33.StudsOffsetWorldSpace=v3(0.000000,0.000000,0.000000) BillboardGui_33.StudsOffset=v3(0.000000,0.000000,0.000000) BillboardGui_33.Brightness=1 local pov_34=i("TextLabel", BillboardGui_33) pov_34.Name="pov" pov_34:SetAttribute("EmoteProp", true) pov_34.BackgroundColor3=c3(1.000000,1.000000,1.000000) pov_34.BackgroundColor3=c3(1.000000,1.000000,1.000000) pov_34.Size=u2(1,0,1,0) pov_34.Position=u2(0,0,0,0) pov_34.Rotation=0 pov_34.ZIndex=1 pov_34.BackgroundTransparency=1 pov_34.Font=Enum.Font.Unknown pov_34.FontSize=Enum.FontSize.Size11 pov_34.TextColor3=c3(1.000000,1.000000,1.000000) pov_34.Text="Pov: Someone ships you with a boy" pov_34.TextSize=11 pov_34.TextDirection=Enum.TextDirection.Auto pov_34.TextStrokeColor3=c3(0.000000,0.000000,0.000000) --pov_34.FontFace=nil pov_34.TextXAlignment=Enum.TextXAlignment.Center pov_34.TextYAlignment=Enum.TextYAlignment.Center pov_34.AutomaticSize=Enum.AutomaticSize.None local UIStroke_35=i("UIStroke", pov_34) UIStroke_35.Name="UIStroke" UIStroke_35:SetAttribute("EmoteProp", true) end Someone_Ships() wait(.2) end if v._userModule then local m = v._userModule if m.Looped == false then table.insert(QueueEmotesThatIsntLooped, m) PlayQueuedEmote() else PlayModuleEmote(m) end --musicSound:Play() else if v.DanceName~="None" and v.Url~="None" and v.Id=="None" then if v.Looped==false then if v.Name=="Retry Now" then if isfile and not isfile(MusicFolder.."/RetryIntro.mp3") then writefile(MusicFolder.."/RetryIntro.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryIntro.mp3?raw=true")) end if isfile and not isfile(MusicFolder.."/RetryNow.mp3") then writefile(MusicFolder.."/RetryNow.mp3",game:HttpGet("https://github.com/Solary-3/Scripts/blob/Audios-1/RetryNow.mp3?raw=true")) end local dance = LoadDance(v.DanceName, v.Url) musicSound.SoundId=getcustomasset(MusicFolder.."/RetryIntro.mp3") musicSound:Play() local dance2 = LoadDance("Retry2", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Retry2.lua") if dance then local currentTrack = playanim(dance,false,false) if currentTrack and currentTrack.OnFinished then currentTrack.OnFinished.Event:Connect(function() if dance2 then playanim(dance2,true,true) musicSound:Stop() musicSound.SoundId=getcustomasset(MusicFolder.."/RetryNow.mp3") musicSound:Play() end end) end end end else local dance = LoadDance(v.DanceName, v.Url) if dance then if v.Name=="Someone Ships" then wait(.2) end playanim(dance,true,v.UseSoundPos) end end else playanim(v.Id,true,v.UseSoundPos) end end musicSound:Play() else stopanim() end end INPUTLOOP = uis.InputBegan:Connect(function(input, chatting) if chatting then return end pcall(function() if char and char.Humanoid and char.Humanoid.Sit then return end end) local k = string.lower(string.gsub(tostring(input.KeyCode), "Enum.KeyCode.", "")) -- Page cycling with M key (same as HKdv3) if k == "m" then currentMode = (currentMode % totalPages) + 1 game:GetService("StarterGui"):SetCore("SendNotification", { Title = Name; Duration = 3; Text = "Page " .. currentMode .. " / " .. totalPages }) pcall(function() local pageData = pages[currentMode] if pageData and pageData[1] then Dance.Text = pageData[1].Name end end) elseif k=="leftcontrol" then sprinting=not sprinting end -- Find which slot this key is in local keySlot = nil for slot, keyName in ipairs(KEY_ORDER) do if keyName == k then keySlot = slot break end end if not keySlot then return end -- Get the dance for this Page + slot local pageData = pages[currentMode] if not pageData then return end local entry = pageData[keySlot] if not entry then return end -- Update HUD --[[pcall(function() Dance.Text = entry.Name Key.Text = KEY_LABEL[k] or k:upper() end)]] playDanceFromEntry(entry) end) end Load() cac=Detect:GetPropertyChangedSignal("Value"):Connect(function() if Detect.Value==false then --table.clear(pages) --table.clear(currentPageData) stopanim() INPUTLOOP:Disconnect() INPUTLOOP=nil currentPageData={} pages={} wait(.1) Load() else stopanim() for name, _ in pairs(UserDanceContainer) do StopPlayingModuleAnimation(name) end end end) end) end local Hi local Hi1 Hi=BoolDance:GetPropertyChangedSignal("Value"):Connect(function() if BoolDance.Value==true then local m=String.Value stopanim() dancing=true Playsound.Volume = 0 if Incin.Looped == false then table.insert(QueueEmotesThatIsntLooped, Incin) PlayQueuedEmote() else PlayModuleEmote(Incin) end else stopanim() end end) Hi1=Hmmm:GetPropertyChangedSignal("Value"):Connect(function() if Hmmm.Value==true then pcall(function() local player = game:GetService("Players").LocalPlayer local backpack = player:WaitForChild("Backpack") for _,a in char:GetChildren() do if a:IsA("Tool") then a.Parent=backpack end end end) stopanim() end end) local Player = game:GetService("Players").LocalPlayer local PlayerMouse = Player:GetMouse() local Camera = workspace.CurrentCamera local Character =char local Humanoid = Character:WaitForChild("Humanoid") local IsR6 = (Humanoid.RigType == Enum.HumanoidRigType.R6) local Head = Character:WaitForChild("Head") local Torso = if IsR6 then Character:WaitForChild("Torso") else Character:WaitForChild("UpperTorso") local Neck = if IsR6 then Torso:WaitForChild("Neck") else Head:WaitForChild("Neck") local Waist = if IsR6 then nil else Torso:WaitForChild("Waist") local NeckOriginC0 = Neck.C0 local WaistOriginC0 = if Waist then Waist.C0 else nil Neck.MaxVelocity = 1/3 local AllowedStates = {Enum.HumanoidStateType.Running, Enum.HumanoidStateType.Climbing, Enum.HumanoidStateType.Swimming, Enum.HumanoidStateType.Freefall, Enum.HumanoidStateType.Seated} local IsAllowedState = (table.find(AllowedStates, Humanoid:GetState()) ~= nil) local find = table.find local atan = math.atan local atan2 = math.atan2 Humanoid.StateChanged:Connect(function(_, new) IsAllowedState = (find(AllowedStates, new) ~= nil) end) local oldC0N = Neck.C0 local updatesPerSecond = 10 local Character = char local Root = char.HumanoidRootPart local hum = char.Humanoid local cf = CFrame.new local DIEDLOOP local HEADLOOP local deltaTime=1 local f66=nil local f67=nil local LoudnessSmoothing=0 local BobbingIntensity=0.15 if TypeOfReanim=="CurrentAngle" then f67=game:GetService("Players").LocalPlayer.Character.Humanoid.Died:Connect(function() Hmmm.Value=true oolDance.Value=false stopanim() char.Humanoid:Move(Vector3.new(0,0,-.1),true) --StopAllAnimations() wait(.5) pcall(function() ws:FindFirstChild(YourName.."_Fake"):Destroy() end) StringVal.Value="None!" end) f66=game:GetService("Players").LocalPlayer.CharacterAdded:Connect(function() if TypeOfReanim~="CurrentAngle" then return end if ws:FindFirstChild(YourName.."_Fake") then return end repeat wait() until game.Players.LocalPlayer.Character.Humanoid.Health>1 Backup() repeat wait() until ws:FindFirstChild(YourName.."_Fake") LoadTools() Hmmm.Value=false char=ws:FindFirstChild(YourName.."_Fake") StringVal.Value=char.Name hum=char.Humanoid StringVal.Value=YourName.."_Fake" repeat wait() until game.Players.LocalPlayer.Character.Humanoid.Health<1 stopanim() StopAllAnimations() end) end if TypeOfReanim=="Emper" then aa=ws.ChildRemoved:Connect(function(a) if a:IsA("Model") and a.Name=="ReanimatedRig" then RUNNING=false aa:Disconnect() end end) end function rayCast(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local lastAirState = "Idle" local function respawn() replicatesignal(game.Players.LocalPlayer.kill) replicatesignal(game.Players.LocalPlayer.Character.Humanoid.ServerBreakJoints) game.Players.LocalPlayer.Character.Humanoid:ChangeState(15) wait(.1) pcall(function() ws:FindFirstChild(game.Players.LocalPlayer.Name.."_Fake"):Destroy() end) end eccentri = strv:GetPropertyChangedSignal("Value"):Connect(function() local VelY = strv.Value if VelY == "Jump" then lastAirState = "Jump" stopanim() dancing = false Numval.Value = 1 local dance = LoadDance("Jump", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Jump.lua") if dance then playanim(dance, false) end elseif VelY == "Fall" then lastAirState = "Fall" stopanim() dancing = false Numval.Value = 1 local dance = LoadDance("Fall", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Fall.lua") if dance then playanim(dance, true) end elseif VelY == "Idle" then if dancing then return end local wasAirborne = (lastAirState == "Jump" or lastAirState == "Fall") lastAirState = "Idle" stopanim() Numval.Value = .1 task.defer(function() if dancing then return end if char.Humanoid.MoveDirection == Vector3.new(0, 0, 0) then walking = false idle = true fwait(1/500) if idle and not walking and not dancing and playanother and char.Humanoid.MoveDirection == Vector3.new(0, 0, 0) then local dance = LoadDance("Idle2", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Idle2.lua") if dance then playanim(dance, true) end end else walking = true idle = false char.Humanoid.WalkSpeed = (sprinting and 24 or 14) * char:GetScale() fwait(1/500) if walking and not idle and not dancing and playanother and char.Humanoid.MoveDirection ~= Vector3.new(0, 0, 0) then if sprinting then local dance = LoadDance("Sprint", "https://raw.githubusercontent.com/Solary-3/Scripts/refs/heads/main/Sprint.lua") if dance then playanim(dance, true) end else playanim(walkanim, true) end end end end) end end) con1=game:GetService("RunService").PostSimulation:Connect(function(deltaTime: number) if not RUNNING then if f66 then f66:Disconnect() f66=nil end table.clear(UserDanceContainer) UserDanceContainer={} table.clear(QueueEmotesThatIsntLooped) QueueEmotesThatIsntLooped={} table.clear(RegisterAssets) --table.clear(TableOfDances) RegisterAssets={} --TableOfDances={} local StarterGui = game:GetService("StarterGui") StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true) TableOfDances=ClonedDanceTable for _,a in next,Buttons do a:Destroy() end pcall(function() if INPUTLOOP then INPUTLOOP:Disconnect() INPUTLOOP=nil end if eccentri then eccentri:Disconnect() end end) stopanim() if f67 then f67:Disconnect() f67=nil end for _,v in ipairs(game:GetService("RunService"):GetChildren()) do if v:IsA("Sound") then v.TimePosition=0 v:Stop() end end if TypeOfReanim=="Gelatek" or TypeOfReanim=="Emper"then pcall(function() game.ReplicatedStorage["01_server"]:FireServer("cmd", "-re ") end) else respawn() end oswait(.1) --TypeOfReanim=LastReanimChanged Hmmm.Value=true BoolDance.Value=false String1.Value="Using Tools or Keybind dance" oswait(.1) --String1.Value="None" Hmmm.Value=false String1.Value="None" BoolDance.Value=false IsRunning1.Value=false pcall(function() cac:Disconnect() Hi:Disconnect() Hi1:Disconnect() G2L["1"]:Destroy() gy:Disconnect() end) con1:Disconnect() return end local function Alpha(n) return math.clamp(n*deltaTime*60,0,1) end local hitfloor=nil sine=os.clock() pcall(function() local root=char.HumanoidRootPart if char:GetScale()==1 then hitfloor=rayCast(root.Position,(CFrame.new(root.Position,root.Position - Vector3.new(0,3*char:GetScale(),0))).lookVector,4,char) else hitfloor=rayCast(root.Position,(CFrame.new(root.Position,root.Position - Vector3.new(0,3*char:GetScale(),0))).lookVector,4*char:GetScale(),char) end end) local target=musicSound.PlaybackLoudness or Playsound.PlaybackLoudness LoudnessSmoothing=LoudnessSmoothing + (target - LoudnessSmoothing) * BobbingIntensity local bob=math.clamp(LoudnessSmoothing / 100, 0, 30) workspace.CurrentCamera.FieldOfView =70-bob*1.5 if TypeOfReanim=="CurrentAngle" then pcall(function() local char=ws[YourName.."_Fake"] local hum=char.Humanoid pcall(function() hum.Animator:Destroy() end) hum.JumpPower=50*char:GetScale() local hrp=char.HumanoidRootPart local h=char.Head if ad.Value==true then hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,1.5,0)):PointToObjectSpace(h.Position),Alpha(.025)) else hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,0,0)):PointToObjectSpace(hrp.Position),Alpha(.025)) end end) elseif TypeOfReanim=="Gelatek" then pcall(function() local char=ws["GelatekReanimate"] local hum=char.Humanoid pcall(function() hum.Animator:Destroy() end) hum.JumpPower=50*char:GetScale() local hrp=char.HumanoidRootPart local h=char.Head if ad.Value==true then hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,1.5,0)):PointToObjectSpace(h.Position),Alpha(.025)) else hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,0,0)):PointToObjectSpace(hrp.Position),Alpha(.025)) end end) elseif TypeOfReanim=="Emper" then pcall(function() local char=ws["ReanimatedRig"] local hum=char.Humanoid hum.JumpPower=50*char:GetScale() local hrp=char.HumanoidRootPart local h=char.Head if ad.Value==true then hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,1.5,0)):PointToObjectSpace(h.Position),Alpha(.025)) else hum.CameraOffset =hum.CameraOffset:Lerp((hrp.CFrame*cf(0,0,0)):PointToObjectSpace(hrp.Position),Alpha(.025)) end end) end pcall(function() local Torso=char["Torso"] local Root=char["HumanoidRootPart"] local LeftShoulder=Torso["Left Shoulder"] local RightShoulder=Torso["Right Shoulder"] local RightHip=Torso["Right Hip"] local LeftHip=Torso["Left Hip"] local Neck=Torso["Neck"] local RootJoint=Root["RootJoint"] if dancing==false and char.Humanoid.MoveDirection == Vector3.new(0,0,0) then walking=false idle=true else walking=true idle=false end local VelY = char.HumanoidRootPart.Velocity.Y local newState if dancing then return end --if hitfloor~=nil then return end if VelY > 1 and hitfloor == nil then newState = "Jump" elseif VelY < -1 and hitfloor == nil then newState = "Fall" Numval.Value = 1 elseif VelY>=0 or VelY<=0 and hitfloor~=nil then newState = "Idle" Numval.Value = .1 end if strv.Value ~= newState then strv.Value = newState end end) end) end Reanimate.MouseButton1Click:Connect(function() if RUNNING then notify("Already Running") return end MainScript () end) Stop.MouseButton1Click:Connect(function() if LastReanimChanged.Value=="Emper" then notify("Click the respawn on the roblkx menu") return end RUNNING=True workspace.CurrentCamera.FieldOfView =70 end) repeat oswait() until not UI["Interface_1"] table.clear(TableOfDances) table.clear(validAudioFiles) table.clear(danceCache) table.clear(UserDanceContainer) table.clear(QueueEmotesThatIsntLooped) table.clear(RegisterAssets) table.clear(IndexRedTexts) table.clear(IndexWhitwTexts) table.clear(IndexGradients) pcall(function() INPUTLOOP:Disconnect() INPUTLOOP=nil musicSound:Destroy() Playsound:Destroy() Ee:Disconnect() con1:Disconnect() fg:Disconnect() end) </pre> --- ==Original source== [[Art]] deleted from [[w:Wikipedia:Bad Jokes and Other Deleted Nonsense]] {{CourseCat}} [[Category:Imported works|0{{FULLPAGENAME}}]] 5ycsj846p45k57ywete3mi6ey49jzkb 2815250 2815249 2026-06-11T12:27:10Z Atcovi 276019 Reverted edit by [[Special:Contributions/~2026-34343-93|~2026-34343-93]] ([[User_talk:~2026-34343-93|talk]]) to last version by [[User:Atcovi|Atcovi]] using [[Wikiversity:Rollback|rollback]] 1694869 wikitext text/x-wiki <pre><nowiki> ______________ | D.A.B.'S | (__) (__) (__) (__) | USED | (uu) (uu) (uu) (uu) | COWS | /-------\/ /-------\/ /-------\/ /-------\/ |____________| / | || / | || / | || / | || || * ||----|| * ||----|| * ||----|| * ||----|| || ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ______||_______ | EASY CREDIT | (__) (__) (__) (__) |_____________| (uu) (uu) (uu) (uu) || /-------\/ /-------\/ /-------\/ /-------\/ || / | || / | || / | || / | || || * ||----|| * ||----|| * ||----|| * ||----|| || ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ - - - - - - - - - - - - - - - - - - - - - - - - - - (__) (__) (__) (__) (oo) (oo) (oo) (oo) /-------\/ /-------\/ /-------\/ /-------\/ / | || / | || / | || / | || * ||----|| * ||W---|| * ||w---|| * ||V---|| ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ Cow Cow laden Same cow Nancy Reagan-type with milk after milking cow with milk (___) (___) * (___) (___) (o o) (o o) \ (o o) (o o) /-------\ / /-------\ / \-------\ / /-------\ / / | ||O / | ||O | ||O / | ~#>-+|O * ||,---|| * ||@\--|| ||,---|| * ||,----| ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^ Bull Same bull after Rotc bull after Red-blooded American Bull seeing above cow seeing other bull shooting the Rotc bull (__) (__) * (__) * (__) (oo) (oo) \ (oo) | (oo) /--------\/ /-oooooo-\/ \-------\/ \-------\/ * o| || * ooooooooo o o| || / || ||----|| ooooooooooooo ||----||>==/-----|| ooo^^ ^^ ooooooooooooooooo ^^ ^^ ^^ Cow taking Cow in deep Cow getting the shit a shit shit kicked out of her (__) (oo) U /-------\/ /---V / | || * |--| . * ||----|| ^^ ^^ Cow at 1 meter. Cow at 100 meters. Cow at 10,000 meters. (__) )__( Note the vv vv (oo) (oo) pointed feet ||----|| * /-------\/ *-------\/ I suspect || | / / | || / | || it's about /\-------/ * ||----|| / ||----|| their dancing (oo) ^^ ^^ vv vv styles. (~~) American Cow Polish (Kasai) Cow Australian Cow (__) (__) (__) (oo) ____ (oo) _---_(oo) /-------\/ /- --\/ /- -\/ / | || / | || /| || * ||----|| * ||___-|| * ||___-|| ^^ ^^ ^^ ^^ ^^ ^^ Freshman Cow at Freshman Cow Freshman Cow start of school After the "Freshman 15" After the "Freshman 20" (__) (__) (__) (OO) (@@) (xx) /-------\/ /-------\/ /-------\/ / | || / | || / | || * ||----|| * ||----|| * ||----|| ^^ ^^ ^^ ^^ ^^ ^^ Cow who drank Jolt Cow who ate Cow who used Jolt to wash psychedelic mushrooms down psychedelic mushrooms /\ __ / \ || (__) (__) \ / (_||_) SooS (oo) \/ (oo) /------S\/S /-------\/ /S /-------\/ / | || / | || / S / | || * ||----|| * ||----||___/ S * ||----|| ^^ ^^ ^^ ^^ ^^ ^^ This cow belonged Ben Franklin owned Abe Lincoln's to George Washington this cow cow (__) * (__) (oo) \ (oo) /------\/ \-------\/ /| |/ | | ==$ || / | [) || ||----|| * ||----|| ^^ ^^ ^^ ^^ Old "One Arm" belonged This cow is obviously to Caesar's Palace Hugh Hefner's Heifer (___) (__) (__) ( O ) (oo) (oo) /-------\ / \/--------\/ / | ||V | | * ||----|| ||------|| ^^ ^^ ^^ ^^ The cyclops that Odysseus and This cow lived with his crew met had this cow Dr. Doolittle (__) (__) [##] (@o) /-------\/ /-------\/ /------- (__) / | || / | || / | || (oo) * ||----|| * ||----|| * ||----|---\/ ^^ ^^ ^^ ^^ ^^ ^ This cow belonged This cow lived with This cow belonged to to Flash Gordon the Little Rascals the Headless Horseman (____) (____) (____) (oo ) (o o) ( O O) /-----------\ / /-----\ /---- /-----------\ / \ / / || | \/ / | | \/ | / || | \/ \/ / || |||| \ | | | | | / || |||| * ||||-----|||| *| | |-----| | | * ||||-----|||| /\/\ /\/\ /\ /\ /\ /\ ^^^^ ^^^^ This cow belonged This was Salvador No one was sure whether Lewis Carroll's cow to Pablo Picasso Dali's favorite cow M.C. Escher's cow had four legs or eight (__) (__) (oo) (__) (oo) /\/ (oo) /-------\/ /--/-- \/----- / | || / | `-. / | `-. * ||----|| * ||----|| * ||----|| OO OO OO OO OO OO Cow-vertible . . . (__) *_ *_ ( oo *_ \ (__) \ /\/ \ (__) \.----( oo____ \.-/----._____ \.( oo___\____ ||____\/____ \ ||__________ \ |_\/________ \ OO `OO OO `OO OO `OO Cow-vette Cow-vertible (of cowrse) * (___) * (___) (__) \ (o o) \ (o o) (oo) \-------\ / \-------\ / /-------\/ ________ | ||O | ||O / | ||_|/ O _______ ||,---|| ||,---|| * ||----| -- ^^ ^^ ^^ ^^ ^^ ^ Twins Cow Catcher (__) (__) [@@] ? (__) ? (__) (oo) <=|^^|=> ? (oo) ? |\/|(oo) /-------VV /--------- \/ /-------\/ /--| \--\/ / | || / | || / | || / | || * ||----|| / | || * ||----|| * ||----|| ^^ ^^ * ||------|| ^^ ^^ ^^ ^^ ^^ ^^ Cownt Dracula Francownstein Where Cow Cow bird Cow Cow (^^) ( (oo) (__) (oo) ) (OO) (oo) /-------==--- /------\--/ /------|||||| / | || / | || / | UX` \||/ * ||----|| * ||----|\O---< HONK! * ||----|| ^^ ^^ ^^ ^ ^^ ^^ Groucho's Harpo's Karl's cow cow cow (yes, that's the Russian symbol. Use your imagination.) O__O \_|_/ (oo) (oo) /-------\/ /-------\/ / | || / | || * ||----|| * ||----|| ^^ ^^ ^^ ^^ Cow at Disneyland Cow visiting the Statue of Liberty (__) (__) ^^ (oo) (--) ^^^^ /-------\/ /-\/-\ ^^^^^ / | || /| |\ ^^^^^ * ||----|| ^ | | ^ ^^^^^^^^ ====^^====^^==== | | ^^^^^^^^^^^^^/ /----\ ^^^^^^^^^^^^^^^^^^ / \ \ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^ * ^ Cow Hanging Ten at Malibu Cow sunning at Fort Lauderdale (What a bod, huh guys?) * (__) \ (DD) \ /-------\/ |\ / | ||_\_/ \ | \ (__) * ||----| \\|| \(oo) ^^ ^ \||\ \\/ Cow chugging brews and staring at ^^ \|| sunbathers at Fort Lauderdale \\ || \\|| \|| ^^ / / / / / / / / / / / \\_ / / / / / / / / / / / / \_ / / / / / _______ / / Cow skiing a Black Diamond at Aspen / / / / | \ / / / / / (__)| / / / / / (oo)| / / ( @@@ ) /-------\/ | ( @@ ) (------------) / | ||^_| @@ (__) ( *>COUGH<* ) * ||----| @@ (oo) . . . ( *>COUGH<* ) ^^ ^ /--UU--\/ (____________) / | || Cow sheltering from English Weather * ||---|| (New) Jersey Cow O O O O \ \ / / \ \ (__) / (__) \ \ (xx)/ (DD) \ +--------+\// /-------\/ \| | / / | || +--------+ * ||----|| ^^ ^^ Cow fantasizing about "Riding the Mechanical Bull" o==+-- | |\ \ | | \ \ ____________________ | \ \ \ | | | \ \ \ | +------------+ | | \ \ \ | | (__) | | | \ \ \| | (oo) | | | \ \ | | o\ .\/. | | | \ \| | | \/ \ | | /---\ \ | +------------+ | / \ \| | | | | | \ / | | \---/ | | | | -------------------------- ( ) -------------------------- Cow-struction worker. | /---\ : = : : : :,','. '. : :---\ ..,,,',.',',;,'.';'.'.'.,.'.'..:. : : Cow town after a visit by the cow-struction worker. o o |__| (__) (__) (oo) (oo) =(oo)= oo /-------\/ /-------vv /-------\/ / | || / | || / | || * ||----|| * ||----|| * ||----|| ~~ ~~ ~~ ~~ ~~ ~~ Bill Bixby Bela Lugosi Boris Karloff Claude Rains male relative cow cow cow cow x xxxx|xxxx xxxxxxx|xxxxxxx | // (__) // (____) (oo)// (oooo) /-------\// /-------\/\/-------\ / | |// / | || || | \ * ||----| * ||----|| ||----|| * ^^ ^^ ^^ ^^ ^^ ^^ Julie Andrews Cow Siamese cows o o (__) ^ \ / (oo) / \ / _____\/___/ (__) \__/ / /\ / / (oo) _______(oo) ^ / * / /---------\/ /| ___ \/ / ___/ / | x=a(b)|| / | { }|| *----/\ * ||------|| * ||{___}|| / \ ^^ ^^ ||-----|| / / ^^ ^^ ^ ^ Mathematical Television This cow does disco Cow Cow (That's what comes of (developer of (Cow-thode snorting cow-caine) cow-culus) Ray Tube) o | [---] | | | | |------========| /----|---|\ | **** |=======| /___/___\___\ o | **** |=======| | | ___| |==============| | | ___ {(__)} |==============| \-----------/ []( )={(oo)} |==============| \ \ / / /---===--{ \/ } | ----------------- / | NASA |==== | | | * ||------||-----^ ----------------- || | | / / \ \ ^^ ^ | / ---- \ ^^ ^^ This cow jumped over the moon (__) ([][]) "I have this recurring dream __\/_--U about golden arches.".. (__) /\ \__ ^ :..("") /\\\ / / //\ ____\_____\/ // /----^/__/\ /\ // \\/ \___ / // \\\____/--\-- // /-/__________/ // /====== \/ =======/==============// *_/ / \ /^ // / \\ / \ ^ // \\ Psycowlogist and patient (___) \^^^^^^^^\ (__) (o o) \^^^^^^^^\\ (oo) \ / *-----\_______\/\/ \--O--/ ^_______/ --- \______^ // -----\ ^--------\ \S/ /\_____^ \\/_^{} /==V===[] \______/ \_____\\// \__/ It's a bird... //\\ The Boss It's a plane... // \\ (Bruce Holstein) // // ^^ ^^ ================== _____________________________ H H | |-------------| H (__) H | | ________ | H (oo) H __ | COWNTY | | (|__|) | | H / \/ \ H / \ | JAIL | | |oo| | | H | | | | H | STOP | | | |__|\/|__| | H D===b=----- H \ __ / | | o | H^^^^^^^^^^^^^^^^H || | | ^ | H H || | | ] | H H || | | | H H || |_____________|_____________| H H || ^^^^^^^^^^^^^^^^^^ ^^^^^^^ Some cows get in trouble... Cattle Guard ( ( ) ( ( ) ) ( ( ) ( / ) ( ( \\ ) ( | // ) | | (__) | | (oo) (__) | | ----\/ ______(oo)_____ | | || ( _)_______(__) ) **| | ---|| \ __________/ ``'---------^^ Cow Hide Cow Pie \ | / ___________ ____________ \ \_# / | ___ | _________ | | \ #/ | | | | | = = = = | | | | | | \\# | |`v'| | | | | | \# // | --- ___ | | | || | | | | | | | #_// | | | | | | | | \\ #_/_______ | | | | | | || | | | | | | | \\# /_____/ \ | --- | | | | | \# |+ ++| | | |^^^^^^| | | | || | | | | \# |+ ++| | | |^^^^^^| | | | || | | ^^^| (^^^^^) |^^^^^#^| H |_ |^| | |||| | |^^^^^^| | | ( ||| ) | # ^^^^^^ | | |||| | | | ||||||| | ^^^^^^^^^^^^^________/ /_____ | | |||| | | | ||||||| | `v'- ^^^^^^^^^^^^^ | ||||||| | || |`. (__) (__) ( ) (oo) (oo) /---V /-------\/ \/ --------\ * | | / | || ||_______| \ * ||W---|| || || * ^^ ^^ ^^ ^^ "Cow Town" \ (__) (__) \\(oo) (\/) /-----\\\/ /-------\/ / | (##) / | || * ||----||" * ||----|| ^^ ^^ ~~ ~~ This cow plays bagpipes. Cow from Beijing (__) (__) (__) (\/) ($$) (**) /-------\/ /-------\/ /-------\/ / | 666 || / |=====|| / | || * ||----|| * ||----|| * ||----|| ^^ ^^ ^^ ^^ ^^ ^^ Satanic cow This cow is a Yuppie Cow in love (__) (__) (oo) (oo) /-'''''-\/ /-------------------\/ / |'''''|| / | || * ||''''|| * ||----------------|| ^^ ^^ ^^ ^^ Cow in Argyle Stretch Cow * ** ** * ** * * * ** * / / \ * * \ \ / \ / / (__) * / / \ \ (__) \ \ /--------(00) / (00) / / / | |( ) \ /-------\/ \ \ * ||---- ||() / / | || / / || || \ \ * ||----|| \ \ ^^ ^^ / / ^^ ^^ / / Cow Chewing Marbles Cow in Heat (___) (o o) /------\ / (__) (__) / ____O (oo) (oo) | / /----\----\/ /-------\/ /\oo===| / || / | || | || *||^-----|| * OO----OO * ^^ ^^ ^^ Cowt in the Act low rider cow (__) \__\ (__) (oo) o (oo) (oo) /-------\/ ____\___\/ *+-------\/ / | || / | || ||______|| * ||----|| * ||----|| ||----|| OO OO OO OO OO OO Detroit cow Mustang cow pickup cow (__) (__) \_||_~ (oo) (oo) (*||*) /---------------\/ /----\/ /-------\||/ / | || / || / | || * ||------------|| *-||----|| * ||----|| OO OO OO OO OO }{ li-moo-cow fastback cow teenager's cow ____ (____) .xxxx. (__) '(oo)` (oo) /-----'-\/ ` /-------\/ / | |============> / | || * ||----| (~) * ||----|| ~~ ~ ~~ ~~ Moo-ammar Cowdafi holy cow armed and dangerous (___) (___) (o o) (o o) /-------\ / /-------\ / / | ||O / | O~ ||O * ||,---|| * ||,---|| ^^ ^^ ^^ ^^ A Bull A-bomb-in-a-bull No-bull (---) ( ) /-----\ (___) | | (o o) | | | (-----) \ / | | | / / \ O | * | * | O | ^^ ^^ ----- Coward Phone Bull __________________________________ }__{ / Send YOUR cow pictures to \ (00) ( dbader(at)scarecrow.csee.lehigh.edu ) :****** \/ ==='\___________________________________/' : # ## ##****## "" "" | | | | * | | (__) | | \ (__) | | (oo) | | \ (oo) | | /-------\/ | | -----------\/-- | | / | || | | ----| |--- | | * ||----|| | | -------- | \______^^____^^___ | \_________________ | _________________ | _________________ | / | / | | | | | | | | | | | | | | | | | | | | | | | | | | | | / \ / \ Cow perched on a tree. Cow attempting to fly off tree. | | | | | | | | | | | \_________________ | _________________ | / | | | | | | | | | | | | (__) | | *---------(..) / \ ^^----^^\/ The attempt results in an udder disaster. . /\ . . : (__) . / \ . . : (xx) / \ . . * : __------\/ / \ * : * ||____|| | (__) | . . ** : / | |\ . /| (oo) |\ ** : / | /\/\ | \ . . * : Hamburger . / |=|==|=| \ . * : . / | | | | \ . : / USA | ^||^ |NASA \ . : * (__) |______| ^^ |______| . : \ (oo) . (__||__) . . : \-------\/ . /_\ /_\ . . . : 8-| || !!! !!! : ||----|| : ^^ ^^ The cow that jumped over the moon. : Flying Cow ...---... ../ / | \ \.. ./ / / | \ \ \. / / / | \ \ \ / / / | \ \ \ ^^^^^^^^^^^^^^^^^^^^^^^ \ | / \ | / \ | / \ | / \ | / \ | / \ | / \ | / \ | / \ | /(__) \|/ (oo) /---++--\/ / | || || * ||-++-|| ^^ ^^ Cow surviving attack by Red Baron ..---.. (__) / \ (oo) | RIP | /-------\/ | | / | || | | * ||----|| | | ^^ ^^ | | \\\\\\\\\\\\\\\\\///////////////// Elvis's Cow... ...Or is it alive and living in tax exile??? (__) (oo) /---+ +--\/ / | | | || * ||-+ +-|| ^^ ^^ * David Copperfield's Cow David Copperfield's other Cow (__) (oo) /-------\/ / | || * ||----|| ^^ ^^ (__) (__) (oo) (oo) /-------\/ \/-------\ / | || -^^- || | \ * ||---- -^^- || * ^^ ^^ (__) (__) (oo) (oo) /-------\/ \/-------\ / | || || | \ * ||----|| ||----|| * ^^ ^^ ^^ ^^ Barnum's Troupe of performing cows (__) _--------_ (oo) |__________| BIG /-------\/ XXXXXXXXXX MAC / | 007 || __________ * ||----|| |_ _| ^^ ^^ -------- Cow licensed to kill Enemy Cow after having met previous cow The cow that didn't jump over the moon. ------------------------ ! ! ^ / \ Hey diddle diddle /___\ The cat and the fiddle |= =| The cow blew up on the | | launch pad... | | ROCKET, | | TAKING OFF | | TOTALLY \\ | | OBLIVIOUS TO ||||||> | | THE FACT THAT // | | THERE IS A | | COW ON THE | | LAUNCH PAD /|##!##|\ / |##!##| \ / |##!##| \ | / ^ | ^ \ | | / ( | ) \ | |/ ( | ) \| (( )) (( : )) (( : )) (( )) (( )) ( ) . * . _ _ * * \\ *= // COW BLOWING \\ \\ =* // UP,ON THE ||||||>> * * ( __ ) LAUNCH PAD // * * * . _ (oo) * // *= *= * BOOM * () // *= * * * ==* \\ ________________________________________________ = * \\ ============================================== // // !! \\ \\ // // || \\ \\ (__) (oo) /'^^^-m (__) / '' ` ) (oo) o /| /|/|_ | /| / \/ / / _ / | | | | / _\===^ ___\_____/___ |_____|_| ___|__/ |/\ (___________(_) //|| || * ^ ^ * ww ww Mrs. O'Leary's Cow Cow'nt Dracula ____ ____ |+++++| |++++| ___ |++++| ____ |+++++| |++++| |++ ______________________ |++++| |+++++| |++++| |++/ /( )\ \ |++++| |+++++| __ | | |+| |-oo- | \______ |++++| |+++++| |++| -----(__)--| \__\/ _(__)_ \ ---------------------------------- o ( oo /_______________________| (oo) \ | __ | _/\_| | M O O - B U S T E R S|__\/\ /| | /oo| - Bleaurgh! |-| \\____ ------ )_ /| /\ -|_ \_|-_|^^^^^^^^^^^^^^^^^^^^^^^^^^ 0 _| * \/ * \ | __________________________________/ | W| \ \_/ /----------------- \ \_/ / / /\ \ \___/ \___/ / / \ \ ^^^ ^^^ Who you gonna call...? (__) (__) (__) (----------) (00) (-o) (--) . . . ( *>YAWN<* ) /------\/ /------\/ /------\/ (----------) /| || /| || /| || * ||----|| * ||----|| * ||----|| Cow w/ Glasses Flirtatious cow (winking) Cow after pulling an all-nighter * (__) (__) (__) (__) \ (oo) (oo) (oo) (oo) \-------\/ /-------\/ /-------\/ /-------\/ /| |\ / / \ / \ / / \ \ //||----||\\ * //------\\ * \\--// * \\----\\ ^ ^^ ^^ ^ ^ ^ ^ ^ ^ ^ Cow walking Cow jogging Same cow Cow braking (__) (oo) (__) o * (__) \/ (oo)/ " | (oo) ____| \____ /-------\/(__ o=o=o=|------\/ ---/ --** / | / | | *____/ |___// * ||----|| ||----|| //--------/ ^^ ^^ ^^ ^^ //__ Cow Cow pooing Cow marching standing Side Front Side back (___) Where's all the bulls! (__) (__) (__) (__) (O O)/ ( oo (oo) oo ) ( ) ^ _/\ /\_ ^ /\_| /\/\ |_/\ / \ \\/ O \// (___) ( -- \_ | - G'nite, and thank you for your support. Zzz z z z z z z z \O >> NOTE: When drawing new cows, please DO NOT use tabs! Thanks! << PLEASE DISTRIBUTE THIS FILE WIDELY -- IT IS *NOT* COPYRIGHTED. (Besides, this is a classic that NO ONE should miss!) ----------------------------------------------------------------------------- David A. Bader Permanent Addr: CSEE Dept., Packard Lab 1402 Lorain Avenue Lehigh University Bethlehem, Pa. 18018 Bethlehem, Pa. 18015 (215) 868-1311 (215) 974-8995 Internet: dbader(at)scarecrow.csee.lehigh.edu or dab3(at)pl118f.cc.lehigh.edu Bitnet: DAB3@LEHIGH.bitnet ----------------------------------------------------------------------- ------------------------- Teil 2 -------------------------------------- ----------------------------------------------------------------------- ...:::/// THE SEQUEL OF THE COWS \\\\\:::... Part 2 of the 5-part COMPLETE GUIDE TO COWS! ________________________ (__) / \ * OFFICIAL EDITION * (oo) ( Udderly Cool Cows! ) /-------\/ --'\________________________/ * SUMMER 1991 ISSUE! * / | || * ||----|| Edited by David A. Bader ^^ ^^ Please send your submissions to: Cow dbader(at)scarecrow.csee.lehigh.edu = = = = = = = = = = = = = = = = = = = = = = = = = = ______ (__) | | (__) (oo) | | ($$) ----\/ /-----^^^^^^ /-------\/ || / | || / | IRS || ---|| * ||----|| * ||----|| ^^ ^^ ^^ ^^ ^^ Eric the half a cow The unknown cowmic Tax Accowntant (___) (___) (___) (0 0) (0 0) (0 0) \ / \ / \ / __[_V_]__ __[_V_]__ __[_V_]__ /_________\===: /_________\===: /_________\===: \OOO---OOO/ \OOO---OOO/ \OOO---OOO/ Cowed Forces \ _ / - ( ) - /\ / " \ /| | (__) (__) / | | (oo)\ ________(oo) /____| | \/| \ /| \/ / \/ | \ / |_______|| __(_______ |||__ \ * || || |__________| ||| ____\---* ^^ ^^ Thomas Edison's cow Cow hearing his master's voice ) ( _ (____) / \ (__) ==========I / = = \ ~ ==' `== (oo) \ |||||| I (-O--O-) ~ 8 O O 8 /-------\/ \ ||||| I ( ) ~ /------- ( ) / | ||__o=< \ |||| I /------- ||||||====== / | || \_/ * ||----| \ ||| I / | || \/ * ||----|| ~~ ~ \ || I * ||----|| ~~ ~~ ~~ ~~ Groucho Moo-x Chico Harpo ______________________ _______________________ | | | | | (__) | | (__) | | (oo) | | (oo) | | /-------\/ | |---\/ /----| | / | || | | || / | | | * ||----|| | |--|| * ||--| | ^^ ^^ | | ^^ ^^ | |--------------------| |---------------------| Normal Cow 0 Cow modulo one 1 (__) (__) (oo) (oo) ______________\/______ ____ /-------\/ __ /___/___/___/___/___/_/| /___/| / | || _/_/| |___|___|___|___|___|_|| |__||/|* //-----|||_|_|| |_|___|___|___|___|___|| |_|__|/|^^ ^/|___|| |___|___|___|___|___|_|/ |___|_|/ |___|_|/ Cow in the GDR before... ...and after 9-Nov-1989 ______________(__)_________________ (__) /_______________(oo)_______________ / (oo) | \/ || \/ _|_ _|| || /__/_______________________________/__/| || ( ) ( )| || | |________________________________| | | || \_____________________________________/] /------- / [] [] [] / | || * ||----|| COW-CH ^^ ^^ Cowraffe * * \ / \ / /^^^^^^^^^^^^^^^^^^^^^^^\ \/ / (__) \ +----------+ | (oo) ^^^^^^^^^^^\ | | | |^^^| \/. \\ // \_* |^^^| | | | |-----`//`====='\\-----| | | | | |-----//---------||----| | | | | |_ _ _"_ _ _ _ _ "_ _ _| | +----------+ ^||^ ^||^ || || "COWCH POTATO" +------------+ + | B A T E S | (__) o | (0x) ( ) |C O R R A L | (**) /| ---------- | \/ ( ) +------------+ \==/ / | |\ \ W------ | | ( ) v | ---------- *---- ====; ( ) | | (__) | \ / ( ) \ | (oo) | \ | ( ) \ | \/ | \+ | ( ) ---------- + ( ) Ice Cowbe COWBOOOOOM! | | o o Psycho Cow (with knife) (__) (oo) ------------------------- _______________________ /-------\/ - | Don't have a Bart, man! | |\ ^ ^ /| / | || ------------------------- | \ ^ ^ ^ / | * ||----|| |(_\ ^ COW-PIE ^ /_)| ^^ ^^ |(oo\ ^ /oo)| The Simpsons' cow | \/ \ ^ ^ / \/ | |(__) \ / (__)| \ / \(oo)(_\ ^ ^ /_)(oo)| \_____________/ \\/ (oo\ /oo) \// /\___________/\ \ \/ \ ^ / \/ / Cow in / /\_________/\ \ \ (__)\ / (__) / trouble / / /\_______/\ \ \ \ (oo) \^/ (oo)/ / / / / (__) /\ \ \ \ \ \/ :(__)\// ___/_/_/_/_ (oo) \_\_\_\_\___ \ (__):(oo) / \ \ \ \ \ \/ / / / / / \(oo): \/ / \ \ \ \/_____\/ / / / \\/(__) / \ \ \/_______\/ / / \ (oo)/ \ \/_________\/ / \ \// \/___________\/ \:/ / \ / \ (__) (__) (______) (__) (oo) (oo) ( o o ) (oo) /--------\/ /^^^^^^^\/ /-----\ / /-------\/ ./ | | ./ {^)))))_} / | |\/ / | || |--W-----| ||`` || * ||----|| * (.)(.)|| | | | | ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ cow before weight cow after Conceited Dolly Parton's loss program the program Cow Cow (___) ( OO ______ ______ _____\_ | ______ (__) ______ | | | | | |\O cowstle | | (oo)| | | |____| |____| | | |__\/_| | | | | | | | (__) | | | __________ | (oo) | __________ | | | | | \/-------\ | | | | | | | | ___ | ___ |_\_ | | | | | | (__) | |_| |_|_| |__|| |__| | (__) | | | | (oo) | | (oo) | | | \___\/___/ \___\/___/ | | | | | ( ______ ) ( / \ ) ( / \ ) ( | | ) | | | | | | | | |_________________________|________|______________| \ \ \ \ \ \ \ \ (__) \ \ (oo) / /---\----\/ / / | \ || * (__) / * ||---\-\\ \ ( OO / ~~ ~~ \---\___/\_|\=/> ^^ ^^ | \===/> \\_____// | /______/ / || | _________\\_\\_____/____________________ /\------\ ^ ^ / (oo) \ / (--) * / Cow Circus: The flying Cowlendas Cow Circus: Tightrope walking ______________________ | |\ | (__) | | | (oo) | | | \/ | | | / \ \ | | ///////// \_ \_/////// | | | / | | (__) | /++++++< | | _____(oo) |==/====|==\=\=========|=|===========================\\/ | * | \_\_ | | / | || _______O)-----^---------------\O)_________________*__||----||_____ cow-lliope in the circus parade * \ w \ w (__) \\ /\ // (oo) \\/ \// \/ | | (__) >--( )--< |(__)| (oo) / \ \(OO)/ .-\/-. >--- {} ---< //\/\\ <| |> v /\ v || || \ \/ / | (oo) | ||__|| |\/\/| \(^^)/ /^^ ^^\ /----\ | | / ======== \ / \ | | / \ /* * * \ / \/ \ |==============| /__*_*_*_\ | \ | \ / || || ^ / ^ \ ======== / ^^ ^^ * \ ______ / Cow balancing on ball Cowslip Cownilingus (__) -'`- "Here's (oo) ____________________ ( oo ^ mooing /-------\/ | | /\_|-- at you, / | |\ / | o o o o o o | | \ \__ _ kid!" * ||----| / ====================== | \___[' ^^ ^ || || | || Cowncillor his cowch |____|- | | ~ ~ (__) (__) (__) (__) humphrey cow-gurt (oo) (oo) (oo) (oo) /-------\/ \/ \/ \/-------\ / | || =================== || | \ * ||----|| || |--| |--| || ||----|| * ^^ ^^ -- ^ ^ ^ ^ -- ^^ ^^ (__) A game of cowntract bridge (oo) / \/ ____________ / \===^__| | ---------------------- _|___ /\ |______________| (__) | \-/ \-/ || | |=====| | | | (oo) | _|_ _|_ |__| | *I I| | | | /-------\/ ---------------------- I I^ ^ | | / | || | \-/ | | | | * ||----|| | _|_ |_| |_| |_| | wolfgang amadeus moo-zart ^^ ^^ ---------------------- Just a humble cownoisseur (__) (__) (__) (__)(__) (__) (__)(__)(__) (__) (oo(__)oo) (__)o) (oo)((__)(__)oo) (__)(o(__)o)(__)o)(__) \/(oo)\/ (oo)/(__)/ (oo)(oo)\/ (oo) \(oo)/ (oo)/ (oo) \/ \/ (oo) \/ \/ \/ \/ \/ \/ \/ a cownfluence _______ (__( .-< | | | (oo) | |___|___| ___\/___| |\_____/| | | | | | | | | |_______| >-' | | _ | _ | *----/\ /-------// |--(_)--| / \ / | || |_______| (__) / \ * ||----|| | | (++) ^ ^ ^^ ^^ |_______| \/ Egyptian Cow Marie Antoinette's Cow _ ________|@|________ | POLICE BOX | __ |---------------| (^\/^) \(:)/ |_______| / | \oo/ (o|o) || | || | | /-----\/ /-----\_/ ||-----|| | | /| | /| | ||__|__|| | | V ||----|| ^ ||----|| | ___ | | | ^^ ^^ ^^ ^^ | |___| | | | Vulcan Cow Klingon Cow | _____ | (__) || || (oo) --------- || ||----//\/ ---< Master? > || ||B-9 \ | --------- ||_____||______\| |_______|_______| ---------------- a Certain Time Lord's Cow (__) ---< EXTERMINATE!!! | ( ----0 ---------------- (___) "Moo have twenty _\/_ |===| seconds to comply." /oooo\---O ________\_/ / /oooooo\ | | | /oooooooo\ # ||______|| /oooooooooo\ || || /____________\ ^^ ^^ RoboCow a Dalek Cow @ @ @@@ @ @@ @ Pffii @@@@ @@ ___________D @@@@@@ |________ | _______ (__) | / \ / ( oo /~| | __ \ / /\_|// | | / \ | | _/____/__| | | | | | | ___/-----------------_| (__) | / \ \ \ `(oo) | / \ | | |\/ | | O | / / __ / |----| |-----------/ \-\\\ (__) \ / | o | \\\ _( )_ ________\___/____________\__/____\\\_____________/_/__\_\____ Cow Express Suicidal Cow o _____________ /\ / \ [__] ( take off, eh! ) __ | \ / (oo) ----'\_____________/ \/----///\ /-------\/ */\______(xx) / | ||__| ( ) * ||----| U ^^ ^ Pro-democracy cow from Beijing Canadian Cow o o o o o o o o o o o o o o o o o o o o ( ) o ( ) o ( ( o O ) ( ) ( ) ( o o (__) o o (__) o (__) o o (__) (oo) (oo) (oo) o (oo) o /------$$$$ o o /-------\/ o /-------\/ /-------\/ / | $$$$ / | || / | || / | || * ||----|| o * ||----|| * ||----|| * ||----|| o ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ Santa Cow and his rein cows caught in a Montana snow flurry ___ _/...\ *==\ ________________ __________ (___) /::::::\ (/_\) / \ /| `(0 0) |:::::::_ (o o) | Moo, Moo, Moo | / | \ / /-----+-+--- \ / /\________________/ * |||----|||-/ * / | | | | 0 ___/ ||| ||| * | _ |_| _ | || --+_+- || Rudolph the Red-Nosed Cow -- -- | |_ | |_ /\ |____| |____| / O\ Santa Cows / , \ / O \ _ - ~ ~ ~ ~ ~ ~ ~ ~ - _ -/ , \- / |~ |~ \ / O \ | |~ o| |~ o| | /, , \ / \ o| o| / / O O \ / \ / -/ , \- / / ~ ~ ~ ~ ~ ~ ~ ~ ~ / O , \ / / . / , O ,\ (__) /* *\ / ./\. / O , O \ (oo) /\ /\ .//.\. / O \-\/ **** **** .///\\\. ------------------|| (oo) (oo) ////\\\\. ||/ ||----|| /-------\/ \/-------\ || || ~~ ~~ /| || || |\ ~~ Merry Cow-ristmas * ||----|| ||----|| * ~~ ~~ ~~ ~~ Christmas Cowols O O O O O * Moory Cowristmas! ___ /|\ _____________________| |_____ /||o\ /______________________________\ /|o|||\ ~ /________________________________\ /|||||o|\ ~~ #### || | |||||||||||| | || /||o||||||\ ~(oo) ||___|___||||||||||||___|___|| /||||o||||||\ /-------\/ || | |||||||||||| | || /|o||||o|||o||\ / | || ||___|___||||||||||||___|__ || | | * ||----|| ||||||||||||||||||||||||||||||oooooooooo| |ooooooo oooo~~oooo~~oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo |----------------------| /\ | | /\ /\/ \ | | / \/ / \/\ | | / \ \ | | ---------------------------- |______________________| \/ |----------------------| o-@@ |______________________| Minimalist Dead Cow ---------------------- Mark Rothko Cow ____________________ ----------------------------------------------- | (__) | (__) | (__) | (__) | (__) | (__) | (__) | | (oo) | ( oo | ( oo | ( oo | ( oo | ( oo | ( oo | | /-------\/ | /\_| | /\_| | /\_| | /\_| | /\_| | /\_| | | / | || | ----------------------------------------------- | * ||----|| | (__) | (__) | (__) | (__) | (__) | (__) | | ^^ ^^ | ( oo | ( oo | ( oo | ( oo | ( oo | ( oo | | Ceci N'est Pas | /\_| | /\_| | /\_| | /\_| | /\_| | /\_| | | Une Vache | ----------------------------------------------- -------------------- Andy Warhol Cow Rene Margritte Cow oo -- \/ cow by night sleeping cow by night Chesire Cow II ( MOOOOOO ! ) II\ ________\ / II + (__) ..oo( Hey, there's a cow driving that car! ) |\ `v' \ + II (00) | \________|____\ \II\ \/-------\ | ( ( @ @ ) ) II + || ||\ (__) ..oo ( How can he ) |\|______\_O_/___| + II ||----|| * (oo) ( afford that? ) | \_______________\ \II\ ~~ ~~ \/--------\ \ (OO_##########_OO) II + || || \ (\(_____[PHIL]_____) + II--+--+--+-II-+--+--+--II+--+--+--+II--+--+- (_) (_) \II II ~~ II ~~ II II--+--+--+-II-+--+--+--II+--+--+--+II--+--+- What cows think when people MOO at them /\\ ^ (__) (__) /__\\ | ( oo _ (oo) _ (o o) | /\__|( ) _ /-\/-\ / \ /\_/\ / | \==//=(_) *POW!* / \ | /|I I| | ==== | | ^/ |I I| | | | | | |I I| /| _ \ / \ | |I I| / / / \ \ __________\ | |_____| * || || \\ ^ *^ ||_ ||_ (_) cow giving forgiveness Moo-hammed Ali Cow Bell. (!!) _/\_ \_\ !!!!!!!!(oo) _______(oo) _________(oo) !/| \/ /| \/ /| Ferrari \/ !/ |______|| / |______|| / |________|| * || || * || || * || || ^^ ^^ ^^ ^^ ^^ ^^ Last of the Moo-hicans Mayflower cows Sports Cow (__) (__) (oo) (oo) /--------------- \/ / ------------- \/ / ( !S M T W T F S! ) / ( |7 8 9 +| ) / ( +-+-+-+-+-+-+-+ ) * ( |4 5 6 -| ) * ( +-+-+-+-+-+-+-+ ) ( |1 2 3 X| ) ( +-+-+-+-+-+-+-+ ) ( |C 0 = /| ) (+-+-+-+-+-+-+-+) ^---------^ || || || || || || || || ^^ ^^ ^^ ^^ "COWLENDER" "COWCULATOR" /\ / \ __ ________ ------ DOCTOR _/__\_ |__| | |====| MOO/ /=(OO) (oo) * | v| \/ --/==-\/==\ /-------\/ |^^ *| / | \==|| \==\ /// / | || ------ * ||-|==|| \==\/==/ * ||----|| ~~ ///~~ \===/ ^^ ^^ Gallifreyan Cow Straight out of Cowllege (__) (oo) /-------\/ # # / | || \\ // * ||----||\ \\ // ^^ ^^ \ \ --- / \ | | | | | | | | | / \_/ \ (__) | // \\ <--(xx)--#- | // \\ /\ ___________\|/___________ Cow-a-flower Cow at butcher's party ___--------___ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ / . . . \ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ |\/ . (__) . \/| ^^^^^^^^^^^^^^^^^^^oo^^^^^^^^^^^^ || . . (oo) . . || ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ |/\ . \/ . /\| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ \___ . . ___/ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ --------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Cow in a haggis Cow on top of Ben Nevis ___________________________ | (__) (__) (__) (__) | * (__) | ( oo ( oo ( oo ( oo | \ (oo) _______| /\_| /\_| /\_| /\_| |________ \-------\/ | | | || | _____ _____ | ||----|| |___| |________________________| |____| (oo) (oo) |___| |___| Cow-pooling rollerskating cow __ o oo o (__) \||/ (__) (__) (___) (__) (oo) (oo) (o o) ( ) /-------\/ /-------\/ /$$$$$$$\ / ( /* ) / | || / | || / $$$$$$$|O | | * ||----|| * ||----|| * ||w---|| ^ ^ ^^ ^^ ^^ ^^ ^^ ^^ Dairy-Air East Indian Cow Injun Cow Cash Cow ( ) (___) PRISON# # # # # ||| ||| (o o) # # # # #(_#) # (O O) /------------\ / # # # # #(o#) # /------------\___/ / | #-# # #/-#--#--#-\# # / | ||| * | ||| # # |# # #||# # / || ||| ||--------||| # *# |#--#--#||# # * ||----------||| ^^ ^^ # # ^# # #^^# # ^^ ^^ Orville Redencow The Bakker Cows (__) (__) / oo ______ / @@ ______ | /\_| | \ | /\_| | \ | |___ | | | |___ | | | ---@ |_______| | ---@ |_______| * | | ---- | | | | ---- | | \ | |_____ | |_____ \|________| *____/|________| CompuCow CompuCow After an All-niter (__) (__) / -- ______ / .\/. ______ | /\_| | \ | /\_| | \ | |___ | | | |___ | | | ---@ |_______| | ---@ |_______| | | ---- | | * | | ---- | | | |_____ \ | |_____ *____/|________| \|________| CompuCow Asleep at the Keyboard CompuCow Discovers Bug in Compiler \\ \\ \\ \\ / \ / \ / \ / \ \ \ \ \ \ \(__) \ \(__) *--> (oo) *--> (oo) / / \/ o / / \/ / / / / \ / o \ / \ / \ / // // // o // B-2 Stealth Bomber cow Stealth cow on bombing run ___ / \ ( ) Happy | \ |--| Mooosic! (__) | | \ /__ (oo) +----------+ __oo| \ / -\/ (__) |Steinway &|_ \/| | / || >----(oo)----> |___ Sons ___|_/ |__| * ------|| /-------\/ | | | / / | ^^ / | || o o o | | ||---- * ||----|| ^^ ^^ ^^ Chopin'ing Cow TeX cow Steve Martin's cow (__) +=============================+ (oo) | F R E D ' S S A L O O N | ______ ______\/ (__)| +-----+ | __|______\__/____/\\[} (xx)| | ___ | |(__) / --- \\ --- \/ | |/=|=\| |(oo) |[] / \ \ / / \ | |==|==| | \/ | @ | \____/ | @ | | |==|==| | \ / \ / ------------------------------------ --- --- COW-ASAKI Cows behind bars __ _________ __ _________ ( V _ _ )_ ( V )_ / ( \o/ ) ) / //// ) ( \_O_/ \ ( (---) \ \ /O\ ) \ |moo| ) ( @ @ / ( (---) / (_____/\____) (_____/\____) o o o o o o (__) (__) /----(uu) /----(uu) *__/| \o==s *__/| \o==s /\(* \| __ \\----==s \)) /\(* \| __ \\----==s \)) |/))* | \ )*\||/))// |/))* | \ )*\||/))// ~ ~\/--\*) ~ ~\/--\*) Dreaming Cow Cow Dreaming of Silage (__) o o * (__) (oo) o o \ (OO) /-------\/==o o \-------\/ / | || ____ [] | || * ||----|| |__| (/\)s==|----|| ~~ ~~ /__\ ~ ~~ Cow blowing bubbles. Cow kicking over lantern that started the Great Chicago Fire of 1885. __// \__ |\__|\ /^^^)^^/ ) ( \^^(^^^\ | 00 | /( _( ^/ \^ )_ )\ \---<( -- )>---/ / \ // | / \ | \ / \ \ |--| / / \ O/ \O // \ \__/ \--/ ( )/\ //\( ) ( ) /\ // \ /\ | | / / /W COW-TOW W\ \ \ -------- * \( )/ * || || \_ _// nn nn ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Cow after learning that the vice president has a (__) (__) (__) (__) lower IQ than he does (oo) + (oo) = (oo) (oo) \/ \/ \/ \/ (__, (+o) (__) (__)(__) (__) (__) (__) /-----#-----\' (oo) + (oo)(oo) = (oo) (oo) (oo) / | Cownucks|| \ \/ \/ \/ \/ \/ \/ }}--------}} \ o == == -- Cownting... This cow plays hockey /. moo /`'\ . (__) MOO! ` / ./ \.. (oo) / ../ .' \. /-------\/ ../ / ../ \ / | || ./ ./ ./ \ * ||----|| ./ ./ \ \. ------^^----^^----- .../ ../ ../ \ \ / / / Ech-cow (echo) ________________ (__) ^__^ / \ (--)s ---mmmmoooooooOOOOOO! (oo) ( Milk is logical. ) __ \O// /-------\/ --'\________________/ / ==s)\_____ / | || *--/|_/-----/ OO COW * ||W---|| |__ __ II JOYRIDES ^^ ^^ O O o o / \-----/ \ Mr Spock's cow \__/ \__/ * . . , . . * . . . * \ / , (__) , , - * - ( . | . / \ , . \/ . - - . . / \\ , | , * * / /\\ . /\\ / . . * . / \\ . . _|_ , . , / , * | . , . * , . . . , . . . * . The Milky Way \ / ________________________________ \/ / \ (__) /\ | At times likes these you | (oo) O O | REALLY CoVet a proper surgeon! | _\/_ // O \________________________________/ * ( ) // O \ (\\ // o \( \\ ) o (__) ( \\ ) /\ (oo) ___[\______/^^^^^^^\__/) o-)__ /\/\ |\__[=======______//________)__\ Cocown (\==/) \|_______________//____________| \<>/ ||| || //|| ||| ||| || @.|| ||| (___) /^^^^^\ || \/ .\/ || /- -\ / MU / . . ( ^ ) __/______/ '.'.` \_O_/ COW-OPERATION Buddha's Cow (_ ~ - _) / ~ ( - - | =s O | * | O \ \ - | | \ | - - | ) Cow after one too many Pan-Galactic Gargle Blasters. (__) ---_ (__) _______________* (oo) /| \ (xx)-\ \ /-------\/ / |\ \_ (__) \/ /-\___________\--\ / | | * ||\ (oo) * ------ ~~ \____ \/ Boneless Cow No leg cow (ground beef) Two leg cow (lean beef) (__) (oo) \/ \___/ / / \\ (0 0) / /\\ \ / /\\ / v / / \\ | / <-------|-------> / * | |\ | / | \ / __|__ \\ \ \/ \/ / \\ \ \/ \/ / \\___\ \/ \/ / \\ __|__ / \\ \ / / / / \\ |\ /| / \\ | V | / / \\ | | / \\ | | / \\ W W \\ ===============================O=========== Stick Cow sunbathing =========================================== at Malibu wearing a O) O) special cow bikini. The dreaded cowtapult (__) (___) ** ((__)) (__) (__) (___) \\ ((oo)) (oo) ( ) ( ) \\------\\// | \/ | ( /*) | | || || | | || || | | |||----||| (___) ^^^ ^^^ Cows doin' it Cows doin' it \_* Cow during an FRONT VIEW BACK VIEW TOP VIEW Earthquake (( _ _ (___) (__) ( D\ (_)(_)____ (0 0) (oo) _______\__| | MOOTV____( /-------\_O---moo *-\/-------\ /| || _/\____/ / | || / || | \ / ||____| \/^ / \ * ||,---|| * ||-----|| * * || | O O ^^ ^^ \/|(/)(/\(,,/ ^^ ^ Romie mooed... while Julie ate. "Moo-vie Camera" (The Bard's barnyard inspirations) ______________________________________________________ | | _______ | | / _____ | | ACME MOO-VERS | / /(__) || | | ________/ / |OO| || | | | |-------|| | | (| | -.|| |_______________________ | | ____ \ ||_________||____________ | ____ ____ | /| / __ \ |______|| / __ \ / __ \ | | / __ \ / __ \ |\ \|| / \ |_______________| / \ |_| / \ |__| |___________| / \ |__| / \ |_|/ | () | | () | | () | | () | | () | \__/ \__/ \__/ \__/ \__/ "The Moo-vers are here!" -- (__) * (__)* (__)* (__)* (__) *--- - (QQ) \ (oo) \ (oo) \ (oo) \ (o-) - \------\/ \-------\/ ^^\-------\/ ^^\-------\/ ^^\-------\/ --- | | | // | // | // | || - ||()--|| ||------+ ||------+ ||------+ ||----|| oo oo ^^ ^^ ^^ ^^ ^^ Roller Cow Cows in polonaise -------------/ / / / / / / (__) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Ship arriving too late to save a drowing cow (apologies to Frank Zappa) \ / ____ |\/| {___} \__/ \/ * \/ (oo) ( * ) (--) | O O | /-------\/ V /--------\Q/ /--------\/ \ / / | ||__| / | || / | || \**/ * ||----| * ||-----|| * ||----|| -- ^^ ^ -- -- -- -- Milkael Cow from Vulcan Smoking 1-eyed cow Cow w/ rabbit ears Cowbachev (*) (*) (__) ^ ^ (__) (oo) | | | @(oo)@ [..] | = | [..]@@ \ | U (-) | | | | (-) U @@@@ || ==<_\=====/_|______=_____|=|____________=__|____\====/_>== || || ) |||||||||||||||||||||||||||||||||||||||||||||||||||| ( || ||___)==||||||||||||||||||||||||||||||||||||||||||||||||||||==(___|| |\====| |||||||||||||||||||||||||||||||||||||||||||||||||||| |====/| | \ | | | | / | = * = = = = * = cows having candlelight dinner (___) (o o) ( ** ) __\_/__ |e e| //^^*^^\ \___/ \ / ____*===*______* / * \ (O O) OO * Givenchy *\ / | * | \ \ / | * * * \ \ |=====| / O /**************** * "|_____|" // ************* | | | Cow exclaiming || || \_/|| | | | "Holy Cow" || || || || |_|_| v| v| v| v| ^ ^ Haute Cowture COWNT |\ |[] |\ (__) | |[] |\ (--) | (__) | |[] |\ * _________\/ /| (o-) | (__) | |[] | (__) /,, ,, /_|_______\/ /| (oo) | (__) | | __(oo) *--------------/,, ,, /_|_______\/ /| (OO) | \===== |\/ | *--------------/,, ,, /_|_______\/ /| _|_/ \_ |===========| *--------------/,, ,, / | -//\-----/\\ o |===========| *----------------| \_/ \_/ o |===========| | ---------------- o |================| Cowazaki COW-WARD o o ______________________________ / \ ( Freisian a jolly good fellow! ) \________________ ____________/ ) ) () (__) // ( ) (__) (oo) / (___) ( __ ) /(oo)---\/ (o o) (oo) /-------\/ || \ /-------\ /-------/|||| / | ||----|| O|| | \ / | || ||| * ||----|| ^^ ||---,|| * * ||----|| | ^^ ^^ ^^ ^^ ^^ ^^ Two cows COW-ngratulating a bull Ayatollah Cow-manhi (__) |====| /--------------------/ (oo) \oo/ / | || / (__) /-------\/ /-------\/ * ||----|| /-----------(oo) / | ||----> / | || ^^ ^^ \/ * ||----|| * ||----|| ___/ ___/ ^^ ^^ Network Virtual Cow Cowcatcher (with separate frontend and backend) Cow waterskiing (Major league) /\ __ {__} _[__]_ (oo) /(oo)\ /-------\/ /------@\/@ / | + || / | |@@ * ||----|| * ||----|| ^^ ^^ ^^ ^^ Sacred Cow Zen Cow (eating grass) Hasidic Cow _____ _________________ / \ / \ ( 1+2=3 ) ( 1+SIN(2x)+COS(3x) ) \__ _/ \_____ __________/ (__) ( ( ) ) >(==) \\ // )__( /-\/-\ \ (__) / (oo) /( )\ (oo) \/-------* ^ ( ) ^ /-------\/ || | \ ( ) / | || ||----|| \ /----\ * ||----|| vv vv / \ \ ^^ ^^ ^ * ^ COWculator (2) Reverse Polish Cow Cow-a-bunga ^^ ^^ O (___) || * ||----|| | (o o) || \ | || (no-bull-ity) ---> % -\ /- || \-------/\ |\/| O | || (oo) | | | || ( ) / v-' || >< /==========| ( ) // || (oo) ,------._(__) || || /-------\/ * | \ ( oo || || / | || vv====>----=\/====vv |===========| * ||----|| ^^ ^^ COWTOW Bi-cow molecule (__) (__) () () _____| oo | |oo| ()() / | /----|-|__|-| (oo) / | / | || /-------UU /____________| * ||----|| / | || ^^ ^^ ^^ ^^ * ||w---|| Cow dressed up Cow dressed up ^^ ^^ as ghost as Frankenstein Eh, What's up Doc? for Halloween For Halloween (__) |\/| (__) (oo) (oo) >(==) __[_]__\/ /-------VV /-------\/ / | || / | || / | || * ||----|| --> . * ||----|| * ||----|| ^^ ^^ ^^ ^^ ~~ ~~ Portable Cow Japanese model Lycownthropy Cow-a-bunga (2) (very handy) portable COW :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: | ------- | This concludes the second part of THE COMPLETE GUIDE TO COWS. | COW | | Please distribute this file WIDELY on BBSes, etc. It is in ------- | the public domain. ((THANKS TO ALL WHO CONTRIBUTED COWS!!)) | Iconified Cow | Please send me your COWS for the next edition! When drawing | cows, please DO NOT use tabs - use only "real" spaces. ---------------' Cowments? Cowntributions? Send them to the editor... David A. Bader // dbader(at)scarecrow.csee.lehigh.edu :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ----------------------------------------------------------------------------- David A. Bader Permanent Addr: CSEE Dept., Packard Lab 1402 Lorain Avenue Lehigh University Bethlehem, Pa. 18018 Bethlehem, Pa. 18015 (215) 868-1311 (215) 974-8995 Internet: dbader(at)scarecrow.csee.lehigh.edu or dab3@pl118f.cc.lehigh.edu Bitnet: DAB3@LEHIGH.bitnet ---------------------------------------------------------------------- --------------------------- Teil 3 ---------------------------------- ---------------------------------------------------------------------- ...:::/// THE RETURN OF THE COWS \\\\\:::... Part 3 of the 5-part COMPLETE GUIDE TO COWS! ________________________ (__) / \ * OFFICIAL EDITION * (oo) ( We're back! ) /-------\/ --'\________________________/ * SUMMER 1991 ISSUE! * / | || * ||----|| Edited by David A. Bader ^^ ^^ Please send your submissions to: Cow dbader(at)scarecrow.csee.lehigh.edu = = = = = = = = = = = = = = = = = = = = = = = = = = _______________________ |^^^^| ( Dammit, Jim, I'm a ) | | ( doctor, not a butcher!) @| Oo (---------------------)) (MM) | ._> (__) ) (oo) \ / (oo) /-------\/ /--------- /-------\/ / | || / | || / I * II * ||----|| * ||-----|| * II----II ^^ ^^ ^^ ^^ Cowabunga! Bart Simpcow Dr. Bones McCow ________________ (__) // (__)(__)||(__)\\ (oo) // (oo)(oo)||(oo) \\ /-------\/ // \\"\/""\/"||"\/"/ \\ / //____\\ / ============||=======\\ * // \\ (| |- ||- ||) |________|_____||________||/ *********** \-( O )----------( O )--/ **** *** --- --- *** * ****o Cowpool ****** *** *** * (__) *** *** (oo) ****** /-------\/___()~ / | || Cow jumping over the moon * ||----|| ^^ ^^ Cow smoking a pipe o o o o o o o o o o o o o o o (__) o o o o o o (oo) o o o o o o /-------\/___() o o o o / | || * ||----|| ^^ ^^ Cow blowing bubbles from a pipe * * * o @ ~ * * * * , o * * * (__) * * * . * o (oo) * * ) . * /-------\/ * -(*)- ~ @ * / | || ( * ||----|| ^^ ^^ Cow star-gazing | \|/ ----*---- /|\ | (__) (oo) /-------\/ / | || * ||----|| ^^ ^^ Cow wishing upon a star ________ _______ (__) / \ (__) / \ (oo) ( Squeak!! ) (oo) ( !oMo! ) /-------\/ --'\________/ /-------\/ --'\_______/ / | || / | || * ||----|| * ||----|| ~~ ~~ ~~ ~~ A Cow-mon Dyslexic Mistake Cow @@@@@ @@\0 0/@@ (o o) ___________________________ ** |U| ** / / / / ***( )*** / /__________/ / // \ / \\ / / // *** \\ / / ******* / / *********** / / *************** / 3.5" 135tpi / ******************* /__________________________/ ********************* ********************* Cow Stored as Binary Information. Cow Belle * (__) . \ (oo) .' ...\------\/ '. (__) (__) . (__) || (__) (oo) (oo) . (oo)----|| (oo) /-------\/ /------\ / /-------\/ ^^/-------\/ / | || / | |\/ / | || \| || * ||----|| * ||----|| * ||----|| *><---->< ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ Cow Cow feeling Cow feeling Cow feeling pissed off pissed on pissed (__) * (__) * (__) ( ) (oo) \ (oo) \ (OO) ( ) /-------\/ ..\-------\/ \-------\/ ( ( ) / | || . | || / \\ ( ) ) * ||W---|| . ||----|| //------\\ ( ) ^^ ^^ ^^ ^^ ^^ ^^ Cow about to Cow giving Cow who's just Cloud of dust where give milk U.H.T. milk seen a McDonalds same cow was before (__) (__) s * )__( (oo) (@@) s / (oo) /-------\/ /-------\=== (__) \--___--\/ / | || / | || /------(xx) | | * ||----|| * ||----|| * \ /\/ /\----/ \ WWWWWWWWWWWWW ^^ ^^ ===----==== ^ ^ ^ ^ Cow standing in Cow SMOKING Dead cow Mad Cow long grass grass (__) (__) (___) * (___) (00) (oo) (@ @) \ (* *) /-------\/ /-------\/ /-------\ / \-------\ / / | || / | || / | |O | |O * ||----|| * ||O---|| * ||O---|| ||@>--|| ^^ ^^ [__]. ^^ [__]. ^^ ^^ ^^ Norwegian cow Calf having Calf making Same bull after drink mistake calf went away (__) * (__) (__) (__) (DD) \ (xx) (oo) (oo) /-------\/ \-------\/ /-",",", \/ /-------\/ / | || | || ./,|",",","," / | (+) || * ||----|| ||----|| |""""""2| * ||----|| ^^ ^^ ^^ ^^ ~~ ~~ ^^ ^^ Cow watching Cow having a Jersey Cow The "bummer of above bull sexual fantasy a birthmark" Cow (with due accowlades to Gary Larson -\ /- (The Far Side)) '\/' (oo) _________ /------- \/ | \ /| ./ | , | - -X- - | |------| |/______\_| --|------|---------|------- /---------------------------\ / __ \\ // / \ __ \\ /// / \ \\\ Highland Cow ________ \ |########| \ |########| \ --------\ \ (__) | \ (oo) | \ ______________________ \/ | | | /+++\ o | | /+++++\ | ____ | ~ #/##\#~ \ | / To | | / ii \ \ | \ W.C.| | ~~ ~~ \ | ---- | \ | | \ | | In"cow"tinent \|------------------------ (__) (oo) /-------\/ / | || * ||----|| ^^ ^^ A well adjust(1)ed Cow (__) (oo) ^^ ^^ /-------\/ / | || * ||----|| An ass-sort(1)-ed Cow >ysP -"JlAe B x A compress(1)ed Cow awk: Usage: awk [-f source | 'cmds'] [files] An awk(1)ward Cow begin 644 cow M"B @(" @(" @("A?7RD*"2 H;V\I"B @+RTM+2TM+2U<+PH@+R!\(" @("!\ ;? HJ("!\?"TM+2U\? H@("!>7B @("!>7@H* end uuencoded cow __ _|__|_ (oo) /-------\/ / |===w=||_|OO ... .... (bullets,where w=gun) * ||----| ^^ ^ this is the cowboy-cow, in case u are wondering 'where the hell is the horse then ?', let me inform u that it too needs recreation and has gone to play man-shoes !! ___________________________ | | (__) \ | | (oo) | | | /-------\/ \____ Cow'ndom | | / | || ____) Use it to prevent AIDS | | * ||----|| / | | ~~ ~~ | | |___________________________/ /----------------------------------------------------------------------- |[] ________ ________ ------ ________ ________ ________ ------ __ / | (oo) | | (oo)| |[][]| |(oo) | |oo)(oo| |(oo) | |[][]| | | | _\/__| |___\/_| |[][]| |_\/___| |\/__\/| |_\/___| |[][]| |_ |--------------------------| |--------------------------------| |---- | | | | | +---/OOO==OOO\-------------======---------/OOO==OOO\-------------======---- Cow-st liner _-_ (__) [ ] (oo) /-_- \/-------/ || | ||----|| ~~ ~~ (__) * (oo) /-------\/ ~~____________________________________________ / | // ||\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|| * ||------+ ||/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|| ~~ ||\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|| _-_ [ ] (__) -_-\ ( ) \-------- | || ||----|| ~~ ~~ Andrei Ag-cow-si (__)___________________________________________________________(__) (oo) (oo) \/_____________________________________________________________\/ Cowaxial Cable (__) (__) ( V V ) (oo) (>O O<) /-------\/ ( A A ) / | || /-------\/ * ||----|| / | || | \ | \ * ||----|| V> V> V> V> ^^ ^^ Tammy Fae Baker's cow Imelda Marcos' cow (__) / _ (oo) / / \ -\/-/ | + | /\__/_| (___) |___| / / (o o) (o o) | / /_______\ / /-------\ / \ _ / / |-,---||O / | ||O | | * || || * ||,---|| ^ ^ ^^ ^^ ^^ ^^ Cow Ripken Bullemic Papal Bull | ================================== | = = | = _____ = | = ______ / \ = | = / \ | \ = | = / ||\ (__) = |## (__) m m = (__) __ || \ (oo) = | ## (oo) / / = (oo) / \||(__) \/ = | ## |\/ / / = \/ (__) ||(oo) = | ## | / / m m = (oo) || \/ = | ## \ \ / / = \/ || = | ## \ / / = || = | ## \ / / = || = | ## \-- = || = | ## | = || = | ## --* = || = |____________##_______________ = || = ## = || = ## = = ## = cow-cow nut = ## = = ## = = ## ================================== ## ## ## ## Cow-sine wave Cow tipping: Step 1. Step 2. (__) (--) /-------\/ O--------O_ / | || /| :: |_) * ||w---|| * O--------O ~~ ~~ * (__) ________ * * (oo) ====________| * * /-------\/ /\ / | || / \ * * ||----|| / \ ~~ ~~ / \ A Cowsmologist \ / _ /\ ` `_______ ` ` /\/______\/ / \ `/_/_|_\_\ ` | (__) /(`')\ ` |(__) ` *---|______(^^) /-------\/ ` |(oo) ` \/ / | || ` ` J \/ ` * ||----|| Cowt-of-order ~~ ~~ Cow in Bergen, Norway (Me-cow-nical failure) Cowloon (Rains 300+ days a year) (___) ________ .____ (o o) / \ ) / \ / --| UGGGGH! | / || O \________/ / / || / / || /_____/__, || *------'---------' ~~ Sitting Bull Bull's Eye _________________________ (___) / ...The President then \ (o o) / had to take into serious \ /-------\ / ----| consideration what implica- | / | ||O \ tions it would have for.../ * ||,---|| \_________________________/ ~~ ~~ Bull-etin from the White House. ________________________________________________ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ %% %% %% %% || || || || || || || || || || _ (_) \o/ || || || || /|_|(_) | || || ____||______||_"_|_|_______/_\______||______||____ The Roman Cowliseum...where ancient Christians were fed to vicious beasts... _ | \ (___) | \ (__) (__) (~ ) *----|---------------(oo) (oo) (o o) | ______ |\/ /-------$/ /-------$/ |___/ /_____| / | ^^ || / | || / / \____/ / / * ||-----| * ||------| / > > / ^^ ^ ^^ ^ > > MacCow MosCow Stelth Cow * vv vv / ||____M__||/ || || (__) /\||_______|| (xx) (Xx) \/ (--) Cow by Georgia O'Keefe Dead Cow (__) (oo) \/ /\ __/---\ //\\ <__/-(__) o/||\o (oo) (oo) //o||\\\ /-------\/ /--\/ o///||o\\o / | || / -- || * ||----|| || ===== ^^ ^^ A Christmas Cow-el The Butcher of Baghdad Karen Cowpenter (Saddam Holstein) (__ (__) (__) | | (__) (oo) (--) (--) | | (--) /-------\/ /-------\/ /o /-------\/ | I \/-------\ / | || / | L |----< o / | D |--------| M | \ * ||----|| * ||----| / o * ||----| I I |----|| * ^^ ^^ ^^ ^ | ^^ ^ | ^ ^^ | | Cow owned by Vincent Van Gogh Teenage Mutant Ninja Cows \\ // \\( )// (__) (o o) ( ) /(oo)\ \ / (oo) / \/ \ / \ ##########\/ / /\ \ | | # ######## # / / \ \ \___/ * # ###### # | | | | // | \\ # # # # | | | | // \\ |___| |___| " " Mosscow Cowderoys Cow11 _____ <_____> ( ) (==) | (oo) __ /------\/- * /---*-.---\/ (oo) / | | \/| / |* . * .|| /-------\/ * | | * ||------|| : :: |===|===| ~~ ~~ ::----:: ^^ ^^ ^^ ^^ Cow w/ cowpox Boris Cowlile Cow on Graduation day / /\ / \/ (__) / \ | / || <`'> / \ | / (_||_) \/ /^ _____ ___ _____ __\||/__ #=======> | _ /(o o) \ | /xx\ | ( )==/ (_)------/---\ / \ __\xx/__| I____I | || /ww\ ,---( _ ) . ||----|| /| |\ / || \_=======|| oo oo |^ ^| || ^ ^ || heli-COW-pter == COW giving birth The Ninja Cow * (__) \ (oo) ________(__)_ \---------------\/ |COW-SIO (oo) | (_--_) | 0.0 | | _______\/ | /*__*\ |---------------| | |_________| | * __|(oo)|_ | C CE ^ - | | | \/--( \|==|/ ) | 7 8 9 + | | C = / * | | \ / | 4 5 6 * | | 7 8 9 - | \ \ | | | | | 1 2 3 / | | 4 5 6 + | | |-\ /-\ / | 0 . = | | 1 2 3 | ^ ^ ^ ^ | || | 0 . = | NFL Dallas "COWBOY" ||-----------|| |_____________| ^^ ^^ Cow-culater Cow-culator (__) (__) (__) (__) (oo) (oo) (oo) (oo) /-------\/ /-------\/ /-------\//-------\/ / | || / | || /| || /| || * ||----||* ||----||* ||----||* ||----|| ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ COW-comitant (__) (__) (__) (__) ($$) (&&) (YY) (%%) /-------\/ /-------\/ /-------\/ /-------\/ / | || / | || / | || / | || * ||----|| * ||----|| * ||----|| * ||----|| ^^ ^^ ^^ ^^ .. .. $& #Y USA'$ cow GB'& cow JP'y cow Bank'% cow _____________ | | | YALE 45 | | | | |HARVARD 52 | | |_____________| | ______|====\ \/\/\/ \\ \/\/ \\ \\ \\ (__) __ \\ (oo) /)(\ \\ * / \/_/~\__/ || \ / __/~ || \/ / || | _/ || | | || ~ ~ ------ Hoosier Cow . . . . (__) (___) . (___) . (oo) (o o) . (- -) . /-------\/ 5+2=? \ / . \ / . / ! !! Q.. Q.. * !!----!! ^^ ^^ smokin' cow waisted cow cow who cow'nts (__) (__) (00) ( ) /----------------\/ \/---------------\ / | | | | \ * ||-----------|| |||----------||| * ^^^ ^^^^ ^^^ ^^^ SIDE VIEWS | | | | | | | | | | * | ^^^ ^^^ BACK VIEW FRONT VIEW ^ (___) _- --/ - `\ ^ |*-*| _________/_________ ^____ _ \o/`-\ " /| \ / U | (__) ` /_| _ - \/\ | / |@@| | | // \/`--------.__/ | C/ | / \---/ //`---\/|| |/\ | || || || || || || || || Helicowpter Cool Cow (__) (__) | (oo) ($$) |__ /---------o*o /---------------------\/ /-------\/---|| / | || / | | | | | || / | | || * ||-----|| * ||--||--||--||--||--|| * ||----| -- ^^ ^^ ^^ ^^ ^^ ^^ ^^ ^^ Cowterpillar Yuppie cow with Cow that was captured mobile phone. by head-shrinkers ((( )))) (( ( ))) ( ) I'm a cow, man ! ( ( ) ) ) ^^^^^ / ( ( ( )))) | | _/ ( ( / ) ) ) O O / ( ( \\ ) ) ) \ C / - ( : // ) ) ~ : : / \ : : O / | | \ : : ( | | ) : : \ \___/ / : : (__) W/ \W : : (oo) /|_n_| : : ----\/ / || || : : :: | () () : : ---:: * || || ------------^^ VV VV Newton's Cow (aka Mooton) Bart Cow __ >(__) This cow will make all those decisions for you by changing (oo) color according to the action you should take. /-------\/ / | || If this cow appears to be: * ||----|| ^^ ^^ GREEN: Yes, Go ahead MAGIC DECISION MAKING COW. WHITE: No, unless it is raining. AMBER: Buy a better monitor/terminal GRAY: Adjust your contrast/brightness control BLACK (on black): Turn terminal/monitor on. BLACK (on white): Lucky git! ANY OTHER COLOR: Send terminal/monitor to repairer's, quickly! /~~\ + ) ( \__/ O O ( o)\ ========== o_o_o * \o / / {__} \ (___) \ \/-----\ / (**) \ (___) \----- || \ \ \/ / (___) $ | --|| * \"mon / ( 00 ||-vv-- ~~ \ parfum"/ \_ | ~~ ======== \_o Pablo Picowsso Paloma Picowasso King Cowles II ______ ___________ : Oui? : : : _______ `v-----' : CORNED : : Nee! : (__) : BEEF : `------v' (oo) :_________: /-------\/ / : :: An exercise found in a text book of quantum * ::----:: mechanics: "solve the Schrodinger equation ^^ ^^ of a cow in a box. Please, pay attention on the boundary conditions!" Belgian Cow (__) (oo) /-------\/ / : :: (/\) * ::----:: /oo\ (__) XX======^^====^^==>> /-----/____\ (--) X US MISSILE >> / | || /--------\/ X Greetings >>> * ||----|| / \ | \__ X George >> ~~ ~~ * /__-------__| XX================>> ~ ~ Cow klux klan Cow resting Irakean Cow ___() COW ------------| o\ | )O-------------- MOO -----|____/ / \ / \ / (____) \ / \( ) \ / |\( ) \ / \ \( ) \ / \ \( ) X |\ \( ) / \ | \ \( ) / \ \ \(____) / \ \|_o_o_| / \ | | / \ | | / ___() \ -----| o\ \ cow chip | |O-------------- ~MOO BULL ---------- |____/ Cow Flop (new flip-flop, patent pending) ( ) ( ) \ / \ / \___/ \___/ (o o) (o o) /-------------\o/ /-------------\o/ / | || / | || * ||-,--------|| * ||@\\-------|| || || || \\ || ~~ ~~ ~~ ~~ Texas Longhorn Steer Texas Longhorn Bull __ (__) ( ) (__) (oo) / (oo) _______\/ / \ _______\/ / / \ /| | / | || / \ / || || * ||-__-|| (_____________) * ||----|| ^^ ^^ ^^ ^^ Pregnant Cow Hanger De-calf-inated (__) (__) iiiiIiiii (oo) (oo) '|o o|` /---------\/ ---------\/ ________\_/ /| | || / | || / | | * |__|-----|| //____\-----|| # ||ww____|| || || * || || || || ~~ ~~ cow-boy cow-girl Happy Hannucow! (or a Sco(w)ttish cow-boy) /\ / \ / \ | | / * * \ / ** * \ / * ** \ ** / * * \ ** ** . . . | | * * <--- the world . . / **** \ * * . . . / * * \ ** ** . . . / **** \ ** . / * * \ . | | . / **** \ . / * \ . . . / **** \ . . / * \ . . / **** \ | | . . . | **** | | * * | . . . | **** | . . . | * * | . . . |------------------------------| . . | (__) (__) (__) (__) (__) | . . . /| (oo) (oo) (oo) (oo) (oo) |\ / | /\/\ /\/\ /\/\ /\/\ /\/\ | \ . . . . / |=|==|==|==|==|==|==|==|==|==|=| \ . . / | | | | | | | | | | | | \ . / USA | ~||~ ~||~ ~||~ ~||~ ~||~ |NASA \ . |______| ~~ ~~ ~~ ~~ ~~ |______| . . (______________||______________) . . . /_\ /_\ . . . !!! !!! The herd shot 'round the world. (_ _) ___ (o o) (__) _- -_( ) (++) /- O O /____O/ / | || /| || * ||-___-|| * ||--|| ~~ ~~ ~~ ~~ This cow belongs to This cow belongs to Mr. Bill Rosanne Barr _________(__)___ | -------------- |\ (__) (__) "slurp" /|| || \ (oo) (oo) / ||milkfat 1% || \ /-------\/ \/-------\ * * ||______________|| / / | || \__/ || | \ * |________________|/ * ||----|| | | ||-----|| * * || || ~~ ~~ |__| ~~ ~~ * ~~ ~~ * cowoperation ---------------------- / - - - - - - - - --- / / - - - - - - - - --- / ---------------------- (oooo) personal cowmputer oo( -0 )oo / ------------ \/ / | | /| / | ----\_/ | / | > < ||| ||| / | ||| ||| |/ | ~~ ~~ \ | Wendy Wellesley Cow- /| // (__) note the shapely figure and painted / /\// (oo) hooves---and the sexy wink reserved | | / /-------\/ for MIT men. | / / | || | / * ||----|| | / ^^ ^^ _____ * |/ breacowt! (_____) / ( OO )_____________ / (/~~\) ######### \/ |\------------\ \O_/ * * * * |= = = = = =|- SCUD ) | ######### | |/------------/ | |__________| | || | || | || | || | ~~~~ ~~~~ Saddam moo-sein @ (__) (__) _____/ /| (oo) _ (oo)/----/_____ * _o\______/_|\_\/_/_|__\/|____|///== *- * * - /_________ \ 00 | 00 | /== -* * - [_____/^^\_____\_____|_____/^^\_____] *- * - \__/ \__/ Cow-mobile (()) (()) |||| (oo) (oo) /------\/ (OO) /------\/ /| | /------\/ /| | * ||----|| /| | * ||----|| ^^ ^^ * ||----|| ^^ ^^ ^^ ^^ Don King cow Don King cow after Buckwheat cow getting electric shock (Otay? Otay!) /\ / \ (__) __ (oo) (oo) (oo) /------\/ /-ooo--\/ /------\/ /| | /|o | o | /| | * ||----|| * ||o^o || * ||----|| ^^ ^^ ^^ ^^ ^^ ^^ "Conehead" cow Anti-war cow Sinead O'Connor Cow o o - - O Moo!!!! ghost-cow sleeping ghost-cow Cow-nty Police Officer Cow-nty Police Car ___ [___] ____|___|____ (o o) / [__] \ /------------\-/ / (oo) \ / | ||^ |V / |\/| \ | | <**> | |-----------------| * -----/\------ | Cow-Price | || O O || |_________________| || || \_________________/ || || | | | | oo oo |__| |__| (With gun and Handcuffs) (it's a Cow-Price) (Classic of course) \ / \ / (__) \ (__) / /\/\_(oo) \ /\/\_(oo) / // == \ // == / / | /\/\|| \ / | /\/\|| / * || || \ * || || / ^^ ^^ \___^^____^^_____/ Silly cow (his father was a camel) Sillycow-valley. ___ __ __ _ (( /\ (__) ( /\/ \(__) (__) // \\ /\ (oo) \ /\\/(oo) _(oo) // ,----\ /\--\/ ,----\ /\--\/ /----/ \\/ // ( ) ) ) // || ( ) ) ) // || / ||-- ( ) ==== `-----//--|| `-----//--|| * || \_( ) // ^^ ^^ ^^ ^^ ^^ ^ ^ beecows Cownan the barbarian (__) (__) (oo) (oo) /-------\/ /-----------------\/ / | || / | /qwertyuiop \|| * ||----|| * || asdfghjl; || ^^ ^^ || zxcvbnm,./ || sliced cow ^^ ^^ keyboard-cower ( ) (oo) /--------\/ / || || * ||------|| || || ( ) || || (oo) || || | | | | /--------\/ || || || || || || / || || || || || || || || * ||------|| || || || || * ||------|| || || || || || || \ || || || || || || || || \--------/\ || || || || || || (oo) ^^ ^^ ^^ ^^ ^^ ^^ ( ) high cow very high cow broken very high cow __ (__) (__) (__) (oo) (\/) (oo) < vv > /-------\/ /-------\/____) / \ / | || / |______ | | /| |\ * || || || || __ / |( )| \ ____||_____||_____/ _______ / ||""||\ \ cow san /___||__||_*_\ Ge-cow-logist ~~ ~~ Cownt Dracula \ ,_________________./ / (__) -/.__________________ - oo ) \ (__) / \ _!_/_ \ (oo) / !--!-\___/ !\ \.\/./ !__! ! ! \ | | \___/ * | | / W \ / | | ! ! o / / / \' ! ! /|\/' | \ ______/_\_________________|______\ _____ Cow from ^ ^ Velke Popovice Brewery David and Cowliath . . . . . . __ __ . ||______________________|| . . || __________________ || / || | (__) | || . . / || | (oo) | || | -|| | _\/_ | || . . \ || |=---------/(())\-\| || (\ |\-----------------------\ . (\ || \_______________________\ \|| | | . \| | (O) |-----------| (O) | . \ | |-----------| | . . \ | PETERBILT | . \| | . (=========================) |_||_| |_||_| . \ . \ Pompano Beach or bust! ^^^ ^^^^^^^ ++++++++++ ************************ ^^^^^^^^^^^ ++++++++++ ************************ ^^^^^^^^^^^^^^^ ++++++++++ ************************ ^^^^^^^^^^^^^^^^^ ++++++++++ ************************ ^^^^^^^^^^^^^^^^^^^ ++++++++++ ************************ ^^^^^^^^^^^^^^^^^^^^^ *********************************** \ / *********************************** \ / *********************************** \ / *********************************** \ / \ ^(__) / \ / (@@) / 82nd Cowborne Cowtrooper \|__\/__ | | | | | | |__|-^- / \ \__* | | ^ ^ ----------------------------------------------- | U. S. Federal Prison | |---------------------------------------------| | | | | | | | | | | | | | | | | | | | | |^ | (__) | ^| | | | | | | | | | | | | \| (00) |/ | | | | | | | | | | | | | \__\/__/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |-| | | | | | | | | | | | | | | / \ \_ | | | | | | | | | | | | | |/ \| \* | | | | | | | | | | | | ^ ^ | | | | | | | ----------------------------------------------- Former Panamanian General "I'm not a Mule" Manny Cowiega --------------------------------------------------------- ---.---.---.-------.---|.-- ---------|---|---- --.-.---.---- (__) -----.---.---|- -|---|- __) (++)___ -----.---|--- ----| ^\ ^\ (xx) ___\//---^ -----.---|-- ----- | \____\_\/ / \ \_____ ---.--- ========= - \_____/\ ^ . \_/____ ^ -==== . - - / \ ' ^ . - . \ / . ^ - \ ` ^ ` ` ` Former despot Romanians Nicolae and Madame Cow-cescu (__) (OO) __ \/ |__| // \ | // \ \ | ^^ \// \ | /-------------\ -----------------------/ Panama \ ----------------------/ or \ / Bust! \ _____________/---------------------\_____________ / \ / \ \ / \_________________________________________________/ M1 Abrams Cow Commander (__) * (OO) | \/ | // \ ----- // \ \ / \ ^^ \// \ / \ // \ | | --^^------ * / \ \ ____ / / / \ |||||| | \ | |||||| / \ \ |||||| | / | |||||| /___________\_______\ |||||| / |||||| (_/) __||||||||__ (@@) | .,....,. | \/ | ...,.,.. | ------------ Cow Bell (or the Liberty Cow Bell) The Acowdemy Award ____________________________________________________________________ | ________________________________________________________ | | 10 ) T H E U N I T E D S T A T E S O F A M E R I C A ( 10 | | / ........... ____ \ | | | / \ A10806726C | | | | 1 (A) | (__) | ___ __ __ 1 | | | | | (oo) | | |_ |\ | | | | | A10806726C | _\/_ | | |__ | \| | | | | 1 .......... \//;;/\/ ........... 1 | | | \ ......... _______________ ........ / | | 10 )___________________/ TEN DOLLARS \____________________( 10 | |______________________________________Abortion Rally calls__________| Cownterfeit >>>----> *___ ______ \ __|_**_|__ >>>----> \ | . . | \ _______________\ / * ( | | US CALV| \o/ >>>----> / /\ |_________| \-- | ( / / \ \__________\_\ ---| | >>>----> . ( ) / / \ \ \ \ |*| . / / \ \ \ \ . /* \ \*\ \*\ The CALVelry COWard ____ | | . . vv vv __|__|__ \ / ||----|| * \00/ \__/ || | / /-----------C\/C (oo) /\-------/ / | CCCC /-------\/ (oo) / ||_________CCCC / | || (~~) * || || * ||----|| nn nn ^^ ^^ Australian view of a North American Cow Abraham Lincow This cow belongs to "My Favorite Martian" (__) (__) (oo) (oo) (__) >------\/------< >------\/------< (oo) | | | | | | | | >------\/------< | | | | | | | | | | | | | | || | | | | || | | | `____' | | `----' | | `-OO-' | `--|--|--' `--|--|--' `--|--|--' | | | | | | ^ ^ ^ ^ ^ ^ "FLASHER" calf "FLASHER" steer "FLASHER" bull (Big Mac) (_____) _____________ \0 0/ / \ _________(o o) XXXXXXXXXXXXX / | U | \_____________/ * | /______ _ | || || || || this is a cow... this is a cow on drugs Any questions?? . \---) (__) * |o o) ==== / (---\o/--\ /-------\/ (___)--------|/ | |#| ) | / | || (o o) || | |#| ) | * ||-||-|| YY ( )-||--I--|| ^ |#| ) ~ ^^ ^^ ^^ ||--I--||-( ) ^^ //--\ || ^^(o o)--< // | \ This cow is from Mars. /|--------(---)--< || * | / ^^ ~ * "69" Cowborg * * * * * * (__) * * _--_ ( oo) * _- )\ '| * /| ) _ \ \ ~~ * * / \ \-- \ \ *-' // / > > > > / / * / / * _ _ -- _ _ / \ * * / _ _ _ \ | / \| * | | * | | * * | | | | * | \_ _ _ /| \ / * \ _ _ _ / * --- "COW JUMPED OVER MOO_N, REVISITED" (__) (~~) V __ (__) (__) /--------\/ | / \ (oo) (oo) * | | ----: /-- --\/ /-------\/ {BIG MAC} >--: |----| / | || / | |---/ | | * ||-----|| * ||----| ^ ^ ^^ ^^ ^^ ^ beef jerky cowsimodo cownibal _______\ -<| CUD \ /-<|_______/ (__)// / ((|)) (oo)/ ($ $) \// /-------\_/ * / | / | ||__<i __ | | * ||----| * \| _| ^^ ^ / | / | New Kow on the Block ^ ^ (note lighter in hoof) CUD missile launcher ((----)) ((oooo)) ///-----\\\/// ///||| ||| *** ||||||---||| ^^^^^^ ^^^ where milkshakes come from ------------------------------------------------------------------------- | ___________ | | | | (__) ( You know, ) | (__) ________ | (__) ______ | | (oo) ( Kentucky ) | (oo)( How do )| (oo) ( )| | /-------\/ ( cows are ) |---\/ ( they )| \,,/ ( MOOF )| | / | || (bucktoothed) | || \( talk? )|/-------\/ \ ( )| | * ||----|| \ /---------- |--|| \/------- | | || \/------ | | ^^ ^^ \/ | ^^ | ||----|| | | | | ^^ ^^ | ------------------------------------------------------------------ J.B.-- Cowmic Strip | \___________________________ | ___________________________ | / / | | / | | / | | (__) / | | (oo) / | | _\/_ / | | / ==% | | / ==% | | *---<_ / / | | / / | | / / | | ~ ~ | | | | Moowgli | | / \ (__) . . . . (---) \oo/ . . .. . (-------(----)----( ) * /;;\ . . . (__) ( ( ) )(x x)_____/ \__| |__/ . . . (oo) \ OO---------OO-/ O \_/\/\/ |%%%%| //-------\/ OOOOOO OOOOOO / \ ~ ~ // | U M || OOOOOO OOOOOO . . ~ ~ ** ||----|| grandcow is ^^ ^^ Argyle cow about to be hit by sitting Go Blue Cow an armored personnel carrier (__ (o ======] ------- ) | || __0 \\\||||/// | || () _____ = 00000000 = <----- radioactive waste Cow after biology major Cow after Physics Major is finished with it is finished with it | | | | (__)| | (__) (__) (@@)| | (oo) (oo) |\/-===< | /-------\/ *____-------\/ | | | / | || // // | | | * ||----|| >='/-----// /\|___===< | __^^____^^__/ ___^_____^^__/ __oo____*o__. | | oo oo oo oo `////\\\\ Cow on skate-board Cow at running Cow without skate-board (watch out!) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: | ------- | This concludes the third part of THE COMPLETE GUIDE TO COWS. | COW | | Please distribute this file WIDELY on BBSes, etc. It is in ------- | the public domain. ((THANKS TO ALL WHO CONTRIBUTED COWS!!)) | Iconified Cow | Please send me your COWS for the next edition! When drawing | cows, please DO NOT use tabs - use only "real" spaces. ---------------' Cowments? Cowntributions? Send them to the editor... David A. Bader // dbader(at)scarecrow.csee.lehigh.edu :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ----------------------------------------------------------------------------- David A. Bader Permanent Addr: CSEE Dept., Packard Lab 1402 Lorain Avenue Lehigh University Bethlehem, Pa. 18018 Bethlehem, Pa. 18015 (215) 868-1311 (215) 974-8995 Internet: dbader(at)scarecrow.csee.lehigh.edu or dab3(at)pl118f.cc.lehigh.edu Bitnet: DAB3@LEHIGH.bitnet ------------------------------------------------------------------------ ---------------------------- Teil 4 ----------------------------------- ------------------------------------------------------------------------ ...:::/// THE BARNYARD GALLERY \\\\\:::... Part 4 of the 5-part COMPLETE GUIDE TO COWS! ________________________ (__) / \ * OFFICIAL EDITION * (oo) ( Baa! Oink! Who! Moo! ) /-------\/ --'\________________________/ * SUMMER 1991 ISSUE! * / | || * ||----|| Edited by David A. Bader ^^ ^^ Please send your submissions to: Cow dbader@scarecrow.csee.lehigh.edu = = = = = = = = = = = = = = = = = = = = = = = = = = _______________________________________________________________________________ __________________________________ / \ | BAA-rilliant sheep by N.M.Farina | \________________________ ________/ | / |/ /\___ @@@@@@@@@@@ O \ @@@@@@@@@@@@@@@____/ @@@@@@@@@@@@@@@@ @ @@@@@@@@@@@@ All Sheep Credit goes to nmf90(at)uk.ac.soton.ecs || || (Nick Farina,University ~~ ~~ of Southampton,England) _______________________________________________________________________________ /\__ Sheeping sleep @@@@@@@@@@@ - \ ..er,I mean @@@@@@@@@@@@@@___/ Sleeping sheep @@@@@@@@@@@@@@@ @___@@@@@@@@@@@__@ /\_____ / O \ / \ @@@@@@@@@@ / Concieted @@@@@@@@@@@@@@_______/ sheep. @@@@@@@@@@@@@@@ @ @@@@@@@@@@@ || || ~~ ~~ || __ |\\ || ||\\ || || \\ || /\__ || \\|| @@@@@@@@@@ O \ ||___\||________________________ @@@@@@@@@@@@@___/ ||\ || . ....\ @@@@@@@@@@@@@ || \ || . . . . \ @@@@@@@@@ || \ || . . \ ( >> >> || \|| . . . \ ~~ ~~ \ || _______________ \ ( \ ||______ | HIGH JUMP |_______\ \ ||| \_____________/ | ( @@@@@@@@@@@@@@@ \||| || | |||____________||______________| || WOOLY JUMPER. || The starsheep enterprise.... (\___/) ( O O ) /@@\ \ / @@@@@@@@@@@@@@@@@@@@@@\ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\_/ @@@@@@@@@@@@@@@@@@@@@/ @@@@@@@@@@@@@@@@@@@@@@@@@@ _________ @@@ @@@@@@@@ _____/ @@@ @@@@@@ __/ . . @@@@@@@@@@@@@@@@@@@@@@@@@ _/ . @@@@@SHP-1701@@@@@@@@@@@-( _/ . . @@@@@@@@@@@@@@@@@@@ / . . . _/. /. . /. . . / . /. . . / . . (\ /) ( \_/ ) (\_/) @@@@@@@@@@|~ ~| @@@@@@@@@@|===| @@@@@@@@@@@@\O O/ @@@@@@@@@@@@\___/ @@@@@@@@@@@@@@\_/ @@@@@@@@@@@@@@\o/ @ @@@@@@@@@@@ @ @@@@@@@@@@ || || || || ~~ ~~ ~~ ~~ VULCAN SHEEP. ROBOSHEEP ~~ ~~ || || @@@@@@@@@@@@@@@@@ DEAD SHEEP. @@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@\___ @@@@@@@@@@@@@@@@@@ \ @@@@@@@@@@@@@@@@@ -___/ \/ ___________________ ______________ | || | | ZORBA'S | | || | |Greek | | #####________#### | | Takeaway.. | | ####| . ..|### |_ (((()))) ############################ | #####| . ..|#### |\\ ( ) | #####| . ..|#### | \\ ( O O ) | | ..| | \\ ___\ __ /__ | ######| ..|##### | \\ / \__/ | ######| ..|##### | \\ / | ######\____/##### | \\ / /| | ####### || ###### | \\ / / | ZORBA'S | ' || ' | @@/ / | | || ' | <@@/ | |\_________________/| @@ |__________ ######################################|********** |||||||||||||||||||||||||||||||||||| |*****|**** |||||||||||||||||||||||||||||||||||| |*****|**** _______________________________________________________________________________ _______________________________________________________________________________ ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| DEAD SHEEP IN A MORE FAMILIAR FORM. /\____ / O \ @@@@@@@@___/ @@@@@@@@@@ / ( @@@@@@@@@@======@--/---)_/) @@@@@@@@@@@ O | | @@@@@@@@@@@ @@@@@@@@ @@@@@@@@@@@ ############# BAA - BER. @@@@@@@@@ ############### || || ############### ~~ ~~ ############### ########## ############# # # |\ /| # # ||\ /|| # # ~~ | | ~~ ________________#________#_____________|_|______________________ BAA - RT SIMPSON. |\/\/\/\/| | | | O O |@@@@@@@@@@@@@@@@@@@@@ \ /@@@@@@@@@@@@@@@@@@@@@@@@ \ __ /@@@@@@@@@@@@@@@@@@@@@@@@@@ \__/@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@ @ @@@@@@@@@@@@@@@@@@@@@@ @ | | | | | | | | (\___/) @@@@@@@@@@@| O O| @@@@@@@@@@@@@@\ / @@@@@@@@@@@@@@@@\\\\__/ Hic! @@@@@@@@@@@@@@@@@\_U <--- Pissed BAA - stard. @@@@@@@@@@@@@@@ Hic! || || |@@@| ~~ ~~ C| | ################### \___/ _____ ############################### _/ / \_ _/ / \_ / / \ \_____________/ |O O| \ / @@\ - /@@ /@@@@\_/@@@@\\ /@@@@@@@@@@@@@ \ / /@@@@@@@@@@@@ _\ / /@@@@@@@@@@@@@@ \\ |______ @@@@@@@@@ \\ @@@@@@@@@@@@@@@ @@ @@@@@@@@@@@@@ @@@@@@@@@@@@@ @@@@@@@@@@@ || @ || ~~ ~~ NAPOLEONIC SHEEP. (\___/) @@@@@@@@@@@@@@|O O| @@@@@@@@@@@@@@@\ / @@@@@@@@@@@@@@@\ / @@ @@ \_/ @@ @@ @@ @@ @@ @@ @@ @@ Baa Stool @@ @@ @@ @@ @@______@@ @@______@@ @@ @@ @@ @@ @@ @@ BAA - ROOOOOM!!! __________________________ / (\__/) === \ ___ / |O O| \ ___ |___|/___@@\__/@@___________________\|___| . /________________________________\ . || \=======*=======/ || . . ################################## ... .... . . .. \____________|BAA 1|_____________/ . .... . . . .. #### ------- #### ... . . . . ..... #### #### .. ... .. . ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Now here come the OWLS. ___ v v v ___ ___ <*,*> <*,*> <*,*> <`,'> <*,*> [`-'] [`-'] [`-'] [`-'] =^`-'^= -"-"- -"-"- -"-"- -"-"- " " owl punk owl owl with antlers chinese owl flying owl ___ ___ ___ ___ ___ <+,+> <@,@> <*,*> <-,-> <$,$> [`-'] [`-'] [`-'] [`-'] [`-'] -"-"- -"-"- -"--- -"-"- -"-"- drunk owl owl junkie one legged owl shrewd owl greedy owl _ ___ ___ _|||_ /_\ <#,#> <*,*> <*,*> [`-'] [`-'] [`-'] [`-'] -"-"- -"-"- -"-"- -"-"- T-V owl owl with glasses owl with top-hat owl with fez ___ ___ _____ _ <*,*> <*,*> /o \_/ | * * [`-// [`o'] [ _ | "owl" -"-"- -"-"- `-----' `-' owl with sling medalion owl surreal owl owl in cave owl ___ ___ <*,-> <*,*> [`-'] [`S'] -"-"- -"-"- confidential owl super owl :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: | ------- | This concludes the fourth part of THE COMPLETE GUIDE TO COWS. | COW | | Please distribute this file WIDELY on BBSes, etc. It is in ------- | the public domain. ((THANKS TO ALL WHO CONTRIBUTED COWS!!)) | Iconified Cow | Please send me your COWS for the next edition! When drawing | cows, please DO NOT use tabs - use only "real" spaces. --------------' Cowments? Cowntributions? Send them to the editor... David A. Bader // dbader(at)scarecrow.csee.lehigh.edu :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ----------------------------------------------------------------------------- David A. Bader Permanent Addr: CSEE Dept., Packard Lab 1402 Lorain Avenue Lehigh University Bethlehem, Pa. 18018 Bethlehem, Pa. 18015 (215) 868-1311 (215) 974-8995 Internet: dbader(at)scarecrow.csee.lehigh.edu or dab3(at)pl118f.cc.lehigh.edu Bitnet: DAB3@LEHIGH.bitnet ------------------------------------------------------------------ -------------------------- Teil 5 ------------------------------- ------------------------------------------------------------------ ...:::/// THE ANCIENT HISTORY OF THE COWS \\\\\:::... Part 5 of the 5-part COMPLETE GUIDE TO COWS! ___________________________ (__) / \ * OFFICIAL EDITION * (oo) ( Remember when I was a calf? ) /-------\/ --'\___________________________/ * SUMMER 1991 ISSUE! * / | || * ||----|| Edited by David A. Bader ^^ ^^ Please send your submissions to: Cow dbader@scarecrow.csee.lehigh.edu = = = = = = = = = = = = = = = = = = = = = = = = = = THE BIRTH OF THE COWS (in the words of Stephen L. Schultz, the Creator) = = = = = = = = = = = = = = = = = = = = = = = = = = Now, as for how it all started. Well, I think John Christensen, my old roomate, was the first person to discover: (__) (oo) \/ looked like a cow's head. He once transmitted it vie write to someone else and has it say, "MOO". I suppose it originated from (* *) which in are implementation of PASCAL was begin and end comment. And he just added the rest of it. Then, as I said earlier, our system had crashed, and I was sitting around talking with a friend, Geordie Kleuber. He was working on some project or other and needed to know ANSI escape sequences. As I had just finished writing graphics primitives in MACRO-11 for a project I was working on, I knew them cold. So I demonstrated how to position the cursor and how to turn attributes on and off. I was doing this in local mode, and wanted something to draw, so I drew one of John's "MOOs" as he called them. Then, as I need more attributes to turn on and off, I added the rest of the body. Being the corny person that I am, and seeing as how the Chernobyl incident was current events at the time, I decided to make the entire cow blink. Then I made the entire cow blink and bold. Then I made the entire cow blink, bold, and reverse video. And I added captions underneath, "Within 100 miles of Chernobyl" "Within 10 miles of Chernobyl" and "Within 1 mile of Chernobyl." Geordie thought it was hilarious. And as we had a local newsgroup, local.noise (now csh.noise since the organization was Computer Science House) for posting all sorts of ramblings. I decided to make an entire posting out of the cows. The house loved them, and so I continued to make up more. Meanwhile, unbeknownst to me, Adam Stein, a house member who was cooping at Xerox, took copies of them and posted them to rec.humor there. Because at the time, CSH did not have a full news feed, and only got incoming news, nothing went back out. Adam one day forwarded me some letters of people praising the cows. I didn't know until the third or fourth posting that they were going out. Not that I minded. It was funny. For the next year or so, people would tell me how while they were on coop in YourCity, USA they would see my cows posted on the wall. When I was at a DECUS once, someone recognized my name (I was giving a talk on Imaging Science) as the creator of the cows and made mention of it and about 20 people in the audience knew what he meant when he spoke of the "net cows." It was kind of neat. Since then, they have taken on a life of their own. I had no idea how many new ones had been created. Some of them are so intricate, it amazes me someone took the time to do it. Someone once suggested putting them into a book, but I said, "They wouldn't make it in a book. They only live on the net. There they have character. In a book, they are just characters." I'd much rather see them live in the public domain anyways. Especially since there have been so many contributions from so many different people. It really is kind of neat. Who'd of thunked it? :) - Steve = = = = = = = = = = = = = = = = = = = = = = = = = = GROWING UP (Some explanations by Stephen L. Schultz) = = = = = = = = = = = = = = = = = = = = = = = = = = Hello. A friend of mine recently showed me the Cowmpendium you have compiled from the net. This was of interest to me since I was the person who started it all so long ago. I haven't subscribed to rec.humor in a long time so I've missed a number of those you had in your compendium. On the same token, you've missed some of my more recent ones. I also noticed a few other older ones missing. As was the case with a number of them, there are some local jokes, and local references. The "Corner Crew" is our cheering section for RIT hockey. I will leave it up to you what you want to include and what you do not. Incidently, the "Chernobull" series is of special significance because they are the ones that started it all. One day, when the system was down, I put my VT100 into local mode and started drawing. The end result was the first cow. Actually it was a little more squat than it is now, but I refined it on the screen until it looked good. Knowing my VT100 escape codes by heart, I then drew another and made it flash, and then flash and bold, and then flash, bold, and not present, etcetera. In the olden days, you could send escapes through the mail and such, and so it used to be a nice effect. Of course, since then, everyone strips escapes out, so the series has lost its effect. But I decided to leave them in for historical purposes. Of course, again, you may include or not include them as you will. Who'd of thought when I drew them way back when they'd have caught on as they did? Thank Adam "Bacca" Stein for sending them out into the "real" world, because initially they were only released on local.noise which was a newsgroup local to our organization. Have a good one. - Stephen L. Schultz Bitnet: SLS4255@RITVAX Internet: SLS4255@RITVAX.isc.rit.edu = = = = = = = = = = = = = = = = = = = = = = = = = = THE ORIGINAL GUIDE TO COWS = = = = = = = = = = = = = = = = = = = = = = = = = = Today, we are going to compare and contrast those lovely little bovines. So sit back and enjoy, but don't forget to take notes. There may be a surprise quiz sometime next week. (__) (oo) U /-------\/ /---V / | || * |--| . * ||----|| ^^ ^^ Cow at 1 meter. Cow at 100 meters. Cow at 10,000 meters. (__) )__( vv vv (oo) (oo) ||----|| * /-------\/ *-------\/ || | / / | || / | || /\-------/ * ||----|| / ||----|| (oo) ^^ ^^ vv vv (~~) American Cow Polish Cow Australian Cow (__) (__) (__) (oo) ____ (oo) _---_(oo) /-------\/ /- --\/ /- -\/ / | || / | || /| || * ||----|| * ||___-|| * ||___-|| ^^ ^^ ^^ ^^ ^^ ^^ Freshman Cow Freshman Cow Freshman Cow Arriving at RIT After the "Freshman 15" After the "Freshman 20" (__) (__) (__) (OO) (@@) (xx) /-------\/ /-------\/ /-------\/ / | || / | || / | || * ||----|| * ||----|| * ||----|| ^^ ^^ ^^ ^^ ^^ ^^ Cow who drank Jolt Cow who ate Cow who used Jolt to wash psychadelic mushrooms down psychadelic mushrooms The following three cows were supposed to be appearing with the Celebrity Cows in the last issue, however, I found out that they were sitting around a bar getting drunk discussing what exactly is art. The cows' conclusion: Art is a bunch of Bull(s). Sorry, but I couldn't resist, Hawk, Sesquipedalianite and Head of Heffer Control. (____) (____) (____) (oo ) (o o) ( O O) /-----------\ / /-----\ /---- /-----------\ / / || | \/ / | | \/ | / || | \/ / || |||| \ | | | | | / || |||| * ||||-----|||| *| | |-----| | | * ||||-----|||| /\/\ /\/\ /\ /\ /\ /\ ^^^^ ^^^^ This cow belonged This was Salvatore No one was sure whether to Pablo Picasso Dali's favorite cow M.C. Escher's cow had four legs or eight . . . And now, the Golden Bovine Awards! (__) (oo) (_) /-------\/ V / | || /G\ * ||----|| ___[B]___ ^^ ^^ | | And now, the moment you've all been waiting for . . . the nominees for the best leading bull in a motion picture are: Christopher for his role as the Brooklyn tough in the critically acclaimed drama, "Chew the Cud Slowly" Gambler, the swashbuckling hero in this years box-office block buster in "Cow Wars III: Return of the Bovine" Samson, as the somewhat deranged longhorn in what has been described as this years most artistic film, "Slaughterhouse Mine" Spencer for his outstanding portrayal of a cow who gets involved in some crazy farmers scheme and gets sent to foreign fields where his only goal is to get "Back to the Pasture" George, the latest heart throb to dance his way across the silver screen in "Hoofloose" and Bitters in a thought provoking role as an in-mate at a barn for the mentally impaired in "One Flew Over the Milking Machine" And the winner is . . . Christopher in "Chew the Cud Slowly" I would like to thank everyone who helped me make this movie, without whom I never would have won, especially, Farmer Brown, whose guidance and patience around feeding time helped me through the long nights of rehearsals and shootings, and Farm-Hand John, who used to sneak out at night to open the gate to the stud pen so that I could relieve some of my other tensions, and to . . . . . . . . . . . . . . . . . . . . \ (__) (___) (oo) (_) (O O) /-------\/ V \ /---------\ / | || /G\ O || | \ * ||----|| ___[B]___ ||-----|| * ^^ ^^ | | ^^ ^^ I would like to express my heart felt thanks to Gary Larson for giving me explicit written permission to use his Far Side cartoon panel as a basis for this cow posting: ...and with its onboard floating point and dual I and D cache buffers, the CLIPPER will blow the doors off of any micro in its class. QUICK, ONE'S COMING !!! \ \ \ \ (__) (__) (__) (oo) (oo) (oo) \/ \/ \/ /----\ /----\ /----\ /| |\ /| |\ /| |\ ^ | | ^ ^ | | ^-+ ^ | | ^ | | | | |C| | | /----\ /----\ +-+ /----\ / \ \ / \ \ / \ \ ^ * ^ ^ * ^ ^ * ^ MOO Oh, how boring it must / be to be a cow. (__) (__) \ (__) (oo) (oo) _______ (oo) /-------\/ \/-------\ // ||\ \ \/-------\ / | || || | \ _____//___||_\ \___ || | \ * ||----|| ||----|| * ) _ _ \ ||----|| * ^^ ^^ ^^ ^^ |_/ \________/ \___| ^^ ^^ ______________________________________\_/________\_/__________________________ ...So explain to me again how they were able to achieve zero weight states... \ It's party time! \ \ (__) (__) (__) (oo) (oo) (oo) \/ \/ \/ /----\ /----\ /----\ /| |\ /| |\ /| |\ ^ | | ^ ^ | | ^-+ ^ | | ^ | | | | |C| [BUD]| |[BUD] /----\ /----\ +-+ [SIX]/----\[SIX] / \ \ / \ \ / \ \ ^ * ^ ^ * ^ ^ * ^ CLIPPER is a trademark of the Fairchild Semiconductor Corporation, BUD is a trademark of Anheiser Busch Brewing, and "Far Side" is a New York Times Syndication. / / And we're just stupid cows. (__) / (oo) (__) /-------\/ (oo) / | || \/-------\ * ||----|| || | \ ^^ ^^ ||----|| * ^^ ^^ Many people have been asking me why there are so many different kinds of milk on the shelves. Not just different brands, but different types, like Whole or Low-Fat. Well, I have decided to answer that question in full. Listed below are most of the major types of milk available on the market today and with them are the type of cow that produces the milk. Most American citizens don't even begin to realize all of the carefull in-breeding that went into producing these strains of dairy cows so that the average consumer would have a wide selection of milk to choose from. In fact, most Americans are ignorant of tha fact that this many different types of cows exist. Most people beleive that all cows look alike. Not so, as we are soon to find out. Stephen L. Schultz Head of Heifer Control Computer Science House Rochester Institute of Technology Rochester, New York 14623 (__) (__) __) (oo) (oo) o) /-------\/ /-------\/ / | O || * ||----|| * ||----|| || || ^^ ^^ ^^ ^^ Cow that gives Cow that gives Cow that gives (W)hole Milk. Low-Fat Milk. 2% Milk. (__) (dd) . /-------\/ / | || U . * ||----|| /---V . ^^ ^^ * |--| . Cow that gives Cow that gives Cow that gives (gave) Vitamin D Milk. Condensed Milk. Evaporated Milk. Warning: Two of the last three are crude. (__) __(oo) (__) / \/ (__) (___) milk / \\ (oo) (O O) /-------\/ /| /-^^---\/ /--------\ / / | || / | /| || / | ||O * ||----|| * || ||----|| * ||@\---|| ^^ ^^ ^^ ^^ ^^ ^^ ^^ Cow that gives Cows that give Cow that gives Pasteurized Milk. Homogenized Milk. Cream. I warned you. In an attempt to cash in on the cow craze that swept local.noise, Detroit has decided to produce a complete line of auto-moo-biles. Japan was quick to follow suit and produced a few cows too, as were a couple of European countries. Below is a list of the auto-moo-biles reviewed by "Cow and Track" magazine. Before you read the list, I would like to point out that a friend of mine recently purchased a particular brand of automobile and we have been kidding her about the small size of this automobile. It is intended to needle this person, but if you wish to take offense and want to flame me for degrading the car, then please, feel free to send all flames to: rochester!ritcv!ritcsh!adam If you wish to make any constructive comments or suggestions to add to my collection of cows, please mail to: rochester!ritcv!ritcsh!hawk (__) Stephen L. Schultz (oo) Head of Heifer Control /-------\/ Computer Science House / | || Rochester Institute of Technology * ||----|| Rochester, New York 14623 ^^ ^^ Here are the national standards for wheel-base classification: (__) (__) (__) (__) (oo) (oo) (oo) (oo) /-----------\/ /---------\/ /-------\/ /-----\/ / | || / | || / | || / | || U * ||--------|| * ||------|| * ||----|| * ||--|| /---V OO OO OO OO OO OO OO OO * O--O Full-Size Cow Mid-Size Cow Compact Cow Sub-Compact Cow Yugo These are some of the various models offered: __ (__) ______ (__) (__) (__) / \ (oo) / \ (oo) (oo) \ (oo) / ---\/ * --\/ /| |---\/ @ ---\/ * | || | || * |______| || /| || U ||----|| ||--------|| ||--------|| * ||------|| /---V OO OO OO OO OO OO OO OO * O--O Hatch-Back Station Wagon Pick-up Truck Convertable Roller Skate Although some people like to customize their cows: (__) \ (oo) \ /-------\/ (__) \__) / | || /---_ (__) (oo) (oo) * ||----|| / | -_(oo) /-----------\[] /--------\/ OOO OOO * ||-_ |\/ / | |[] /|=======|| * U O O O O || -_|| * ||--------|| * ||------||( \---V OOO OOO OO OO OO OO @@ @@ O--O Beach-comber's A Low-Rider Chevy Impala Aluminum alloy Yugo with Deluxe with Fuzzy Dice rims, fog lamps, rear cb radio, and spoiler custom pin-striping Then there are the luxury cows: (__) (oo) /---------------------------------------------\/ / | || U * ||------------------------------------------|| /-----V OO OO * O----O Stretch Limo Yugo Limo And the workforce of the interstate cowing industry: /------------------------------------------ / | | / | Upstate Milk Cooperatives | (_____) / | | ( O O ) / | | \ / * |________________________________________|___\ / OO OO OO OO O . .__.,, The Eighteen Hoofer Yugo after being run over by the 18 hoofer Many people have been asking what the most read magazine is amongst the bulls in the pen. Well the answer is an easy one, it's PLAYBULL. But not too many people know who own's PLAYBULL, so I thought it would be nice to head out to the PLAYBULL Mansion and meet the founder and editor, Hugh Heifer. - Steve Schultz Head of Heifer Control Here is Hugh Heifer himself, with a couple of his PLAYBULL Bunnies. Of course, whenever Hugh is around the mansion, he always wears his comfortable silk bathrobes. \ / \ / \__/ (___) \__/ (oo) (o o) (oo) /-------\/ /---+----\ / \/-------\ / | || / | | ||O || | \ * ||----|| * ||-+---|| ||----|| * ^^ ^^ ^^ ^^ ^^ ^^ Meanwhile, in the photo studios in the back of the mansion, we see next issues centerfold posing in front of the camera. (__) O (o[o]| * (__) /-------\/ v / (oo)v / | ||_/ \-------\/ \ * ||----| v____/ / \/ ^^ ^ v___\____v/___/ Probably an RIT Is this one beautiful photo graduate bovine, or what? Well, if you liked the way the centerfold looked, you may want some biographical data: Name: Ingrid Age: 4 Occupation: Dairy producer Major Turn-ons: A well charged cattle prod Major Turn-offs: A stud pen with too many cows and not enough bulls Favorite TV Show: T.J. Hoofer Favorite Rock Group: George Thorocud Favorite Sexual Position: Up against the barbed wire Ambitions in Life: To be in heat during the running of the bulls Our system ( VAXIMG ) is currently down for FCO's, and so, having nothing better to do ( not necessarily true, but nothing better that I want to do ) I decided to draw a few cows. These cows are from the Corner Crew, so watch out, they are loud and obnoxious at hockey games. - Hawk (_ _) (__) (o o) (oo) \ /-------\ /-------\/ || | \ * ||----|| ||----|| * ^^ ^^ ^^ ^^ Strawberry Shortcake Banana Split (__) (__) * (oo) (oo) / /-------\/ \/-------/ / | || || | o * ||----|| ||----|| ooo :: :: ^^ ^^ oooooo Your team skates Like a pile of . . . (__) (__) (oo) (oo) \/-------\ /-------\/ \\ \ \ / / // \\----\\ * * //----// ^^ ^^ ^^ ^^ Shift to the left Shift to the right (__) (oo) /--\/--\ (__) / | | \ (oo) ^ | | ^ ---\/----< /----\ | \-+-< / \ \ | | ^ * ^ *__|__-+-<-< Stand up Sit down (__) * (__)(__) (xx) \ (@@)(oo) /-------\/ >---\------\/ \/-------\ / | || | ||>---| || \ * ||----|| |-----|| |----|| * ^^ ^^ ^ ^^ ^ ^^ Fight, fight, fight! \ \ / /\ \ / /\ \ / /\ \ / / --- --- --- --- --- --- --- --- (% %)(o o)(* *)(+ +)(- -)(# #)(x x)(@ @) \ / \ / \ / \ / \ / \ / \ / \ / + * + * + * + * / \ / \ / \ / \ / \ / \ / \ / \ (. .)(' ')(^ ^)(° °)(v v)(: :)(% %)(~ ~) --- --- --- --- --- --- --- --- \ / / \ \ / / \ \ / / \ \ / / \ --- --- --- --- --- --- --- --- (' ')(. .)(° °)(ö ö)(: :)(~ ~)(^ ^)(v v) \ / \ / \ / \ / \ / \ / \ / \ / + * + * + * + * / \ / \ / \ / \ / \ / \ / \ / \ (o o)(| |)(# #)(- -)(+ +)(% %)(* *)(x x) --- --- --- --- --- --- --- --- / / \ \/ / \ \/ / \ \/ / \ \ Crazy Cowpet = = = = = = = = = = = = = = = = = = = = = = = = = = The Complete Guide to Cows thanks the following editors: Stephen L. Schultz (SLS4255@RITVAX.isc.rit.edu) Eric W. Tilenius (etileniu@Oracle.COM) David A. Bader (dbader@scarecrow.csee.lehigh.edu) And, of course, a BIG MOO! to the home audience for supporting and creating new cows for the Guide! = = = = = = = = = = = = = = = = = = = = = = = = = = :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: | ------- | This concludes the fifth part of THE COMPLETE GUIDE TO COWS. | COW | | Please distribute this file WIDELY on BBSes, etc. It is in ------- | the public domain. ((THANKS TO ALL WHO CONTRIBUTED COWS!!)) | Iconified Cow | Please send me your COWS for the next edition! When drawing | cows, please DO NOT use tabs - use only "real" spaces. --------------' Cowments? Cowntributions? Send them to the editor... David A. Bader // dbader@scarecrow.csee.lehigh.edu :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ----------------------------------------------------------------------------- David A. Bader Permanent Addr: CSEE Dept., Packard Lab 1402 Lorain Avenue Lehigh University Bethlehem, Pa. 18018 Bethlehem, Pa. 18015 (215) 868-1311 (215) 974-8995 Internet: dbader@scarecrow.csee.lehigh.edu or dab3@pl118f.cc.lehigh.edu Bitnet: DAB3@LEHIGH.bitnet ______________ | Hayakawa's | (__) (__) (__) | Cows | (oo) (oo) (oo) | 0155501208 | /-------\/ /-------\/ /-------\/ |____________| / | 1 || is not / | 2 || is not / | 3 || || * ||----|| * ||----|| * ||----|| || ^^ ^^ ^^ ^^ ^^ ^^ ______||_______ ============new COW file 3 uv cows 7 uv cows 9 uv cows 6 uv cows 4 uv cows king uv cows I win agen! MOOOOOO This game has only cows no uther suts? Cowzey Ates /===========================\ | moo $ o * 8| | moo ? | | ] | \===========================/ +---+ +---+ +---+ +---+ |MOO| |MOO| | | |MOO| +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ |MOO| |MOO| |Moo| |moO| +---+ +---+ +---+ +---+ +---+ +---+ +---------+ |MOO| |MOO| |MOOOOOOO!| +---+ +---+ +---------+ Cow-computer )__( ________ (oo) / \ *-------\/ --| Huh??? | / | || \________/ / ||----|| vv vv Kasai Cow (__) ____ (00) / \ /-------\/ --| enyo | / | || \____/ * ||----|| ^^ ^^ Chris cow )__) _______ (0o) / \ /-------\/ --| enyo??? | / | || \_______/ * ||----|| vv ^^ Karis cow )__) ________ (o ) / \ /-------\/ --| *shrugs* | / | || \________/ * ||----|| vv ^^ Neil Cow ) ) ______ (**) / \ /-------\/ --| *m00* | / | || \________/ * ||----|| vv ^^ Dead Cow </nowiki> </pre> --- ==Original source== [[Art]] deleted from [[w:Wikipedia:Bad Jokes and Other Deleted Nonsense]] {{CourseCat}} [[Category:Imported works|0{{FULLPAGENAME}}]] mn7p45xzf6urs5pvyw60qd1942vznhr Complex analysis in plain view 0 171005 2815258 2814873 2026-06-11T14:13:15Z Young1lim 21186 /* Geometric Series Examples */ 2815258 wikitext text/x-wiki Many of the functions that arise naturally in mathematics and real world applications can be extended to and regarded as complex functions, meaning the input, as well as the output, can be complex numbers <math>x+iy</math>, where <math>i=\sqrt{-1}</math>, in such a way that it is a more natural object to study. '''Complex analysis''', which used to be known as '''function theory''' or '''theory of functions of a single complex variable''', is a sub-field of analysis that studies such functions (more specifically, '''holomorphic''' functions) on the complex plane, or part (domain) or extension (Riemann surface) thereof. It notably has great importance in number theory, e.g. the [[Riemann zeta function]] (for the distribution of primes) and other <math>L</math>-functions, modular forms, elliptic functions, etc. <blockquote>The shortest path between two truths in the real domain passes through the complex domain. — [[wikipedia:Jacques_Hadamard|Jacques Hadamard]]</blockquote>In a certain sense, the essence of complex functions is captured by the principle of [[analytic continuation]].{{mathematics}} ==''' Complex Functions '''== * Complex Functions ([[Media:CAnal.1.A.CFunction.20140222.Basic.pdf|1.A.pdf]], [[Media:CAnal.1.B.CFunction.20140111.Octave.pdf|1.B.pdf]], [[Media:CAnal.1.C.CFunction.20140111.Extend.pdf|1.C.pdf]]) * Complex Exponential and Logarithm ([[Media:CAnal.5.A.CLog.20131017.pdf|5.A.pdf]], [[Media:CAnal.5.A.Octave.pdf|5.B.pdf]]) * Complex Trigonometric and Hyperbolic ([[Media:CAnal.7.A.CTrigHyper..pdf|7.A.pdf]], [[Media:CAnal.7.A.Octave..pdf|7.B.pdf]]) '''Complex Function Note''' : 1. Exp and Log Function Note ([[Media:ComplexExp.29160721.pdf|H1.pdf]]) : 2. Trig and TrigH Function Note ([[Media:CAnal.Trig-H.29160901.pdf|H1.pdf]]) : 3. Inverse Trig and TrigH Functions Note ([[Media:CAnal.Hyper.29160829.pdf|H1.pdf]]) ==''' Complex Integrals '''== * Complex Integrals ([[Media:CAnal.2.A.CIntegral.20140224.Basic.pdf|2.A.pdf]], [[Media:CAnal.2.B.CIntegral.20140117.Octave.pdf|2.B.pdf]], [[Media:CAnal.2.C.CIntegral.20140117.Extend.pdf|2.C.pdf]]) ==''' Complex Series '''== * Complex Series ([[Media:CPX.Series.20150226.2.Basic.pdf|3.A.pdf]], [[Media:CAnal.3.B.CSeries.20140121.Octave.pdf|3.B.pdf]], [[Media:CAnal.3.C.CSeries.20140303.Extend.pdf|3.C.pdf]]) ==''' Residue Integrals '''== * Residue Integrals ([[Media:CAnal.4.A.Residue.20140227.Basic.pdf|4.A.pdf]], [[Media:CAnal.4.B.pdf|4.B.pdf]], [[Media:CAnal.4.C.Residue.20140423.Extend.pdf|4.C.pdf]]) ==='''Residue Integrals Note'''=== * Laurent Series with the Residue Theorem Note ([[Media:Laurent.1.Residue.20170713.pdf|H1.pdf]]) * Laurent Series with Applications Note ([[Media:Laurent.2.Applications.20170327.pdf|H1.pdf]]) * Laurent Series and the z-Transform Note ([[Media:Laurent.3.z-Trans.20170831.pdf|H1.pdf]]) * Laurent Series as a Geometric Series Note ([[Media:Laurent.4.GSeries.20170802.pdf|H1.pdf]]) === Laurent Series and the z-Transform Example Note === * Overview ([[Media:Laurent.4.z-Example.20170926.pdf|H1.pdf]]) ====Geometric Series Examples==== * Causality ([[Media:Laurent.5.Causality.1.A.20191026n.pdf|A.pdf]], [[Media:Laurent.5.Causality.1.B.20191026.pdf|B.pdf]]) * Time Shift ([[Media:Laurent.5.TimeShift.2.A.20191028.pdf|A.pdf]], [[Media:Laurent.5.TimeShift.2.B.20191029.pdf|B.pdf]]) * Reciprocity ([[Media:Laurent.5.Reciprocity.3A.20191030.pdf|A.pdf]], [[Media:Laurent.5.Reciprocity.3B.20191031.pdf|B.pdf]]) * Combinations ([[Media:Laurent.5.Combination.4A.20200702.pdf|A.pdf]], [[Media:Laurent.5.Combination.4B.20201002.pdf|B.pdf]]) * Properties ([[Media:Laurent.5.Property.5A.20220105.pdf|A.pdf]], [[Media:Laurent.5.Property.5B.20220126.pdf|B.pdf]]) * Permutations ([[Media:Laurent.6.Permutation.6A.20230711.pdf|A.pdf]], [[Media:Laurent.5.Permutation.6B.20251225.pdf|B.pdf]], [[Media:Laurent.5.Permutation.6C.20260610.pdf|C.pdf]], [[Media:Laurent.5.Permutation.6C.20240528.pdf|D.pdf]]) * Applications ([[Media:Laurent.5.Application.6B.20220723.pdf|A.pdf]]) * Double Pole Case :- Examples ([[Media:Laurent.5.DPoleEx.7A.20220722.pdf|A.pdf]], [[Media:Laurent.5.DPoleEx.7B.20220720.pdf|B.pdf]]) :- Properties ([[Media:Laurent.5.DPoleProp.5A.20190226.pdf|A.pdf]], [[Media:Laurent.5.DPoleProp.5B.20190228.pdf|B.pdf]]) ====The Case Examples==== * Example Overview : ([[Media:Laurent.4.Example.0.A.20171208.pdf|0A.pdf]], [[Media:Laurent.6.CaseExample.0.B.20180205.pdf|0B.pdf]]) * Example Case 1 : ([[Media:Laurent.4.Example.1.A.20171107.pdf|1A.pdf]], [[Media:Laurent.4.Example.1.B.20171227.pdf|1B.pdf]]) * Example Case 2 : ([[Media:Laurent.4.Example.2.A.20171107.pdf|2A.pdf]], [[Media:Laurent.4.Example.2.B.20171227.pdf|2B.pdf]]) * Example Case 3 : ([[Media:Laurent.4.Example.3.A.20171017.pdf|3A.pdf]], [[Media:Laurent.4.Example.3.B.20171226.pdf|3B.pdf]]) * Example Case 4 : ([[Media:Laurent.4.Example.4.A.20171017.pdf|4A.pdf]], [[Media:Laurent.4.Example.4.B.20171228.pdf|4B.pdf]]) * Example Summary : ([[Media:Laurent.4.Example.5.A.20171212.pdf|5A.pdf]], [[Media:Laurent.4.Example.5.B.20171230.pdf|5B.pdf]]) ==''' Conformal Mapping '''== * Conformal Mapping ([[Media:CAnal.6.A.Conformal.20131224.pdf|6.A.pdf]], [[Media:CAnal.6.A.Octave..pdf|6.B.pdf]]) go to [ [[Electrical_%26_Computer_Engineering_Studies]] ] [[Category:Complex analysis]] k17prrhe55e0yg6g08ihvbufndpbfr2 2815260 2815258 2026-06-11T14:14:21Z Young1lim 21186 /* Geometric Series Examples */ 2815260 wikitext text/x-wiki Many of the functions that arise naturally in mathematics and real world applications can be extended to and regarded as complex functions, meaning the input, as well as the output, can be complex numbers <math>x+iy</math>, where <math>i=\sqrt{-1}</math>, in such a way that it is a more natural object to study. '''Complex analysis''', which used to be known as '''function theory''' or '''theory of functions of a single complex variable''', is a sub-field of analysis that studies such functions (more specifically, '''holomorphic''' functions) on the complex plane, or part (domain) or extension (Riemann surface) thereof. It notably has great importance in number theory, e.g. the [[Riemann zeta function]] (for the distribution of primes) and other <math>L</math>-functions, modular forms, elliptic functions, etc. <blockquote>The shortest path between two truths in the real domain passes through the complex domain. — [[wikipedia:Jacques_Hadamard|Jacques Hadamard]]</blockquote>In a certain sense, the essence of complex functions is captured by the principle of [[analytic continuation]].{{mathematics}} ==''' Complex Functions '''== * Complex Functions ([[Media:CAnal.1.A.CFunction.20140222.Basic.pdf|1.A.pdf]], [[Media:CAnal.1.B.CFunction.20140111.Octave.pdf|1.B.pdf]], [[Media:CAnal.1.C.CFunction.20140111.Extend.pdf|1.C.pdf]]) * Complex Exponential and Logarithm ([[Media:CAnal.5.A.CLog.20131017.pdf|5.A.pdf]], [[Media:CAnal.5.A.Octave.pdf|5.B.pdf]]) * Complex Trigonometric and Hyperbolic ([[Media:CAnal.7.A.CTrigHyper..pdf|7.A.pdf]], [[Media:CAnal.7.A.Octave..pdf|7.B.pdf]]) '''Complex Function Note''' : 1. Exp and Log Function Note ([[Media:ComplexExp.29160721.pdf|H1.pdf]]) : 2. Trig and TrigH Function Note ([[Media:CAnal.Trig-H.29160901.pdf|H1.pdf]]) : 3. Inverse Trig and TrigH Functions Note ([[Media:CAnal.Hyper.29160829.pdf|H1.pdf]]) ==''' Complex Integrals '''== * Complex Integrals ([[Media:CAnal.2.A.CIntegral.20140224.Basic.pdf|2.A.pdf]], [[Media:CAnal.2.B.CIntegral.20140117.Octave.pdf|2.B.pdf]], [[Media:CAnal.2.C.CIntegral.20140117.Extend.pdf|2.C.pdf]]) ==''' Complex Series '''== * Complex Series ([[Media:CPX.Series.20150226.2.Basic.pdf|3.A.pdf]], [[Media:CAnal.3.B.CSeries.20140121.Octave.pdf|3.B.pdf]], [[Media:CAnal.3.C.CSeries.20140303.Extend.pdf|3.C.pdf]]) ==''' Residue Integrals '''== * Residue Integrals ([[Media:CAnal.4.A.Residue.20140227.Basic.pdf|4.A.pdf]], [[Media:CAnal.4.B.pdf|4.B.pdf]], [[Media:CAnal.4.C.Residue.20140423.Extend.pdf|4.C.pdf]]) ==='''Residue Integrals Note'''=== * Laurent Series with the Residue Theorem Note ([[Media:Laurent.1.Residue.20170713.pdf|H1.pdf]]) * Laurent Series with Applications Note ([[Media:Laurent.2.Applications.20170327.pdf|H1.pdf]]) * Laurent Series and the z-Transform Note ([[Media:Laurent.3.z-Trans.20170831.pdf|H1.pdf]]) * Laurent Series as a Geometric Series Note ([[Media:Laurent.4.GSeries.20170802.pdf|H1.pdf]]) === Laurent Series and the z-Transform Example Note === * Overview ([[Media:Laurent.4.z-Example.20170926.pdf|H1.pdf]]) ====Geometric Series Examples==== * Causality ([[Media:Laurent.5.Causality.1.A.20191026n.pdf|A.pdf]], [[Media:Laurent.5.Causality.1.B.20191026.pdf|B.pdf]]) * Time Shift ([[Media:Laurent.5.TimeShift.2.A.20191028.pdf|A.pdf]], [[Media:Laurent.5.TimeShift.2.B.20191029.pdf|B.pdf]]) * Reciprocity ([[Media:Laurent.5.Reciprocity.3A.20191030.pdf|A.pdf]], [[Media:Laurent.5.Reciprocity.3B.20191031.pdf|B.pdf]]) * Combinations ([[Media:Laurent.5.Combination.4A.20200702.pdf|A.pdf]], [[Media:Laurent.5.Combination.4B.20201002.pdf|B.pdf]]) * Properties ([[Media:Laurent.5.Property.5A.20220105.pdf|A.pdf]], [[Media:Laurent.5.Property.5B.20220126.pdf|B.pdf]]) * Permutations ([[Media:Laurent.6.Permutation.6A.20230711.pdf|A.pdf]], [[Media:Laurent.5.Permutation.6B.20251225.pdf|B.pdf]], [[Media:Laurent.5.Permutation.6C.20260611.pdf|C.pdf]], [[Media:Laurent.5.Permutation.6C.20240528.pdf|D.pdf]]) * Applications ([[Media:Laurent.5.Application.6B.20220723.pdf|A.pdf]]) * Double Pole Case :- Examples ([[Media:Laurent.5.DPoleEx.7A.20220722.pdf|A.pdf]], [[Media:Laurent.5.DPoleEx.7B.20220720.pdf|B.pdf]]) :- Properties ([[Media:Laurent.5.DPoleProp.5A.20190226.pdf|A.pdf]], [[Media:Laurent.5.DPoleProp.5B.20190228.pdf|B.pdf]]) ====The Case Examples==== * Example Overview : ([[Media:Laurent.4.Example.0.A.20171208.pdf|0A.pdf]], [[Media:Laurent.6.CaseExample.0.B.20180205.pdf|0B.pdf]]) * Example Case 1 : ([[Media:Laurent.4.Example.1.A.20171107.pdf|1A.pdf]], [[Media:Laurent.4.Example.1.B.20171227.pdf|1B.pdf]]) * Example Case 2 : ([[Media:Laurent.4.Example.2.A.20171107.pdf|2A.pdf]], [[Media:Laurent.4.Example.2.B.20171227.pdf|2B.pdf]]) * Example Case 3 : ([[Media:Laurent.4.Example.3.A.20171017.pdf|3A.pdf]], [[Media:Laurent.4.Example.3.B.20171226.pdf|3B.pdf]]) * Example Case 4 : ([[Media:Laurent.4.Example.4.A.20171017.pdf|4A.pdf]], [[Media:Laurent.4.Example.4.B.20171228.pdf|4B.pdf]]) * Example Summary : ([[Media:Laurent.4.Example.5.A.20171212.pdf|5A.pdf]], [[Media:Laurent.4.Example.5.B.20171230.pdf|5B.pdf]]) ==''' Conformal Mapping '''== * Conformal Mapping ([[Media:CAnal.6.A.Conformal.20131224.pdf|6.A.pdf]], [[Media:CAnal.6.A.Octave..pdf|6.B.pdf]]) go to [ [[Electrical_%26_Computer_Engineering_Studies]] ] [[Category:Complex analysis]] aaicslktaukd42v9ntu9wuo4uuatiup 2815352 2815260 2026-06-12T07:14:10Z Young1lim 21186 /* Geometric Series Examples */ 2815352 wikitext text/x-wiki Many of the functions that arise naturally in mathematics and real world applications can be extended to and regarded as complex functions, meaning the input, as well as the output, can be complex numbers <math>x+iy</math>, where <math>i=\sqrt{-1}</math>, in such a way that it is a more natural object to study. '''Complex analysis''', which used to be known as '''function theory''' or '''theory of functions of a single complex variable''', is a sub-field of analysis that studies such functions (more specifically, '''holomorphic''' functions) on the complex plane, or part (domain) or extension (Riemann surface) thereof. It notably has great importance in number theory, e.g. the [[Riemann zeta function]] (for the distribution of primes) and other <math>L</math>-functions, modular forms, elliptic functions, etc. <blockquote>The shortest path between two truths in the real domain passes through the complex domain. — [[wikipedia:Jacques_Hadamard|Jacques Hadamard]]</blockquote>In a certain sense, the essence of complex functions is captured by the principle of [[analytic continuation]].{{mathematics}} ==''' Complex Functions '''== * Complex Functions ([[Media:CAnal.1.A.CFunction.20140222.Basic.pdf|1.A.pdf]], [[Media:CAnal.1.B.CFunction.20140111.Octave.pdf|1.B.pdf]], [[Media:CAnal.1.C.CFunction.20140111.Extend.pdf|1.C.pdf]]) * Complex Exponential and Logarithm ([[Media:CAnal.5.A.CLog.20131017.pdf|5.A.pdf]], [[Media:CAnal.5.A.Octave.pdf|5.B.pdf]]) * Complex Trigonometric and Hyperbolic ([[Media:CAnal.7.A.CTrigHyper..pdf|7.A.pdf]], [[Media:CAnal.7.A.Octave..pdf|7.B.pdf]]) '''Complex Function Note''' : 1. Exp and Log Function Note ([[Media:ComplexExp.29160721.pdf|H1.pdf]]) : 2. Trig and TrigH Function Note ([[Media:CAnal.Trig-H.29160901.pdf|H1.pdf]]) : 3. Inverse Trig and TrigH Functions Note ([[Media:CAnal.Hyper.29160829.pdf|H1.pdf]]) ==''' Complex Integrals '''== * Complex Integrals ([[Media:CAnal.2.A.CIntegral.20140224.Basic.pdf|2.A.pdf]], [[Media:CAnal.2.B.CIntegral.20140117.Octave.pdf|2.B.pdf]], [[Media:CAnal.2.C.CIntegral.20140117.Extend.pdf|2.C.pdf]]) ==''' Complex Series '''== * Complex Series ([[Media:CPX.Series.20150226.2.Basic.pdf|3.A.pdf]], [[Media:CAnal.3.B.CSeries.20140121.Octave.pdf|3.B.pdf]], [[Media:CAnal.3.C.CSeries.20140303.Extend.pdf|3.C.pdf]]) ==''' Residue Integrals '''== * Residue Integrals ([[Media:CAnal.4.A.Residue.20140227.Basic.pdf|4.A.pdf]], [[Media:CAnal.4.B.pdf|4.B.pdf]], [[Media:CAnal.4.C.Residue.20140423.Extend.pdf|4.C.pdf]]) ==='''Residue Integrals Note'''=== * Laurent Series with the Residue Theorem Note ([[Media:Laurent.1.Residue.20170713.pdf|H1.pdf]]) * Laurent Series with Applications Note ([[Media:Laurent.2.Applications.20170327.pdf|H1.pdf]]) * Laurent Series and the z-Transform Note ([[Media:Laurent.3.z-Trans.20170831.pdf|H1.pdf]]) * Laurent Series as a Geometric Series Note ([[Media:Laurent.4.GSeries.20170802.pdf|H1.pdf]]) === Laurent Series and the z-Transform Example Note === * Overview ([[Media:Laurent.4.z-Example.20170926.pdf|H1.pdf]]) ====Geometric Series Examples==== * Causality ([[Media:Laurent.5.Causality.1.A.20191026n.pdf|A.pdf]], [[Media:Laurent.5.Causality.1.B.20191026.pdf|B.pdf]]) * Time Shift ([[Media:Laurent.5.TimeShift.2.A.20191028.pdf|A.pdf]], [[Media:Laurent.5.TimeShift.2.B.20191029.pdf|B.pdf]]) * Reciprocity ([[Media:Laurent.5.Reciprocity.3A.20191030.pdf|A.pdf]], [[Media:Laurent.5.Reciprocity.3B.20191031.pdf|B.pdf]]) * Combinations ([[Media:Laurent.5.Combination.4A.20200702.pdf|A.pdf]], [[Media:Laurent.5.Combination.4B.20201002.pdf|B.pdf]]) * Properties ([[Media:Laurent.5.Property.5A.20220105.pdf|A.pdf]], [[Media:Laurent.5.Property.5B.20220126.pdf|B.pdf]]) * Permutations ([[Media:Laurent.6.Permutation.6A.20230711.pdf|A.pdf]], [[Media:Laurent.5.Permutation.6B.20251225.pdf|B.pdf]], [[Media:Laurent.5.Permutation.6C.20260612.pdf|C.pdf]], [[Media:Laurent.5.Permutation.6C.20240528.pdf|D.pdf]]) * Applications ([[Media:Laurent.5.Application.6B.20220723.pdf|A.pdf]]) * Double Pole Case :- Examples ([[Media:Laurent.5.DPoleEx.7A.20220722.pdf|A.pdf]], [[Media:Laurent.5.DPoleEx.7B.20220720.pdf|B.pdf]]) :- Properties ([[Media:Laurent.5.DPoleProp.5A.20190226.pdf|A.pdf]], [[Media:Laurent.5.DPoleProp.5B.20190228.pdf|B.pdf]]) ====The Case Examples==== * Example Overview : ([[Media:Laurent.4.Example.0.A.20171208.pdf|0A.pdf]], [[Media:Laurent.6.CaseExample.0.B.20180205.pdf|0B.pdf]]) * Example Case 1 : ([[Media:Laurent.4.Example.1.A.20171107.pdf|1A.pdf]], [[Media:Laurent.4.Example.1.B.20171227.pdf|1B.pdf]]) * Example Case 2 : ([[Media:Laurent.4.Example.2.A.20171107.pdf|2A.pdf]], [[Media:Laurent.4.Example.2.B.20171227.pdf|2B.pdf]]) * Example Case 3 : ([[Media:Laurent.4.Example.3.A.20171017.pdf|3A.pdf]], [[Media:Laurent.4.Example.3.B.20171226.pdf|3B.pdf]]) * Example Case 4 : ([[Media:Laurent.4.Example.4.A.20171017.pdf|4A.pdf]], [[Media:Laurent.4.Example.4.B.20171228.pdf|4B.pdf]]) * Example Summary : ([[Media:Laurent.4.Example.5.A.20171212.pdf|5A.pdf]], [[Media:Laurent.4.Example.5.B.20171230.pdf|5B.pdf]]) ==''' Conformal Mapping '''== * Conformal Mapping ([[Media:CAnal.6.A.Conformal.20131224.pdf|6.A.pdf]], [[Media:CAnal.6.A.Octave..pdf|6.B.pdf]]) go to [ [[Electrical_%26_Computer_Engineering_Studies]] ] [[Category:Complex analysis]] bsooe14snssiok6pqxv7wn8lkyjxng5 Motivation and emotion/Lectures/Individual emotions 0 195006 2815411 2805253 2026-06-12T11:37:42Z Jtneill 10242 In development for 2026 2815411 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 09: Individual emotions|ninth}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:Emotion collage.png|right|300px]] ==Overview== This lecture discusses 20 specific emotions, including what causes them, how they are expressed, and what they motivate. Take-home messages: * Emotions are purposeful—they guide action tendencies towards adaptive functional response * Learning about the causes, functions, and consequences of individual emotions expands emotion knowledge and makes adaptive responses to different situations more likely ==Outline== {| class="wikitable" style="width:100%; table-layout:fixed;" ! style="width:33%;" | Basic (7) ! style="width:33%;" | Self-conscious (5) ! style="width:33%;" | Cognitively complex (8) |- | Fear | Shame | Envy |- | Anger | Guilt | Gratitude |- | Disgust | Embarrassment | Disappointment |- | Contempt | Pride | Regret |- | Sadness | Triumph | Hope |- | Interest | | Schadenfreude |- | Joy | | Empathy |- | | | Compassion |} ==Motivations generated by specific emotions== Typical motivational urges generated (i.e., functions served) by specific emotions are shown in Table 1. '''Table 1''' ''Motivational Urges Generated by Specific Emotions'' (based on Reeve (2018, p. 340)) {| class="wikitable" |'''Emotion''' |'''Motivational urge''' |- |'''Basic''' | |- |[[:Category:Motivation and emotion/Book/Fear|Fear]] |Flee; protect oneself |- |[[:Category:Motivation and emotion/Book/Fear|Anger]] |Overcome obstacles; right an illegitimate wrong |- |[[:Category:Motivation and emotion/Book/Disgust|Disgust]] |Reject; get rid of; get away from |- |[[:Category:Motivation and emotion/Book/Contempt|Contempt]] |Maintain dominance and social hierarchy |- |[[:Category:Motivation and emotion/Book/Sadness|Sadness]] |Repair a loss or failure |- |[[:Category:Motivation and emotion/Book/Joy|Joy]] |Continue goal striving; play; engage in social interaction |- |[[:Category:Motivation and emotion/Book/Interest|Interest]] |Explore; seek; acquire new information; learn |- |'''Self-conscious''' | |- |[[:Category:Motivation and emotion/Book/Shame|Shame]] |Restore the self; protect the self |- |[[:Category:Motivation and emotion/Book/Guilt|Guilt]] |Make amends |- |[[:Category:Motivation and emotion/Book/Embarrassment|Embarrassment]] |Appease others; communicate blunder was unintended |- |[[:Category:Motivation and emotion/Book/Pride|Pride]] |Authentic: Acquire further skill; persist at challenging tasks Hubristic: Self-inflation to boost self-esteem and social standing |- |[[:Category:Motivation and emotion/Book/Triumph|Triumph]] |Display dominance and power over the defeated |- |'''Cognitively complex''' | |- |[[:Category:Motivation and emotion/Book/Envy|Envy]] |Benign: Move up; improve one’s position. Malicious: Tear down; reduce another's position |- |[[:Category:Motivation and emotion/Book/Gratitude|Gratitude]] |Act prosocially; grow the relationship |- |[[:Category:Motivation and emotion/Book/Disappointment|Disappointment]] |Give up; helplessness |- |[[:Category:Motivation and emotion/Book/Regret|Regret]] |Undo a poor decision or behaviour |- |[[:Category:Motivation and emotion/Book/Hope|Hope]] |Keep engaged in pursuit of a desired goal |- |[[:Category:Motivation and emotion/Book/Schadenfreude|Schadenfreude]] |Reinforce feelings of superiority |- |[[:Category:Motivation and emotion/Book/Empathy|Empathy]] |Act prosocially; help the other |- |[[:Category:Motivation and emotion/Book/Compassion|Compassion]] |Reduce suffering |} ''Note''. Links go to categories which list relevant [[Motivation and emotion/Book|motivation and emotion book chapters]]. Also see the table of individual emotions with definitions and links to corresponding Wikipedia articles in the [[Motivation and emotion/Tutorials/20 emotions#Individual emotions|20 emotions tutorial]]. ==Readings== * Chapter 14: Individual emotions ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 13: Individual emotions and feelings ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) ==Slides== * [https://docs.google.com/presentation/d/1-XdVSEAVAWahOMksgubomM75asUHHwjuyCA3k2gYEUA/edit?usp=sharing Individual emotions] (Google Slides) <!-- * [http://www.slideshare.net/jtneill/individual-emotions Lecture slides] (Slideshare) * Handouts ** [[Media:Motivation and Emotion - Lecture 09 - Individual emotions 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 09 - Individual emotions 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 09 - Individual emotions 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 09 - Individual emotions 3slidesperpage.pdf|100px]] --> ==See also== * [[/Images/]] ; Lectures * [[{{#titleparts:{{PAGENAME}}|2}}/Aspects of emotion|Aspects of emotion]] (Previous lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Unconscious motivation|Unconscious motivation]] (Next lecture) ; Tutorial * [[Motivation and emotion/Tutorials/20 emotions|20 emotions]] (Tutorial) ==Recording== * [https://au-lti.bbcollab.com/recording/ad82252fd3b942dab76549b587afdc21 Lecture 09 (2025)] (2025)<!-- * [https://au-lti.bbcollab.com/recording/9917dadac2144ffeb6a6ea773aad9ce8 Lecture 09 recording] (2024) * [https://au-lti.bbcollab.com/recording/c61875ec86bd4258ac3f5e0ceaeded04 Lecture 09 recording] (2023) * [https://au-lti.bbcollab.com/recording/fb1b6680261a4a55b4ee699544c920f8 Lecture 09 recording](2022) * [https://au-lti.bbcollab.com/recording/6bc4d9bf00b643d7b19aff736a499f39 Lecture 09 recording] (2021) * [https://au-lti.bbcollab.com/recording/96e78b4252504c3193258d2e0dc2f05e Lecture 09 recording] (2020) * [https://echo360.org.au/media/4fa588c8-f9f8-4f6f-8bc5-2a0411bbc261/public Lecture 09 recording] (2019) * [https://echo360.org.au/media/68737326-23d4-4ceb-ad51-ef21a6855637/public Lecture 09 recording] (2018) * [https://echo360.org.au/media/8ed1c121-f6b4-4ac1-b5a2-5130d65c38ca/public Lecture 09 recording] (2017) --> <!-- ==References== {{Hanging indent|1= O'Connell, B. H., O'Shea, D., & Gallagher, S. (2017). Feeling thanks and saying thanks: A randomized controlled trial examining if and how socially oriented gratitude journals work. ''Journal of Clinical Psychology'', ''73''(10), 1280–1300. https://doi.org/10.1002/jclp.22469 }} --> ==External links== * [https://medium.com/polyamory-today/compersion-or-mudita-unlearning-jealousy-the-buddhist-way-aad804a81d7 Compersion or mudita: Unlearning jealousy the buddhist way] (Polyamory Today) * [https://www.researchgate.net/publication/12079828_Dirt_Disgust_and_Disease_Is_Hygiene_in_Our_Genes Dirt, disgust, and disease: Is hygiene in our genes] (Curtis & Biran, 2001; pdf) * [https://www.psychologytoday.com/au/blog/hide-and-seek/201505/empathy-vs-sympathy Empathy vs. sympathy] (Psychology Today) * [http://www.rpforschools.net/articles/ASP/Tangney,%20Tracy%20&%20Robins%202007%20The%20self-conscious%20emotions%20-%20Theory%20and%20Research.pdf The self-conscious emotions] (Tangney et al., 2007; pdf) * [https://www.psychologytoday.com/au/blog/joy-and-pain/201401/what-is-the-difference-between-envy-and-jealousy What is the difference between envy and jealousy?] (Psychology Today) {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Emotion/Guilt]] [[Category:Motivation and emotion/Lectures/Individual emotions]] h0x135wlfzy34mpyc5md4pr5pyceqjv Template:Motivation and emotion/Book 10 199263 2815375 2720559 2026-06-12T10:54:44Z Jtneill 10242 Update for 2026 2815375 wikitext text/x-wiki [[Motivation and emotion/Book/2026|book chapter table of contents]]<noinclude> [[Category:Motivation and emotion/Admin]]</noinclude> ljda9i3c4ifbeex4m7hm4x6x7xhdcfd User:Jtneill/sandbox 2 199556 2815333 2812407 2026-06-12T02:56:44Z Jtneill 10242 2815333 wikitext text/x-wiki <!-----------------------------------------------------------------------------------------------------------------------------------------------> {| width="100%" align="center" style="clear:both; margin:0; border:0; padding:0; background-color:transparent; font-family:Arial,Tahoma,'Palatino Linotype',sans-serif; font-size:0.875em;" ![[File:Blue2F8CC2 circle 100%.svg|36px]]<br />[[User talk:RadiX|<span style="color:#BFEFFF;">talk</span>]] ![[File:Blue circle logo.svg|36px]]<br />[[Special:EmailUser/RadiX|<span style="color:#BFEFFF;">email</span>]] ![[File:Urantia three-concentric-blue-circles-on-white symbol.svg|36px]]<br />[[User:RadiX|<span style="color:#BFEFFF;">home</span>]] ![[File:Blue circle logo.svg|36px]]<br />[[Special:Contributions/RadiX|<span style="color:#BFEFFF;">edits</span>]] ![[File:Blue2F8CC2 circle 100%.svg|36px]]<br />[[:m:User:RadiX/Info|<span style="color:#BFEFFF;">info</span>]] |} {| class="wikitable mw-collapsible mw-collapsed" !colspan="2"| mw-collapsible |- | Lorem ipsum || dolor sit amet |} {| class="wikitable collapsible collapsed" !colspan="2"| collapsible |- | Lorem ipsum || dolor sit amet |} Create an internal link to the edit source page using: [[Special:EditPage/{{FULLPAGENAME}}|Edit source]] * Something with poor grammar.{{g}}{{gr}}{{grammar}} * Something lack citation.{{f}}{{fact}}{{cn}} * Something to be written better.{{rewrite}}{{explain}} * Incorrectly spelt{{sp}}{{spelling}} {{tip|Suggestions for this section: * Present in alphabetical order * Use [[w:Letter case#Sentence casing|sentence casing]] * Include the source in parentheses }} A very simple box can be created by using a space at the start of the line {{Collapse top|This is the title text}} {{lorem ipsum}} {{Collapse bottom}} {{Notice|This page is complete for 2022.}} {{Motivation and emotion/Lectures/Complete}} {{Motivation and emotion/Lectures|Lecture 01: Introduction|first}} {{Motivation and emotion/Lectures/Complete}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> {{Motivation and emotion/Lectures/Navigation}} <inputbox> type=search width=24 prefix=Motivation and emotion searchbuttonlabel=Search bgcolor=transparent </inputbox> <inputbox> type=search width=25 namespaces=Main** prefix=Motivation and emotion searchbuttonlabel=Search bgcolor=transparent </inputbox> <inputbox> type=search width=25 namespaces=Main** prefix=Motivation and emotion searchbuttonlabel=Search bgcolor=transparent </inputbox> {|style="border-style: solid; border-width: 10px 10px 10px 10px" |- | style="padding: 0 0 50px 0" | Hello |- | Goodbye |} ==Junk== <span style="background:#00FF00">On Campus</span>, outside 1C33 ({{attention}}during lockdown, this will be in the Virtual Room) {{collapse box|Contributions: Wikiversity| # 13:27, 21/08/21: Grammatical error revised with addition of "?" [https://en.wikiversity.org/w/index.php title=Motivation_and_emotion%2FBook%2F2021%2FImposter_syndrome&type=revision&diff=2308014&oldid=2307379] # 13:27, 21/08/21: Added headings "see also", "refrences", and "external links" [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion%2FBook%2F2021%2FImposter_syndrome&type=revision&diff=2308014&oldid=2307379] # 15:59, 27/08/21: Grammatical error revised "nasa" to "NASA" [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion%2FBook%2F2021%2FImposter_syndrome&type=revision&diff=2310667&oldid=2309962] # 9:00, 12/09/21: Inserted chapter template to book 'Sublimation' [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Sublimation&action=history] # 11:01, 12/09/21: Inserted chapter template to book 'Limbic system and emotion' [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion%2FBook%2F2021%2FLimbic_system_and_emotion&type=revision&diff=2317354&oldid=2301485] # 9:33, 12/09/21: Multiple small structural edits and grammatical changes. Also commented "colloquial" in response to informal language and "repetition" to a sentence used twice [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion%2FBook%2F2020%2FHypomania_and_motivation&type=revision&diff=2317363&oldid=2244447] # 12/09/21, 9:36: Comment added "reference?" to questionably factual claim[https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion%2FBook%2F2020%2FMusic_and_study&type=revision&diff=2317364&oldid=2238513] # 9:37, 12/09/21: Comment added "Check your reference order, they are incorrect" [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion%2FBook%2F2020%2FMusic_and_study&type=revision&diff=2317364&oldid=2238513] # 9:53, 12/09/21: Grammar and spelling edits made such as "Of" to "of" [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion%2FBook%2F2020%2FCOVID-19_pandemic_impacts_on_motivation_and_emotion&type=revision&diff=2317367&oldid=2305679] # 9:51, 12/09/21: General overview with some comments made pertaining to spelling, grammar, and again, questionably factual claims [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion%2FBook%2F2020%2FAntidepressants_and_motivation&type=revision&diff=2317366&oldid=2312772] # 10:12, 12/09/21: Minor revisions made to grammar and spelling such as "The University" replacing "university" [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion%2FBook%2F2018%2FSelf-regulated_learning&type=revision&diff=2317372&oldid=2317371] # 19:45, 15/09/21: Minor edits to spelling and grammar [https://en.wikiversity.org/w/index.phptitle=Motivation_and_emotion%2FBook%2F2021%2FGratitude&type=revision&diff=2317999&oldid=2317779] }} <blockquote>sdakfjasl;kdfjdsf (see Table 1).</blockquote> Table 1. This is an APA Style Table {| class="wikitable" |+ ! !Col 1 ! |- | | |xxx |- | | | |- | | | |} https://www.sciencedirect.com/science/article/abs/pii/S1359178917300940?casa_token=B1ixm5Cy4i8AAAAA:t41F6gfsugqIPjsBZSNvCyz3iuZNSPgxaKrAojkbNE2xKJIfDDN1k5vM7f4TRCMtdathPWQ6_HnD ==Dual category search including one category with subcategories== Search all chapters: <inputbox> type=search width=20 default=incategory:"Resources needing clarification" namespaces=Main** prefix=Motivation and emotion/Book searchbuttonlabel=Search book chapters bgcolor=transparent break=no </inputbox> ==2== ==3== ==4== {{RoundBoxRight}} <div style="text-align: center; font-size: larger; font-weight: bold;">[[/How to make a multimedia recording/]] (45 mins)<br>[[File:Parodyfilm.png|center|65px]]</div> {{LeftRightBoxClose}} {{quote|<big>Quote text</big><br>- [[q:author| Author details]]}} {{RoundBoxTop|theme=15}} Text goes here {{RoundBoxBottom}} {{RoundBoxTop|theme=7}} Text goes here {{RoundBoxBottom}} {{RoundBoxTop|theme=3}}'''Focus questions:''' * What is x? * What is the relationships between conscientiousness and motivation? {{RoundBoxBottom}} {{Robelbox|theme={{{theme|10}}}|title=Money and extrinsic motivation}}<div style="{{Robelbox/pad}}"> Financial gain is a unique motive as it is an [https://en.wikipedia.org/wiki/Motivation#Extrinsic_motivation extrinsic motivation]. Whilst revenge and self-defence motivations (see below) typically stem from internal needs, killing for money is a behaviour that is motivated purely by external rewards. This motivation arises from outside the individual with money acting as an [https://en.wikipedia.org/wiki/Incentive incentive]. Killing for money can be seen as an externally regulated behaviour that is performed to obtain reward (Reeve, 2018). Unsurprisingly, people who are motivated through external regulation show poor functioning and poor outcomes, both of which can be related to homicidal behaviour (Ryan & Deci, 2017). </div> {{Robelbox/close}} 1le5s5afa2p7szu3zfcu108xt8c13fb Motivation and emotion/Book/2015/Workplace motivation and autonomy 0 201472 2815328 2721400 2026-06-12T02:46:22Z Jtneill 10242 removed [[Category:Motivation and emotion/Book/Work]]; added [[Category:Motivation and emotion/Book/Work motivation]] using [[Help:Gadget-HotCat|HotCat]] 2815328 wikitext text/x-wiki {{title|Workplace motivation and autonomy:<br>What is the role of autonomy in workplace motivation?}} {{MECR3|1=http://prezi.com/-qlspyly1tse/?utm_campaign=share&utm_medium=copy&rc=ex0share}} __TOC__ ==Overview== [[File:Human Statue.jpg|right|thumb|Autonomy ]] What causes [[behaviour]]? Researchers, theorists and great thinkers have been exploring the concept of [[motivation]] for decades. An individual’s motivation to perform goal-oriented behaviour is a concept that may seem simple, but its proponents are complex to a degree that may be incalculable. However, for many, understanding the drivers of motivation is essential to the achievement of their own objectives. One such example are organisations, who’s{{grammar}} understanding of the drivers of motivation affects key organisational performance indicators of productivity, general employee welfare, and ultimately, the profit derived from their workplaces. Of particular interest to organisations is the role of [http://emotionalcompetency.com/motivation.htm#autonomy autonomy] within the workplace. Having autonomy is good for employees, and having autonomous employees is good for workplaces as well, though the concept of autonomy is often misinterpreted and improperly fostered within workplaces. ==What is Autonomy?== Rather than being told what to do and when to do it, we as individuals need to do what we want to do when we want do it (Strain, 1999). Autonomous action is behaviour that is performed to satiate individual desires and out of individual needs and wants rather than to meet external demands (Reeve, 2015). Autonomous behaviour is driven from our interests, preferences, wants and desires, and performing behaviours that align with these is easy for us because we would prefer to, desire to, want to or are interested in doing so (Langfred, 2013). As such, autonomous Motivation is said to be intrinsically rather than extrinsically derived. ==Self Determination Theory== [[File:SelfDeterminationTheory.png|right|400px|thumb|Self Determination Theory.]] Self Determination Theory (SDT) involves Autonomy, Competence and Relatedness which can be used to improve [[Motivation and emotion/Book/2013/Workplace motivation|Workplace Motivation]]. The interdependence of these three factors in creating intrinsic motivation has also been emphasised in previous research (Gagane & Deci, 2005). According to SDT, Autonomy forms one of the three key factors in an individual’s self-determination, is a basic psychological need and is defined by an individual’s ability to regulate the self (Gagane & Deci, 2005). SDT maintains that an individual’s psychological wellbeing, growth and engagement with work is a function of the three basic psychological needs being satisfied (Ryan & Deci, 2008; Kovjanic, Schuh & Jonas, 2013) ==Autonomic Motivation being driven from Intrinsic forces & Locus of Control== Autonomy as a psychological need is recognised as being driven from [[Motivation_and_emotion/Book/2013/Intrinsic_motivation|intrinsic motivation]] rather than [[Motivation_and_emotion/Book/2013/Extrinsic_motivation|extrinsic motivation]] (Meng & Ma, 2015). Traditional approaches towards workplace motivation focus on providing external rewards such as pay and promotion to motivate employees to perform their function within the workplace and underestimate the importance of intrinsic reward (Gerhart & Fang, 2015). This may be because external rewards are easy to provide to employees, whereas internal reward is derived from within an individual and thus cannot be provided to an individual, but only supported from without. However, research suggests that rewarding intrinsically motivated behaviour with extrinsic reward may decrease the likelihood to perform it (Edward, 1971). Thus, the risk is that successful individuals high in autonomy are likely to receive external rewards for demonstrating desirable behaviours, which may decrease the intrinsic reward they receive. Individuals exhibiting high amounts of intrinsically motivated behaviours are more likely to find satisfaction in what they do and have higher performance within the workplace (Dysvik & Kuvaas, 2010). Autonomy also concerns an individual’s locus of control. An individual believing that he/she can influence events/circumstances through their own actions (controlled internally) is said to have an internal locus of control, whereas an individual believing that events/circumstances are outside their control (controlled externally) would have an external locus of control (Reeve, 2015). ==Perceived Autonomy== An individuals{{grammar}} perceived autonomy is comprised of three individual and subjective qualities (Reeve, 2015; Strain, 1999). '''''Three factors of perceived autonomy''''' - '''Internal perceived locus of causality''' (discussed above) Example: An employee attributing feelings that they have too much work to do because they did not structure time properly rather than being delegated an unfair workload by a supervisor. - '''Volition (feeling free)''' The willingness of a person to move towards a goal or perform a behaviour without any external demands or pressures. Example: Completing an assignment or work task out of genuine interest, rather than because management requests its completion. - '''Perceived choice over one’s actions''' The ability to choose between different options without direct constraints, having a feeling that behaviour is chosen rather than coerced or controlled. Example: Choosing a project because of own interest and freedom of decision, as opposed to being it being directed or being told it would be the most beneficial. (Reeve, 2015). ==Autonomous Individuals in Organisations== [[File:Pushing the bus Marina del Castell.jpg|left|thumb|Autonomous Individuals in Organisations]] The benefit of an Autonomous individual in the workplace is that rather than having to be controlled to perform behaviours resulting in profit for the firm, individuals do so of their own volition (Verhorst, Peters, Bouckaet, & Verschuere 2004). Job autonomy has been described as one of the major determinants of [[Motivation and emotion/Book/2013/Workplace motivation|Employee Motivation]] (Teck-Hon & Waheed, 2011){{expand}}. Additionally, Autonomous individuals exhibit greater innovation, creative participation and learning than less autonomous employees (Sia & Appu, 2015){{expand}}. ==Autonomy as a Determinant of Health== A great deal of research concerns health in the workplace and the role of autonomy as a determinant of health. Autonomy has been found to have effects on both stress and general health in the workplace (Sisley, 2010). Higher autonomy can have positive health effects such as greater energy, lower stress and improved socialisation and relationships (Trepanier, Fernet, & Austin, 2013; Sia & Appu, 2015). Furthermore, lower autonomy in the workplace has been associated with higher instances of workplace bullying (Baillien, De Cuyper, & De Witte, 2011). In the interests of employee’s{{grammar}} health, and the work costs of health such as sick pay and higher employee turnover, autonomy should be a key consideration of an organisation’s health policy (De Cuyper & De Witte, 2006). ==Case Studies & Surveys== Several case studies have explored the role of autonomy in the workplace. Brunetto & Farr-Wharton (2004) examined the impact of perception of autonomy on job satisfaction within public sector nursing. Using a mixture of qualitative and quantitative research they examined the role of context specific perceived autonomy of nurses between several positions (nurse, middle nurse manager, senior nurse manager). The construct of perceived autonomy was comprised of how “tight” the control the nurses perceived, how much bidirectional communication and support was perceived in the work environment, and the level of communication about interpersonal needs by the nurses to their superiors. Using thematic analysis and Multiple Linear Regression Brunetto & Farr-Wharton (2004) found a positive correlation with these measures of perceived autonomy and work satisfaction. The Gensler (2013) US workplace survey conducted research into elements of choice in the workplace. Exploring self rated Innovation, Job Performance, Job Satisfaction and overall Workplace Satisfaction, they found that greater choice in how employees conducted their work led to increased in all 4 self rated elements. Also reviewed in the same survey was further research findings that grant employees within universities that employed autonomy support styles rather than control orientation experienced greater growth and had less employee turnover (Gensler 2013). A study of 25 small sized retail companies conducted research to answer questions surrounding the relationship of autonomy to company performance and company commitment. The study found that higher team autonomy was correlated with higher profit and higher commitment to organisations (Von Bonsdorff, Janhonen, Zhou, & Vanhala, 2015). ==Difference between Autonomic & Controlled Motivation== {{what}} Literature highlights the difference between Autonomic motivation and Controlled motivation, and the difference in outcomes in motivational outcomes between Autonomy-Supportive or Controlling motivational styles. Autonomic motivation styles support the individual’s motivation as coming from internal factors and support them. These styles recognise an individual’s interests, preferences, wants and desires, and foster them in a way that directs the motivation that they produce towards desired goals (Gellatly & Irving, 2001). Alternately, Controlling Motivation Styles utilise social influence, external rewards such as money and power, and other explicit prescribed outcomes to induce motivation and direct it towards desired goals (Brunetto & Farr-Wharton, 2004). A controlling motivational style attempts to induce behaviour through incentives, deadlines, directives or threats of punishment (Reeve, 2015). The benefit of using an Autonomic motivational as opposed to a controlling motivational style is that the motivation to perform behaviours already exists within the individual; it just needs to be fostered in a way that direct it towards organisational objectives (Uhioda, 2011). As motivation through autonomy is fostered through support rather than induced through control, organisations attempting to increase autonomy among employees rely on an approach of autonomy support (Tomas, Kestner, Houlfort, & Kaspar, 2013). ==Autonomy Support== Autonomy support concerns the production of workplace motivation through supporting intrinsic motivation within employees (Meng & Ma, 2015). Such approaches utilise an understanding of an individual’s interests, preferences, wants and desires (Reeve, 2015). This understanding allows organisations to recognise the growth potential of an employee, and provide opportunities for the employee to pursue tasks that align with what an employee may wish to do (Tomas, Kestner, Houlfort, & Kaspar, 2013). Research indicates a link between autonomy supportive leadership and volunteer satisfaction and suggests that autonomy-supportive leadership is an important part of the organisational context (Ootlander, Guntert, & Wehner, 2014; Tomas, Kestner, Houlfort, & Kaspar, 2013). ''Autonomy Supportive Workplaces'': - Identify and Provide choice for a workload and work type that aligns with individual an employee’s intrinsic motivators. - Solve poor employee performance through addressing motivational influences. - Provide explanation and insight into how an employees work functions support the larger organisation. - Accept and address employee complaints or negative employee reactions. - Provide timely and consistent support to employees. (Reeve, 2015; Meng & Ma, 2015). However, the reality is that organisations do need to provide external rewards such as pay for most employees to show up to work, and even the most motivated employee may have difficulty understanding the work environment if there are not some guidelines set out by the organisation about their work. The importance of autonomy supportive workplaces is enabling employees to express their autonomy, and providing them with the support that they need (Tomas, Kestner, Houlfort, & Kaspar, 2013). Questionnaires and interviews help organisations to provide individualised support and work structure to foster autonomy within employees (Meng & Ma, 2015). ==Autonomy & Individual Differences== [[File:Migeul Virkkenen Carvalho Piercing the Crowd.jpg|right|thumb|Individual Difference]] Rather than a generic approach towards implementing an autonomous workforce, successful autonomy creation relies on the acknowledgement and consideration of the employee as an individual, and the difference between them and other individuals within the workplace (Burchardt, Evans, & Holder, 2015). Substantial individual differences exist in individuals in areas of base motivation levels, desire for autonomy, control, levels of introversion/extraversion and desire for stimulation (Gellatly & Irving, 2001). The effectiveness of workplace personnel in recognising these differences and design workload to suit differences is a key determinant or success in inducing autonomy (Gellatly & Irving, 2001). Three of the “Big 5” personality traits have shown relationships with work performance, with autonomy playing a moderating role (Van Russeveldt & Van Dijke, 2001). The differences between individuals, both in terms of personality, autonomy and psychological needs reduce the applicability of more generalised approaches to increasing autonomy, and further highlight the need for evaluative tools. ==Measuring Autonomy== Autonomy can be measured within individuals with valid and reliable measured such as autonomy index scales (Weinstein, Przybylski, & Ryan, 2012). Additional sources advocate for the addition of autonomy in organisational performance constructs (Lumpkin, Cogliser, & Schneider, 2009). Differing constructs of autonomy may be considered in the measurement of autonomy, some use single constructs of autonomy, and some use multifactorial constructs. Due to the relationship between autonomy and other measures of personality and work performance measures of autonomy should be considered in addition to other personality measures for greater suitability of work placements (Van Russeveldt & Van Dijke, 2001).. The addition of autonomy to workplace measures would provide further theoretical and empirical insights into its role in workplace motivation, performance and contribution towards innovation and entrepreneurial activities (Lumpkin, Cogliser, & Schneider, 2009). However, the difference in constructs of autonomy and the way in which it is measured means that results should be interpreted within the constructs that they are designed to measure and examined carefully for their valid implications towards understanding workplace autonomy. ==Cultural Considerations== Autonomy has an important role in the workplace, but may change depending on which culture the organisation exists. Autonomy is recognised as a universal human need, but its manifestation differs according to culture (Kagitcibasi, 2005). Collectivist and Individualistic culture have different perceptions of the role of autonomy in the workforce, and different individual expectations on the amount of autonomy that they may exercise. In some cultures, work team autonomy may be more important than individual autonomy within the workplace and this effects the type of autonomy support that may be required in the workplace (Kagitcibasi, 2005). ==Conclusion== Autonomy plays an important role in the workplace. As a basic psychological need, it is produced internally, though may be fostered in the workplace through autonomy support. Autonomy in the workplace shows strong relationships with many aspects of organisational performance, including profit, employee turnover and organisational commitment. In addition, Autonomy exists within the workplace as a determinant of health, and fosters creative creativity and innovation. Autonomy differs between individuals and cultures but is shown as a universal human need, and shows relationships with personality constructs often used in employee evaluation. Autonomy may be measured, and due to its significant influence on individuals and workplace functions it should be a key consideration of both workplaces and psychological scientists alike. ==See also== * [[Motivation and emotion/Book/2015/Workaholism motivation|Workaholism motivation]] (Book chapter, 2015) * [[Motivation and emotion/Book/2011/Self-determination theory|Self-determination theory]] (Book chapter, 2011) * [[Motivation and emotion/Book/2013/Workplace motivation|Workplace motivation]] (Book chapter, 2013) * [[What Matters/Psychological Needs|Psychological Needs]] * [[Motivation and emotion/Book/2013/Needs|Needs]] (Book Chapter 2013) ==References== {{Hanging indent|1= Baillien, E., De Cuyper, N., & De Witte, H. (2011). Job Autonomy and workload as antecedents of workplace bullying: A two-wave test of Karasek's Job Demand Control Model for targets and perpetrators Journal of Occupational & Orgnizational Psychology, 84(1), 191-208. Brunetto, Y., Farr-Wharton, R. (2004). A Case Study Examining the Impact of Public-Sector Nurses’ Perception of Workplace Autonomy on their Job Satisfaction; Lessons for Management International Journal of Management & Organisational Behaviour, 8(5), 521-539. Burchardt, T., Evans, M., & Holder, H. (2015). Public Policy and Inequalities of Choice and Autonomy Social Policy and Administration, 49(1), 44-67. De Cuyper, N., & De Witte, H. (2006). Autonomy and workload among temporary workers: Their effects on job satisfaction, organizational commitment, life satisfaction, and self-rated performance. International Journal of Stress Management, 13(4), 441-459. Dysvik, A., & Kuvaas, B. (2010). Intrinsic motivation as a moderator on the relationship between perceived job autonomy and work performance European Journal of Work and Organizational Psychology, 20(3), 367-387. Edward, D. (1971). Effects of externally medaited rewards on intrinsic motivation. Journal of Personality and Social Psychology, 18(1), 105-115. Gagane, M., & Deci, E. L. (2005). Self-Determination theory and work motivation. Journal of Organizational Behavior, 26, 331-362. Gellatly, I. R., & Irving, P. G. (2001). Personality, Autonomy, and Contextual Performance for Managers. Human Performance, 14(3), 231-245. Gensler. (2013). U.S Workplace Survey; Key Findings, Retrieved from http://www.gensler.com/uploads/documents/2013_US_Workplace_Survey_07_15_2013.pdf Gerhart, B., Fang, M. (2015). Pay, Intrinsic Motivation, Extrinsic Motivation, Performance, and Creativity in the Workplace: Revisiting Long-Held Beliefs Annual Review of Organizational Psychology and Organizational Behavior, 2, 489-521. Kagitcibasi, C. (2005). Autonomy and Relatedness in a Cross-Cultural Context. Journal of Cross-Cultural Psychology, 36(4), 403-422. Kovjanic, S., Schuh, S. C. (2013). Transformational leadership and performance: An experimental investigation of the mediating effects of basic needs satisfaction and work engagement Journal of Occupational and Organizational Psychology, 86(4), 543-555. Langfred, C. W. (2013). To Be or Not to Be Autonomous: Exploring Why Employees Want More Autonomy North American Journal of Psychology, 15(2), 355-366. Lumpkin, G. T., Cogliser, C. C., & Schneider, D. R. (2009). Understanding and Measuring Autonomy: An Entrepreneurial Orientation Perspective. Entrepreneurship: Theory & Practice, 33(1), 47-69. Meng, L., & Ma, Q. (2015). Live as we choose: The role of autonomy support in facilitating intrinsic motivation. International Journal of Psychophysiology, 11029, 1-7. Ootlander, J., Guntert, S. T., & Wehner, T. (2014). Linking Autonomy-Supportive Leadership to Volunteer Satisfaction: A Self-Determination Theory Perspective International Society for Third-Sector Research, 25, 1368-1387. Reeve, J. (2015). Understanding Motivation and Emotion (6 ed.). USA: George Hoffman Ryan, R. M., & Deci, E. L. (2008). Self-determination theory and the role of basic psychological needs in personality and the organization of behavior. In O. P. John, R. W. Robbins, & L. A. Pervin (Eds.), Handbook of Personality: Theory and Research (pp. 654-678). New York: The Guilford Press Sia, S. K., & Appu, A. V. (2015). Work Autonomy and Workplace Creativity: Moderating Role of Task Complexity Global Business Review, 16(5), 772-784. Sisley, R. (2010). Autonomous motivation and well-being: An alternative approach to workplace stress management New Zealand Journal of Employment Relations, 35(2), 28-40. Strain Jr, C. R. (1999). Percieved Autonomy, Need for Autonomy, And Job Performance in Retail Salespeople Journal of Social Behavior and Personality, 14(2), 289. Teck-Hon, T., & Waheed, A. (2011). Herzberg's Motivation-Hygiene Theory and Job Satisfaction In The Malaysian Retail Sector: The Mediating Effect of Love of Money. Asian Academy of Management Journal, 16(1), 79-94. Tomas, J., Kestner, R. F., Houlfort, N., & Kaspar, S.-. (2013). Distinguishing Source of Autonomy Support in Relation to workers' Motivation and Self-Efficacy. Journal of Social Support, 153(6), 651-667. Trepanier, S.-G., Fernet, C., & Austin, S. (2013). The moderating role of autonomous motivation in the job demands-strain relation: A two sample study. Motivation and Emotion, 37, 93-105. Uhioda, E. (2011). Why autonomy? Insights from motivation theory and research. Innovation in Language Learning and Training, 5(2), 221-232. Van Russeveldt, J., & Van Dijke, M. (2001). When are workload and workplace learning opportunities related in a curvilinear manner? The moderating role of autonomy Journal of Vocational Behavior, 79, 470-483. Verhoest, K., Peters, B. G., Bouckaert, G., & Verschuere, B. (2004). The Study of Organisational Autonomy: A Conceptual review Public Adminstration and Development, 24(2), 101-118. Von Bonsdorff, M. E., Janhonen, M., Zhou, Z., & Vanhala, S. (2015). Team autonomy, organizational commitment and company performance - a study in the retail trade. The International Journal of Human Resource Management, 26(8), 1098-1109. Weinstein, N., Przybylski, A. K., & Ryan, R. M. (2012). The index of autonomous functioning: Development of a scale of human autonomy Journal of Research in Personality, 46, 397-413. }} ==External links== * Dan Pink (Author of Drive: The surprising truth about what motivates us) on autonomy https://www.youtube.com/watch?v=u6XAPnuFjJc [[Category:{{#titleparts:{{PAGENAME}}|3}}]] [[Category:Motivation and emotion/Book/Autonomy]] [[Category:Motivation and emotion/Book/Organisational psychology]] [[Category:Motivation and emotion/Book/Work motivation]] 7m769tnywvkwr84r5yrp6x05h9vumeg Template:Awkward 10 203755 2815336 2581393 2026-06-12T03:19:26Z Jtneill 10242 Fix category 2815336 wikitext text/x-wiki <onlyinclude><span class="noprint" style="white-space: nowrap; vertical-align: super; font-size: smaller;">&#91;<i>[[Wikiversity:Awkward|<span title="Awkward written expression">awkward expression?</span>]]</i>&#93;</span>{{#if:{{{example<includeonly>|</includeonly>}}}||[[Category:Resources needing clarification]]}}</onlyinclude> {{Clarification templates}} na0z0rxc95bvts2a7myx3nmmg1isp64 Internet Fundamentals/Email 0 216128 2815370 2814550 2026-06-12T10:07:31Z ~2026-34621-99 3092821 /* Activities */ 2815370 wikitext text/x-wiki {{:{{BASEPAGENAME}}/Sidebar}} [[File:Gmail icon (2020).svg|right|100px|Gmail]] [[File:Mail (iOS).svg|right|100px|iOS Mail]] [[File:Thunderbird 2023 icon.svg|right|100px|Mozilla Thunderbird]] Electronic mail (email) is a method of exchanging messages between people using electronics.<ref>[[Wikipedia: Email]]</ref> This lesson introduces email. __TOC__ == Objectives and Skills == Objectives and skills for this lesson include:<ref>[https://www.ciwcertified.com/resources/documents/objectives/1D0-61a.pdf CIW: Internet Business Associate Exam Objectives]</ref><ref>[https://www.ciwcertified.com/resources/documents/course-descriptions/CCN02CFIBFNKL1208.pdf CIW: Internet Business Associate Course Description]</ref><ref>[http://training.gov.au/Training/Details/ICTICT103 Training.gov.au: ICTICT103 - Use, communicate and search securely on the Internet]</ref> * Use e-mail clients to send simple messages and files to other Internet users. * Use email for communications ** Open email application package, create new email message and add addressees ** Compose text of an email message according to organisational guidelines, and spell check and edit text as required ** Create and add an automatic signature for the user ** Attach files to email message where required ** Determine and set priority and send email message ** Reply to and forward a received message using available features ** Open and save an attachment to the relevant folder ** Search for, sort and save email message using available settings ** Adjust email accounts to restrict and quarantine possible email security problems ** Print email message as required == Readings == # [[Wikipedia: Email]] # [[Wikipedia: Webmail]] # [[Wikipedia: Email client]] # [[Wikipedia: Electronic mailing list]] == Multimedia == # [https://www.youtube.com/watch?v=2eH0JbEE-6k YouTube: Gmail: Sending Email]. # [http://www.youtube.com/watch?v=AH0BGLfQ9SM YouTube: Gmail: Responding to Email with Gmail]. # [https://www.youtube.com/watch?v=x28ciavQ4mI YouTube: How Email Works] # [https://www.youtube.com/watch?v=3vcLyvoKYZc YouTube: How to know if an email is real] == Activities == # Complete the following tutorials: #* [https://www.learnfree.org/series/gmail Learn Freeː Gmail Basics] #* [https://www.poplarbluff.org/classes/eml_pkt.pdf GCF Global: Email Basics] #* [https://www.tutorialspoint.com/internet_technologies/e_mail_overview.htm TutorialsPoint: E-mail Overview] # Send, receive, and respond to email. #* If you don't already have an email account, consider signing up for a Google Gmail, Microsoft Outlook, or Yahoo! Mail account. #* Complete the [https://www.learnfree.org/series/gmail Learn Free: Gmail: Sending Email] tutorial. #* Use your email account to send an email message. #* Reply to an email message you receive from someone else. # Use an email client program. #* Review [[Wikipedia: Mozilla Thunderbird]]. #* Review [https://www.youtube.com/watch?v=0eg0ESkv2Sk InMotion: How to Setup your Email Account in Thunderbird]. #* Download and install [https://www.mozilla.org/thunderbird/ Mozilla: Thunderbird]. #* Complete the tutorial [https://www.hostinger.com/tutorials/thunderbird-email-setup Thunderbirdː Email Setup] #* Configure Thunderbird to connect to your email account. #* Use Thunderbird to send and receive email. # View email message headers. #* Review [[Wikipedia: Email spoofing]]. #* Review [https://support.google.com/mail/answer/22454?hl=en Google: Message headers] or [https://www.lifewire.com/view-source-of-message-thunderbird-1173188 Livewire: How to View the Source of a Message in Mozilla Thunderbird] to learn how to view email headers in your webmail service or email client. #* Follow the instructions to view message headers for a message you received. Verify that the message was sent by the displayed <code>From:</code> address rather than being spoofed. # Use Internet mailing lists. #* Research popular Internet mailing lists. Consider signing up for any that interest you. #* Research bulk email restrictions and identify appropriate ways to send bulk email messages. == Lesson Summary == * Electronic mail (email) is a method of exchanging messages between people using electronics.<ref>[[Wikipedia: Email]]</ref> * Today's email systems are based on a store-and-forward model. Email servers accept, forward, deliver, and store messages.<ref>[[Wikipedia: Email]]</ref> * Multipurpose Internet Mail Extensions (MIME) carry text in other character sets and support multimedia content attachments.<ref>[[Wikipedia: Email]]</ref> * The typical sequence of events in transmitting a message is:<ref>[[Wikipedia: Email]]</ref> *# A mail user agent (email program) sends the message to its outbound mail server using SMTP. *# The mail server determines the destination mail server based on the domain name of the email address and corresponding DNS MX record. *# The mail server sends the message to the destination mail server using SMTP. *# The destination mail server delivers the message to the recipient's mailbox. *# The recipient's mail user agent retrieves the message from the server using either POP or IMAP. * Message headers include fields for <code>Date:</code>, <code>From:</code>, <code>To:</code>, <code>Subject:</code>, <code>Cc:</code>, and <code>Bcc:</code>.<ref>[[Wikipedia: Email]]</ref> * Most modern graphic email clients allow the use of either plain text or HTML for the message body at the option of the user.<ref>[[Wikipedia: Email]]</ref> * Messages are exchanged between hosts using the Simple Mail Transfer Protocol with software programs called mail transfer agents (MTAs); and delivered to a mail store by programs called mail delivery agents (MDAs).<ref>[[Wikipedia: Email]]</ref> * Accepting a message obliges an MTA to deliver it, and when a message cannot be delivered, that MTA must send a bounce message back to the sender, indicating the problem.<ref>[[Wikipedia: Email]]</ref> * Users can retrieve their messages from servers using standard protocols such as POP or IMAP, or with a proprietary protocol specific to Novell Groupwise, Lotus Notes, or Microsoft Exchange Servers.<ref>[[Wikipedia: Email]]</ref> * Programs used by users for retrieving, reading, and managing email are called mail user agents (MUAs).<ref>[[Wikipedia: Email]]</ref> * Mail can be stored on the client, on the server side, or in both places.<ref>[[Wikipedia: Email]]</ref> * Many current email users do not run MTA, MDA or MUA programs themselves, but use a web-based email platform instead.<ref>[[Wikipedia: Email]]</ref> * A URL beginning with <code>mailto:</code> may be used to create a hyperlink to an email address, such as:<br>&nbsp;&nbsp;&nbsp;&nbsp;<code>mailto:recipient@example.com?subject=Email%20Example</code><ref>[[Wikipedia: Email]]</ref> * The Post Office Protocol 3 (POP3) is a mail access protocol used by a client application to read messages from the mail server. Received messages are often deleted from the server.<ref>[[Wikipedia: Email]]</ref> * The Internet Message Access Protocol (IMAP) provides features to manage a mailbox from multiple devices. IMAP shows the headers of messages, the sender and the subject and the device needs to request to download specific messages. Usually mail is left in folders on the mail server.<ref>[[Wikipedia: Email]]</ref> * An electronic mailing list or email list is a special use of email that allows for widespread distribution of information to many Internet users.<ref>[[Wikipedia: Electronic mailing list]]</ref> * Electronic mailing lists usually are fully or partially automated through the use of special mailing list software and a reflector address set up on a server capable of receiving email.<ref>[[Wikipedia: Electronic mailing list]]</ref> * Incoming messages sent to the reflector address are processed by the software, and, depending on their content, are acted upon internally (in the case of messages containing commands directed at the software itself) or are distributed to all email addresses subscribed to the mailing list.<ref>[[Wikipedia: Electronic mailing list]]</ref> * Electronic mailing list servers may be set to forward messages to subscribers of a particular mailing list either individually as they are received by the list server, or in digest form in which all messages received on a particular day by the list server are combined into one email that is sent once per day to subscribers.<ref>[[Wikipedia: Electronic mailing list]]</ref> == Key Terms == ;attachment :A computer file sent along with an email message.<ref>[[Wikipedia: Email attachment]]</ref> ;BCC :Allows the sender of a message to conceal the person entered in the BCC field from the other recipients.<ref>[[Wikipedia: Blind carbon copy]]</ref> ;CC :Indicates those who are to receive a copy of a message addressed primarily to another recipient.<ref>[[Wikipedia: Carbon copy]]</ref> ;Internet Message Access Protocol (IMAP) :An Internet standard protocol used by e-mail clients to retrieve e-mail messages from a mail server.<ref>[[Wikipedia: Internet Message Access Protocol]]</ref> ;Mail Delivery Agent (MDA) :A computer software component that is responsible for the delivery of e-mail messages to a local recipient's mailbox.<ref>[[Wikipedia: Mail delivery agent]]</ref> ;Mail Transfer Agent (MTA) :Software that transfers electronic mail messages from one computer to another using a client–server application architecture.<ref>[[Wikipedia: Message transfer agent]]</ref> ;Mail User Agent (MUA) :A computer program used to access and manage a user's email.<ref>[[Wikipedia: Email client]]</ref> ;Multipurpose Internet Mail Extensions (MIME) :An Internet standard that extends the format of email to support attachments and non-ASCII character sets.<ref>[[Wikipedia: MIME]]</ref> ;netiquette :The rules of etiquette that apply when communicating over the Internet or social networks or devices.<ref>[[Wikipedia: Etiquette in technology]]</ref> ;open relay :An SMTP server configured in such a way that it allows anyone on the Internet to send e-mail through it, not just mail destined to or originating from known users.<ref>[[Wikipedia: Open mail relay]]</ref> ;opt-in email :Describes when someone is given the option to receive email, typically for some sort of mailing list, newsletter, or advertising.<ref>[[Wikipedia: Opt-in email]]</ref> ;Personal Information Management (PIM) :The activities people perform in order to acquire, organize, maintain, retrieve and use personal information items.<ref>[[Wikipedia: Personal information management]]</ref> ;Post Office Protocol (POP) :An application-layer Internet standard protocol used by local e-mail clients to retrieve e-mail from a remote server over a TCP/IP connection.<ref>[[Wikipedia: Post Office Protocol]]</ref> ;Pretty Good Privacy (PGP) :A program used for signing, encrypting, and decrypting e-mail messages and to increase the security of e-mail communications. <ref>[[Wikipedia: Pretty Good Privacy]]</ref> ;Secure MIME (S/MIME) :A standard for public key encryption and signing of MIME data.<ref>[[Wikipedia: S/MIME]]</ref> ;Simple Mail Transfer Protocol (SMTP) :An Internet standard for electronic mail (email) transmission.<ref>[[Wikipedia: Simple Mail Transfer Protocol]]</ref> ;snail mail :Refers to letters and missives carried by conventional postal delivery services.<ref>[[Wikipedia: Snail mail]]</ref> ;spam :The use of electronic messaging systems to send an unsolicited message.<ref>[[Wikipedia: Spamming]]</ref> ;spam filter :Processing of email to organize or block it according to specified criteria.<ref>[[Wikipedia: Email filtering]]</ref> == Assessments == * Flashcards: [https://quizlet.com/284345574/ciw-iba-lesson-7-flash-cards/ Quizlet: CIW IBA Lesson 7] * Quiz: [https://quizlet.com/265452998/test?answerTermSides=4&promptTermSides=6&questionCount=10&questionTypes=4&showImages=true Quizlet: CIW IBA Lesson 7] == See Also == * [[Email]] * [[Computer Skills/Basic/Email]] * [[Computer Skills/Intermediate/Email]] * [[Web 2.0 for Professional Use/E-Mail]] == References == {{reflist}} {{DEFAULTSORT:{{SUBPAGENAME}}}} {{CourseCat}} {{subpage navbar}} [[Category:Email]] [[Category:Completed resources]] r8iw79anpmwywizst1atxc1et3xvvd5 Internet Fundamentals/Communications 0 216132 2815371 2814606 2026-06-12T10:33:52Z Cmiller1137 2395700 /* Activities */ 2815371 wikitext text/x-wiki {{:{{BASEPAGENAME}}/Sidebar}} [[File:Telephone icon blue gradient.svg|right|120px|Telephone]] [[File:Human-folder-remote-ftp.svg|right|120px|FTP]] [[File:Share Icon.png|right|120px|Share]] [[File:Gnome-preferences-desktop-remote-desktop.svg|right|120px|Remote Desktop]] This lesson introduces Internet communications services, including Voice over IP, file transfer, file sharing, and screen sharing. __TOC__ == Objectives and Skills == Objectives and skills for this lesson include:<ref>[https://www.ciwcertified.com/resources/documents/objectives/1D0-61a.pdf CIW: Internet Business Associate Exam Objectives]</ref><ref>[https://www.ciwcertified.com/resources/documents/course-descriptions/CCN02CFIBFNKL1208.pdf CIW: Internet Business Associate Course Description]</ref> * Define and use additional networking and Internet services. * Efficiently transmit text and binary files using popular Internet services. == Readings == # [[Wikipedia: Voice over IP]] # [[Wikipedia: Web conferencing]] # [[Wikipedia: Remote desktop software]] # [[Wikipedia: File transfer]] # [[Wikipedia: File Transfer Protocol]] # [[Wikipedia: Peer-to-peer file sharing]] # [[Wikipedia: SMS]] == Multimedia == # [https://www.youtube.com/watch?v=o6CmqaVAf74 YouTube: What is VoIP?] # [https://www.youtube.com/watch?v=FnWkUBzDu8c YouTube: Get Started with Web Conferencing] # [https://www.youtube.com/watch?v=PH3MICteZTo YouTube: Remote Desktop Applications] # [https://www.youtube.com/watch?v=8IC8-WIkE2c YouTube: What is FTP (File Transfer Protocol) and how do I use it?] # [https://www.youtube.com/watch?v=fZYCpfvsGak YouTube: Peer to Peer Filesharing - Simply Speaking] == Activities == # Internet Services #* Complete the tutorial [https://www.tutorialspoint.com/internet_technologies/internet_services.htm TutorialsPoint: Internet Services]. # VoIP / Messaging #* Complete the tutorial [https://www.tutorialspoint.com/internet_technologies/collaboration_overview.htm TutorialsPoint: Internet Collaboration Overview]. Based on the information provided, decide which of the following communication applications interest you. Then complete one of the following VoIP / messaging tutorials: #** Complete the tutorial [https://faq.whatsapp.com/240694875565320 WhatsAppː FAQ]. If you don't already have a WhatsApp account, sign up for WhatsApp and call or text a friend. #** Complete the tutorial [https://support.google.com/a/users/answer/9300511?hl=en&sjid=8483452717022584379-NC&visit_id=639165249175892441-3626434208&ref_topic=9296517&rd=1 Google Chatː Getting Started]. If you don't already have a Google Chat account, sign up for Google and call or text a friend. #** Complete the tutorial [https://support.google.com/a/users/answer/9282720?hl=en&sjid=8483452717022584379-NC Google Meetː Training]. If you don't already have a Google account, sign up for Google and meet with a friend. #** View the tutorial [https://www.perkins.org/resource/zoom-101-basic-steps-using-zoom/ Zoom: Zoom Basics] If you don't already have a Zoom account, sign up for Zoom and meet with a friend. # Screen Sharing / Remote Desktop #* Research remote desktop applications and use one of the following programs to remotely connect to another computer: #** [[Wikipedia: Chrome Remote Desktop]] #** [[Wikipedia: Quick Assist]] #** [[Wikipedia: Virtual Network Computing]] # FTP #* Review [https://www.exavault.com/blog/how-to-access-ftp-server-from-browser ExaVault: How to Access an FTP Server from the Browser] or [https://www.hostinger.com/tutorials/what-is-ftp Hostinger: What is FTP?]. Using a browser or FTP client, [https://dlptest.com/ftp-test/ DLP Testː FTP Test] provides a demo FTP server to practice with. # Intellectual Property #* Review [https://www.riaa.com/resources-learning/about-piracy/ RIAA:About Piracy]. Research legal issues and potential penalties related to illegal peer-to-peer file sharing. == Lesson Summary == * Voice over Internet Protocol (also voice over IP, VoIP or IP telephony) is a methodology and group of technologies for the delivery of voice communications and multimedia sessions over Internet Protocol (IP) networks, such as the Internet.<ref>[[Wikipedia: Voice over IP]]</ref> * The terms Internet telephony, broadband telephony, and broadband phone service specifically refer to the provisioning of communications services (voice, fax, SMS, voice-messaging) over the public Internet, rather than via the public switched telephone network (PSTN).<ref>[[Wikipedia: Voice over IP]]</ref> * Instead of being transmitted over a circuit-switched network, VoIP information is packetized, and transmission occurs as IP packets over a packet-switched network.<ref>[[Wikipedia: Voice over IP]]</ref> * VoIP is available on dedicated phones, smartphones, personal computers, and Internet access devices. Calls and SMS text messages may be sent over 3G/4G or Wi-Fi.<ref>[[Wikipedia: Voice over IP]]</ref> * File transfer is the transmission of a computer file through a communication channel from one computer system to another. File transfer options include: transparent file transfers over network file systems, explicit file transfers from dedicated file transfer services like FTP or HTTP, and distributed file transfers over peer-to-peer networks like Bittorent or Gnutella.<ref>[[Wikipedia: File transfer]]</ref> * The File Transfer Protocol (FTP) is a standard network protocol used for the transfer of computer files between a client and server on a computer network.<ref>[[Wikipedia: File Transfer Protocol]]</ref> * FTP is built on a client-server model architecture and uses separate control and data connections between the client and the server.<ref>[[Wikipedia: File Transfer Protocol]]</ref> * FTP users may authenticate themselves with a clear-text sign-in protocol, normally in the form of a username and password, but can connect anonymously if the server is configured to allow it.<ref>[[Wikipedia: File Transfer Protocol]]</ref> * For secure transmission that protects the username and password, and encrypts the content, FTP is often secured with SSL/TLS (FTPS).<ref>[[Wikipedia: File Transfer Protocol]]</ref> * SSH File Transfer Protocol (SFTP) is sometimes also used instead of FTP/FTPS, but it is technologically different.<ref>[[Wikipedia: File Transfer Protocol]]</ref> * Peer-to-peer file sharing is the distribution and sharing of digital media using peer-to-peer (P2P) networking technology.<ref>[[Wikipedia: Peer-to-peer file sharing]]</ref> * P2P file sharing allows users to access media files such as books, music, movies, and games using a P2P software program that searches for other connected computers on a P2P network to locate the desired content.<ref>[[Wikipedia: Peer-to-peer file sharing]]</ref> * The nodes (peers) of P2P networks are end-user computers and distribution servers are not required.<ref>[[Wikipedia: Peer-to-peer file sharing]]</ref> * There are five types of P2P users: users who create services, users who allow services, users who facilitate search, users who allow communication, users who are uncooperative and free ride.<ref>[[Wikipedia: Peer-to-peer file sharing]]</ref> * Researchers have examined potential P2P security risks including the release of personal information, bundled spyware, and viruses downloaded from the network.<ref>[[Wikipedia: Peer-to-peer file sharing]]</ref> * The act of file sharing is not illegal and peer-to-peer networks are used for legitimate purposes. The legal issues in file sharing involve violating the laws of copyrighted material.<ref>[[Wikipedia: Peer-to-peer file sharing]]</ref> * Remote desktop refers to a software or operating system feature that allows a personal computer's desktop environment to be run remotely on one system while being displayed on a separate client device.<ref>[[Wikipedia: Remote desktop]]</ref> * Remote desktop applications may allow attaching to an existing user's session and "remote controlling", either displaying the remote control session or blanking the screen.<ref>[[Wikipedia: Remote desktop]]</ref> * Remote desktop software captures the mouse and keyboard inputs from the local computer (client) and sends them to the remote computer (server). The remote computer in turn sends the display commands to the local computer.<ref>[[Wikipedia: Remote desktop]]</ref> == Key Terms == ;application sharing :An element of remote access, falling under the collaborative software umbrella, that enables two or more users to access a shared application or document from their respective computers simultaneously in real time.<ref>[[Wikipedia: Application sharing]]</ref> ;collaboration :Application software designed to help people involved in a common task to achieve goals. It can be divided into three categories depending on the level of collaboration: communication, conferencing and co-ordination.<ref>[[Wikipedia: Collaborative software]]</ref> ;convergence :The tendency that as technology changes, different technological systems evolve toward performing similar tasks across information technologies, telecommunication, consumer electronics, and entertainment.<ref>[[Wikipedia: Technological convergence]]</ref> ;FTP :A standard network protocol used for the transfer of computer files between a client and server on a computer network.<ref>[[Wikipedia: File Transfer Protocol]]</ref> ;remote access :Connection to a data-processing system from a remote location, for example, through a Remote Access Service or virtual private network.<ref>[[Wikipedia: Remote access]]</ref> ;remote desktop software :A software or operating system feature that allows a personal computer's desktop environment to be run remotely on one system while being displayed on a separate client device.<ref>[[Wikipedia: Remote desktop software]]</ref> ;RDP :A proprietary protocol developed by Microsoft, which provides a user with a graphical interface to connect to another computer over a network connection.<ref>[[Wikipedia: Remote Desktop Protocol]]</ref> ;unified communications :The integration of enterprise communication services such as instant messaging (chat), presence information, voice, mobility features, audio, web & video conferencing, fixed-mobile convergence (FMC), desktop sharing, data sharing, call control and speech recognition with non-real-time communication services such as unified messaging.<ref>[[Wikipedia: Unified communications]]</ref> ;version control :The management of changes to documents, computer programs, large web sites, and other collections of information.<ref>[[Wikipedia: Version control]]</ref> ;VNC :A graphical desktop sharing system that uses the Remote Frame Buffer protocol (RFB) to remotely control another computer.<ref>[[Wikipedia: Virtual Network Computing]]</ref> ;VoIP :A methodology and group of technologies for the delivery of voice communications and multimedia sessions over Internet Protocol (IP) networks, such as the Internet.<ref>[[Wikipedia: Voice over IP]]</ref> == Assessments == * Flashcards: [https://quizlet.com/60462335/lesson-2-internet-communication-flash-cards/ Quizlet: Internet Communications] * Quiz: [https://quizlet.com/60462335/test?answerTermSides=2&promptTermSides=6&questionCount=10&questionTypes=4&showImages=true Quizlet: Internet Communications] == See Also == * [[VoIP]] * [[FTP challenges]] == References == {{reflist}} {{DEFAULTSORT:{{SUBPAGENAME}}}} {{CourseCat}} {{subpage navbar}} [[Category:Telecommunications]] [[Category:Completed resources]] ilhqqxphjot1hme1pbl0tvsdcyrw7uo Category:Motivation and emotion/Book/Volunteering 14 217070 2815287 1629889 2026-06-11T22:27:51Z Jtneill 10242 added [[Category:Volunteering]] using [[Help:Gadget-HotCat|HotCat]] 2815287 wikitext text/x-wiki [[Category:{{#titleparts:{{PAGENAME}}|2}}]] [[Category:Volunteering]] qxfyxmu1qqfy96ary4lsc7gdiwn767u Category:Motivation and emotion/Book/Work 14 217408 2815330 2649352 2026-06-12T02:47:49Z Jtneill 10242 {{See also|:Category:Motivation and emotion/Book/Organisational psychology}} 2815330 wikitext text/x-wiki {{See also|:Category:Motivation and emotion/Book/Organisational psychology}} [[Category:{{#titleparts:{{PAGENAME}}|2}}]] [[Category:Motivation and emotion/Organisational psychology]] rd6nl6hxaor4u9qsy133nfvvazyue5p Motivation and emotion/Lectures/Extrinsic motivation and psychological needs 0 221576 2815406 2749235 2026-06-12T11:36:19Z Jtneill 10242 In development for 2026 2815406 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 04: Extrinsic motivation and psychological needs|fourth}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:Carrot and stick motivation.svg|200px|right]] ==Overview== This lecture discusses human motivation in terms of: * a taxonomy of motivation which includes intrinsic and extrinsic motivation * psychological needs according to self-determination theory (autonomy, competence, relatedness) Key question: What is the "secret sauce" for unlocking "intrinsic motivation"? Take-home messages: * Intrinsic motivation usually produces better outcomes than extrinsic motivation * The more complex the task, the more important is intrinsic motivation * Intrinsic motivation is fostered by conditions which support autonomy, competence, and relatedness ==Outline== Extrinsic motivation and internalisation * Extrinsic motivation * Incentives and rewards * Hidden costs of reward * Intrinsic motivation * Cognitive evaluation theory * Types of extrinsic motivation * Internalisation * Amotivation Psychological needs * Psychological needs * Autonomy * Competence * Relatedness ==Multimedia== * [http://www.youtube.com/watch?v=u6XAPnuFjJc The surprising science of motivation] (Dan Pink, RSA Animate, YouTube) (10:47 min): What are the psychological ingredients for harnessing motivation in the workplace? External motivators such as money are useful, up to a point, but beyond that the work needs to allow for autonomy and be meaningful to engage intrinsic motivation. * [http://www.youtube.com/watch?v=5aH2Ppjpcho&t=594 What makes us feel good about our work?] (Dan Ariely, TEDx talk, 2013) (10:32 min): Describes several eye-opening experiments which manipulate the way simple tasks are conducted and measure how this affects people's performance and reactions. The amount of control and effort we exert influences how much we value the outcome. ==Readings== * Chapter 5: Extrinsic motivation and internalization ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 6: Extrinsic motivation and internalization ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) * Chapter 6: Psychological needs ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 5: Psychological needs ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) ==Slides== * [https://docs.google.com/presentation/d/1kHoSY6Lzd-Shr8v23F6gYvxGCr6-neN8B4_sqyKAKZM/edit?usp=sharing Extrinsic motivation and internalisation] (Google Slides) * [https://docs.google.com/presentation/d/1HOjJDhp7GDQdbUMqZ6zp_vXVlgGjjXUW90nJps3__Mc/edit?usp=sharing Psychological needs] (Google Slides) <!-- ** [https://www.slideshare.net/jtneill/extrinsic-motivation-79269759 Extrinsic motivation] (Slideshare) ** [https://www.slideshare.net/jtneill/psychological-needs-79269786 Psychological needs] (Slideshare) 2016 and pre * [http://www.slideshare.net/jtneill/psychological-and-social-needs Lecture slides] (Slideshare) * Handouts ** [[Media:Motivation and Emotion - Lecture 04 - Extrinsic motivation & psychological needs 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 04 - Extrinsic motivation & psychological needs 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 04 - Extrinsic motivation & psychological needs 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 04 - Extrinsic motivation & psychological needs 3slidesperpage.pdf|100px]] --> ==See also== ;Wikipedia * [[w:Carrot and stick|Carrot and stick]] * [[w:Cognitive evaluation theory|Cognitive evaluation theory]] ;Wikiversity * [[Extrinsic motivation]] * [[/Images/]] * [[Intrinsic motivation]] * [[Psychological needs]] * [[Self-determination theory]] ;Lectures * [[{{#titleparts:{{PAGENAME}}|2}}/Brain and physiological needs|Brain and physiological needs]] (Previous lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Implicit motives and goals|Implicit motives and goals]] (Next lecture) ;Tutorial * [[Motivation and emotion/Tutorials/Psychological needs|Psychological needs]] (Tutorial) ==Recording== * [https://au-lti.bbcollab.com/recording/2a93b1df5ee7476baf0e060cd2daf8a5 Lecture 05] (2025)<!-- * [https://au-lti.bbcollab.com/recording/33a40d59c9014ef38f6e7b767bf1bd49 Lecture 04] (2024) * [https://au-lti.bbcollab.com/recording/95fc9e2ff7fe45148b7b1a8145816bcc Lecture 04] (2023) * [https://au-lti.bbcollab.com/recording/73c5999c38034ba99b4d56a6a875977f Lecture 04] (2022) * [https://au-lti.bbcollab.com/recording/1989aa67804d4be1a303929130a548dc Lecture 04] (2021) --> ==External links== * [https://www.ted.com/talks/ayelet_fishbach_how_to_set_the_right_goals_and_stay_motivated How to set the right goals and stay motivated] (Ayelet Fishbach, TEDxChicago, October 2023, 17:04 mins) * [https://selfdeterminationtheory.org/meta-theory-the-organismic-viewpoint/ Meta-theory: The organismic viewpoint] (selfdeterminationtheory.org){{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Extrinsic motivation and psychological needs]] odyjjlwcdr2j8bc2ovougjqxnf87obo Motivation and emotion/Lectures/Implicit motives and goals 0 221578 2815407 2741197 2026-06-12T11:36:32Z Jtneill 10242 In development for 2026 2815407 wikitext text/x-wiki {{Motivation and emotion/Lectures|Lecture 05: Implicit motives and goals|fifth}} {{Motivation and emotion/Lectures/In development}} <!-- {{Motivation and emotion/Lectures/In development}} --> <!-- {{Motivation and emotion/Lectures/Complete}} --> [[File:Cycling_Time_Trial_effort.jpg|thumb|right|200px|Goals drive effort and perseverance.]] ==Overview== This lecture discusses: * implicit motives * goal-setting and goal striving Key questions: * What are implicit motives? How do they arise? * What are the key elements for successful goal setting and goal pursuit? Take-home messages: * Implicit (unconscious) motives are socialised rather than innate, and include achievement, affiliation/intimacy, and power motivations. * People perform best when they have a specific plan of action to pursue a difficult, specific, and self-congruent goal. ==Outline== Implicit motives * Explicit vs. implicit motives * Achievement * Affiliation * Power Goal setting and goal striving * Corrective motivation * Goal setting * Goal striving ==Multimedia== * [https://www.youtube.com/watch?v=jxNhGE3gPcA David McClelland and three motivational needs] (Management Courses, YouTube; 8:12 mins): Explains the three implicit needs proposed using a practical workplace scenario — building a sales team. * [https://www.youtube.com/embed/dWOt2HyjCno?start=6&end=95 Locke and Latham's Goal Setting Theory] (MindTools, YouTube; 1:29 mins): Contemporary goal setting advice is largely derived from Locke and Latham's (1990) goal setting theory which this video explains as involving clarity, challenge, commitment, feedback, and complexity. ==Activity== {{anchor|Activity}}{{RoundBoxTop|theme=10}} [[File:Antu 67EF addoninstaller.0.svg|right|100px]] '''Activity: What's your implicit motivational profile?''' # Watch the three motivational needs video # Respond to this [https://docs.google.com/forms/d/e/1FAIpQLScAwgriMB4XflSusdAVv6rBaeStJmnzso3ahsc87d8zSbdY2Q/viewform 3-question survey] # View and discuss the results {{RoundBoxBottom}} ==Readings== * Chapter 07: Implicit motives ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) * Chapter 08: Goal setting and goal striving ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) or Chapter 07: Goal setting and goal striving ([[Motivation and emotion/Readings/Textbooks/Reeve/2024|Reeve, 2024]]) ==Slides== * [https://docs.google.com/presentation/d/1PeUVxi0Wb8O8H_pkzPOUvyVRK-PmErL5Y9aziW8rMJw/edit?usp=sharing Implicit motives] (Google Slides) * [https://docs.google.com/presentation/d/1GIH5THeUZ_fozpCqJjqXZTASpVB0eww_EHpgQGy1OOA/edit?usp=sharing Goal setting and goal striving] (Google Slides) <!-- ** [https://www.slideshare.net/jtneill/implicit-motives Implicit motivates] (Slideshare) ** [https://www.slideshare.net/jtneill/goals-79467682 Goal setting and goal striving] (Slideshare) --> <!-- * [http://www.slideshare.net/jtneill/intrinsic-extrinsic-motivation-and-goalsetting Lecture slides] (Slideshare) * Handouts ** [[Media:Motivation and Emotion - Lecture 05 - Implicit motives and goals 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 05 - Implicit motives and goals 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 05 - Implicit motives and goals 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 05 - Implicit motives and goals 3slidesperpage.pdf|100px]] Remove these * 2016 handouts: ** [[Media:Motivation and Emotion - Lecture 05 - Extrinsic motivation and goal setting 6slidesperpage.pdf|Download 6 slides to a page]]: [[File:Motivation and Emotion - Lecture 05 - Extrinsic motivation and goal setting 6slidesperpage.pdf|100px]] ** [[Media:Motivation and Emotion - Lecture 05 - Extrinsic motivation and goal setting 3slidesperpage.pdf|Download 3 slides to a page]]: [[File:Motivation and Emotion - Lecture 05 - Extrinsic motivation and goal setting 3slidesperpage.pdf|100px]] --> ==See also== * [[/Images/]] ;Lectures * [[{{#titleparts:{{PAGENAME}}|2}}/Extrinsic motivation and psychological needs|Extrinsic motivation and psychological needs]] (Previous lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Mindsets, control, and the self|Mindsets, control, and self]] (Next lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Unconscious motivation|Unconscious motivation]] (Related lecture) ;Tutorial * [[Motivation and emotion/Tutorials/Functionalist theory and self-tracking|Functionalist theory and self-tracking]] ;Wikiversity * [[:Category:Motivation and emotion/Book/Achievement|Achievement]] (Book chapters) * [[:Category:Motivation and emotion/Book/Goal pursuit|Goal pursuit]] (Book chapters) * [[:Category:Motivation and emotion/Book/Goal setting|Goal setting]] (Book chapters) * [[:Category:Motivation and emotion/Book/Implicit motives|Implicit motives]] (Book chapters) * [[:Category:Motivation and emotion/Book/Power motivation|Power motivation]] (Book chapters) * [[:Category:Motivation and emotion/Book/Social|Social]] (Book chapters) ;Wikipedia * [[w:David McClelland|David McClelland]] * [[w:Goal setting|Goal setting]] * [[w:John William Atkinson|John Atkinson]] * [[w:Need theory|Need theory]] ==Recording== * [https://au-lti.bbcollab.com/recording/b2e59cc4d39140098a851ff85f41fd10 Lecture 05] (2025)<!-- * [https://au-lti.bbcollab.com/recording/0abaa54a518944d6ab50d9477d1802e1 Lecture 05] (2024) * [https://au-lti.bbcollab.com/recording/068e1b132ae943ba89f2b56e2f20e754 Lecture 05] (2023) * [https://au-lti.bbcollab.com/recording/93d6539cd2f4482ab6366206118f3e7a Lecture 05] (2022) * [https://au-lti.bbcollab.com/recording/d47120afc7a04ebcb74fed4e859b3aaf Lecture 05] (2021) --> ==References== {{Hanging indent|1= Locke, E. A., & Latham, G. P. (1990). ''A theory of goal setting & task performance''. Prentice-Hall. }} <!-- Hattie, J., & Timperley, H. (2007). [https://insightplatform-public.sharepoint.com/SiteAssets/feedback-and-reporting/characteristics-of-effective-feedback/power_feedback.pdf The power of feedback]. ''Review of Educational Research'', ''77'', 81–112. https://doi.org/10.3102/003465430298 }} --> ==External links== * [https://www.youtube.com/embed/wtcq8RDDPFU?start=67&end=115 BBC Interview with Rupert Murdoch] (YouTube, 1968) (0:48 min) – Example of one type of social need – the need for power * [http://www.ted.com/talks/lang/en/derek_sivers_keep_your_goals_to_yourself.html Keep your goals to yourself] (Derek Sivers, TED talk, 2010) (3 min) – Conventional wisdom is to make our goals public to hold us accountable – but going public gives a (false) sense of satisfaction that can undermine future effort * [http://www.youtube.com/watch?v=Q6GdnQm0gSE If you could achieve one goal in 24 hours] (Brian Tracy) (2 min) – A "motivational guru" argues for putting everything aside to achieve one goal in 24 hours * [http://bigthink.com/videos/adam-alter-want-to-succeed-dont-set-goals-set-systems Want to succeed? Don't set goals, set systems] (Adam Alter, Big Think) (3:50 mins) – Goal setting and goal striving can be a motivational double-edged sword {{Motivation and emotion/Lectures/Navigation}} [[Category:Motivation and emotion/Lectures/Implicit motives and goals]] kfupr0vg3sq6c6v2cj80tj2q5truhhj Motivation and emotion/Assessment/Topic 0 221601 2815359 2812291 2026-06-12T09:15:02Z Jtneill 10242 /* Marking and feedback */ Update for 2026 2815359 wikitext text/x-wiki {{title|Topic development — Guidelines}} <div style="text-align: center;">''Chapter plan and user page'' <!-- ---------------------------------- ---> <!-- Count down --> <!-- ---------------------------------- ---><!-- {{countdown |year = 2025 |month = 08 |day = 14 |hour = 23 |minute = 0 |second = 0 |event = this assessment is due }} --> <!-- {{Motivation and emotion/Assessment/In development}} --> <!-- Show this during semester -->{{:Motivation and emotion/Assessment/Chapter/Contents}}</div> {{TOCright}} ==Overview== * Weight: 10% * Due: {{/Due}} * Tasks ** Create a Wikiversity user account ** Select or negotiate an approved topic in the [[Motivation and emotion/Book/2026|2026 table of contents]] ** Build wiki editing skills ** Develop a plan for the [[Motivation and emotion/Assessment/Chapter|book chapter]] which provides: *** Title and sub-title *** Headings (and possibly sub-headings) **** Overview **** 3-5 top-level headings **** Conclusion **** See also (with 2 different link types) **** References (at least 6) **** External links (at least 2) *** Key points for each section (and sub-section) *** Figure (at least 1) *** Learning feature (plan at least 1) ** Create a Wikiversity user page *** Introduce yourself *** Summarise at least three social contributions on your Wikiversity user page * Follow the [[#Instructions|instructions]] and address the [[#Marking criteria|marking criteria]] * Guidance for this assignment is provided in Module 1: ** [[Motivation and emotion/Lectures/Introduction|Lecture 01]] ** [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] ** [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] ** [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] ==Marking and feedback== *Submissions will be marked according to the [[#Marking criteria|marking criteria]] *Feedback will be provided to help guide drafting of the full [[Motivation and emotion/Assessment/Chapter|book chapter]] *Marks and feedback should be returned before Census Date (end of Week 4) **Marks will be available via {{Motivation and emotion/Canvas}} **Written feedback will be available via the topic's Wikiversity discussion page *Follow up if you don't understand or would like more feedback ==Extensions and late submissions== * Extension requests require an Extension Application Form to be submitted via {{Motivation and emotion/Canvas}} with appropriate documentary evidence * Submissions are accepted up to 3 days late (-10% per day late) * If you don't submit this assessment on time, withdrawal from the unit before Census Date (end of Week 4) is recommended ==Learning outcomes== How the unit's [[Motivation and emotion/About/Learning outcomes|learning outcomes]] are addressed by this assessment exercise: {| border=1 cellpadding=5 cellspacing="0" background:transparent style="width:90%; margin: auto;" |- style="vertical-align:top;" | style="width:40%;" | '''Learning outcome''' | style="width:60%;" | '''Assessment task''' |- style="vertical-align:top;" | Integrate theories and current research towards explaining the role of motivation and emotions in human behaviour. | Identify the main psychological theories and peer-reviewed research which can be used to explain a specific motivation or emotion topic. |- style="vertical-align:top;" | Critically apply knowledge of motivation or emotion to an indepth understanding of a specific topic in this field. | Propose how psychological knowledge can be applied to a specific topic to improve motivational and emotional lives. |} ==Graduate attributes== How the unit's [[Motivation and emotion/About/Graduate attributes|graduate attributes]] are addressed by this assessment exercise: {| border=1 cellpadding=5 cellspacing="0" background:transparent style="width:90%; margin: auto;" |- style="vertical-align:top;" | style="width:40%;" | '''Graduate attribute''' | style="width:60%;" | '''Assessment task''' |- style="vertical-align:top;" | Be professional — communicate effectively | Communicate your ideas by sharing a chapter plan; provide feedback on other plans. |- style="vertical-align:top;" | Be professional — display initiative and drive, and use organisation skills to plan and manage workload | Get organised by selecting a topic and submitting an on-time chapter plan. |- style="vertical-align:top;" | Be a lifelong learner — evaluate and adopt new technology | Learn how to edit in a collaborative, online environment. |} ==Instructions== Follow these instructions to guide the topic development. * Develop a chapter plan which consists of: *# Title and sub-title (pre-approved or negotiated) *# Headings *# Overview *# Key points for each heading/sub-heading with citations *# 1+ relevant figure(s) *# 1+ learning feature *# 6+ references *# 4+ resources *#* See also: 2+ internal links (1 to Wikipedia and 1 to a Wikiversity page) *#* External links: 2+ external links (to external resources) *# Wikiversity user page self-introduction which links to the chapter being worked on *# Social contributions summary with direct links to evidence on Wikiversity user page: *#* 1 direct edit to improve another book chapter (past or present) *#* 1 talk page comment on another book chapter (past or present) *#* 1 {{Motivation and emotion/Canvas}} discussion post * [[Motivation and emotion/Assessment/Using generative AI|Generative AI]] may be used with appropriate acknowledgement * <span id="Word count">Length (Word count):</span> There is no minimum or maximum length. Top-ranked topic development [[#Examples|examples]] range from 875 to 2900 words (average 1700). * Submit a PDF of the topic development via {{Motivation and emotion/Canvas}}, with the title, sub-title, and user name in the comments ==Template== {{:Motivation and emotion/Assessment/Topic/Quickstarttip}} ==Marking criteria== [[File:Balanced scales.svg|right|125px]] {{anchor|Title}} ===Title and sub-title (10%)=== * Use the approved wording, [[w:Letter case#Sentence case|casing]], etc. for the title and sub-title (i.e., as per the {{Motivation and emotion/Book}}) * Do not include additional bold, italics, or change font size from the [[Template:Motivation_and_emotion/Book_chapter_structure|book chapter template]] * Do not include user name; authorship is as per the page's editing history {{anchor|Headings}} ===Headings (10%)=== * Use the standard headings recommended in the [[Template:Motivation_and_emotion/Book_chapter_structure|book chapter template]] (i.e., Overview, Conclusion, References, See also, External links) * Provide 3 to 6 informative top-level headings between the Overview and Conclusion. These sections may each contain 2 to 5 sub-headings; avoid sections with only 1 sub-heading. * The top-level headings should align with the sub-title and focus questions * Headings should use [[w:Letter case#Sentence case|sentence casing]] (see also [[:Template:Heading casing|heading casing]]) {{anchor|Overview}} ===Overview (10%)=== * A scenario or case study (real or fictional), in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] * At least 3 bullet points outlining the "problem" (i.e., explain the key concept(s) and importance of the topic)—to be expanded into sentences and paragraphs for the [[Motivation and emotion/Assessment/Chapter|book chapter]] * 3 to 5 [[Motivation and emotion/Assessment/Chapter/Focus questions|focus questions]] that unpack the topic and address the sub-title, in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] {{anchor|Key points}} ===Key points (10%)=== * At least 3 bullet points per section (i.e., per heading or sub-heading) * Overview the most relevant theory(ies), including key citations * Overview the most relevant research, including key citations * Provide at least 1 introductory bullet point before branching into sub-sections * Address the problem (i.e., answer the question in the sub-title) {{Anchor|Figure}} ===Figure (10%)=== * Display at least 1 relevant figure. See [[Template:Motivation and emotion/Book chapter structure#Figures|example]]. * Number each figure sequentially (e.g., Figure 1, Figure 2 etc.) * Include a descriptive caption that connects the figure to the text * Cite each figure at least once in the main text (e.g., see Figure 1) * Optimise image display size to make it easy to read (i.e., not too big or too small) {{Anchor|Learning feature}} ===Learning feature (10%)=== * In addition to the scenario in the Overview, include at least 1 of the following learning features e.g.,: ** Another scenario/case study: A follow-up or second scenario/case study in the main body in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] ** Internal (wiki) links: *** At least 1 embedded link to a relevant book chapter *** At least 1 embedded link to a relevant Wikipedia article * Quiz question with correct and incorrect answers ** Table with an APA style caption {{anchor|References}} ===References (10%)=== * Provide at least 6 APA style references to the best peer-reviewed sources about the topic * Each source should be cited at least once in the key points * Include a balance of key theoretical and key research articles {{anchor|Resources}} ===Resources (10%)=== * '''See also''' (heading): Provide at least 2 internal (wiki) links (1 to a Wikiversity article; 1 to a Wikipedia article) ** Provide at least 1 bullet-pointed: *** [[Help:Contents/Links#Interwiki_links|internal (wiki) link]] to a relevant book chapter *** internal wiki link to a relevant Wikipedia page ** The linked text is the same as the name of the target page using [[w:Letter case#Sentence casing|sentence casing]] ** Include the source in parentheses after the link (e.g., Book chapter, 2023) ** Use alphabetical order * '''External links''' (heading): Provide at least 2 external links to key internet resources ** Provide at least 2 bullet-pointed [[Help:Contents/Links#External_links|external link]]s to key internet resources (not Wikiversity or Wikipedia or academic articles) ** The linked text is the same as the name of the target page using [[w:Letter case#Sentence casing|sentence casing]] ** Include the source in parentheses after the link (e.g., The Conversation) ** Use alphabetical order {{anchor|User page}} ===User page (10%)=== * Create a Wikiversity user page for your user account * Edit the user page to provide information about yourself * Recommended headings: ** About me ** Book chapter I'm working on *** Include an internal (wiki) link to the chapter page ** Social contributions * Consider linking to your other online profiles {{anchor|Social contribution}} {{anchor|Socialcontribution}} ===Social contribution (10%)=== * On your Wikiversity user page, summarise and link to direct evidence that you have made at least 3 different types of contributions: ** direct edit to improve a [[Motivation and emotion/Book|book chapter page]] (current or previous topics) ** provide useful feedback by commenting on a book chapter's talk page (current or previous topic talk pages) ** post to the {{Motivation and emotion/Canvas}} discussion forum<!-- or contribute to the {{Motivation and emotion/Hashtag}} X hashtag --> * [[Motivation and emotion/Wikiversity/Social contributions|More info]] ==Grade descriptions== This section describes typical characteristics of topic developments at each grade level, based on the [[#Marking criteria|marking criteria]]. {| border=1 cellpadding=7 cellspacing=0 style = "background:transparent; width:90%" ! Grade ! Description |- | style="width:140px; vertical-align:top;" | '''HD (High Distinction)''' | A clear, complete, easy to understand plan is presented. Considerable depth and breadth of theoretical and research knowledge of the topic is demonstrated via the scope and detail within the plan. All recommended sections are provided. The development of the plan illustrates that the author has actively engaged in developing skills required for collaborative online writing and editing (e.g., interwiki links are provided for key terms, responses are made to comments on the chapter talk page). There are citations to more than 6 key academic sources with references provided in APA style. The author introduces themself on their Wikiversity user page and summarises and provides directly verifiable evidence of editing another chapter, comment provided on another chapter's talk page, and posting to the discussion forum. |- | style="vertical-align:top;" | '''DI (Distinction)''' | A very good, understandable plan is presented. The plan includes key relevant theory and research, with relevant references. The material is well organised into sections, with minimal spelling and grammar issues. There is good evidence that the author has developed the capacity to work effectively in the collaborative editing environment. The author's user page is set up and links to evidence of social contributions. However, there is at least 1 area for improvement. |- | style="vertical-align:top;" | '''CR (Credit)''' | A competent plan is presented. The plan includes the main ideas and sections necessary for developing a good chapter about the topic. Some aspects of the plan, however, may be missing, limited, or problematic. For example, the headings and structure may be under-developed, the reference list may indicate a lack of depth in investigation of the topic, use of wiki links and/or images could often be improved, and/or user page set-up feedback about other chapters may not have been completed. |- | style="vertical-align:top;" | '''P (Pass)''' | A basic, sufficient plan is presented, however there may be incomplete coverage of relevant theory and research, and/or a lack of depth or breadth in conceptualising the chapter. The chapter plan covers basic theory and research about the topic, but lacks detail about how the concepts will be brought together to help address the topic. A basic heading structure is presented, but is likely to need more sections and/or improved formatting or organisation. Spelling and grammar problems are often evident. Citation and referencing tends to be missing or limited in scope and quality (e.g., top peer-reviewed citations about the topic haven't been cited). These plans usually have very brief edit histories (e.g., less than 24 hours) and are often noticeably shorter than plans which attract higher grades. Authors often haven't set up an informative user page or provided evidence of engagement with the development of other chapter plans. |- | style="vertical-align:top;" | '''F (Fail)''' | The plan is insufficient and/or incomplete. Major gaps and/or errors in content are evident. Little evidence of awareness of relevant theory, research, and use of peer-reviewed references. These plans typically have under-developed heading structures and do not illustrate the use of key editing skills. Written expression is often undermined by poor spelling and/or grammar. These plans typically have very brief editing histories (e.g., consist of a few, last minute edits). There is generally no evidence of active engagement with the development of other chapters. |} ==Examples== ;About * Below are some examples of topic development submissions which received 100% * The links go to snapshots of pages as submitted for the topic development; these are not the final book chapter submissions * It is possible to get full marks using only bullet points, however some examples below go beyond the requirements for 100% (e.g., involve drafting a full chapter) ;2025 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Metacognition_and_emotional_regulation&oldid=2729232 Metacognition and emotional regulation] - [https://en.wikiversity.org/w/index.php?title=User:Elina.jean.r&oldid=2726043 Elina.jean.r] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Motivation_for_using_AI_companions&oldid=2728874 Motivation for using AI companions] - [https://en.wikiversity.org/w/index.php?title=User:U3254978&oldid=2727975 U3254978] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Self-determination_theory_and_social_media_use&oldid=2740305 Self-determination theory and social media use] - [https://en.wikiversity.org/w/index.php?title=User:U3237996&oldid=2739659 U3237996] ;2024 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2024/Groups_and_individual_motivation_reduction&oldid=2644110 Groups and individual motivation reduction] - [https://en.wikiversity.org/w/index.php?title=User:U3216883&oldid=2644098 U3216883] ;2023 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2023/Bedtime_procrastination&oldid=2550954 Bedtime procrastination] - [https://en.wikiversity.org/w/index.php?title=User:U3227684&oldid=2550752 U3227684] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2023/Conspiracy_theory_motivation&oldid=2551397 Conspiracy theory motivation] - [https://en.wikiversity.org/w/index.php?title=User:U3223114&oldid=2552580 U3223114] <!-- * The topic development requirements and weighting increased in 2023 from 5% to 10%. So, the examples from 2022 and earlier may not warrant full marks if assessed against the 2023-present criteria. They should nevertheless serve as useful guides. ;2022 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Compassion&oldid=2420004 Compassion] — [https://en.wikiversity.org/w/index.php?title=User:U3203545&oldid=2420008 U3203545] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Childhood_trauma_and_subsequent_drug_use&oldid=2429214 Childhood trauma and subsequent drug use] — [https://en.wikiversity.org/w/index.php?title=User:U3210431&oldid=2419862 U3210431] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Disappointment&oldid=2420355 Disappointment] — [https://en.wikiversity.org/w/index.php?title=User:U3216256&oldid=2420416 U3216256] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Fear&oldid=2419996 Fear] — [https://en.wikiversity.org/w/index.php?title=User:Icantchooseone&oldid=2419390 Icantchooseone] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Financial_investing,_motivation,_and_emotion&oldid=2420729 Financial investing, motivation, and emotion] — [https://en.wikiversity.org/w/index.php?title=User:U3217287&oldid=2420715 U3217287] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Money_priming,_motivation,_and_emotion&oldid=2420693 Money priming, motivation, and emotion] — [https://en.wikiversity.org/w/index.php?title=User:Molzaroid&oldid=2418874 Molzaroid] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Nature_therapy&oldid=2420231 Nature therapy] — [https://en.wikiversity.org/w/index.php?title=User:Ana028&oldid=2420232 Ana028] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Video_conferencing_fatigue&oldid=2421389 Video conferencing fatigue] - [https://en.wikiversity.org/w/index.php?title=User:U3211603&oldid=2418246 U3211603] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Window_of_tolerance&oldid=2419756 Window of tolerance] — [https://en.wikiversity.org/w/index.php?title=User:U3223109&oldid=2417630 U3223109] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Work_and_flow&oldid=2421675 Work and flow] — [https://en.wikiversity.org/w/index.php?title=User:U3213441&oldid=2420956 U3213441] ;2021 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Affective_disorders&oldid=2314003 Affective disorders] — [https://en.wikiversity.org/w/index.php?title=User:U3186377&action=history U3186377] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Cognitive_dissonance_and_motivation&oldid=2313463 Cognitive dissonance and motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3202904&action=history U3202904] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Domestic_violence_motivation&oldid=2313842 Domestic violence motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3194166&oldid=2313868 U3194166] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Fantasy_and_sexual_motivation&oldid=2313839 Fantasy and sexual motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3187741&oldid=2313844 U3187741] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Laziness&oldid=2312068 Laziness] — [https://en.wikiversity.org/w/index.php?title=User:U3187874&oldid=2310813 U3187874] * [https://en.wikiversity.org/wiki/Motivation_and_emotion/Book/2021/Non-English_emotion_words Non-English emotion words] — [https://en.wikiversity.org/w/index.php?title=User:U3202854&oldid=2312677 U3202854] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Positive_illusions_about_the_self&oldid=2312873 Positive illusions about the self] — [https://en.wikiversity.org/w/index.php?title=User:U3187178&oldid=2311466 U3187178] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Torture_motivation&oldid=2311842 Torture motivation] — [https://en.wikiversity.org/w/index.php?title=User:J.Payten&oldid=2311388 J.Payten] ;2020 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Body_image_flexibility&oldid=2196896 Body image flexibility] — [https://en.wikiversity.org/w/index.php?title=User:U3170940&oldid=2191350 U3170940] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Emotional_self-efficacy&oldid=2200012 Emotional self-efficacy] — [https://en.wikiversity.org/w/index.php?title=User:U3190210&oldid=2198005 U3190210] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Guilty_pleasure&oldid=2196391 Guilty pleasure] — [https://en.wikiversity.org/w/index.php?title=User:U3160224&oldid=2198079 U3160224] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Meta-emotion&oldid=2199480 Meta-emotion] — [https://en.wikiversity.org/w/index.php?title=User:U3190467&oldid=2194797 U3190467] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Methamphetamine_and_emotion&oldid=2199878 Methamphetamine and emotion] — [https://en.wikiversity.org/w/index.php?title=User:NUMBLA0371&oldid=2199869 NUMBLA0371] ;2019 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2019/Growth_mindset_development&oldid=2052186 Growth mindset development] — [https://en.wikiversity.org/w/index.php?title=User:U3172958&oldid=2051716 U3172958] ;2018 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2018/Familicide_motivation&oldid=1916838 Familicide motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3160212&oldid=1915671 U3160212] ;2017 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2017/Awe_and_well-being&oldid=1730944 Awe and well-being] — [https://en.wikiversity.org/w/index.php?title=User:U3122707&oldid=1730836 U3122707] --> ==Licensing== Contributions to Wikiversity are made under [http://creativecommons.org/licenses/by-sa/4.0/ Creative Commons 4.0 ShareAlike] (CC-BY-SA 4.0) and [http://www.gnu.org/copyleft/fdl.html GFDL] licenses. These licenses give permission for others to edit and re-use contributed content, with appropriate acknowledgement. These licenses are irrevocable.For more information, see the [[wmf:Terms of use|Wikimedia Foundation's Terms of use]]. If you do not wish to contribute your work under these licenses, discuss [[Motivation and emotion/Assessment/Alternative|alternative assessment]] options with the unit convener. ==See also== * [[/Checklist|Topic development — Checklist]] * Marking and feedback ** [[Motivation and emotion/Assessment/Topic/Feedback|General feedback]] ** [[Template:METF|Official feedback template]] * Tutorials ** [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01: Topic selection]] ** [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02: Wiki editing]] ** [[Motivation and emotion/Tutorials/Physiological needs#Social contributions|Tutorial 03: Social contributions]] * [[Motivation and emotion/Assessment/Using generative AI|Using generative AI]] {{Motivation and emotion/Assessment/Navigation}} [[Category:Motivation and emotion/Assessment/Topic| ]] [[Category:Motivation and emotion guidelines]] iejpg5df0chk7gowi3h6motesvl6jtk 2815360 2815359 2026-06-12T09:17:05Z Jtneill 10242 /* See also */ 2815360 wikitext text/x-wiki {{title|Topic development — Guidelines}} <div style="text-align: center;">''Chapter plan and user page'' <!-- ---------------------------------- ---> <!-- Count down --> <!-- ---------------------------------- ---><!-- {{countdown |year = 2025 |month = 08 |day = 14 |hour = 23 |minute = 0 |second = 0 |event = this assessment is due }} --> <!-- {{Motivation and emotion/Assessment/In development}} --> <!-- Show this during semester -->{{:Motivation and emotion/Assessment/Chapter/Contents}}</div> {{TOCright}} ==Overview== * Weight: 10% * Due: {{/Due}} * Tasks ** Create a Wikiversity user account ** Select or negotiate an approved topic in the [[Motivation and emotion/Book/2026|2026 table of contents]] ** Build wiki editing skills ** Develop a plan for the [[Motivation and emotion/Assessment/Chapter|book chapter]] which provides: *** Title and sub-title *** Headings (and possibly sub-headings) **** Overview **** 3-5 top-level headings **** Conclusion **** See also (with 2 different link types) **** References (at least 6) **** External links (at least 2) *** Key points for each section (and sub-section) *** Figure (at least 1) *** Learning feature (plan at least 1) ** Create a Wikiversity user page *** Introduce yourself *** Summarise at least three social contributions on your Wikiversity user page * Follow the [[#Instructions|instructions]] and address the [[#Marking criteria|marking criteria]] * Guidance for this assignment is provided in Module 1: ** [[Motivation and emotion/Lectures/Introduction|Lecture 01]] ** [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] ** [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] ** [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] ==Marking and feedback== *Submissions will be marked according to the [[#Marking criteria|marking criteria]] *Feedback will be provided to help guide drafting of the full [[Motivation and emotion/Assessment/Chapter|book chapter]] *Marks and feedback should be returned before Census Date (end of Week 4) **Marks will be available via {{Motivation and emotion/Canvas}} **Written feedback will be available via the topic's Wikiversity discussion page *Follow up if you don't understand or would like more feedback ==Extensions and late submissions== * Extension requests require an Extension Application Form to be submitted via {{Motivation and emotion/Canvas}} with appropriate documentary evidence * Submissions are accepted up to 3 days late (-10% per day late) * If you don't submit this assessment on time, withdrawal from the unit before Census Date (end of Week 4) is recommended ==Learning outcomes== How the unit's [[Motivation and emotion/About/Learning outcomes|learning outcomes]] are addressed by this assessment exercise: {| border=1 cellpadding=5 cellspacing="0" background:transparent style="width:90%; margin: auto;" |- style="vertical-align:top;" | style="width:40%;" | '''Learning outcome''' | style="width:60%;" | '''Assessment task''' |- style="vertical-align:top;" | Integrate theories and current research towards explaining the role of motivation and emotions in human behaviour. | Identify the main psychological theories and peer-reviewed research which can be used to explain a specific motivation or emotion topic. |- style="vertical-align:top;" | Critically apply knowledge of motivation or emotion to an indepth understanding of a specific topic in this field. | Propose how psychological knowledge can be applied to a specific topic to improve motivational and emotional lives. |} ==Graduate attributes== How the unit's [[Motivation and emotion/About/Graduate attributes|graduate attributes]] are addressed by this assessment exercise: {| border=1 cellpadding=5 cellspacing="0" background:transparent style="width:90%; margin: auto;" |- style="vertical-align:top;" | style="width:40%;" | '''Graduate attribute''' | style="width:60%;" | '''Assessment task''' |- style="vertical-align:top;" | Be professional — communicate effectively | Communicate your ideas by sharing a chapter plan; provide feedback on other plans. |- style="vertical-align:top;" | Be professional — display initiative and drive, and use organisation skills to plan and manage workload | Get organised by selecting a topic and submitting an on-time chapter plan. |- style="vertical-align:top;" | Be a lifelong learner — evaluate and adopt new technology | Learn how to edit in a collaborative, online environment. |} ==Instructions== Follow these instructions to guide the topic development. * Develop a chapter plan which consists of: *# Title and sub-title (pre-approved or negotiated) *# Headings *# Overview *# Key points for each heading/sub-heading with citations *# 1+ relevant figure(s) *# 1+ learning feature *# 6+ references *# 4+ resources *#* See also: 2+ internal links (1 to Wikipedia and 1 to a Wikiversity page) *#* External links: 2+ external links (to external resources) *# Wikiversity user page self-introduction which links to the chapter being worked on *# Social contributions summary with direct links to evidence on Wikiversity user page: *#* 1 direct edit to improve another book chapter (past or present) *#* 1 talk page comment on another book chapter (past or present) *#* 1 {{Motivation and emotion/Canvas}} discussion post * [[Motivation and emotion/Assessment/Using generative AI|Generative AI]] may be used with appropriate acknowledgement * <span id="Word count">Length (Word count):</span> There is no minimum or maximum length. Top-ranked topic development [[#Examples|examples]] range from 875 to 2900 words (average 1700). * Submit a PDF of the topic development via {{Motivation and emotion/Canvas}}, with the title, sub-title, and user name in the comments ==Template== {{:Motivation and emotion/Assessment/Topic/Quickstarttip}} ==Marking criteria== [[File:Balanced scales.svg|right|125px]] {{anchor|Title}} ===Title and sub-title (10%)=== * Use the approved wording, [[w:Letter case#Sentence case|casing]], etc. for the title and sub-title (i.e., as per the {{Motivation and emotion/Book}}) * Do not include additional bold, italics, or change font size from the [[Template:Motivation_and_emotion/Book_chapter_structure|book chapter template]] * Do not include user name; authorship is as per the page's editing history {{anchor|Headings}} ===Headings (10%)=== * Use the standard headings recommended in the [[Template:Motivation_and_emotion/Book_chapter_structure|book chapter template]] (i.e., Overview, Conclusion, References, See also, External links) * Provide 3 to 6 informative top-level headings between the Overview and Conclusion. These sections may each contain 2 to 5 sub-headings; avoid sections with only 1 sub-heading. * The top-level headings should align with the sub-title and focus questions * Headings should use [[w:Letter case#Sentence case|sentence casing]] (see also [[:Template:Heading casing|heading casing]]) {{anchor|Overview}} ===Overview (10%)=== * A scenario or case study (real or fictional), in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] * At least 3 bullet points outlining the "problem" (i.e., explain the key concept(s) and importance of the topic)—to be expanded into sentences and paragraphs for the [[Motivation and emotion/Assessment/Chapter|book chapter]] * 3 to 5 [[Motivation and emotion/Assessment/Chapter/Focus questions|focus questions]] that unpack the topic and address the sub-title, in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] {{anchor|Key points}} ===Key points (10%)=== * At least 3 bullet points per section (i.e., per heading or sub-heading) * Overview the most relevant theory(ies), including key citations * Overview the most relevant research, including key citations * Provide at least 1 introductory bullet point before branching into sub-sections * Address the problem (i.e., answer the question in the sub-title) {{Anchor|Figure}} ===Figure (10%)=== * Display at least 1 relevant figure. See [[Template:Motivation and emotion/Book chapter structure#Figures|example]]. * Number each figure sequentially (e.g., Figure 1, Figure 2 etc.) * Include a descriptive caption that connects the figure to the text * Cite each figure at least once in the main text (e.g., see Figure 1) * Optimise image display size to make it easy to read (i.e., not too big or too small) {{Anchor|Learning feature}} ===Learning feature (10%)=== * In addition to the scenario in the Overview, include at least 1 of the following learning features e.g.,: ** Another scenario/case study: A follow-up or second scenario/case study in the main body in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] ** Internal (wiki) links: *** At least 1 embedded link to a relevant book chapter *** At least 1 embedded link to a relevant Wikipedia article * Quiz question with correct and incorrect answers ** Table with an APA style caption {{anchor|References}} ===References (10%)=== * Provide at least 6 APA style references to the best peer-reviewed sources about the topic * Each source should be cited at least once in the key points * Include a balance of key theoretical and key research articles {{anchor|Resources}} ===Resources (10%)=== * '''See also''' (heading): Provide at least 2 internal (wiki) links (1 to a Wikiversity article; 1 to a Wikipedia article) ** Provide at least 1 bullet-pointed: *** [[Help:Contents/Links#Interwiki_links|internal (wiki) link]] to a relevant book chapter *** internal wiki link to a relevant Wikipedia page ** The linked text is the same as the name of the target page using [[w:Letter case#Sentence casing|sentence casing]] ** Include the source in parentheses after the link (e.g., Book chapter, 2023) ** Use alphabetical order * '''External links''' (heading): Provide at least 2 external links to key internet resources ** Provide at least 2 bullet-pointed [[Help:Contents/Links#External_links|external link]]s to key internet resources (not Wikiversity or Wikipedia or academic articles) ** The linked text is the same as the name of the target page using [[w:Letter case#Sentence casing|sentence casing]] ** Include the source in parentheses after the link (e.g., The Conversation) ** Use alphabetical order {{anchor|User page}} ===User page (10%)=== * Create a Wikiversity user page for your user account * Edit the user page to provide information about yourself * Recommended headings: ** About me ** Book chapter I'm working on *** Include an internal (wiki) link to the chapter page ** Social contributions * Consider linking to your other online profiles {{anchor|Social contribution}} {{anchor|Socialcontribution}} ===Social contribution (10%)=== * On your Wikiversity user page, summarise and link to direct evidence that you have made at least 3 different types of contributions: ** direct edit to improve a [[Motivation and emotion/Book|book chapter page]] (current or previous topics) ** provide useful feedback by commenting on a book chapter's talk page (current or previous topic talk pages) ** post to the {{Motivation and emotion/Canvas}} discussion forum<!-- or contribute to the {{Motivation and emotion/Hashtag}} X hashtag --> * [[Motivation and emotion/Wikiversity/Social contributions|More info]] ==Grade descriptions== This section describes typical characteristics of topic developments at each grade level, based on the [[#Marking criteria|marking criteria]]. {| border=1 cellpadding=7 cellspacing=0 style = "background:transparent; width:90%" ! Grade ! Description |- | style="width:140px; vertical-align:top;" | '''HD (High Distinction)''' | A clear, complete, easy to understand plan is presented. Considerable depth and breadth of theoretical and research knowledge of the topic is demonstrated via the scope and detail within the plan. All recommended sections are provided. The development of the plan illustrates that the author has actively engaged in developing skills required for collaborative online writing and editing (e.g., interwiki links are provided for key terms, responses are made to comments on the chapter talk page). There are citations to more than 6 key academic sources with references provided in APA style. The author introduces themself on their Wikiversity user page and summarises and provides directly verifiable evidence of editing another chapter, comment provided on another chapter's talk page, and posting to the discussion forum. |- | style="vertical-align:top;" | '''DI (Distinction)''' | A very good, understandable plan is presented. The plan includes key relevant theory and research, with relevant references. The material is well organised into sections, with minimal spelling and grammar issues. There is good evidence that the author has developed the capacity to work effectively in the collaborative editing environment. The author's user page is set up and links to evidence of social contributions. However, there is at least 1 area for improvement. |- | style="vertical-align:top;" | '''CR (Credit)''' | A competent plan is presented. The plan includes the main ideas and sections necessary for developing a good chapter about the topic. Some aspects of the plan, however, may be missing, limited, or problematic. For example, the headings and structure may be under-developed, the reference list may indicate a lack of depth in investigation of the topic, use of wiki links and/or images could often be improved, and/or user page set-up feedback about other chapters may not have been completed. |- | style="vertical-align:top;" | '''P (Pass)''' | A basic, sufficient plan is presented, however there may be incomplete coverage of relevant theory and research, and/or a lack of depth or breadth in conceptualising the chapter. The chapter plan covers basic theory and research about the topic, but lacks detail about how the concepts will be brought together to help address the topic. A basic heading structure is presented, but is likely to need more sections and/or improved formatting or organisation. Spelling and grammar problems are often evident. Citation and referencing tends to be missing or limited in scope and quality (e.g., top peer-reviewed citations about the topic haven't been cited). These plans usually have very brief edit histories (e.g., less than 24 hours) and are often noticeably shorter than plans which attract higher grades. Authors often haven't set up an informative user page or provided evidence of engagement with the development of other chapter plans. |- | style="vertical-align:top;" | '''F (Fail)''' | The plan is insufficient and/or incomplete. Major gaps and/or errors in content are evident. Little evidence of awareness of relevant theory, research, and use of peer-reviewed references. These plans typically have under-developed heading structures and do not illustrate the use of key editing skills. Written expression is often undermined by poor spelling and/or grammar. These plans typically have very brief editing histories (e.g., consist of a few, last minute edits). There is generally no evidence of active engagement with the development of other chapters. |} ==Examples== ;About * Below are some examples of topic development submissions which received 100% * The links go to snapshots of pages as submitted for the topic development; these are not the final book chapter submissions * It is possible to get full marks using only bullet points, however some examples below go beyond the requirements for 100% (e.g., involve drafting a full chapter) ;2025 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Metacognition_and_emotional_regulation&oldid=2729232 Metacognition and emotional regulation] - [https://en.wikiversity.org/w/index.php?title=User:Elina.jean.r&oldid=2726043 Elina.jean.r] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Motivation_for_using_AI_companions&oldid=2728874 Motivation for using AI companions] - [https://en.wikiversity.org/w/index.php?title=User:U3254978&oldid=2727975 U3254978] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Self-determination_theory_and_social_media_use&oldid=2740305 Self-determination theory and social media use] - [https://en.wikiversity.org/w/index.php?title=User:U3237996&oldid=2739659 U3237996] ;2024 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2024/Groups_and_individual_motivation_reduction&oldid=2644110 Groups and individual motivation reduction] - [https://en.wikiversity.org/w/index.php?title=User:U3216883&oldid=2644098 U3216883] ;2023 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2023/Bedtime_procrastination&oldid=2550954 Bedtime procrastination] - [https://en.wikiversity.org/w/index.php?title=User:U3227684&oldid=2550752 U3227684] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2023/Conspiracy_theory_motivation&oldid=2551397 Conspiracy theory motivation] - [https://en.wikiversity.org/w/index.php?title=User:U3223114&oldid=2552580 U3223114] <!-- * The topic development requirements and weighting increased in 2023 from 5% to 10%. So, the examples from 2022 and earlier may not warrant full marks if assessed against the 2023-present criteria. They should nevertheless serve as useful guides. ;2022 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Compassion&oldid=2420004 Compassion] — [https://en.wikiversity.org/w/index.php?title=User:U3203545&oldid=2420008 U3203545] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Childhood_trauma_and_subsequent_drug_use&oldid=2429214 Childhood trauma and subsequent drug use] — [https://en.wikiversity.org/w/index.php?title=User:U3210431&oldid=2419862 U3210431] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Disappointment&oldid=2420355 Disappointment] — [https://en.wikiversity.org/w/index.php?title=User:U3216256&oldid=2420416 U3216256] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Fear&oldid=2419996 Fear] — [https://en.wikiversity.org/w/index.php?title=User:Icantchooseone&oldid=2419390 Icantchooseone] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Financial_investing,_motivation,_and_emotion&oldid=2420729 Financial investing, motivation, and emotion] — [https://en.wikiversity.org/w/index.php?title=User:U3217287&oldid=2420715 U3217287] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Money_priming,_motivation,_and_emotion&oldid=2420693 Money priming, motivation, and emotion] — [https://en.wikiversity.org/w/index.php?title=User:Molzaroid&oldid=2418874 Molzaroid] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Nature_therapy&oldid=2420231 Nature therapy] — [https://en.wikiversity.org/w/index.php?title=User:Ana028&oldid=2420232 Ana028] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Video_conferencing_fatigue&oldid=2421389 Video conferencing fatigue] - [https://en.wikiversity.org/w/index.php?title=User:U3211603&oldid=2418246 U3211603] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Window_of_tolerance&oldid=2419756 Window of tolerance] — [https://en.wikiversity.org/w/index.php?title=User:U3223109&oldid=2417630 U3223109] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Work_and_flow&oldid=2421675 Work and flow] — [https://en.wikiversity.org/w/index.php?title=User:U3213441&oldid=2420956 U3213441] ;2021 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Affective_disorders&oldid=2314003 Affective disorders] — [https://en.wikiversity.org/w/index.php?title=User:U3186377&action=history U3186377] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Cognitive_dissonance_and_motivation&oldid=2313463 Cognitive dissonance and motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3202904&action=history U3202904] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Domestic_violence_motivation&oldid=2313842 Domestic violence motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3194166&oldid=2313868 U3194166] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Fantasy_and_sexual_motivation&oldid=2313839 Fantasy and sexual motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3187741&oldid=2313844 U3187741] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Laziness&oldid=2312068 Laziness] — [https://en.wikiversity.org/w/index.php?title=User:U3187874&oldid=2310813 U3187874] * [https://en.wikiversity.org/wiki/Motivation_and_emotion/Book/2021/Non-English_emotion_words Non-English emotion words] — [https://en.wikiversity.org/w/index.php?title=User:U3202854&oldid=2312677 U3202854] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Positive_illusions_about_the_self&oldid=2312873 Positive illusions about the self] — [https://en.wikiversity.org/w/index.php?title=User:U3187178&oldid=2311466 U3187178] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Torture_motivation&oldid=2311842 Torture motivation] — [https://en.wikiversity.org/w/index.php?title=User:J.Payten&oldid=2311388 J.Payten] ;2020 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Body_image_flexibility&oldid=2196896 Body image flexibility] — [https://en.wikiversity.org/w/index.php?title=User:U3170940&oldid=2191350 U3170940] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Emotional_self-efficacy&oldid=2200012 Emotional self-efficacy] — [https://en.wikiversity.org/w/index.php?title=User:U3190210&oldid=2198005 U3190210] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Guilty_pleasure&oldid=2196391 Guilty pleasure] — [https://en.wikiversity.org/w/index.php?title=User:U3160224&oldid=2198079 U3160224] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Meta-emotion&oldid=2199480 Meta-emotion] — [https://en.wikiversity.org/w/index.php?title=User:U3190467&oldid=2194797 U3190467] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Methamphetamine_and_emotion&oldid=2199878 Methamphetamine and emotion] — [https://en.wikiversity.org/w/index.php?title=User:NUMBLA0371&oldid=2199869 NUMBLA0371] ;2019 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2019/Growth_mindset_development&oldid=2052186 Growth mindset development] — [https://en.wikiversity.org/w/index.php?title=User:U3172958&oldid=2051716 U3172958] ;2018 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2018/Familicide_motivation&oldid=1916838 Familicide motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3160212&oldid=1915671 U3160212] ;2017 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2017/Awe_and_well-being&oldid=1730944 Awe and well-being] — [https://en.wikiversity.org/w/index.php?title=User:U3122707&oldid=1730836 U3122707] --> ==Licensing== Contributions to Wikiversity are made under [http://creativecommons.org/licenses/by-sa/4.0/ Creative Commons 4.0 ShareAlike] (CC-BY-SA 4.0) and [http://www.gnu.org/copyleft/fdl.html GFDL] licenses. These licenses give permission for others to edit and re-use contributed content, with appropriate acknowledgement. These licenses are irrevocable.For more information, see the [[wmf:Terms of use|Wikimedia Foundation's Terms of use]]. If you do not wish to contribute your work under these licenses, discuss [[Motivation and emotion/Assessment/Alternative|alternative assessment]] options with the unit convener. ==See also== * [[/Checklist|Topic development — Checklist]] * Marking and feedback ** [[Motivation and emotion/Assessment/Topic/Feedback|General feedback]] ** [[Template:METF|Official feedback template]] * Tutorials ** [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01: Topic selection]] ** [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02: Wiki editing]] * [[Motivation and emotion/Assessment/Using generative AI|Using generative AI]] {{Motivation and emotion/Assessment/Navigation}} [[Category:Motivation and emotion/Assessment/Topic| ]] [[Category:Motivation and emotion guidelines]] b7zfxkk7w07vudrixkk72852m55v0fg 2815365 2815360 2026-06-12T09:28:34Z Jtneill 10242 /* Overview */ Update for 2026 2815365 wikitext text/x-wiki {{title|Topic development — Guidelines}} <div style="text-align: center;">''Chapter plan and user page'' <!-- ---------------------------------- ---> <!-- Count down --> <!-- ---------------------------------- ---><!-- {{countdown |year = 2025 |month = 08 |day = 14 |hour = 23 |minute = 0 |second = 0 |event = this assessment is due }} --> <!-- {{Motivation and emotion/Assessment/In development}} --> <!-- Show this during semester -->{{:Motivation and emotion/Assessment/Chapter/Contents}}</div> {{TOCright}} ==Overview== * Weight: 10% * Due: {{/Due}} * Tasks ** Create a Wikiversity user account ** Select or negotiate an approved topic in the [[Motivation and emotion/Book/2026|2026 table of contents]] ** Build wiki editing skills by developing a plan for the [[Motivation and emotion/Assessment/Chapter|book chapter]] which consists of: *** Title and sub-title *** Headings (and possibly sub-headings) **** Overview **** 3-5 other top-level headings **** Conclusion **** See also (with at least 2 lins (1 Wikiveristy and 1 Wikipedia)) **** References (at least 6) **** External links (at least 2) *** Key points for each section (and sub-section) *** Figure (at least 1) *** Learning feature (plan at least 1) ** Create a Wikiversity user page *** Introduce yourself *** Summarise at least three social contributions on your Wikiversity user page * Follow the [[#Instructions|instructions]] and address the [[#Marking criteria|marking criteria]] * Guidance for this assignment is provided in Module 1: ** [[Motivation and emotion/Lectures/Introduction|Lecture 01]] ** [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] ** [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] ** [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] ==Marking and feedback== *Submissions will be marked according to the [[#Marking criteria|marking criteria]] *Feedback will be provided to help guide drafting of the full [[Motivation and emotion/Assessment/Chapter|book chapter]] *Marks and feedback should be returned before Census Date (end of Week 4) **Marks will be available via {{Motivation and emotion/Canvas}} **Written feedback will be available via the topic's Wikiversity discussion page *Follow up if you don't understand or would like more feedback ==Extensions and late submissions== * Extension requests require an Extension Application Form to be submitted via {{Motivation and emotion/Canvas}} with appropriate documentary evidence * Submissions are accepted up to 3 days late (-10% per day late) * If you don't submit this assessment on time, withdrawal from the unit before Census Date (end of Week 4) is recommended ==Learning outcomes== How the unit's [[Motivation and emotion/About/Learning outcomes|learning outcomes]] are addressed by this assessment exercise: {| border=1 cellpadding=5 cellspacing="0" background:transparent style="width:90%; margin: auto;" |- style="vertical-align:top;" | style="width:40%;" | '''Learning outcome''' | style="width:60%;" | '''Assessment task''' |- style="vertical-align:top;" | Integrate theories and current research towards explaining the role of motivation and emotions in human behaviour. | Identify the main psychological theories and peer-reviewed research which can be used to explain a specific motivation or emotion topic. |- style="vertical-align:top;" | Critically apply knowledge of motivation or emotion to an indepth understanding of a specific topic in this field. | Propose how psychological knowledge can be applied to a specific topic to improve motivational and emotional lives. |} ==Graduate attributes== How the unit's [[Motivation and emotion/About/Graduate attributes|graduate attributes]] are addressed by this assessment exercise: {| border=1 cellpadding=5 cellspacing="0" background:transparent style="width:90%; margin: auto;" |- style="vertical-align:top;" | style="width:40%;" | '''Graduate attribute''' | style="width:60%;" | '''Assessment task''' |- style="vertical-align:top;" | Be professional — communicate effectively | Communicate your ideas by sharing a chapter plan; provide feedback on other plans. |- style="vertical-align:top;" | Be professional — display initiative and drive, and use organisation skills to plan and manage workload | Get organised by selecting a topic and submitting an on-time chapter plan. |- style="vertical-align:top;" | Be a lifelong learner — evaluate and adopt new technology | Learn how to edit in a collaborative, online environment. |} ==Instructions== Follow these instructions to guide the topic development. * Develop a chapter plan which consists of: *# Title and sub-title (pre-approved or negotiated) *# Headings *# Overview *# Key points for each heading/sub-heading with citations *# 1+ relevant figure(s) *# 1+ learning feature *# 6+ references *# 4+ resources *#* See also: 2+ internal links (1 to Wikipedia and 1 to a Wikiversity page) *#* External links: 2+ external links (to external resources) *# Wikiversity user page self-introduction which links to the chapter being worked on *# Social contributions summary with direct links to evidence on Wikiversity user page: *#* 1 direct edit to improve another book chapter (past or present) *#* 1 talk page comment on another book chapter (past or present) *#* 1 {{Motivation and emotion/Canvas}} discussion post * [[Motivation and emotion/Assessment/Using generative AI|Generative AI]] may be used with appropriate acknowledgement * <span id="Word count">Length (Word count):</span> There is no minimum or maximum length. Top-ranked topic development [[#Examples|examples]] range from 875 to 2900 words (average 1700). * Submit a PDF of the topic development via {{Motivation and emotion/Canvas}}, with the title, sub-title, and user name in the comments ==Template== {{:Motivation and emotion/Assessment/Topic/Quickstarttip}} ==Marking criteria== [[File:Balanced scales.svg|right|125px]] {{anchor|Title}} ===Title and sub-title (10%)=== * Use the approved wording, [[w:Letter case#Sentence case|casing]], etc. for the title and sub-title (i.e., as per the {{Motivation and emotion/Book}}) * Do not include additional bold, italics, or change font size from the [[Template:Motivation_and_emotion/Book_chapter_structure|book chapter template]] * Do not include user name; authorship is as per the page's editing history {{anchor|Headings}} ===Headings (10%)=== * Use the standard headings recommended in the [[Template:Motivation_and_emotion/Book_chapter_structure|book chapter template]] (i.e., Overview, Conclusion, References, See also, External links) * Provide 3 to 6 informative top-level headings between the Overview and Conclusion. These sections may each contain 2 to 5 sub-headings; avoid sections with only 1 sub-heading. * The top-level headings should align with the sub-title and focus questions * Headings should use [[w:Letter case#Sentence case|sentence casing]] (see also [[:Template:Heading casing|heading casing]]) {{anchor|Overview}} ===Overview (10%)=== * A scenario or case study (real or fictional), in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] * At least 3 bullet points outlining the "problem" (i.e., explain the key concept(s) and importance of the topic)—to be expanded into sentences and paragraphs for the [[Motivation and emotion/Assessment/Chapter|book chapter]] * 3 to 5 [[Motivation and emotion/Assessment/Chapter/Focus questions|focus questions]] that unpack the topic and address the sub-title, in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] {{anchor|Key points}} ===Key points (10%)=== * At least 3 bullet points per section (i.e., per heading or sub-heading) * Overview the most relevant theory(ies), including key citations * Overview the most relevant research, including key citations * Provide at least 1 introductory bullet point before branching into sub-sections * Address the problem (i.e., answer the question in the sub-title) {{Anchor|Figure}} ===Figure (10%)=== * Display at least 1 relevant figure. See [[Template:Motivation and emotion/Book chapter structure#Figures|example]]. * Number each figure sequentially (e.g., Figure 1, Figure 2 etc.) * Include a descriptive caption that connects the figure to the text * Cite each figure at least once in the main text (e.g., see Figure 1) * Optimise image display size to make it easy to read (i.e., not too big or too small) {{Anchor|Learning feature}} ===Learning feature (10%)=== * In addition to the scenario in the Overview, include at least 1 of the following learning features e.g.,: ** Another scenario/case study: A follow-up or second scenario/case study in the main body in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] ** Internal (wiki) links: *** At least 1 embedded link to a relevant book chapter *** At least 1 embedded link to a relevant Wikipedia article * Quiz question with correct and incorrect answers ** Table with an APA style caption {{anchor|References}} ===References (10%)=== * Provide at least 6 APA style references to the best peer-reviewed sources about the topic * Each source should be cited at least once in the key points * Include a balance of key theoretical and key research articles {{anchor|Resources}} ===Resources (10%)=== * '''See also''' (heading): Provide at least 2 internal (wiki) links (1 to a Wikiversity article; 1 to a Wikipedia article) ** Provide at least 1 bullet-pointed: *** [[Help:Contents/Links#Interwiki_links|internal (wiki) link]] to a relevant book chapter *** internal wiki link to a relevant Wikipedia page ** The linked text is the same as the name of the target page using [[w:Letter case#Sentence casing|sentence casing]] ** Include the source in parentheses after the link (e.g., Book chapter, 2023) ** Use alphabetical order * '''External links''' (heading): Provide at least 2 external links to key internet resources ** Provide at least 2 bullet-pointed [[Help:Contents/Links#External_links|external link]]s to key internet resources (not Wikiversity or Wikipedia or academic articles) ** The linked text is the same as the name of the target page using [[w:Letter case#Sentence casing|sentence casing]] ** Include the source in parentheses after the link (e.g., The Conversation) ** Use alphabetical order {{anchor|User page}} ===User page (10%)=== * Create a Wikiversity user page for your user account * Edit the user page to provide information about yourself * Recommended headings: ** About me ** Book chapter I'm working on *** Include an internal (wiki) link to the chapter page ** Social contributions * Consider linking to your other online profiles {{anchor|Social contribution}} {{anchor|Socialcontribution}} ===Social contribution (10%)=== * On your Wikiversity user page, summarise and link to direct evidence that you have made at least 3 different types of contributions: ** direct edit to improve a [[Motivation and emotion/Book|book chapter page]] (current or previous topics) ** provide useful feedback by commenting on a book chapter's talk page (current or previous topic talk pages) ** post to the {{Motivation and emotion/Canvas}} discussion forum<!-- or contribute to the {{Motivation and emotion/Hashtag}} X hashtag --> * [[Motivation and emotion/Wikiversity/Social contributions|More info]] ==Grade descriptions== This section describes typical characteristics of topic developments at each grade level, based on the [[#Marking criteria|marking criteria]]. {| border=1 cellpadding=7 cellspacing=0 style = "background:transparent; width:90%" ! Grade ! Description |- | style="width:140px; vertical-align:top;" | '''HD (High Distinction)''' | A clear, complete, easy to understand plan is presented. Considerable depth and breadth of theoretical and research knowledge of the topic is demonstrated via the scope and detail within the plan. All recommended sections are provided. The development of the plan illustrates that the author has actively engaged in developing skills required for collaborative online writing and editing (e.g., interwiki links are provided for key terms, responses are made to comments on the chapter talk page). There are citations to more than 6 key academic sources with references provided in APA style. The author introduces themself on their Wikiversity user page and summarises and provides directly verifiable evidence of editing another chapter, comment provided on another chapter's talk page, and posting to the discussion forum. |- | style="vertical-align:top;" | '''DI (Distinction)''' | A very good, understandable plan is presented. The plan includes key relevant theory and research, with relevant references. The material is well organised into sections, with minimal spelling and grammar issues. There is good evidence that the author has developed the capacity to work effectively in the collaborative editing environment. The author's user page is set up and links to evidence of social contributions. However, there is at least 1 area for improvement. |- | style="vertical-align:top;" | '''CR (Credit)''' | A competent plan is presented. The plan includes the main ideas and sections necessary for developing a good chapter about the topic. Some aspects of the plan, however, may be missing, limited, or problematic. For example, the headings and structure may be under-developed, the reference list may indicate a lack of depth in investigation of the topic, use of wiki links and/or images could often be improved, and/or user page set-up feedback about other chapters may not have been completed. |- | style="vertical-align:top;" | '''P (Pass)''' | A basic, sufficient plan is presented, however there may be incomplete coverage of relevant theory and research, and/or a lack of depth or breadth in conceptualising the chapter. The chapter plan covers basic theory and research about the topic, but lacks detail about how the concepts will be brought together to help address the topic. A basic heading structure is presented, but is likely to need more sections and/or improved formatting or organisation. Spelling and grammar problems are often evident. Citation and referencing tends to be missing or limited in scope and quality (e.g., top peer-reviewed citations about the topic haven't been cited). These plans usually have very brief edit histories (e.g., less than 24 hours) and are often noticeably shorter than plans which attract higher grades. Authors often haven't set up an informative user page or provided evidence of engagement with the development of other chapter plans. |- | style="vertical-align:top;" | '''F (Fail)''' | The plan is insufficient and/or incomplete. Major gaps and/or errors in content are evident. Little evidence of awareness of relevant theory, research, and use of peer-reviewed references. These plans typically have under-developed heading structures and do not illustrate the use of key editing skills. Written expression is often undermined by poor spelling and/or grammar. These plans typically have very brief editing histories (e.g., consist of a few, last minute edits). There is generally no evidence of active engagement with the development of other chapters. |} ==Examples== ;About * Below are some examples of topic development submissions which received 100% * The links go to snapshots of pages as submitted for the topic development; these are not the final book chapter submissions * It is possible to get full marks using only bullet points, however some examples below go beyond the requirements for 100% (e.g., involve drafting a full chapter) ;2025 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Metacognition_and_emotional_regulation&oldid=2729232 Metacognition and emotional regulation] - [https://en.wikiversity.org/w/index.php?title=User:Elina.jean.r&oldid=2726043 Elina.jean.r] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Motivation_for_using_AI_companions&oldid=2728874 Motivation for using AI companions] - [https://en.wikiversity.org/w/index.php?title=User:U3254978&oldid=2727975 U3254978] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Self-determination_theory_and_social_media_use&oldid=2740305 Self-determination theory and social media use] - [https://en.wikiversity.org/w/index.php?title=User:U3237996&oldid=2739659 U3237996] ;2024 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2024/Groups_and_individual_motivation_reduction&oldid=2644110 Groups and individual motivation reduction] - [https://en.wikiversity.org/w/index.php?title=User:U3216883&oldid=2644098 U3216883] ;2023 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2023/Bedtime_procrastination&oldid=2550954 Bedtime procrastination] - [https://en.wikiversity.org/w/index.php?title=User:U3227684&oldid=2550752 U3227684] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2023/Conspiracy_theory_motivation&oldid=2551397 Conspiracy theory motivation] - [https://en.wikiversity.org/w/index.php?title=User:U3223114&oldid=2552580 U3223114] <!-- * The topic development requirements and weighting increased in 2023 from 5% to 10%. So, the examples from 2022 and earlier may not warrant full marks if assessed against the 2023-present criteria. They should nevertheless serve as useful guides. ;2022 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Compassion&oldid=2420004 Compassion] — [https://en.wikiversity.org/w/index.php?title=User:U3203545&oldid=2420008 U3203545] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Childhood_trauma_and_subsequent_drug_use&oldid=2429214 Childhood trauma and subsequent drug use] — [https://en.wikiversity.org/w/index.php?title=User:U3210431&oldid=2419862 U3210431] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Disappointment&oldid=2420355 Disappointment] — [https://en.wikiversity.org/w/index.php?title=User:U3216256&oldid=2420416 U3216256] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Fear&oldid=2419996 Fear] — [https://en.wikiversity.org/w/index.php?title=User:Icantchooseone&oldid=2419390 Icantchooseone] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Financial_investing,_motivation,_and_emotion&oldid=2420729 Financial investing, motivation, and emotion] — [https://en.wikiversity.org/w/index.php?title=User:U3217287&oldid=2420715 U3217287] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Money_priming,_motivation,_and_emotion&oldid=2420693 Money priming, motivation, and emotion] — [https://en.wikiversity.org/w/index.php?title=User:Molzaroid&oldid=2418874 Molzaroid] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Nature_therapy&oldid=2420231 Nature therapy] — [https://en.wikiversity.org/w/index.php?title=User:Ana028&oldid=2420232 Ana028] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Video_conferencing_fatigue&oldid=2421389 Video conferencing fatigue] - [https://en.wikiversity.org/w/index.php?title=User:U3211603&oldid=2418246 U3211603] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Window_of_tolerance&oldid=2419756 Window of tolerance] — [https://en.wikiversity.org/w/index.php?title=User:U3223109&oldid=2417630 U3223109] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Work_and_flow&oldid=2421675 Work and flow] — [https://en.wikiversity.org/w/index.php?title=User:U3213441&oldid=2420956 U3213441] ;2021 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Affective_disorders&oldid=2314003 Affective disorders] — [https://en.wikiversity.org/w/index.php?title=User:U3186377&action=history U3186377] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Cognitive_dissonance_and_motivation&oldid=2313463 Cognitive dissonance and motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3202904&action=history U3202904] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Domestic_violence_motivation&oldid=2313842 Domestic violence motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3194166&oldid=2313868 U3194166] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Fantasy_and_sexual_motivation&oldid=2313839 Fantasy and sexual motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3187741&oldid=2313844 U3187741] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Laziness&oldid=2312068 Laziness] — [https://en.wikiversity.org/w/index.php?title=User:U3187874&oldid=2310813 U3187874] * [https://en.wikiversity.org/wiki/Motivation_and_emotion/Book/2021/Non-English_emotion_words Non-English emotion words] — [https://en.wikiversity.org/w/index.php?title=User:U3202854&oldid=2312677 U3202854] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Positive_illusions_about_the_self&oldid=2312873 Positive illusions about the self] — [https://en.wikiversity.org/w/index.php?title=User:U3187178&oldid=2311466 U3187178] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Torture_motivation&oldid=2311842 Torture motivation] — [https://en.wikiversity.org/w/index.php?title=User:J.Payten&oldid=2311388 J.Payten] ;2020 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Body_image_flexibility&oldid=2196896 Body image flexibility] — [https://en.wikiversity.org/w/index.php?title=User:U3170940&oldid=2191350 U3170940] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Emotional_self-efficacy&oldid=2200012 Emotional self-efficacy] — [https://en.wikiversity.org/w/index.php?title=User:U3190210&oldid=2198005 U3190210] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Guilty_pleasure&oldid=2196391 Guilty pleasure] — [https://en.wikiversity.org/w/index.php?title=User:U3160224&oldid=2198079 U3160224] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Meta-emotion&oldid=2199480 Meta-emotion] — [https://en.wikiversity.org/w/index.php?title=User:U3190467&oldid=2194797 U3190467] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Methamphetamine_and_emotion&oldid=2199878 Methamphetamine and emotion] — [https://en.wikiversity.org/w/index.php?title=User:NUMBLA0371&oldid=2199869 NUMBLA0371] ;2019 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2019/Growth_mindset_development&oldid=2052186 Growth mindset development] — [https://en.wikiversity.org/w/index.php?title=User:U3172958&oldid=2051716 U3172958] ;2018 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2018/Familicide_motivation&oldid=1916838 Familicide motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3160212&oldid=1915671 U3160212] ;2017 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2017/Awe_and_well-being&oldid=1730944 Awe and well-being] — [https://en.wikiversity.org/w/index.php?title=User:U3122707&oldid=1730836 U3122707] --> ==Licensing== Contributions to Wikiversity are made under [http://creativecommons.org/licenses/by-sa/4.0/ Creative Commons 4.0 ShareAlike] (CC-BY-SA 4.0) and [http://www.gnu.org/copyleft/fdl.html GFDL] licenses. These licenses give permission for others to edit and re-use contributed content, with appropriate acknowledgement. These licenses are irrevocable.For more information, see the [[wmf:Terms of use|Wikimedia Foundation's Terms of use]]. If you do not wish to contribute your work under these licenses, discuss [[Motivation and emotion/Assessment/Alternative|alternative assessment]] options with the unit convener. ==See also== * [[/Checklist|Topic development — Checklist]] * Marking and feedback ** [[Motivation and emotion/Assessment/Topic/Feedback|General feedback]] ** [[Template:METF|Official feedback template]] * Tutorials ** [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01: Topic selection]] ** [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02: Wiki editing]] * [[Motivation and emotion/Assessment/Using generative AI|Using generative AI]] {{Motivation and emotion/Assessment/Navigation}} [[Category:Motivation and emotion/Assessment/Topic| ]] [[Category:Motivation and emotion guidelines]] nf3b4nhqhufvktpyyot2w3u51anorws 2815366 2815365 2026-06-12T09:33:11Z Jtneill 10242 /* Instructions */ Update for 2026 2815366 wikitext text/x-wiki {{title|Topic development — Guidelines}} <div style="text-align: center;">''Chapter plan and user page'' <!-- ---------------------------------- ---> <!-- Count down --> <!-- ---------------------------------- ---><!-- {{countdown |year = 2025 |month = 08 |day = 14 |hour = 23 |minute = 0 |second = 0 |event = this assessment is due }} --> <!-- {{Motivation and emotion/Assessment/In development}} --> <!-- Show this during semester -->{{:Motivation and emotion/Assessment/Chapter/Contents}}</div> {{TOCright}} ==Overview== * Weight: 10% * Due: {{/Due}} * Tasks ** Create a Wikiversity user account ** Select or negotiate an approved topic in the [[Motivation and emotion/Book/2026|2026 table of contents]] ** Build wiki editing skills by developing a plan for the [[Motivation and emotion/Assessment/Chapter|book chapter]] which consists of: *** Title and sub-title *** Headings (and possibly sub-headings) **** Overview **** 3-5 other top-level headings **** Conclusion **** See also (with at least 2 lins (1 Wikiveristy and 1 Wikipedia)) **** References (at least 6) **** External links (at least 2) *** Key points for each section (and sub-section) *** Figure (at least 1) *** Learning feature (plan at least 1) ** Create a Wikiversity user page *** Introduce yourself *** Summarise at least three social contributions on your Wikiversity user page * Follow the [[#Instructions|instructions]] and address the [[#Marking criteria|marking criteria]] * Guidance for this assignment is provided in Module 1: ** [[Motivation and emotion/Lectures/Introduction|Lecture 01]] ** [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] ** [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] ** [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] ==Marking and feedback== *Submissions will be marked according to the [[#Marking criteria|marking criteria]] *Feedback will be provided to help guide drafting of the full [[Motivation and emotion/Assessment/Chapter|book chapter]] *Marks and feedback should be returned before Census Date (end of Week 4) **Marks will be available via {{Motivation and emotion/Canvas}} **Written feedback will be available via the topic's Wikiversity discussion page *Follow up if you don't understand or would like more feedback ==Extensions and late submissions== * Extension requests require an Extension Application Form to be submitted via {{Motivation and emotion/Canvas}} with appropriate documentary evidence * Submissions are accepted up to 3 days late (-10% per day late) * If you don't submit this assessment on time, withdrawal from the unit before Census Date (end of Week 4) is recommended ==Learning outcomes== How the unit's [[Motivation and emotion/About/Learning outcomes|learning outcomes]] are addressed by this assessment exercise: {| border=1 cellpadding=5 cellspacing="0" background:transparent style="width:90%; margin: auto;" |- style="vertical-align:top;" | style="width:40%;" | '''Learning outcome''' | style="width:60%;" | '''Assessment task''' |- style="vertical-align:top;" | Integrate theories and current research towards explaining the role of motivation and emotions in human behaviour. | Identify the main psychological theories and peer-reviewed research which can be used to explain a specific motivation or emotion topic. |- style="vertical-align:top;" | Critically apply knowledge of motivation or emotion to an indepth understanding of a specific topic in this field. | Propose how psychological knowledge can be applied to a specific topic to improve motivational and emotional lives. |} ==Graduate attributes== How the unit's [[Motivation and emotion/About/Graduate attributes|graduate attributes]] are addressed by this assessment exercise: {| border=1 cellpadding=5 cellspacing="0" background:transparent style="width:90%; margin: auto;" |- style="vertical-align:top;" | style="width:40%;" | '''Graduate attribute''' | style="width:60%;" | '''Assessment task''' |- style="vertical-align:top;" | Be professional — communicate effectively | Communicate your ideas by sharing a chapter plan; provide feedback on other plans. |- style="vertical-align:top;" | Be professional — display initiative and drive, and use organisation skills to plan and manage workload | Get organised by selecting a topic and submitting an on-time chapter plan. |- style="vertical-align:top;" | Be a lifelong learner — evaluate and adopt new technology | Learn how to edit in a collaborative, online environment. |} ==Instructions== Follow these instructions for the topic development: * Develop a plan for a [[Motivation and emotion/Assessment/Chapter|chapter]] which consists of: *# Title and sub-title (pre-approved or negotiated) *# Overview *# 3-5 other top-level headings *# Key points for each heading/sub-heading with citations *# 1+ relevant figure(s) *# 1+ actual or planned learning feature *# 6+ references *# 4+ resources *#* See also: 2+ internal links (1 to Wikiversity (e.g., another book chapter) and 1 to a Wikipedia article) *#* External links: 2+ external links (to external resources) *# Wikiversity user page *#* self-introduction which links to the chapter being worked on *#* Social contributions in a numbered list with a summary and direct link to evidence *#** 1 direct edit to improve another book chapter (past or present) *#** 1 talk page comment on another book chapter (past or present) *#** 1 {{Motivation and emotion/Canvas}} discussion post * [[Motivation and emotion/Assessment/Using generative AI|Generative AI]] may be used with appropriate acknowledgement * <span id="Word count">Length (Word count):</span> There is no minimum or maximum length. Top-ranked topic development [[#Examples|examples]] range from 875 to 2900 words (average 1700). * Submit a PDF of the topic development via {{Motivation and emotion/Canvas}}, with the title, sub-title, and user name in the submission comments ==Template== {{:Motivation and emotion/Assessment/Topic/Quickstarttip}} ==Marking criteria== [[File:Balanced scales.svg|right|125px]] {{anchor|Title}} ===Title and sub-title (10%)=== * Use the approved wording, [[w:Letter case#Sentence case|casing]], etc. for the title and sub-title (i.e., as per the {{Motivation and emotion/Book}}) * Do not include additional bold, italics, or change font size from the [[Template:Motivation_and_emotion/Book_chapter_structure|book chapter template]] * Do not include user name; authorship is as per the page's editing history {{anchor|Headings}} ===Headings (10%)=== * Use the standard headings recommended in the [[Template:Motivation_and_emotion/Book_chapter_structure|book chapter template]] (i.e., Overview, Conclusion, References, See also, External links) * Provide 3 to 6 informative top-level headings between the Overview and Conclusion. These sections may each contain 2 to 5 sub-headings; avoid sections with only 1 sub-heading. * The top-level headings should align with the sub-title and focus questions * Headings should use [[w:Letter case#Sentence case|sentence casing]] (see also [[:Template:Heading casing|heading casing]]) {{anchor|Overview}} ===Overview (10%)=== * A scenario or case study (real or fictional), in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] * At least 3 bullet points outlining the "problem" (i.e., explain the key concept(s) and importance of the topic)—to be expanded into sentences and paragraphs for the [[Motivation and emotion/Assessment/Chapter|book chapter]] * 3 to 5 [[Motivation and emotion/Assessment/Chapter/Focus questions|focus questions]] that unpack the topic and address the sub-title, in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] {{anchor|Key points}} ===Key points (10%)=== * At least 3 bullet points per section (i.e., per heading or sub-heading) * Overview the most relevant theory(ies), including key citations * Overview the most relevant research, including key citations * Provide at least 1 introductory bullet point before branching into sub-sections * Address the problem (i.e., answer the question in the sub-title) {{Anchor|Figure}} ===Figure (10%)=== * Display at least 1 relevant figure. See [[Template:Motivation and emotion/Book chapter structure#Figures|example]]. * Number each figure sequentially (e.g., Figure 1, Figure 2 etc.) * Include a descriptive caption that connects the figure to the text * Cite each figure at least once in the main text (e.g., see Figure 1) * Optimise image display size to make it easy to read (i.e., not too big or too small) {{Anchor|Learning feature}} ===Learning feature (10%)=== * In addition to the scenario in the Overview, include at least 1 of the following learning features e.g.,: ** Another scenario/case study: A follow-up or second scenario/case study in the main body in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] ** Internal (wiki) links: *** At least 1 embedded link to a relevant book chapter *** At least 1 embedded link to a relevant Wikipedia article * Quiz question with correct and incorrect answers ** Table with an APA style caption {{anchor|References}} ===References (10%)=== * Provide at least 6 APA style references to the best peer-reviewed sources about the topic * Each source should be cited at least once in the key points * Include a balance of key theoretical and key research articles {{anchor|Resources}} ===Resources (10%)=== * '''See also''' (heading): Provide at least 2 internal (wiki) links (1 to a Wikiversity article; 1 to a Wikipedia article) ** Provide at least 1 bullet-pointed: *** [[Help:Contents/Links#Interwiki_links|internal (wiki) link]] to a relevant book chapter *** internal wiki link to a relevant Wikipedia page ** The linked text is the same as the name of the target page using [[w:Letter case#Sentence casing|sentence casing]] ** Include the source in parentheses after the link (e.g., Book chapter, 2023) ** Use alphabetical order * '''External links''' (heading): Provide at least 2 external links to key internet resources ** Provide at least 2 bullet-pointed [[Help:Contents/Links#External_links|external link]]s to key internet resources (not Wikiversity or Wikipedia or academic articles) ** The linked text is the same as the name of the target page using [[w:Letter case#Sentence casing|sentence casing]] ** Include the source in parentheses after the link (e.g., The Conversation) ** Use alphabetical order {{anchor|User page}} ===User page (10%)=== * Create a Wikiversity user page for your user account * Edit the user page to provide information about yourself * Recommended headings: ** About me ** Book chapter I'm working on *** Include an internal (wiki) link to the chapter page ** Social contributions * Consider linking to your other online profiles {{anchor|Social contribution}} {{anchor|Socialcontribution}} ===Social contribution (10%)=== * On your Wikiversity user page, summarise and link to direct evidence that you have made at least 3 different types of contributions: ** direct edit to improve a [[Motivation and emotion/Book|book chapter page]] (current or previous topics) ** provide useful feedback by commenting on a book chapter's talk page (current or previous topic talk pages) ** post to the {{Motivation and emotion/Canvas}} discussion forum<!-- or contribute to the {{Motivation and emotion/Hashtag}} X hashtag --> * [[Motivation and emotion/Wikiversity/Social contributions|More info]] ==Grade descriptions== This section describes typical characteristics of topic developments at each grade level, based on the [[#Marking criteria|marking criteria]]. {| border=1 cellpadding=7 cellspacing=0 style = "background:transparent; width:90%" ! Grade ! Description |- | style="width:140px; vertical-align:top;" | '''HD (High Distinction)''' | A clear, complete, easy to understand plan is presented. Considerable depth and breadth of theoretical and research knowledge of the topic is demonstrated via the scope and detail within the plan. All recommended sections are provided. The development of the plan illustrates that the author has actively engaged in developing skills required for collaborative online writing and editing (e.g., interwiki links are provided for key terms, responses are made to comments on the chapter talk page). There are citations to more than 6 key academic sources with references provided in APA style. The author introduces themself on their Wikiversity user page and summarises and provides directly verifiable evidence of editing another chapter, comment provided on another chapter's talk page, and posting to the discussion forum. |- | style="vertical-align:top;" | '''DI (Distinction)''' | A very good, understandable plan is presented. The plan includes key relevant theory and research, with relevant references. The material is well organised into sections, with minimal spelling and grammar issues. There is good evidence that the author has developed the capacity to work effectively in the collaborative editing environment. The author's user page is set up and links to evidence of social contributions. However, there is at least 1 area for improvement. |- | style="vertical-align:top;" | '''CR (Credit)''' | A competent plan is presented. The plan includes the main ideas and sections necessary for developing a good chapter about the topic. Some aspects of the plan, however, may be missing, limited, or problematic. For example, the headings and structure may be under-developed, the reference list may indicate a lack of depth in investigation of the topic, use of wiki links and/or images could often be improved, and/or user page set-up feedback about other chapters may not have been completed. |- | style="vertical-align:top;" | '''P (Pass)''' | A basic, sufficient plan is presented, however there may be incomplete coverage of relevant theory and research, and/or a lack of depth or breadth in conceptualising the chapter. The chapter plan covers basic theory and research about the topic, but lacks detail about how the concepts will be brought together to help address the topic. A basic heading structure is presented, but is likely to need more sections and/or improved formatting or organisation. Spelling and grammar problems are often evident. Citation and referencing tends to be missing or limited in scope and quality (e.g., top peer-reviewed citations about the topic haven't been cited). These plans usually have very brief edit histories (e.g., less than 24 hours) and are often noticeably shorter than plans which attract higher grades. Authors often haven't set up an informative user page or provided evidence of engagement with the development of other chapter plans. |- | style="vertical-align:top;" | '''F (Fail)''' | The plan is insufficient and/or incomplete. Major gaps and/or errors in content are evident. Little evidence of awareness of relevant theory, research, and use of peer-reviewed references. These plans typically have under-developed heading structures and do not illustrate the use of key editing skills. Written expression is often undermined by poor spelling and/or grammar. These plans typically have very brief editing histories (e.g., consist of a few, last minute edits). There is generally no evidence of active engagement with the development of other chapters. |} ==Examples== ;About * Below are some examples of topic development submissions which received 100% * The links go to snapshots of pages as submitted for the topic development; these are not the final book chapter submissions * It is possible to get full marks using only bullet points, however some examples below go beyond the requirements for 100% (e.g., involve drafting a full chapter) ;2025 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Metacognition_and_emotional_regulation&oldid=2729232 Metacognition and emotional regulation] - [https://en.wikiversity.org/w/index.php?title=User:Elina.jean.r&oldid=2726043 Elina.jean.r] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Motivation_for_using_AI_companions&oldid=2728874 Motivation for using AI companions] - [https://en.wikiversity.org/w/index.php?title=User:U3254978&oldid=2727975 U3254978] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Self-determination_theory_and_social_media_use&oldid=2740305 Self-determination theory and social media use] - [https://en.wikiversity.org/w/index.php?title=User:U3237996&oldid=2739659 U3237996] ;2024 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2024/Groups_and_individual_motivation_reduction&oldid=2644110 Groups and individual motivation reduction] - [https://en.wikiversity.org/w/index.php?title=User:U3216883&oldid=2644098 U3216883] ;2023 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2023/Bedtime_procrastination&oldid=2550954 Bedtime procrastination] - [https://en.wikiversity.org/w/index.php?title=User:U3227684&oldid=2550752 U3227684] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2023/Conspiracy_theory_motivation&oldid=2551397 Conspiracy theory motivation] - [https://en.wikiversity.org/w/index.php?title=User:U3223114&oldid=2552580 U3223114] <!-- * The topic development requirements and weighting increased in 2023 from 5% to 10%. So, the examples from 2022 and earlier may not warrant full marks if assessed against the 2023-present criteria. They should nevertheless serve as useful guides. ;2022 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Compassion&oldid=2420004 Compassion] — [https://en.wikiversity.org/w/index.php?title=User:U3203545&oldid=2420008 U3203545] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Childhood_trauma_and_subsequent_drug_use&oldid=2429214 Childhood trauma and subsequent drug use] — [https://en.wikiversity.org/w/index.php?title=User:U3210431&oldid=2419862 U3210431] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Disappointment&oldid=2420355 Disappointment] — [https://en.wikiversity.org/w/index.php?title=User:U3216256&oldid=2420416 U3216256] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Fear&oldid=2419996 Fear] — [https://en.wikiversity.org/w/index.php?title=User:Icantchooseone&oldid=2419390 Icantchooseone] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Financial_investing,_motivation,_and_emotion&oldid=2420729 Financial investing, motivation, and emotion] — [https://en.wikiversity.org/w/index.php?title=User:U3217287&oldid=2420715 U3217287] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Money_priming,_motivation,_and_emotion&oldid=2420693 Money priming, motivation, and emotion] — [https://en.wikiversity.org/w/index.php?title=User:Molzaroid&oldid=2418874 Molzaroid] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Nature_therapy&oldid=2420231 Nature therapy] — [https://en.wikiversity.org/w/index.php?title=User:Ana028&oldid=2420232 Ana028] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Video_conferencing_fatigue&oldid=2421389 Video conferencing fatigue] - [https://en.wikiversity.org/w/index.php?title=User:U3211603&oldid=2418246 U3211603] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Window_of_tolerance&oldid=2419756 Window of tolerance] — [https://en.wikiversity.org/w/index.php?title=User:U3223109&oldid=2417630 U3223109] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Work_and_flow&oldid=2421675 Work and flow] — [https://en.wikiversity.org/w/index.php?title=User:U3213441&oldid=2420956 U3213441] ;2021 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Affective_disorders&oldid=2314003 Affective disorders] — [https://en.wikiversity.org/w/index.php?title=User:U3186377&action=history U3186377] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Cognitive_dissonance_and_motivation&oldid=2313463 Cognitive dissonance and motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3202904&action=history U3202904] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Domestic_violence_motivation&oldid=2313842 Domestic violence motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3194166&oldid=2313868 U3194166] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Fantasy_and_sexual_motivation&oldid=2313839 Fantasy and sexual motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3187741&oldid=2313844 U3187741] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Laziness&oldid=2312068 Laziness] — [https://en.wikiversity.org/w/index.php?title=User:U3187874&oldid=2310813 U3187874] * [https://en.wikiversity.org/wiki/Motivation_and_emotion/Book/2021/Non-English_emotion_words Non-English emotion words] — [https://en.wikiversity.org/w/index.php?title=User:U3202854&oldid=2312677 U3202854] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Positive_illusions_about_the_self&oldid=2312873 Positive illusions about the self] — [https://en.wikiversity.org/w/index.php?title=User:U3187178&oldid=2311466 U3187178] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Torture_motivation&oldid=2311842 Torture motivation] — [https://en.wikiversity.org/w/index.php?title=User:J.Payten&oldid=2311388 J.Payten] ;2020 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Body_image_flexibility&oldid=2196896 Body image flexibility] — [https://en.wikiversity.org/w/index.php?title=User:U3170940&oldid=2191350 U3170940] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Emotional_self-efficacy&oldid=2200012 Emotional self-efficacy] — [https://en.wikiversity.org/w/index.php?title=User:U3190210&oldid=2198005 U3190210] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Guilty_pleasure&oldid=2196391 Guilty pleasure] — [https://en.wikiversity.org/w/index.php?title=User:U3160224&oldid=2198079 U3160224] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Meta-emotion&oldid=2199480 Meta-emotion] — [https://en.wikiversity.org/w/index.php?title=User:U3190467&oldid=2194797 U3190467] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Methamphetamine_and_emotion&oldid=2199878 Methamphetamine and emotion] — [https://en.wikiversity.org/w/index.php?title=User:NUMBLA0371&oldid=2199869 NUMBLA0371] ;2019 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2019/Growth_mindset_development&oldid=2052186 Growth mindset development] — [https://en.wikiversity.org/w/index.php?title=User:U3172958&oldid=2051716 U3172958] ;2018 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2018/Familicide_motivation&oldid=1916838 Familicide motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3160212&oldid=1915671 U3160212] ;2017 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2017/Awe_and_well-being&oldid=1730944 Awe and well-being] — [https://en.wikiversity.org/w/index.php?title=User:U3122707&oldid=1730836 U3122707] --> ==Licensing== Contributions to Wikiversity are made under [http://creativecommons.org/licenses/by-sa/4.0/ Creative Commons 4.0 ShareAlike] (CC-BY-SA 4.0) and [http://www.gnu.org/copyleft/fdl.html GFDL] licenses. These licenses give permission for others to edit and re-use contributed content, with appropriate acknowledgement. These licenses are irrevocable.For more information, see the [[wmf:Terms of use|Wikimedia Foundation's Terms of use]]. If you do not wish to contribute your work under these licenses, discuss [[Motivation and emotion/Assessment/Alternative|alternative assessment]] options with the unit convener. ==See also== * [[/Checklist|Topic development — Checklist]] * Marking and feedback ** [[Motivation and emotion/Assessment/Topic/Feedback|General feedback]] ** [[Template:METF|Official feedback template]] * Tutorials ** [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01: Topic selection]] ** [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02: Wiki editing]] * [[Motivation and emotion/Assessment/Using generative AI|Using generative AI]] {{Motivation and emotion/Assessment/Navigation}} [[Category:Motivation and emotion/Assessment/Topic| ]] [[Category:Motivation and emotion guidelines]] 3inmintvcou8h7ckpto46rpba2bsicj 2815367 2815366 2026-06-12T09:34:14Z Jtneill 10242 /* Overview */ 2815367 wikitext text/x-wiki {{title|Topic development — Guidelines}} <div style="text-align: center;">''Chapter plan and user page'' <!-- ---------------------------------- ---> <!-- Count down --> <!-- ---------------------------------- ---><!-- {{countdown |year = 2025 |month = 08 |day = 14 |hour = 23 |minute = 0 |second = 0 |event = this assessment is due }} --> <!-- {{Motivation and emotion/Assessment/In development}} --> <!-- Show this during semester -->{{:Motivation and emotion/Assessment/Chapter/Contents}}</div> {{TOCright}} ==Overview== * Weight: 10% * Due: {{/Due}} * Tasks ** Create a Wikiversity user account ** Select or negotiate an approved topic in the [[Motivation and emotion/Book/2026|2026 table of contents]] ** Build wiki editing skills by developing a plan for the [[Motivation and emotion/Assessment/Chapter|book chapter]] which consists of: *** Title and sub-title *** Headings (and possibly sub-headings) **** Overview **** 3-5 other top-level headings **** Conclusion **** See also (with at least 2 lins (1 Wikiveristy and 1 Wikipedia)) **** References (at least 6) **** External links (at least 2) *** Key points for each section (and sub-section) *** Figure (at least 1) *** Learning feature (plan at least 1) ** Create a Wikiversity user page *** Introduce yourself *** Summarise at least three different types of social contributions on your Wikiversity user page * Follow the detailed [[#Instructions|instructions]] and address the [[#Marking criteria|marking criteria]] * Guidance for this assignment is provided in Module 1: ** [[Motivation and emotion/Lectures/Introduction|Lecture 01]] ** [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] ** [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] ** [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] ==Marking and feedback== *Submissions will be marked according to the [[#Marking criteria|marking criteria]] *Feedback will be provided to help guide drafting of the full [[Motivation and emotion/Assessment/Chapter|book chapter]] *Marks and feedback should be returned before Census Date (end of Week 4) **Marks will be available via {{Motivation and emotion/Canvas}} **Written feedback will be available via the topic's Wikiversity discussion page *Follow up if you don't understand or would like more feedback ==Extensions and late submissions== * Extension requests require an Extension Application Form to be submitted via {{Motivation and emotion/Canvas}} with appropriate documentary evidence * Submissions are accepted up to 3 days late (-10% per day late) * If you don't submit this assessment on time, withdrawal from the unit before Census Date (end of Week 4) is recommended ==Learning outcomes== How the unit's [[Motivation and emotion/About/Learning outcomes|learning outcomes]] are addressed by this assessment exercise: {| border=1 cellpadding=5 cellspacing="0" background:transparent style="width:90%; margin: auto;" |- style="vertical-align:top;" | style="width:40%;" | '''Learning outcome''' | style="width:60%;" | '''Assessment task''' |- style="vertical-align:top;" | Integrate theories and current research towards explaining the role of motivation and emotions in human behaviour. | Identify the main psychological theories and peer-reviewed research which can be used to explain a specific motivation or emotion topic. |- style="vertical-align:top;" | Critically apply knowledge of motivation or emotion to an indepth understanding of a specific topic in this field. | Propose how psychological knowledge can be applied to a specific topic to improve motivational and emotional lives. |} ==Graduate attributes== How the unit's [[Motivation and emotion/About/Graduate attributes|graduate attributes]] are addressed by this assessment exercise: {| border=1 cellpadding=5 cellspacing="0" background:transparent style="width:90%; margin: auto;" |- style="vertical-align:top;" | style="width:40%;" | '''Graduate attribute''' | style="width:60%;" | '''Assessment task''' |- style="vertical-align:top;" | Be professional — communicate effectively | Communicate your ideas by sharing a chapter plan; provide feedback on other plans. |- style="vertical-align:top;" | Be professional — display initiative and drive, and use organisation skills to plan and manage workload | Get organised by selecting a topic and submitting an on-time chapter plan. |- style="vertical-align:top;" | Be a lifelong learner — evaluate and adopt new technology | Learn how to edit in a collaborative, online environment. |} ==Instructions== Follow these instructions for the topic development: * Develop a plan for a [[Motivation and emotion/Assessment/Chapter|chapter]] which consists of: *# Title and sub-title (pre-approved or negotiated) *# Overview *# 3-5 other top-level headings *# Key points for each heading/sub-heading with citations *# 1+ relevant figure(s) *# 1+ actual or planned learning feature *# 6+ references *# 4+ resources *#* See also: 2+ internal links (1 to Wikiversity (e.g., another book chapter) and 1 to a Wikipedia article) *#* External links: 2+ external links (to external resources) *# Wikiversity user page *#* self-introduction which links to the chapter being worked on *#* Social contributions in a numbered list with a summary and direct link to evidence *#** 1 direct edit to improve another book chapter (past or present) *#** 1 talk page comment on another book chapter (past or present) *#** 1 {{Motivation and emotion/Canvas}} discussion post * [[Motivation and emotion/Assessment/Using generative AI|Generative AI]] may be used with appropriate acknowledgement * <span id="Word count">Length (Word count):</span> There is no minimum or maximum length. Top-ranked topic development [[#Examples|examples]] range from 875 to 2900 words (average 1700). * Submit a PDF of the topic development via {{Motivation and emotion/Canvas}}, with the title, sub-title, and user name in the submission comments ==Template== {{:Motivation and emotion/Assessment/Topic/Quickstarttip}} ==Marking criteria== [[File:Balanced scales.svg|right|125px]] {{anchor|Title}} ===Title and sub-title (10%)=== * Use the approved wording, [[w:Letter case#Sentence case|casing]], etc. for the title and sub-title (i.e., as per the {{Motivation and emotion/Book}}) * Do not include additional bold, italics, or change font size from the [[Template:Motivation_and_emotion/Book_chapter_structure|book chapter template]] * Do not include user name; authorship is as per the page's editing history {{anchor|Headings}} ===Headings (10%)=== * Use the standard headings recommended in the [[Template:Motivation_and_emotion/Book_chapter_structure|book chapter template]] (i.e., Overview, Conclusion, References, See also, External links) * Provide 3 to 6 informative top-level headings between the Overview and Conclusion. These sections may each contain 2 to 5 sub-headings; avoid sections with only 1 sub-heading. * The top-level headings should align with the sub-title and focus questions * Headings should use [[w:Letter case#Sentence case|sentence casing]] (see also [[:Template:Heading casing|heading casing]]) {{anchor|Overview}} ===Overview (10%)=== * A scenario or case study (real or fictional), in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] * At least 3 bullet points outlining the "problem" (i.e., explain the key concept(s) and importance of the topic)—to be expanded into sentences and paragraphs for the [[Motivation and emotion/Assessment/Chapter|book chapter]] * 3 to 5 [[Motivation and emotion/Assessment/Chapter/Focus questions|focus questions]] that unpack the topic and address the sub-title, in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] {{anchor|Key points}} ===Key points (10%)=== * At least 3 bullet points per section (i.e., per heading or sub-heading) * Overview the most relevant theory(ies), including key citations * Overview the most relevant research, including key citations * Provide at least 1 introductory bullet point before branching into sub-sections * Address the problem (i.e., answer the question in the sub-title) {{Anchor|Figure}} ===Figure (10%)=== * Display at least 1 relevant figure. See [[Template:Motivation and emotion/Book chapter structure#Figures|example]]. * Number each figure sequentially (e.g., Figure 1, Figure 2 etc.) * Include a descriptive caption that connects the figure to the text * Cite each figure at least once in the main text (e.g., see Figure 1) * Optimise image display size to make it easy to read (i.e., not too big or too small) {{Anchor|Learning feature}} ===Learning feature (10%)=== * In addition to the scenario in the Overview, include at least 1 of the following learning features e.g.,: ** Another scenario/case study: A follow-up or second scenario/case study in the main body in a [[Motivation and emotion/Wikiversity/Feature box|feature box]] ** Internal (wiki) links: *** At least 1 embedded link to a relevant book chapter *** At least 1 embedded link to a relevant Wikipedia article * Quiz question with correct and incorrect answers ** Table with an APA style caption {{anchor|References}} ===References (10%)=== * Provide at least 6 APA style references to the best peer-reviewed sources about the topic * Each source should be cited at least once in the key points * Include a balance of key theoretical and key research articles {{anchor|Resources}} ===Resources (10%)=== * '''See also''' (heading): Provide at least 2 internal (wiki) links (1 to a Wikiversity article; 1 to a Wikipedia article) ** Provide at least 1 bullet-pointed: *** [[Help:Contents/Links#Interwiki_links|internal (wiki) link]] to a relevant book chapter *** internal wiki link to a relevant Wikipedia page ** The linked text is the same as the name of the target page using [[w:Letter case#Sentence casing|sentence casing]] ** Include the source in parentheses after the link (e.g., Book chapter, 2023) ** Use alphabetical order * '''External links''' (heading): Provide at least 2 external links to key internet resources ** Provide at least 2 bullet-pointed [[Help:Contents/Links#External_links|external link]]s to key internet resources (not Wikiversity or Wikipedia or academic articles) ** The linked text is the same as the name of the target page using [[w:Letter case#Sentence casing|sentence casing]] ** Include the source in parentheses after the link (e.g., The Conversation) ** Use alphabetical order {{anchor|User page}} ===User page (10%)=== * Create a Wikiversity user page for your user account * Edit the user page to provide information about yourself * Recommended headings: ** About me ** Book chapter I'm working on *** Include an internal (wiki) link to the chapter page ** Social contributions * Consider linking to your other online profiles {{anchor|Social contribution}} {{anchor|Socialcontribution}} ===Social contribution (10%)=== * On your Wikiversity user page, summarise and link to direct evidence that you have made at least 3 different types of contributions: ** direct edit to improve a [[Motivation and emotion/Book|book chapter page]] (current or previous topics) ** provide useful feedback by commenting on a book chapter's talk page (current or previous topic talk pages) ** post to the {{Motivation and emotion/Canvas}} discussion forum<!-- or contribute to the {{Motivation and emotion/Hashtag}} X hashtag --> * [[Motivation and emotion/Wikiversity/Social contributions|More info]] ==Grade descriptions== This section describes typical characteristics of topic developments at each grade level, based on the [[#Marking criteria|marking criteria]]. {| border=1 cellpadding=7 cellspacing=0 style = "background:transparent; width:90%" ! Grade ! Description |- | style="width:140px; vertical-align:top;" | '''HD (High Distinction)''' | A clear, complete, easy to understand plan is presented. Considerable depth and breadth of theoretical and research knowledge of the topic is demonstrated via the scope and detail within the plan. All recommended sections are provided. The development of the plan illustrates that the author has actively engaged in developing skills required for collaborative online writing and editing (e.g., interwiki links are provided for key terms, responses are made to comments on the chapter talk page). There are citations to more than 6 key academic sources with references provided in APA style. The author introduces themself on their Wikiversity user page and summarises and provides directly verifiable evidence of editing another chapter, comment provided on another chapter's talk page, and posting to the discussion forum. |- | style="vertical-align:top;" | '''DI (Distinction)''' | A very good, understandable plan is presented. The plan includes key relevant theory and research, with relevant references. The material is well organised into sections, with minimal spelling and grammar issues. There is good evidence that the author has developed the capacity to work effectively in the collaborative editing environment. The author's user page is set up and links to evidence of social contributions. However, there is at least 1 area for improvement. |- | style="vertical-align:top;" | '''CR (Credit)''' | A competent plan is presented. The plan includes the main ideas and sections necessary for developing a good chapter about the topic. Some aspects of the plan, however, may be missing, limited, or problematic. For example, the headings and structure may be under-developed, the reference list may indicate a lack of depth in investigation of the topic, use of wiki links and/or images could often be improved, and/or user page set-up feedback about other chapters may not have been completed. |- | style="vertical-align:top;" | '''P (Pass)''' | A basic, sufficient plan is presented, however there may be incomplete coverage of relevant theory and research, and/or a lack of depth or breadth in conceptualising the chapter. The chapter plan covers basic theory and research about the topic, but lacks detail about how the concepts will be brought together to help address the topic. A basic heading structure is presented, but is likely to need more sections and/or improved formatting or organisation. Spelling and grammar problems are often evident. Citation and referencing tends to be missing or limited in scope and quality (e.g., top peer-reviewed citations about the topic haven't been cited). These plans usually have very brief edit histories (e.g., less than 24 hours) and are often noticeably shorter than plans which attract higher grades. Authors often haven't set up an informative user page or provided evidence of engagement with the development of other chapter plans. |- | style="vertical-align:top;" | '''F (Fail)''' | The plan is insufficient and/or incomplete. Major gaps and/or errors in content are evident. Little evidence of awareness of relevant theory, research, and use of peer-reviewed references. These plans typically have under-developed heading structures and do not illustrate the use of key editing skills. Written expression is often undermined by poor spelling and/or grammar. These plans typically have very brief editing histories (e.g., consist of a few, last minute edits). There is generally no evidence of active engagement with the development of other chapters. |} ==Examples== ;About * Below are some examples of topic development submissions which received 100% * The links go to snapshots of pages as submitted for the topic development; these are not the final book chapter submissions * It is possible to get full marks using only bullet points, however some examples below go beyond the requirements for 100% (e.g., involve drafting a full chapter) ;2025 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Metacognition_and_emotional_regulation&oldid=2729232 Metacognition and emotional regulation] - [https://en.wikiversity.org/w/index.php?title=User:Elina.jean.r&oldid=2726043 Elina.jean.r] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Motivation_for_using_AI_companions&oldid=2728874 Motivation for using AI companions] - [https://en.wikiversity.org/w/index.php?title=User:U3254978&oldid=2727975 U3254978] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2025/Self-determination_theory_and_social_media_use&oldid=2740305 Self-determination theory and social media use] - [https://en.wikiversity.org/w/index.php?title=User:U3237996&oldid=2739659 U3237996] ;2024 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2024/Groups_and_individual_motivation_reduction&oldid=2644110 Groups and individual motivation reduction] - [https://en.wikiversity.org/w/index.php?title=User:U3216883&oldid=2644098 U3216883] ;2023 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2023/Bedtime_procrastination&oldid=2550954 Bedtime procrastination] - [https://en.wikiversity.org/w/index.php?title=User:U3227684&oldid=2550752 U3227684] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2023/Conspiracy_theory_motivation&oldid=2551397 Conspiracy theory motivation] - [https://en.wikiversity.org/w/index.php?title=User:U3223114&oldid=2552580 U3223114] <!-- * The topic development requirements and weighting increased in 2023 from 5% to 10%. So, the examples from 2022 and earlier may not warrant full marks if assessed against the 2023-present criteria. They should nevertheless serve as useful guides. ;2022 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Compassion&oldid=2420004 Compassion] — [https://en.wikiversity.org/w/index.php?title=User:U3203545&oldid=2420008 U3203545] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Childhood_trauma_and_subsequent_drug_use&oldid=2429214 Childhood trauma and subsequent drug use] — [https://en.wikiversity.org/w/index.php?title=User:U3210431&oldid=2419862 U3210431] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Disappointment&oldid=2420355 Disappointment] — [https://en.wikiversity.org/w/index.php?title=User:U3216256&oldid=2420416 U3216256] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Fear&oldid=2419996 Fear] — [https://en.wikiversity.org/w/index.php?title=User:Icantchooseone&oldid=2419390 Icantchooseone] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Financial_investing,_motivation,_and_emotion&oldid=2420729 Financial investing, motivation, and emotion] — [https://en.wikiversity.org/w/index.php?title=User:U3217287&oldid=2420715 U3217287] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Money_priming,_motivation,_and_emotion&oldid=2420693 Money priming, motivation, and emotion] — [https://en.wikiversity.org/w/index.php?title=User:Molzaroid&oldid=2418874 Molzaroid] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Nature_therapy&oldid=2420231 Nature therapy] — [https://en.wikiversity.org/w/index.php?title=User:Ana028&oldid=2420232 Ana028] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Video_conferencing_fatigue&oldid=2421389 Video conferencing fatigue] - [https://en.wikiversity.org/w/index.php?title=User:U3211603&oldid=2418246 U3211603] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Window_of_tolerance&oldid=2419756 Window of tolerance] — [https://en.wikiversity.org/w/index.php?title=User:U3223109&oldid=2417630 U3223109] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2022/Work_and_flow&oldid=2421675 Work and flow] — [https://en.wikiversity.org/w/index.php?title=User:U3213441&oldid=2420956 U3213441] ;2021 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Affective_disorders&oldid=2314003 Affective disorders] — [https://en.wikiversity.org/w/index.php?title=User:U3186377&action=history U3186377] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Cognitive_dissonance_and_motivation&oldid=2313463 Cognitive dissonance and motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3202904&action=history U3202904] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Domestic_violence_motivation&oldid=2313842 Domestic violence motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3194166&oldid=2313868 U3194166] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Fantasy_and_sexual_motivation&oldid=2313839 Fantasy and sexual motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3187741&oldid=2313844 U3187741] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Laziness&oldid=2312068 Laziness] — [https://en.wikiversity.org/w/index.php?title=User:U3187874&oldid=2310813 U3187874] * [https://en.wikiversity.org/wiki/Motivation_and_emotion/Book/2021/Non-English_emotion_words Non-English emotion words] — [https://en.wikiversity.org/w/index.php?title=User:U3202854&oldid=2312677 U3202854] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Positive_illusions_about_the_self&oldid=2312873 Positive illusions about the self] — [https://en.wikiversity.org/w/index.php?title=User:U3187178&oldid=2311466 U3187178] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2021/Torture_motivation&oldid=2311842 Torture motivation] — [https://en.wikiversity.org/w/index.php?title=User:J.Payten&oldid=2311388 J.Payten] ;2020 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Body_image_flexibility&oldid=2196896 Body image flexibility] — [https://en.wikiversity.org/w/index.php?title=User:U3170940&oldid=2191350 U3170940] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Emotional_self-efficacy&oldid=2200012 Emotional self-efficacy] — [https://en.wikiversity.org/w/index.php?title=User:U3190210&oldid=2198005 U3190210] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Guilty_pleasure&oldid=2196391 Guilty pleasure] — [https://en.wikiversity.org/w/index.php?title=User:U3160224&oldid=2198079 U3160224] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Meta-emotion&oldid=2199480 Meta-emotion] — [https://en.wikiversity.org/w/index.php?title=User:U3190467&oldid=2194797 U3190467] * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2020/Methamphetamine_and_emotion&oldid=2199878 Methamphetamine and emotion] — [https://en.wikiversity.org/w/index.php?title=User:NUMBLA0371&oldid=2199869 NUMBLA0371] ;2019 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2019/Growth_mindset_development&oldid=2052186 Growth mindset development] — [https://en.wikiversity.org/w/index.php?title=User:U3172958&oldid=2051716 U3172958] ;2018 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2018/Familicide_motivation&oldid=1916838 Familicide motivation] — [https://en.wikiversity.org/w/index.php?title=User:U3160212&oldid=1915671 U3160212] ;2017 * [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion/Book/2017/Awe_and_well-being&oldid=1730944 Awe and well-being] — [https://en.wikiversity.org/w/index.php?title=User:U3122707&oldid=1730836 U3122707] --> ==Licensing== Contributions to Wikiversity are made under [http://creativecommons.org/licenses/by-sa/4.0/ Creative Commons 4.0 ShareAlike] (CC-BY-SA 4.0) and [http://www.gnu.org/copyleft/fdl.html GFDL] licenses. These licenses give permission for others to edit and re-use contributed content, with appropriate acknowledgement. These licenses are irrevocable.For more information, see the [[wmf:Terms of use|Wikimedia Foundation's Terms of use]]. If you do not wish to contribute your work under these licenses, discuss [[Motivation and emotion/Assessment/Alternative|alternative assessment]] options with the unit convener. ==See also== * [[/Checklist|Topic development — Checklist]] * Marking and feedback ** [[Motivation and emotion/Assessment/Topic/Feedback|General feedback]] ** [[Template:METF|Official feedback template]] * Tutorials ** [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01: Topic selection]] ** [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02: Wiki editing]] * [[Motivation and emotion/Assessment/Using generative AI|Using generative AI]] {{Motivation and emotion/Assessment/Navigation}} [[Category:Motivation and emotion/Assessment/Topic| ]] [[Category:Motivation and emotion guidelines]] 6680y3akwx8e9ezoxifunu03gnsf7fq Internet Fundamentals/Security 0 224374 2815372 2415427 2026-06-12T10:40:09Z Cmiller1137 2395700 /* Activities */ 2815372 wikitext text/x-wiki {{:{{BASEPAGENAME}}/Sidebar}} [[File:Phish.jpg|right|275px|Phish]] [[File:Malware logo.svg|right|160px|Malware]] This lesson introduces Internet security, including browser and browsing security, personally identifiable information, and related ethical and legal issues. __TOC__ == Objectives and Skills == Objectives and skills for this lesson include:<ref>[https://www.ciwcertified.com/resources/documents/objectives/1D0-61a.pdf CIW: Internet Business Associate Exam Objectives]</ref><ref>[https://www.ciwcertified.com/resources/documents/course-descriptions/CCN02CFIBFNKL1208.pdf CIW: Internet Business Associate Course Description]</ref> * Identify security issues related to Internet clients (e.g., Web browsers, e-mail, instant messaging) in the workplace, including certificates, malware, illicit servers, viruses. * Identify and use principles of Personal Information Management (PIM), including common applications. * Identify security-related ethical and legal issues faced by IT professionals. == Readings == # [[Wikipedia: Internet security]] # [[Wikipedia: Personally identifiable information]] # [[Wikibooks: Ethics for IT Professionals/Professional Code of Ethics]] == Multimedia == # [https://www.youtube.com/watch?v=ZghMPWGXexs YouTube: The Internet: Encryption & Public Keys] # [https://www.youtube.com/watch?v=ERp8420ucGs YouTube: Symmetric Key and Public Key Encryption] # [https://www.youtube.com/watch?v=AuYNXgO_f3Y YouTube: The Internet: Cybersecurity & Crime] # [https://www.youtube.com/watch?v=sdpxddDzXfE YouTube: Cybersecurity 101] == Student Presentations == # [https://www.youtube.com/watch?v=suJRbmJB790 YouTube: Browser Security] # [https://www.youtube.com/watch?v=opaMCh_JCa0 YouTube: Security in Microsoft Edge] == Activities == # Complete the following tutorials: #* [https://www.learnfree.org/series/internet-safety LearnFree: Internet Safety] #* [https://www.tutorialspoint.com/internet_technologies/internet_security_overview.htm TutorialsPoint: Internet Security] # Practice web browser safety. #* Review browser options: #** Chrome: [https://support.google.com/chrome/answer/114836?hl=en Google: Choose Your Privacy Settings]. #** Firefox: [https://support.mozilla.org/en-US/products/firefox/privacy-and-security Mozilla: Privacy and Security Settings]. #** Internet Explorer: [http://windows.microsoft.com/en-us/internet-explorer/ie-security-privacy-settings#ie=ie-11 Microsoft: Change Security and Privacy Settings for Internet Explorer]. #** Opera: [http://www.opera.com/help/tutorials/security/ Opera: Guide to security and privacy] #** Safari: [https://support.apple.com/kb/PH17191?locale=en_US Apple: Manage Cookies and Other Website Data]. #* Check your browser's version to ensure the browser is up to date. #* Check add-ons to ensure they are up to date. #* Disable unneeded add-ons. #* Clear the browser cache. Identify how to clear browser history and cookies. #* Check autoform settings and remove any personal information you do not want saved. #* Visit a secure website, such as https://en.wikiversity.org and view certificate information for that website. #* Use private / incognito browsing to visit a website that normally remembers you. Notice how you are unknown to the website when using private browsing. # Use anti-malware software to scan your system and test malware detection. #* All: Review [[Wikipedia: Comparison of antivirus software]]. Download a free, well-known anti-malware application and scan your system. #* All: Review [[Wikipedia: EICAR test file]]. Download and save the [http://www.eicar.org/anti_virus_test_file.htm EICAR test file] to test your anti-malware application and follow the process for removing malware. # Research [[Wikipedia: Password manager|password managers]] and [[Wikipedia: Multi-factor authentication|multi-factor authentication]]. Consider setting up a password manager and using multi-factor authentication on your Apple, Facebook, Google, and/or Microsoft accounts, as well as your password manager and your financial institutions. # Test your firewall using a testing service such as [https://www.grc.com/x/ne.dll?bh0bkyd2 Gibson Research: ShieldsUP!] == Lesson Summary == * Internet security is a branch of computer security specifically related to the Internet, often involving browser security but also network security on a more general level, as it applies to other applications or operating systems as a whole. Its objective is to establish rules and measures to use against attacks over the Internet.<ref>[[Wikipedia: Internet security]]</ref> * The Internet represents an insecure channel for exchanging information leading to a high risk of intrusion or fraud, such as phishing, online viruses, trojans, worms, and more.<ref>[[Wikipedia: Internet security]]</ref> * A computer user can be tricked or forced into downloading software onto a computer that is of malicious intent. Such software comes in many forms, such as viruses, Trojan horses, spyware, and worms.<ref>[[Wikipedia: Internet security]]</ref> * Malware, short for malicious software, is any software used to disrupt computer operation, gather sensitive information, or gain access to private computer systems. Malware is defined by its malicious intent, acting against the requirements of the computer user, and does not include software that causes unintentional harm due to some deficiency. The term badware is sometimes used, and applied to both true (malicious) malware and unintentionally harmful software.<ref>[[Wikipedia: Internet security]]</ref> * A botnet is a network of zombie computers that have been taken over by a robot or bot that performs large-scale malicious acts for the creator of the botnet.<ref>[[Wikipedia: Internet security]]</ref> * Computer Viruses are programs that can replicate their structures or effects by infecting other files or structures on a computer. The common use of a virus is to take over a computer to steal data.<ref>[[Wikipedia: Internet security]]</ref> * Computer worms are programs that can replicate themselves throughout a computer network, performing malicious tasks throughout.<ref>[[Wikipedia: Internet security]]</ref> * Ransomware is a type of malware which restricts access to the computer system that it infects, and demands a ransom paid to the creator(s) of the malware in order for the restriction to be removed.<ref>[[Wikipedia: Internet security]]</ref> * Scareware is scam software with malicious payloads, usually of limited or no benefit, that are sold to consumers via certain unethical marketing practices. The selling approach uses social engineering to cause shock, anxiety, or the perception of a threat, generally directed at an unsuspecting user.<ref>[[Wikipedia: Internet security]]</ref> * Spyware refers to programs that surreptitiously monitor activity on a computer system and report that information to others without the user's consent.<ref>[[Wikipedia: Internet security]]</ref> * A Trojan horse, commonly known as a Trojan, is a general term for malicious software that pretends to be harmless, so that a user willingly allows it to be downloaded onto the computer.<ref>[[Wikipedia: Internet security]]</ref> * KeyLogger, Keystroke logging, often referred to as keylogging or keyboard capturing, is the action of recording (logging) the keys struck on a keyboard.<ref>[[Wikipedia: Internet security]]</ref> * A denial-of-service attack (DoS attack) or distributed denial-of-service attack (DDoS attack) is an attempt to make a computer resource unavailable to its intended users.<ref>[[Wikipedia: Internet security]]</ref> * Phishing occurs when the attacker pretends to be a trustworthy entity, either via email or web page.<ref>[[Wikipedia: Internet security]]</ref> * TCP/IP protocols may be secured with cryptographic methods and security protocols. These protocols include Secure Sockets Layer (SSL), succeeded by Transport Layer Security (TLS) for web traffic, Pretty Good Privacy (PGP) for email, and IPsec for the network layer security.<ref>[[Wikipedia: Internet security]]</ref> * Multi-factor authentication (MFA) is a method of computer access control in which a user is granted access only after successfully presenting several separate pieces of evidence to an authentication mechanism – typically at least two of the following categories: knowledge (something they know), possession (something they have), and inherence (something they are).<ref>[[Wikipedia: Internet security]]</ref> * A computer firewall controls access between networks and generally consists of gateways and filters which vary from one firewall to another. Firewalls also screen network traffic and are able to block traffic that is dangerous.<ref>[[Wikipedia: Internet security]]</ref> * Antivirus software and Internet security programs can protect a programmable device from attack by detecting and eliminating viruses.<ref>[[Wikipedia: Internet security]]</ref> * A password manager is a software application that helps a user store and organize passwords.<ref>[[Wikipedia: Internet security]]</ref> * Personally identifiable information (PII), or sensitive personal information (SPI), is information that can be used on its own or with other information to identify, contact, or locate a single person, or to identify an individual in context.<ref>[[Wikipedia: Personally identifiable information]]</ref> * Ethical codes are adopted by organizations to assist members in understanding the difference between 'right' and 'wrong' and in applying that understanding to their decisions.<ref>[[Wikipedia: Ethical code]]</ref> * An ethical code generally implies documents at three levels: codes of business ethics, codes of conduct for employees, and codes of professional practice.<ref>[[Wikipedia: Ethical code]]</ref> == Key Terms == ;antivirus software :Computer software used to prevent, detect, and remove malicious software.<ref>[[Wikipedia: Antivirus software]]</ref> ;asymmetric encryption :A cryptographic system that uses pairs of keys: public keys which may be disseminated widely, and private keys which are known only to the owner.<ref>[[Wikipedia: Asymmetric encryption]]</ref> ;authentication :The act of confirming identity.<ref>[[Wikipedia: Authentication]]</ref> ;decryption :The process of converting unintelligible ciphertext back to plaintext.<ref>[[Wikipedia: Cryptography]]</ref> ;digital certificate :An electronic document used to prove the ownership of a public key.<ref>[[Wikipedia: Digital certificate]]</ref> ;digital signature :A mathematical scheme for demonstrating the authenticity of digital messages or documents.<ref>[[Wikipedia: Digital signature]]</ref> ;encryption :The process of converting plaintext into unintelligible ciphertext.<ref>[[Wikipedia: Cryptography]]</ref> ;hash function :Any function that allows one to easily verify that some input data maps to a given hash value, but if the input data is unknown, it is deliberately difficult to reconstruct it by knowing the stored hash value.<ref>[[Wikipedia: Hash function]]</ref> ;IPsec :A network protocol suite that authenticates and encrypts the packets of data sent over a network.<ref>[[Wikipedia: IPsec]]</ref> ;malware (malicious software) :Hostile or intrusive software, including computer viruses, worms, Trojan horses, ransomware, spyware, adware, scareware, and other malicious programs.<ref>[[Wikipedia: Malware]]</ref> ;patch :Software designed to update a computer program.<ref>[[Wikipedia: Patch (computing)]]</ref> ;personally identifiable information (PII) :Information that can be used to identify an individual in context.<ref>[[Wikipedia: Personally identifiable information]]</ref> ;phishing :The attempt to obtain sensitive information such as usernames, passwords, and credit card details (and, indirectly, money), often for malicious reasons, by disguising as a trustworthy entity in an electronic communication.<ref>[[Wikipedia: Phishing]]</ref> ;ransomware :Malware that threatens to publish the victim's data or perpetually block access to it unless a ransom is paid.<ref>[[Wikipedia: Ransomware]]</ref> ;right to be forgotten :The right of an individual to have certain information deleted so that others can no longer trace them.<ref>[[Wikipedia: Right to be forgotten]]</ref> ;spyware :Software that aims to gather information about a person or organization without their knowledge.<ref>[[Wikipedia: Spyware]]</ref> ;SSL/TLS :Cryptographic protocols that provide communications security over a computer network.<ref>[[Wikipedia: Transport Layer Security]]</ref> ;symmetric encryption :Algorithms for cryptography that use the same cryptographic keys for both encryption of plaintext and decryption of ciphertext.<ref>[[Wikipedia: Symmetric encryption]]</ref> ;Trojan :Any malicious computer program which misleads users of its true intent.<ref>[[Wikipedia: Trojan horse (computing)]]</ref> ;virus :Malware that, when executed, replicates itself by modifying other computer programs and inserting its own code.<ref>[[Wikipedia: Computer virus]]</ref> ;worm :Standalone malware that replicates itself in order to spread to other computers.<ref>[[Wikipedia: Computer worm]]</ref> == Assessments == * Flashcards: [https://quizlet.com/242610475/ciw-iba-lesson-8-flash-cards/ Quizlet: CIW IBA Lesson 8] * Flashcards: [https://quizlet.com/68905517/ciw-iba-lesson-8-vocabulary-flash-cards/ Quizlet: CIW IBA Lesson 8 Vocabulary] * Quiz: [https://quizlet.com/242610475/test?answerTermSides=4&promptTermSides=6&questionCount=10&questionTypes=4&showImages=true Quizlet: CIW IBA Lesson 8] * Quiz: [https://quizlet.com/68905517/test?answerTermSides=4&promptTermSides=6&questionCount=10&questionTypes=4&showImages=true Quizlet: CIW IBA Lesson 8 Vocabulary] == See Also == * [[IT Fundamentals/Security]] * [[Wikibooks: Introduction to Computer Information Systems/Security]] * [https://staysafeonline.org/stay-safe-online/online-safety-basics/ StaySafeOnline: Online Safety Basics] * [https://www.us-cert.gov/ncas/tips/ST04-014 US-CERT: Avoiding Social Engineering and Phishing Attacks] * [https://www.cisa.gov/cybergames CISA: Cyber Games] == References == {{reflist}} {{DEFAULTSORT:{{SUBPAGENAME}}}} {{CourseCat}} {{subpage navbar}} [[Category:Computer security]] [[Category:Completed resources]] dr39y4sh3htsjez5in91vc0n7gw1nb0 Motivation and emotion/Book/2019/Exergaming and fitness motivation 0 252308 2815306 2721670 2026-06-12T02:05:56Z Jtneill 10242 added [[Category:Motivation and emotion/Book/Games]] using [[Help:Gadget-HotCat|HotCat]] 2815306 wikitext text/x-wiki {{title|Exergaming and fitness motivation:<br>How does exergaming affect fitness motivation?}} {{MECR3|1=https://youtu.be/DDqYXWEPlfM}} __TOC__ ==Overview== [[File:Girl playing Legacy Dance dance revolution cabinet.jpg|thumb|''Figure 1.'' Young girl using ''Dance Dance Revolution'' a dancing type of exergame in an arcade|alt=|249x249px]] This chapter focuses on how exergaming affects fitness motivation and how this activity should be best approached when looking to increase fitness motivation in future exergames. The chapter first explores what exergaming entails and what motivation is, then explore how the two are integrated in various studies to understand what direction these games should be directed in, to make a positive impact on the heath of the individuals that use them. The popularity of exergames continues to rise and has been identified by multiple studies to be beneficial to an individual's health by improving players stress levels, weight management, and fitness (Lieberman, 2006). Furthermore, due to the vast range of activities that the games cover (see Figure 1), as well as the inclusive nature of the games that are adjustable to suit individual performance level, social groups such as the elderly and individuals struggling with gross motor function impairment that struggle with fitness have been able to use exergames as a pathway to fitness motivation (MacIntosh et al., 2017). While research is still limited in this area, exergaming is quickly starting to demonstrate that it is an alternative tool for exercise and in turn, a valuable component for fitness motivation (Bond, Laddu, Ozemek, Lavie & Arena, 2019). The Wii Heart Fitness study, is one such example. This study by Bock et al. (2019), compared the exercise levels of participants from three groups, randomised to either completing supervised exergaming, supervised standard exercise or a control group that completed activities as per usual over a 12 week period. The study recorded weekly minutes of the participants participation in moderate to vigorous physical activity (MVPA) as well as a recording their fitness level that was determined by recording cardiovascular fitness, blood lipid levels and body composition. The recordings occurred at the beginning (baseline), after treatment (12 weeks), 6 and 9 months period (Bock et al., 2019). Results suggested that exergaming does present MVPA in individuals and is a good source of fitness (Bock et al., 2019). {{Robelbox|theme={{{theme|1}}}|title=Focus questions|width=62%}} <div style="{{Robelbox/pad}}"> *What is exergaming? *What is motivation? *What motivational theories help explain the effect of exergaming on fitness motivation? *How can exergames be used in the future? </div> {{Robelbox/close}} == Exergaming == {{expand}} === What is exergaming === [[wikipedia:Exergaming|Exergaming]] is a word used to describe exercise video games, also known as active video games that require an aspect of exercise that requires more than just your fingers and hands. Most exergames or 'exercise-games' work with the aid of some form of motion capture technology or GPS tracking device that receives the performed activity and inputs it into the system (See Figure 2.), and there are multiple different activities that can be completed in exergames from traditional sports, dancing and even window washing (Lieberman, 2006). Exergames often work though a reward system that recognises how well or how much the participant completed the activity and rewards them accordingly. The idea of the exergame or 'exercise-game' is to combine the benefits of both exercise and gaming to have a positive impact on the health of the individuals that participate in the activity. [[File:Wii Remote Image.jpg|thumb|285x285px|''Figure 2.'' Motion tracking Wii remote|alt=]] === Exergaming examples === *[[wikipedia:Pokémon_Go|Pokemon Go]] *[[wikipedia:Wii_Fit|Wii fit plus]] *[[wikipedia:Your_Shape:_Fitness_Evolved|Your Shape: Fitness Evolved]] *[[wikipedia:Dance_Central|Dance Central]] *[[wikipedia:Zumba_Fitness_(video_game)|Zumba Fitness]] * Sport Champions *[[wikipedia:Beat_Saber|Beat Saber VR]] *[[wikipedia:Just_Dance_2019|Just Dance 2019]] *[[w:Zwift|Zwift]] <div align="right" p></div> == Case study == {{RoundBoxLeft|theme=10|}} ;Case study of an individual using exergaming as a pathway to increase fitness motivation Eddie liked playing games on in the afternoon with his friends. Recently he noticed that he was a lot heavier than he used to be and wanted to try and get back to his original weight, but was a bit stuck because he still wanted to spend his afternoon hanging with his friends. His friends lived all over the area, so meeting up with all of them to hang out every afternoon would be extremely difficult to organise and quite unrealistic. Eddie asked if any of his friends wanted to they try an exergame for 15-30 min each day when they play. This worked out really well and everyone was happy to mix up the games and play a bit of exergaming as well. Eventually, Eddie found that with the extra exercising he was doing, he had begun to lose weight, had more energy and was more motivated to start going for runs in morning. Would you consider starting an exergame to get fit or would you rather pursue traditional exercise? {{RoundBoxRight}} {{Robelbox|theme=2|width=100%|title=Quiz 1|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit":<quiz display=simple> {What combination of words does exergame come from?} |type="()"} - Existence + game + Exercise + game - Excursion + game - Exemption + game - Exertion + game </quiz> </div> {{Robelbox-close}} {{LeftRightBoxClose}} == Motivation == {{expand}} === What is motivation? === [[wikipedia:Motivation|Motivation]] can be described as the reason behind the drive that makes individuals behave the way that they do (Locke & Schattke, 2018). Motivation can be divided into to subgroups of intrinsic and extrinsic motivation (Locke & Schattke, 2018). While intrinsic motivation refers to doing an activity purely due to the enjoyment of completing that activity, extrinsic motivation is the completing the activity to avoid punishment (Locke & Schattke, 2018). There are a number{{vague}} of [[wikipedia:Motivation#Psychological_theories|motivational theories]] that suggest an explanation for why individuals behave in the way that they do. Below are some of the motivational theories found in psychology that may help to explain the relationship between exergamining and fitness motivation separated according to learning theories, cognitive theories and positive theories. === Learning Theories === <div style="float:right; clear:right; margin-left:5px; margin-bottom:1px; margin-top:1px;"> {{Robelbox|align="center"|theme=12|title= Hull's drive-stimulus reduction equation|width=350px|iconwidth=46px}}<div style="{{Robelbox/pad}}"> <div style="text-align: center;">E = H x D x K</div> <div style="text-align: center;">Behaviour = Habit x Drive Tension x Incentive</div> <br></div> {{Robelbox-close}}</div> ====Hull's drive-stimulus reduction theory==== Hull’s drive-stimulus reduction theory explains motivation in a more mathematical way as a result of an equation. The foundations of the equation rest on the understanding that, motivation occurs when there are antecedent conditions, such as external events or social context (Hull, 1964). These drive internal motives, which are: needs, cognition and emotions or motives to create energised, goal-directed, persistent, action (Hull, 1964). Hull’s equation is (''E = H x D x K'') where ''E'' is strength of the behaviour, ''H'' is the strength of the habit, ''D'' is the drive tension or internal motives, such as hunger and ''K'' is the incentive (Hull, 1964).   ==== Positive reinforcement ==== [[File:Operant conditioning diagram rev.svg|thumb|''Figure 3.'' Operant Conditioning flow chart|alt=|435x435px]] [[wikipedia:Reinforcement#Positive_reinforcement|Positive reinforcement]] works by motivating the individual to achieve in order to receive an anticipated reward (Skinner, 1965). The theory is based on one of the reinforcement types of Skinner's operant conditioning theory (see Figure 3.), that identifies that behaviours that are met with positive outcomes, such as rewards or praise, will increase the chance of the behaviour being performed again (Skinner, 1965). In exergames, individuals are rewarded in a number of ways as they complete activities. Some examples include: levelling up, virtual prizes such as access to new activities or accessories to dress up your in-game avatar, or winning against other players, or the computer. Studies suggest that positive reinforcement contribute to player enjoyment when it comes to games (Nagel, Wolf, Robert & Novak, 2014) and in their study, also found that variable-ratio-schedule performed better than fixed-ratio-schedule games, especially if the reward schedule ratio was chosen by the player rather than a pre-determined one. A study that explored enjoyment in exercise (Baranowski 2017), identified that enjoyment is a key contributor to producing high levels of motivation and continuation for exercise. Staff members that enjoy the games they were selling at conventions were photographed playing exergames in their free time (see Figure 4.). [[File:Wiiate3 2006.JPG|thumb|''Figure 4.'' Staff member at the Nintendo stand playing Wii tennis|alt=|435x435px]] {{Robelbox|theme=2|width=60%|title=Quiz 2|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {Hull's drive-stimulus reduction equation is:} |type="()"} + Behaviour = Habit x Drive Tension x Incentive - Drive = Habit x Behaviour x Sensation x Incentive - Action = Habit x Drive x Sensation x Incentive {Which of the following would increase a behaviour according to operant conditioning?} - Forward reinforcement - Negative punishment + Negative reinforcement </quiz> </div> {{Robelbox-close}} === Cognitive theories === {{expand}} ==== Goal-Setting ==== Locke’s goal-setting theory explores how effective goal setting establishes motivation as the goals are set out in a way that is most achievable for the individual. Goal setting theory focuses on developing individualised sets of goals to increase motivation and productivity on completed activities (Locke & Latham, 1990). Goal setting theory also looks at developing set tasks that are achievable, to motivate the individual by providing a driver and keeping individuals focused on what is important (Locke & Latham, 1990). In order to achieve these goals Locke and Latham developed principles that can be utilised in creating achievable and motivating goals (Locke & Latham, 1990). The table below shows the 5 principle model developed by Locke and Latham (1990) that can be used when determining good goal setting practices (see Table 1.). Table 1. ''The 5 principles of Locke and Lathem'' {| class="wikitable" |+ !5 Factors !Description !Explanation |- |Clarity |A specific clear goal that can be measured |Without clarity an individual may never know when the goal has been achieved |- |Challenge |Set challenging but attainable goals |Both unattainable and overly simplistic goals will impact motivation and reduce performance |- |Feedback |Receiving and listening to feedback |Understanding the progress and allowing goal adjustment if needed |- |Task Complexity |Not over complicating tasks |Over complicated tasks can be overwhelming |- |Commitment |Being committed to the task |If there is not commitment towards a goal, individuals may not exert effort into obtaining the goal |} ==== Self-determination theory ==== [[File:Venn diagram.pdf|thumb|400x400px|''Figure 5.'' Self-determination Venn diagram of basic needs]] Another theory that helps to explain the relationship between exergaming and fitness motivation is self-determination theory (SDT). The foundations of SDT suggests that all individuals have evolved to be innately curious, active and social beings that are motivated from within by three basic needs (see Figure 5.) (Ryan & Deci, 2017). The concepts that encompass all behaviours that are instinctive and thought to be universal across all individuals (Deci & Ryan, 1985). * ''Autonomy'' - Individuals to have control over their lives and be in charge of their decisions. * ''Relatedness'' - There is a desire to be a part of other peoples lives and want to experience interaction and a sense of belonging. * ''Competence'' - Individuals want to achieve and master skills One study specifically manipulated characteristics of an exergame in line with two of the basic needs of SDT to measure a number of different outcomes (Peng, Lin, Pfeiffer & Winn, 2012). The study fond that by turning the autonomy and competence features off in their game, as well as the respective needs appearing, engagement and motivation to continue to play the exergame was negatively impacted which supports the theory of self-determination (Peng, Lin, Pfeiffer & Winn, 2012). While this study doesn't express how exergaming would affect traditional fitness, it highlights that complying to the SDT may motivate fitness through the continuation of using exergames. ==== Growth mindset ==== According to Dweck (1999) individuals sit on a scale between having a 'fixed' or 'growth' mindset about where their innate abilities come from (See Figure 6.). Individuals that have a fixed mindset believe that their current abilities and traits are ‘fixed’ or unchangeable and therefore do not go out of their way or strive to increase them in any way. On the other side of the spectrum are those with a ‘growth’ mindset, that believe that their skills and abilities are continuously strengthened through hard work and perseverance (Dweck, 2006). As a result, those with a growth mindset are more likely to strive to improve their abilities and are more motivated (Rhew, Piro, Goolkasian & Cosentino, 2018). A study that examined the effect of the different mindset on motivation found that while there was no significant difference to motivation levels when having a fixed mindset, having growth mindset, on the other hand, had a positive impact on motivation (Rhew, Piro, Goolkasian & Cosentino, 2018). A study by Chao, Lucke, Scherer & Montgomery (2015) further explored how exergames removed barriers form fitness motivation providing the space for a growth mindset to develop through the development of self efficacy. Implications of such studies suggest that exergames can help provide the opportunity to adjust individuals closer to a growth mindset by challenging the way individuals think about what they can achieve (Chao, Lucke, Scherer & Montgomery 2015) [[File:Growth and fixed mind.jpg|thumb|''Figure 6.'' Artists impression of fixed and growth mindset |alt=|353x353px]] {{Robelbox|theme=2|width=67%|title=Quiz 3|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {Which is not one of the 5 principles of Locke and Lathem's goal setting theory?} |type="()"} - Clarity + Community - Challenge {Which is not a basic need from self-determination theory?} + Promise - Competence - Relatedness </quiz> </div> {{Robelbox-close}} === Positive theories === {{expand}} ==== Flow theory ==== [[File:Flow theory.jpg|thumb|''Figure 7.'' Diagram of flow theory showing the 3 different states]] Flow theory breaks up cognitive experiences into a continuum of activity that either is  too much, too little or just the right amount of stimulation for that individual (Csikszentmihalyi, 2000). At the optimum level of stimulation, according to flow theory, an individual will be energised, engaged and will be motivated to attend to the task at hand (Csikszentmihalyi, 2000). Alternative studies sometimes refer to the optimal state as being 'in the zone’ (Geiser et al.,2016). The individual stimulation is on a continuum that can range from under to over stimulated activities, and if an activity is over stimulating for the individual, flow theory suggest that the individual will feel anxious or stressed (Csikszentmihalyi, 2000). On the other hand, if an activity is under stimulating, flow theory suggests that the individual will feel bored (See Figure 5.) (Csikszentmihalyi, 2000). According to a study by Lee, Kim, Park & Peng (2017), exergaming elicit a number of components that aid in the increased participation of moderate to vigorous exercise. These motivational gains included: flow, immersion and enjoyment (Lee, Kim, Park & Peng, 2017). A further study by McDonough, Pope, Zeng, Lee & Gao (2018), compared college students’ energy expenditure, physical activity, and enjoyment during exergaming and traditional exercise on a treadmill. While the exergamers did not reach the intensity level of fast treadmill walking exercise level, the results suggested that individuals partaking in the exergaming have increased perceived enjoyment and decreased rating of perceived exertion (McDonough et al., 2018). While such studies explore aspects other than flow, the results suggest that exergames offer better stimulation for the individual compared to traditional exercise and further the support for increased participation in exergames as a form of fitness (McDonough et al., 2018). {{Robelbox|theme=2|width=100%|title=Quiz 4|iconwidth=48px|icon=Nuvola_apps_korganizer.svg}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {How many parts does Flow theoy's continuum have?} |type="()"} + 3 - 5 - 7 </quiz> </div> {{Robelbox-close}} ==Other ways exergames affect fitness motivation== Other incentives that appear inf{{huh}} aspects of the game component and the fitness component of exergaming can be see in the table below (see Table 2.). Table 2. ''Other Aspects that motivate Aspects of Exergaming that Motivates Fitness'' {| class="wikitable" |+ !Fitness incentives !Gaming incentives |- |''Physical appearance'' |''Short term goals'' |- |''Health benefits'' |''Rewards'' |- |''Competition'' |''Competition'' |- |''Achievement'' |''Weather / Controllable environment'' |- |''Connecting with the community'' |''Moderate difficulty'' |- |''Disease prevention'' |''Socialisation'' |- |''Mental health benefits'' |''Inclusive'' |- |''Physical Challenge'' |''Cognitive challenge'' |} == Future implications == As exergaming continues to be a popular activity and alternative to traditional fitness, there will most likely be a lot more variety than there already currently is (Lieberman, 2006). This will help more people get into exergames as well as the possibility of converting current gamers to include more active games into their current repertoire of games that they play. Future exergames should focus on the incentives of current games and traditional exercise to develop well rounded exergames that appeal to all types of people. As studies have indicated that exergames do provide an adequate level of fitness (Bock et al., 2019), promoting exergaming could positively increase the health of future generations. Furthermore, due to the lack of space needed to play exergames, using them to maintain fitness in locations with limited space or access to traditional fitness, such as in under water facilities and in space, could also have a positive impact on future individuals health and lifestyle. ==Conclusion== This chapter explored the question "How does exergaming affect fitness motivation" Current studies suggest that exergames provide an adequate level of fitness that is just below or equal to traditional fitness when it comes to moderate to vigorous physical activity (Bock et al., 2019). Studies that looked at exergames indicated an increase in motivation and engagement towards fitness when children and adolescents used exergaming (Benzing & Schmidt, 2018). Furthermore, in multiple studies, exergames reported a higher level of enjoyment and consistent fitness motivation compared to traditional fitness (McDonough, Pope, Zeng, Lee & Gao 2018). Through exploring some of the theories of motivation, exergames appeared to combine the benefits of gaming and exercise to create a positive impact on fitness motivation, allowing individuals to receive an adequate level of physical exercise while simultaneously having an enjoyable experience and are motivate to partake in the activity again. ==See also== * [[Motivation and emotion/Book/2015/Caffeine and exercise motivation|Caffeine and exercise motivation]] (Book chapter, 2015) * [[Motivation and emotion/Book/2015/Exercise and motivation|Exercise and motivation]] (Book chapter, 2015) * [[Motivation and emotion/Book/2014/Exercise motivation|Exercise motivation]] (Book chapter, 2014) * [[Motivation and emotion/Book/2016/Exercise motivation and personality|Exercise motivation and personality]] (Book chapter, 2016) * [[w:Exergaming|Exergaming]] (Wikipedia) * [[w:Motivation|Motivation]] (Wikipedia) * [[Motivation and emotion/Book/2014/Music and exercise motivation|Music and exercise motivation]] (Book chapter, 2014) * [[Motivation and emotion/Book/2014/Video games and positive motivation|Video games and positive motivation]] (Book chapter, 2014) ==References== {{Hanging indent|1= Bandura, A. (1986). ''Social foundations of thought and action''. Englewood Cliffs, N.J.: Prentice-Hall. Bandura, A. (1997). ''Self-efficacy in changing societies''. Cambridge [etc]: Cambridge University Press. Baranowski, T. (2017). Exergaming: Hope for future physical activity? or blight on mankind?. ''Journal of Sport and Health Science'', ''6'', 44-46. https://doi.org/10.1016/j.jshs.2016.11.006 Benzing, V., & Schmidt, M. (2018). Exergaming for children and adolescents: strengths, weaknesses, opportunities and threats. ''Journal of Clinical Medicine'', ''7'', 422. https://doi.org/10.3390/jcm7110422 Bock, B., Dunsiger, S., Ciccolo, J., Serber, E., Wu, W., & Tilkemeier, P. et al. (2019). Exercise videogames, physical activity, and health: Wii heart fitness: a randomized clinical trial. ''American Journal Of Preventive Medicine'', ''56'', 501-511. https://doi.org/10.1016/j.cct.2015.04.007 Bond, S., Laddu, D., Ozemek, C., Lavie, C., & Arena, R. (2019). Exergaming and Virtual Reality for Health: Implications for Cardiac Rehabilitation. Current Problems In Cardiology, 100472. doi: 10.1016/j.cpcardiol.2019.100472 Chao, Y., Lucke, K., Scherer, Y., & Montgomery, C. (2015). Understanding the Wii Exergames Use: Voices from Assisted Living Residents. Rehabilitation Nursing, 41(5), 279-288. doi: 10.1002/rnj.216 Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. San Francisco, Calif.: Jossey-Bass. Deci, E., & Ryan, R. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. doi: 10.1007/978-1-4899-2271-7 Dweck, C. (1999). ''Self-theories''. Philadelphia: Psychology Press. Dweck, C. (2006). ''Mindset''. New York: Random House. Geiser C. Challco, Fernando R. H. Andrade, Simone S. Borges, Ig I. Bittencourt, & Seiji Isotani. (2016). Toward A Unified Modeling of Learner's Growth Process and Flow Theory. Journal of Educational Technology & Society, 19(2), 215-227. Hull, C. (1964). A Behavior System, etc. John Wiley & Sons: New York. Lee, S., Kim, W., Park, T., & Peng, W. (2017). The psychological effects of playing exergames: a systematic review. ''Cyberpsychology, Behavior, and Social Networking'', ''20'', 513-532. https://doi.org/10.1089/cyber.2017.0183 Lieberman, D. (2006). Dance Games and Other Exergames: What the Research Says. Cite Seer, 1. Locke, E., & Latham, G. (1990). A theory of goal setting & task performance. Englewood Cliffs, N.J.: Prentice Hall. Locke, E., & Schattke, K. (2018). Intrinsic and extrinsic motivation: time for expansion and clarification. Motivation Science. http://dx.doi.org/10.1037/mot0000116 MacIntosh, A., Switzer, L., Hernandez, H., Hwang, S., Schneider, A., & Moran, D. et al. (2017). Balancing for Gross Motor Ability in Exergaming Between Youth with Cerebral Palsy at Gross Motor Function Classification System Levels II and III. Games For Health Journal, 6(2), 104-110. doi: 10.1089/g4h.2016.0073 McDonough, D., Pope, Z., Zeng, N., Lee, J., & Gao, Z. (2018). Comparison of college students’ energy expenditure, physical activity, and enjoyment during exergaming and traditional exercise. ''Journal Of Clinical Medicine'', ''7'', 433. https://doi.org/10.3390/jcm7110433 Nagle, A., Wolf, P., Riener, R., & Novak, D. (2014). The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game. International Journal Of Serious Games, 1(4). doi: 10.17083/ijsg.v1i4.47 Peng, W., Lin, J., Pfeiffer, K., & Winn, B. (2012). Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame. Media Psychology, 15(2), 175-196. doi: 10.1080/15213269.2012.673850 Skinner, B. (1965). ''Science and human behavior''. New York: The Free Press, etc. Rhew, E., Piro, J., Goolkasian, P., & Cosentino, P. (2018). The effects of a growth mindset on self-efficacy and motivation. ''Cogent Education'', ''5''. https://doi.org/10.1080/2331186X.2018.1492337 Ryan, R., & Deci, E. (2017). Self-determination theory (p. 3). New York: The Guilford Press. }} ==External links== *[https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6262538/ Comparison of College Students’ Energy Expenditure, Physical Activity, and Enjoyment during Exergaming and Traditional Exercise] (Journal of clinical medicine) *[https://www.healthdirect.gov.au/motivation-how-to-get-started-and-staying-motivated Motivation: How to get started and staying motivated](Health Direct) *[https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3392161/ Validity and Reliability of Nintendo Wii Fit Balance Scores] (Journal of athletic training) [[Category:Motivation and emotion/Book/2019]] [[Category:Motivation and emotion/Book/Exercise]] [[Category:Motivation and emotion/Book/Technology]] [[Category:Motivation and emotion/Book/Games]] kdi78q4qkk1hk2g5k7e95s23x8mfe3e 2815319 2815306 2026-06-12T02:28:35Z Jtneill 10242 /* Overview */ + 1st sentence: Exergaming refers to video games which involve physical exercise. 2815319 wikitext text/x-wiki {{title|Exergaming and fitness motivation:<br>How does exergaming affect fitness motivation?}} {{MECR3|1=https://youtu.be/DDqYXWEPlfM}} __TOC__ ==Overview== [[File:Girl playing Legacy Dance dance revolution cabinet.jpg|thumb|''Figure 1.'' Young girl using ''Dance Dance Revolution'' a dancing type of exergame in an arcade|alt=|249x249px]] Exergaming refers to video games which involve physical exercise. This chapter focuses on how exergaming affects fitness motivation and how this activity should be best approached when looking to increase fitness motivation in future exergames. The chapter first explores what exergaming entails and what motivation is, then explore how the two are integrated in various studies to understand what direction these games should be directed in, to make a positive impact on the heath of the individuals that use them. The popularity of exergames continues to rise and has been identified by multiple studies to be beneficial to an individual's health by improving players stress levels, weight management, and fitness (Lieberman, 2006). Furthermore, due to the vast range of activities that the games cover (see Figure 1), as well as the inclusive nature of the games that are adjustable to suit individual performance level, social groups such as the elderly and individuals struggling with gross motor function impairment that struggle with fitness have been able to use exergames as a pathway to fitness motivation (MacIntosh et al., 2017). While research is still limited in this area, exergaming is quickly starting to demonstrate that it is an alternative tool for exercise and in turn, a valuable component for fitness motivation (Bond, Laddu, Ozemek, Lavie & Arena, 2019). The Wii Heart Fitness study, is one such example. This study by Bock et al. (2019), compared the exercise levels of participants from three groups, randomised to either completing supervised exergaming, supervised standard exercise or a control group that completed activities as per usual over a 12 week period. The study recorded weekly minutes of the participants participation in moderate to vigorous physical activity (MVPA) as well as a recording their fitness level that was determined by recording cardiovascular fitness, blood lipid levels and body composition. The recordings occurred at the beginning (baseline), after treatment (12 weeks), 6 and 9 months period (Bock et al., 2019). Results suggested that exergaming does present MVPA in individuals and is a good source of fitness (Bock et al., 2019). {{Robelbox|theme={{{theme|1}}}|title=Focus questions|width=62%}} <div style="{{Robelbox/pad}}"> *What is exergaming? *What is motivation? *What motivational theories help explain the effect of exergaming on fitness motivation? *How can exergames be used in the future? </div> {{Robelbox/close}} == Exergaming == {{expand}} === What is exergaming === [[wikipedia:Exergaming|Exergaming]] is a word used to describe exercise video games, also known as active video games that require an aspect of exercise that requires more than just your fingers and hands. Most exergames or 'exercise-games' work with the aid of some form of motion capture technology or GPS tracking device that receives the performed activity and inputs it into the system (See Figure 2.), and there are multiple different activities that can be completed in exergames from traditional sports, dancing and even window washing (Lieberman, 2006). Exergames often work though a reward system that recognises how well or how much the participant completed the activity and rewards them accordingly. The idea of the exergame or 'exercise-game' is to combine the benefits of both exercise and gaming to have a positive impact on the health of the individuals that participate in the activity. [[File:Wii Remote Image.jpg|thumb|285x285px|''Figure 2.'' Motion tracking Wii remote|alt=]] === Exergaming examples === *[[wikipedia:Pokémon_Go|Pokemon Go]] *[[wikipedia:Wii_Fit|Wii fit plus]] *[[wikipedia:Your_Shape:_Fitness_Evolved|Your Shape: Fitness Evolved]] *[[wikipedia:Dance_Central|Dance Central]] *[[wikipedia:Zumba_Fitness_(video_game)|Zumba Fitness]] * Sport Champions *[[wikipedia:Beat_Saber|Beat Saber VR]] *[[wikipedia:Just_Dance_2019|Just Dance 2019]] *[[w:Zwift|Zwift]] <div align="right" p></div> == Case study == {{RoundBoxLeft|theme=10|}} ;Case study of an individual using exergaming as a pathway to increase fitness motivation Eddie liked playing games on in the afternoon with his friends. Recently he noticed that he was a lot heavier than he used to be and wanted to try and get back to his original weight, but was a bit stuck because he still wanted to spend his afternoon hanging with his friends. His friends lived all over the area, so meeting up with all of them to hang out every afternoon would be extremely difficult to organise and quite unrealistic. Eddie asked if any of his friends wanted to they try an exergame for 15-30 min each day when they play. This worked out really well and everyone was happy to mix up the games and play a bit of exergaming as well. Eventually, Eddie found that with the extra exercising he was doing, he had begun to lose weight, had more energy and was more motivated to start going for runs in morning. Would you consider starting an exergame to get fit or would you rather pursue traditional exercise? {{RoundBoxRight}} {{Robelbox|theme=2|width=100%|title=Quiz 1|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit":<quiz display=simple> {What combination of words does exergame come from?} |type="()"} - Existence + game + Exercise + game - Excursion + game - Exemption + game - Exertion + game </quiz> </div> {{Robelbox-close}} {{LeftRightBoxClose}} == Motivation == {{expand}} === What is motivation? === [[wikipedia:Motivation|Motivation]] can be described as the reason behind the drive that makes individuals behave the way that they do (Locke & Schattke, 2018). Motivation can be divided into to subgroups of intrinsic and extrinsic motivation (Locke & Schattke, 2018). While intrinsic motivation refers to doing an activity purely due to the enjoyment of completing that activity, extrinsic motivation is the completing the activity to avoid punishment (Locke & Schattke, 2018). There are a number{{vague}} of [[wikipedia:Motivation#Psychological_theories|motivational theories]] that suggest an explanation for why individuals behave in the way that they do. Below are some of the motivational theories found in psychology that may help to explain the relationship between exergamining and fitness motivation separated according to learning theories, cognitive theories and positive theories. === Learning Theories === <div style="float:right; clear:right; margin-left:5px; margin-bottom:1px; margin-top:1px;"> {{Robelbox|align="center"|theme=12|title= Hull's drive-stimulus reduction equation|width=350px|iconwidth=46px}}<div style="{{Robelbox/pad}}"> <div style="text-align: center;">E = H x D x K</div> <div style="text-align: center;">Behaviour = Habit x Drive Tension x Incentive</div> <br></div> {{Robelbox-close}}</div> ====Hull's drive-stimulus reduction theory==== Hull’s drive-stimulus reduction theory explains motivation in a more mathematical way as a result of an equation. The foundations of the equation rest on the understanding that, motivation occurs when there are antecedent conditions, such as external events or social context (Hull, 1964). These drive internal motives, which are: needs, cognition and emotions or motives to create energised, goal-directed, persistent, action (Hull, 1964). Hull’s equation is (''E = H x D x K'') where ''E'' is strength of the behaviour, ''H'' is the strength of the habit, ''D'' is the drive tension or internal motives, such as hunger and ''K'' is the incentive (Hull, 1964).   ==== Positive reinforcement ==== [[File:Operant conditioning diagram rev.svg|thumb|''Figure 3.'' Operant Conditioning flow chart|alt=|435x435px]] [[wikipedia:Reinforcement#Positive_reinforcement|Positive reinforcement]] works by motivating the individual to achieve in order to receive an anticipated reward (Skinner, 1965). The theory is based on one of the reinforcement types of Skinner's operant conditioning theory (see Figure 3.), that identifies that behaviours that are met with positive outcomes, such as rewards or praise, will increase the chance of the behaviour being performed again (Skinner, 1965). In exergames, individuals are rewarded in a number of ways as they complete activities. Some examples include: levelling up, virtual prizes such as access to new activities or accessories to dress up your in-game avatar, or winning against other players, or the computer. Studies suggest that positive reinforcement contribute to player enjoyment when it comes to games (Nagel, Wolf, Robert & Novak, 2014) and in their study, also found that variable-ratio-schedule performed better than fixed-ratio-schedule games, especially if the reward schedule ratio was chosen by the player rather than a pre-determined one. A study that explored enjoyment in exercise (Baranowski 2017), identified that enjoyment is a key contributor to producing high levels of motivation and continuation for exercise. Staff members that enjoy the games they were selling at conventions were photographed playing exergames in their free time (see Figure 4.). [[File:Wiiate3 2006.JPG|thumb|''Figure 4.'' Staff member at the Nintendo stand playing Wii tennis|alt=|435x435px]] {{Robelbox|theme=2|width=60%|title=Quiz 2|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {Hull's drive-stimulus reduction equation is:} |type="()"} + Behaviour = Habit x Drive Tension x Incentive - Drive = Habit x Behaviour x Sensation x Incentive - Action = Habit x Drive x Sensation x Incentive {Which of the following would increase a behaviour according to operant conditioning?} - Forward reinforcement - Negative punishment + Negative reinforcement </quiz> </div> {{Robelbox-close}} === Cognitive theories === {{expand}} ==== Goal-Setting ==== Locke’s goal-setting theory explores how effective goal setting establishes motivation as the goals are set out in a way that is most achievable for the individual. Goal setting theory focuses on developing individualised sets of goals to increase motivation and productivity on completed activities (Locke & Latham, 1990). Goal setting theory also looks at developing set tasks that are achievable, to motivate the individual by providing a driver and keeping individuals focused on what is important (Locke & Latham, 1990). In order to achieve these goals Locke and Latham developed principles that can be utilised in creating achievable and motivating goals (Locke & Latham, 1990). The table below shows the 5 principle model developed by Locke and Latham (1990) that can be used when determining good goal setting practices (see Table 1.). Table 1. ''The 5 principles of Locke and Lathem'' {| class="wikitable" |+ !5 Factors !Description !Explanation |- |Clarity |A specific clear goal that can be measured |Without clarity an individual may never know when the goal has been achieved |- |Challenge |Set challenging but attainable goals |Both unattainable and overly simplistic goals will impact motivation and reduce performance |- |Feedback |Receiving and listening to feedback |Understanding the progress and allowing goal adjustment if needed |- |Task Complexity |Not over complicating tasks |Over complicated tasks can be overwhelming |- |Commitment |Being committed to the task |If there is not commitment towards a goal, individuals may not exert effort into obtaining the goal |} ==== Self-determination theory ==== [[File:Venn diagram.pdf|thumb|400x400px|''Figure 5.'' Self-determination Venn diagram of basic needs]] Another theory that helps to explain the relationship between exergaming and fitness motivation is self-determination theory (SDT). The foundations of SDT suggests that all individuals have evolved to be innately curious, active and social beings that are motivated from within by three basic needs (see Figure 5.) (Ryan & Deci, 2017). The concepts that encompass all behaviours that are instinctive and thought to be universal across all individuals (Deci & Ryan, 1985). * ''Autonomy'' - Individuals to have control over their lives and be in charge of their decisions. * ''Relatedness'' - There is a desire to be a part of other peoples lives and want to experience interaction and a sense of belonging. * ''Competence'' - Individuals want to achieve and master skills One study specifically manipulated characteristics of an exergame in line with two of the basic needs of SDT to measure a number of different outcomes (Peng, Lin, Pfeiffer & Winn, 2012). The study fond that by turning the autonomy and competence features off in their game, as well as the respective needs appearing, engagement and motivation to continue to play the exergame was negatively impacted which supports the theory of self-determination (Peng, Lin, Pfeiffer & Winn, 2012). While this study doesn't express how exergaming would affect traditional fitness, it highlights that complying to the SDT may motivate fitness through the continuation of using exergames. ==== Growth mindset ==== According to Dweck (1999) individuals sit on a scale between having a 'fixed' or 'growth' mindset about where their innate abilities come from (See Figure 6.). Individuals that have a fixed mindset believe that their current abilities and traits are ‘fixed’ or unchangeable and therefore do not go out of their way or strive to increase them in any way. On the other side of the spectrum are those with a ‘growth’ mindset, that believe that their skills and abilities are continuously strengthened through hard work and perseverance (Dweck, 2006). As a result, those with a growth mindset are more likely to strive to improve their abilities and are more motivated (Rhew, Piro, Goolkasian & Cosentino, 2018). A study that examined the effect of the different mindset on motivation found that while there was no significant difference to motivation levels when having a fixed mindset, having growth mindset, on the other hand, had a positive impact on motivation (Rhew, Piro, Goolkasian & Cosentino, 2018). A study by Chao, Lucke, Scherer & Montgomery (2015) further explored how exergames removed barriers form fitness motivation providing the space for a growth mindset to develop through the development of self efficacy. Implications of such studies suggest that exergames can help provide the opportunity to adjust individuals closer to a growth mindset by challenging the way individuals think about what they can achieve (Chao, Lucke, Scherer & Montgomery 2015) [[File:Growth and fixed mind.jpg|thumb|''Figure 6.'' Artists impression of fixed and growth mindset |alt=|353x353px]] {{Robelbox|theme=2|width=67%|title=Quiz 3|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {Which is not one of the 5 principles of Locke and Lathem's goal setting theory?} |type="()"} - Clarity + Community - Challenge {Which is not a basic need from self-determination theory?} + Promise - Competence - Relatedness </quiz> </div> {{Robelbox-close}} === Positive theories === {{expand}} ==== Flow theory ==== [[File:Flow theory.jpg|thumb|''Figure 7.'' Diagram of flow theory showing the 3 different states]] Flow theory breaks up cognitive experiences into a continuum of activity that either is  too much, too little or just the right amount of stimulation for that individual (Csikszentmihalyi, 2000). At the optimum level of stimulation, according to flow theory, an individual will be energised, engaged and will be motivated to attend to the task at hand (Csikszentmihalyi, 2000). Alternative studies sometimes refer to the optimal state as being 'in the zone’ (Geiser et al.,2016). The individual stimulation is on a continuum that can range from under to over stimulated activities, and if an activity is over stimulating for the individual, flow theory suggest that the individual will feel anxious or stressed (Csikszentmihalyi, 2000). On the other hand, if an activity is under stimulating, flow theory suggests that the individual will feel bored (See Figure 5.) (Csikszentmihalyi, 2000). According to a study by Lee, Kim, Park & Peng (2017), exergaming elicit a number of components that aid in the increased participation of moderate to vigorous exercise. These motivational gains included: flow, immersion and enjoyment (Lee, Kim, Park & Peng, 2017). A further study by McDonough, Pope, Zeng, Lee & Gao (2018), compared college students’ energy expenditure, physical activity, and enjoyment during exergaming and traditional exercise on a treadmill. While the exergamers did not reach the intensity level of fast treadmill walking exercise level, the results suggested that individuals partaking in the exergaming have increased perceived enjoyment and decreased rating of perceived exertion (McDonough et al., 2018). While such studies explore aspects other than flow, the results suggest that exergames offer better stimulation for the individual compared to traditional exercise and further the support for increased participation in exergames as a form of fitness (McDonough et al., 2018). {{Robelbox|theme=2|width=100%|title=Quiz 4|iconwidth=48px|icon=Nuvola_apps_korganizer.svg}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {How many parts does Flow theoy's continuum have?} |type="()"} + 3 - 5 - 7 </quiz> </div> {{Robelbox-close}} ==Other ways exergames affect fitness motivation== Other incentives that appear inf{{huh}} aspects of the game component and the fitness component of exergaming can be see in the table below (see Table 2.). Table 2. ''Other Aspects that motivate Aspects of Exergaming that Motivates Fitness'' {| class="wikitable" |+ !Fitness incentives !Gaming incentives |- |''Physical appearance'' |''Short term goals'' |- |''Health benefits'' |''Rewards'' |- |''Competition'' |''Competition'' |- |''Achievement'' |''Weather / Controllable environment'' |- |''Connecting with the community'' |''Moderate difficulty'' |- |''Disease prevention'' |''Socialisation'' |- |''Mental health benefits'' |''Inclusive'' |- |''Physical Challenge'' |''Cognitive challenge'' |} == Future implications == As exergaming continues to be a popular activity and alternative to traditional fitness, there will most likely be a lot more variety than there already currently is (Lieberman, 2006). This will help more people get into exergames as well as the possibility of converting current gamers to include more active games into their current repertoire of games that they play. Future exergames should focus on the incentives of current games and traditional exercise to develop well rounded exergames that appeal to all types of people. As studies have indicated that exergames do provide an adequate level of fitness (Bock et al., 2019), promoting exergaming could positively increase the health of future generations. Furthermore, due to the lack of space needed to play exergames, using them to maintain fitness in locations with limited space or access to traditional fitness, such as in under water facilities and in space, could also have a positive impact on future individuals health and lifestyle. ==Conclusion== This chapter explored the question "How does exergaming affect fitness motivation" Current studies suggest that exergames provide an adequate level of fitness that is just below or equal to traditional fitness when it comes to moderate to vigorous physical activity (Bock et al., 2019). Studies that looked at exergames indicated an increase in motivation and engagement towards fitness when children and adolescents used exergaming (Benzing & Schmidt, 2018). Furthermore, in multiple studies, exergames reported a higher level of enjoyment and consistent fitness motivation compared to traditional fitness (McDonough, Pope, Zeng, Lee & Gao 2018). Through exploring some of the theories of motivation, exergames appeared to combine the benefits of gaming and exercise to create a positive impact on fitness motivation, allowing individuals to receive an adequate level of physical exercise while simultaneously having an enjoyable experience and are motivate to partake in the activity again. ==See also== * [[Motivation and emotion/Book/2015/Caffeine and exercise motivation|Caffeine and exercise motivation]] (Book chapter, 2015) * [[Motivation and emotion/Book/2015/Exercise and motivation|Exercise and motivation]] (Book chapter, 2015) * [[Motivation and emotion/Book/2014/Exercise motivation|Exercise motivation]] (Book chapter, 2014) * [[Motivation and emotion/Book/2016/Exercise motivation and personality|Exercise motivation and personality]] (Book chapter, 2016) * [[w:Exergaming|Exergaming]] (Wikipedia) * [[w:Motivation|Motivation]] (Wikipedia) * [[Motivation and emotion/Book/2014/Music and exercise motivation|Music and exercise motivation]] (Book chapter, 2014) * [[Motivation and emotion/Book/2014/Video games and positive motivation|Video games and positive motivation]] (Book chapter, 2014) ==References== {{Hanging indent|1= Bandura, A. (1986). ''Social foundations of thought and action''. Englewood Cliffs, N.J.: Prentice-Hall. Bandura, A. (1997). ''Self-efficacy in changing societies''. Cambridge [etc]: Cambridge University Press. Baranowski, T. (2017). Exergaming: Hope for future physical activity? or blight on mankind?. ''Journal of Sport and Health Science'', ''6'', 44-46. https://doi.org/10.1016/j.jshs.2016.11.006 Benzing, V., & Schmidt, M. (2018). Exergaming for children and adolescents: strengths, weaknesses, opportunities and threats. ''Journal of Clinical Medicine'', ''7'', 422. https://doi.org/10.3390/jcm7110422 Bock, B., Dunsiger, S., Ciccolo, J., Serber, E., Wu, W., & Tilkemeier, P. et al. (2019). Exercise videogames, physical activity, and health: Wii heart fitness: a randomized clinical trial. ''American Journal Of Preventive Medicine'', ''56'', 501-511. https://doi.org/10.1016/j.cct.2015.04.007 Bond, S., Laddu, D., Ozemek, C., Lavie, C., & Arena, R. (2019). Exergaming and Virtual Reality for Health: Implications for Cardiac Rehabilitation. Current Problems In Cardiology, 100472. doi: 10.1016/j.cpcardiol.2019.100472 Chao, Y., Lucke, K., Scherer, Y., & Montgomery, C. (2015). Understanding the Wii Exergames Use: Voices from Assisted Living Residents. Rehabilitation Nursing, 41(5), 279-288. doi: 10.1002/rnj.216 Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. San Francisco, Calif.: Jossey-Bass. Deci, E., & Ryan, R. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. doi: 10.1007/978-1-4899-2271-7 Dweck, C. (1999). ''Self-theories''. Philadelphia: Psychology Press. Dweck, C. (2006). ''Mindset''. New York: Random House. Geiser C. Challco, Fernando R. H. Andrade, Simone S. Borges, Ig I. Bittencourt, & Seiji Isotani. (2016). Toward A Unified Modeling of Learner's Growth Process and Flow Theory. Journal of Educational Technology & Society, 19(2), 215-227. Hull, C. (1964). A Behavior System, etc. John Wiley & Sons: New York. Lee, S., Kim, W., Park, T., & Peng, W. (2017). The psychological effects of playing exergames: a systematic review. ''Cyberpsychology, Behavior, and Social Networking'', ''20'', 513-532. https://doi.org/10.1089/cyber.2017.0183 Lieberman, D. (2006). Dance Games and Other Exergames: What the Research Says. Cite Seer, 1. Locke, E., & Latham, G. (1990). A theory of goal setting & task performance. Englewood Cliffs, N.J.: Prentice Hall. Locke, E., & Schattke, K. (2018). Intrinsic and extrinsic motivation: time for expansion and clarification. Motivation Science. http://dx.doi.org/10.1037/mot0000116 MacIntosh, A., Switzer, L., Hernandez, H., Hwang, S., Schneider, A., & Moran, D. et al. (2017). Balancing for Gross Motor Ability in Exergaming Between Youth with Cerebral Palsy at Gross Motor Function Classification System Levels II and III. Games For Health Journal, 6(2), 104-110. doi: 10.1089/g4h.2016.0073 McDonough, D., Pope, Z., Zeng, N., Lee, J., & Gao, Z. (2018). Comparison of college students’ energy expenditure, physical activity, and enjoyment during exergaming and traditional exercise. ''Journal Of Clinical Medicine'', ''7'', 433. https://doi.org/10.3390/jcm7110433 Nagle, A., Wolf, P., Riener, R., & Novak, D. (2014). The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game. International Journal Of Serious Games, 1(4). doi: 10.17083/ijsg.v1i4.47 Peng, W., Lin, J., Pfeiffer, K., & Winn, B. (2012). Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame. Media Psychology, 15(2), 175-196. doi: 10.1080/15213269.2012.673850 Skinner, B. (1965). ''Science and human behavior''. New York: The Free Press, etc. Rhew, E., Piro, J., Goolkasian, P., & Cosentino, P. (2018). The effects of a growth mindset on self-efficacy and motivation. ''Cogent Education'', ''5''. https://doi.org/10.1080/2331186X.2018.1492337 Ryan, R., & Deci, E. (2017). Self-determination theory (p. 3). New York: The Guilford Press. }} ==External links== *[https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6262538/ Comparison of College Students’ Energy Expenditure, Physical Activity, and Enjoyment during Exergaming and Traditional Exercise] (Journal of clinical medicine) *[https://www.healthdirect.gov.au/motivation-how-to-get-started-and-staying-motivated Motivation: How to get started and staying motivated](Health Direct) *[https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3392161/ Validity and Reliability of Nintendo Wii Fit Balance Scores] (Journal of athletic training) [[Category:Motivation and emotion/Book/2019]] [[Category:Motivation and emotion/Book/Exercise]] [[Category:Motivation and emotion/Book/Technology]] [[Category:Motivation and emotion/Book/Games]] g0bn79mm3o2kmj0i0ajobmy0a7i5reo 2815320 2815319 2026-06-12T02:29:17Z Jtneill 10242 removed [[Category:Motivation and emotion/Book/Technology]]; added [[Category:Motivation and emotion/Book/Video games]] using [[Help:Gadget-HotCat|HotCat]] 2815320 wikitext text/x-wiki {{title|Exergaming and fitness motivation:<br>How does exergaming affect fitness motivation?}} {{MECR3|1=https://youtu.be/DDqYXWEPlfM}} __TOC__ ==Overview== [[File:Girl playing Legacy Dance dance revolution cabinet.jpg|thumb|''Figure 1.'' Young girl using ''Dance Dance Revolution'' a dancing type of exergame in an arcade|alt=|249x249px]] Exergaming refers to video games which involve physical exercise. This chapter focuses on how exergaming affects fitness motivation and how this activity should be best approached when looking to increase fitness motivation in future exergames. The chapter first explores what exergaming entails and what motivation is, then explore how the two are integrated in various studies to understand what direction these games should be directed in, to make a positive impact on the heath of the individuals that use them. The popularity of exergames continues to rise and has been identified by multiple studies to be beneficial to an individual's health by improving players stress levels, weight management, and fitness (Lieberman, 2006). Furthermore, due to the vast range of activities that the games cover (see Figure 1), as well as the inclusive nature of the games that are adjustable to suit individual performance level, social groups such as the elderly and individuals struggling with gross motor function impairment that struggle with fitness have been able to use exergames as a pathway to fitness motivation (MacIntosh et al., 2017). While research is still limited in this area, exergaming is quickly starting to demonstrate that it is an alternative tool for exercise and in turn, a valuable component for fitness motivation (Bond, Laddu, Ozemek, Lavie & Arena, 2019). The Wii Heart Fitness study, is one such example. This study by Bock et al. (2019), compared the exercise levels of participants from three groups, randomised to either completing supervised exergaming, supervised standard exercise or a control group that completed activities as per usual over a 12 week period. The study recorded weekly minutes of the participants participation in moderate to vigorous physical activity (MVPA) as well as a recording their fitness level that was determined by recording cardiovascular fitness, blood lipid levels and body composition. The recordings occurred at the beginning (baseline), after treatment (12 weeks), 6 and 9 months period (Bock et al., 2019). Results suggested that exergaming does present MVPA in individuals and is a good source of fitness (Bock et al., 2019). {{Robelbox|theme={{{theme|1}}}|title=Focus questions|width=62%}} <div style="{{Robelbox/pad}}"> *What is exergaming? *What is motivation? *What motivational theories help explain the effect of exergaming on fitness motivation? *How can exergames be used in the future? </div> {{Robelbox/close}} == Exergaming == {{expand}} === What is exergaming === [[wikipedia:Exergaming|Exergaming]] is a word used to describe exercise video games, also known as active video games that require an aspect of exercise that requires more than just your fingers and hands. Most exergames or 'exercise-games' work with the aid of some form of motion capture technology or GPS tracking device that receives the performed activity and inputs it into the system (See Figure 2.), and there are multiple different activities that can be completed in exergames from traditional sports, dancing and even window washing (Lieberman, 2006). Exergames often work though a reward system that recognises how well or how much the participant completed the activity and rewards them accordingly. The idea of the exergame or 'exercise-game' is to combine the benefits of both exercise and gaming to have a positive impact on the health of the individuals that participate in the activity. [[File:Wii Remote Image.jpg|thumb|285x285px|''Figure 2.'' Motion tracking Wii remote|alt=]] === Exergaming examples === *[[wikipedia:Pokémon_Go|Pokemon Go]] *[[wikipedia:Wii_Fit|Wii fit plus]] *[[wikipedia:Your_Shape:_Fitness_Evolved|Your Shape: Fitness Evolved]] *[[wikipedia:Dance_Central|Dance Central]] *[[wikipedia:Zumba_Fitness_(video_game)|Zumba Fitness]] * Sport Champions *[[wikipedia:Beat_Saber|Beat Saber VR]] *[[wikipedia:Just_Dance_2019|Just Dance 2019]] *[[w:Zwift|Zwift]] <div align="right" p></div> == Case study == {{RoundBoxLeft|theme=10|}} ;Case study of an individual using exergaming as a pathway to increase fitness motivation Eddie liked playing games on in the afternoon with his friends. Recently he noticed that he was a lot heavier than he used to be and wanted to try and get back to his original weight, but was a bit stuck because he still wanted to spend his afternoon hanging with his friends. His friends lived all over the area, so meeting up with all of them to hang out every afternoon would be extremely difficult to organise and quite unrealistic. Eddie asked if any of his friends wanted to they try an exergame for 15-30 min each day when they play. This worked out really well and everyone was happy to mix up the games and play a bit of exergaming as well. Eventually, Eddie found that with the extra exercising he was doing, he had begun to lose weight, had more energy and was more motivated to start going for runs in morning. Would you consider starting an exergame to get fit or would you rather pursue traditional exercise? {{RoundBoxRight}} {{Robelbox|theme=2|width=100%|title=Quiz 1|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit":<quiz display=simple> {What combination of words does exergame come from?} |type="()"} - Existence + game + Exercise + game - Excursion + game - Exemption + game - Exertion + game </quiz> </div> {{Robelbox-close}} {{LeftRightBoxClose}} == Motivation == {{expand}} === What is motivation? === [[wikipedia:Motivation|Motivation]] can be described as the reason behind the drive that makes individuals behave the way that they do (Locke & Schattke, 2018). Motivation can be divided into to subgroups of intrinsic and extrinsic motivation (Locke & Schattke, 2018). While intrinsic motivation refers to doing an activity purely due to the enjoyment of completing that activity, extrinsic motivation is the completing the activity to avoid punishment (Locke & Schattke, 2018). There are a number{{vague}} of [[wikipedia:Motivation#Psychological_theories|motivational theories]] that suggest an explanation for why individuals behave in the way that they do. Below are some of the motivational theories found in psychology that may help to explain the relationship between exergamining and fitness motivation separated according to learning theories, cognitive theories and positive theories. === Learning Theories === <div style="float:right; clear:right; margin-left:5px; margin-bottom:1px; margin-top:1px;"> {{Robelbox|align="center"|theme=12|title= Hull's drive-stimulus reduction equation|width=350px|iconwidth=46px}}<div style="{{Robelbox/pad}}"> <div style="text-align: center;">E = H x D x K</div> <div style="text-align: center;">Behaviour = Habit x Drive Tension x Incentive</div> <br></div> {{Robelbox-close}}</div> ====Hull's drive-stimulus reduction theory==== Hull’s drive-stimulus reduction theory explains motivation in a more mathematical way as a result of an equation. The foundations of the equation rest on the understanding that, motivation occurs when there are antecedent conditions, such as external events or social context (Hull, 1964). These drive internal motives, which are: needs, cognition and emotions or motives to create energised, goal-directed, persistent, action (Hull, 1964). Hull’s equation is (''E = H x D x K'') where ''E'' is strength of the behaviour, ''H'' is the strength of the habit, ''D'' is the drive tension or internal motives, such as hunger and ''K'' is the incentive (Hull, 1964).   ==== Positive reinforcement ==== [[File:Operant conditioning diagram rev.svg|thumb|''Figure 3.'' Operant Conditioning flow chart|alt=|435x435px]] [[wikipedia:Reinforcement#Positive_reinforcement|Positive reinforcement]] works by motivating the individual to achieve in order to receive an anticipated reward (Skinner, 1965). The theory is based on one of the reinforcement types of Skinner's operant conditioning theory (see Figure 3.), that identifies that behaviours that are met with positive outcomes, such as rewards or praise, will increase the chance of the behaviour being performed again (Skinner, 1965). In exergames, individuals are rewarded in a number of ways as they complete activities. Some examples include: levelling up, virtual prizes such as access to new activities or accessories to dress up your in-game avatar, or winning against other players, or the computer. Studies suggest that positive reinforcement contribute to player enjoyment when it comes to games (Nagel, Wolf, Robert & Novak, 2014) and in their study, also found that variable-ratio-schedule performed better than fixed-ratio-schedule games, especially if the reward schedule ratio was chosen by the player rather than a pre-determined one. A study that explored enjoyment in exercise (Baranowski 2017), identified that enjoyment is a key contributor to producing high levels of motivation and continuation for exercise. Staff members that enjoy the games they were selling at conventions were photographed playing exergames in their free time (see Figure 4.). [[File:Wiiate3 2006.JPG|thumb|''Figure 4.'' Staff member at the Nintendo stand playing Wii tennis|alt=|435x435px]] {{Robelbox|theme=2|width=60%|title=Quiz 2|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {Hull's drive-stimulus reduction equation is:} |type="()"} + Behaviour = Habit x Drive Tension x Incentive - Drive = Habit x Behaviour x Sensation x Incentive - Action = Habit x Drive x Sensation x Incentive {Which of the following would increase a behaviour according to operant conditioning?} - Forward reinforcement - Negative punishment + Negative reinforcement </quiz> </div> {{Robelbox-close}} === Cognitive theories === {{expand}} ==== Goal-Setting ==== Locke’s goal-setting theory explores how effective goal setting establishes motivation as the goals are set out in a way that is most achievable for the individual. Goal setting theory focuses on developing individualised sets of goals to increase motivation and productivity on completed activities (Locke & Latham, 1990). Goal setting theory also looks at developing set tasks that are achievable, to motivate the individual by providing a driver and keeping individuals focused on what is important (Locke & Latham, 1990). In order to achieve these goals Locke and Latham developed principles that can be utilised in creating achievable and motivating goals (Locke & Latham, 1990). The table below shows the 5 principle model developed by Locke and Latham (1990) that can be used when determining good goal setting practices (see Table 1.). Table 1. ''The 5 principles of Locke and Lathem'' {| class="wikitable" |+ !5 Factors !Description !Explanation |- |Clarity |A specific clear goal that can be measured |Without clarity an individual may never know when the goal has been achieved |- |Challenge |Set challenging but attainable goals |Both unattainable and overly simplistic goals will impact motivation and reduce performance |- |Feedback |Receiving and listening to feedback |Understanding the progress and allowing goal adjustment if needed |- |Task Complexity |Not over complicating tasks |Over complicated tasks can be overwhelming |- |Commitment |Being committed to the task |If there is not commitment towards a goal, individuals may not exert effort into obtaining the goal |} ==== Self-determination theory ==== [[File:Venn diagram.pdf|thumb|400x400px|''Figure 5.'' Self-determination Venn diagram of basic needs]] Another theory that helps to explain the relationship between exergaming and fitness motivation is self-determination theory (SDT). The foundations of SDT suggests that all individuals have evolved to be innately curious, active and social beings that are motivated from within by three basic needs (see Figure 5.) (Ryan & Deci, 2017). The concepts that encompass all behaviours that are instinctive and thought to be universal across all individuals (Deci & Ryan, 1985). * ''Autonomy'' - Individuals to have control over their lives and be in charge of their decisions. * ''Relatedness'' - There is a desire to be a part of other peoples lives and want to experience interaction and a sense of belonging. * ''Competence'' - Individuals want to achieve and master skills One study specifically manipulated characteristics of an exergame in line with two of the basic needs of SDT to measure a number of different outcomes (Peng, Lin, Pfeiffer & Winn, 2012). The study fond that by turning the autonomy and competence features off in their game, as well as the respective needs appearing, engagement and motivation to continue to play the exergame was negatively impacted which supports the theory of self-determination (Peng, Lin, Pfeiffer & Winn, 2012). While this study doesn't express how exergaming would affect traditional fitness, it highlights that complying to the SDT may motivate fitness through the continuation of using exergames. ==== Growth mindset ==== According to Dweck (1999) individuals sit on a scale between having a 'fixed' or 'growth' mindset about where their innate abilities come from (See Figure 6.). Individuals that have a fixed mindset believe that their current abilities and traits are ‘fixed’ or unchangeable and therefore do not go out of their way or strive to increase them in any way. On the other side of the spectrum are those with a ‘growth’ mindset, that believe that their skills and abilities are continuously strengthened through hard work and perseverance (Dweck, 2006). As a result, those with a growth mindset are more likely to strive to improve their abilities and are more motivated (Rhew, Piro, Goolkasian & Cosentino, 2018). A study that examined the effect of the different mindset on motivation found that while there was no significant difference to motivation levels when having a fixed mindset, having growth mindset, on the other hand, had a positive impact on motivation (Rhew, Piro, Goolkasian & Cosentino, 2018). A study by Chao, Lucke, Scherer & Montgomery (2015) further explored how exergames removed barriers form fitness motivation providing the space for a growth mindset to develop through the development of self efficacy. Implications of such studies suggest that exergames can help provide the opportunity to adjust individuals closer to a growth mindset by challenging the way individuals think about what they can achieve (Chao, Lucke, Scherer & Montgomery 2015) [[File:Growth and fixed mind.jpg|thumb|''Figure 6.'' Artists impression of fixed and growth mindset |alt=|353x353px]] {{Robelbox|theme=2|width=67%|title=Quiz 3|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {Which is not one of the 5 principles of Locke and Lathem's goal setting theory?} |type="()"} - Clarity + Community - Challenge {Which is not a basic need from self-determination theory?} + Promise - Competence - Relatedness </quiz> </div> {{Robelbox-close}} === Positive theories === {{expand}} ==== Flow theory ==== [[File:Flow theory.jpg|thumb|''Figure 7.'' Diagram of flow theory showing the 3 different states]] Flow theory breaks up cognitive experiences into a continuum of activity that either is  too much, too little or just the right amount of stimulation for that individual (Csikszentmihalyi, 2000). At the optimum level of stimulation, according to flow theory, an individual will be energised, engaged and will be motivated to attend to the task at hand (Csikszentmihalyi, 2000). Alternative studies sometimes refer to the optimal state as being 'in the zone’ (Geiser et al.,2016). The individual stimulation is on a continuum that can range from under to over stimulated activities, and if an activity is over stimulating for the individual, flow theory suggest that the individual will feel anxious or stressed (Csikszentmihalyi, 2000). On the other hand, if an activity is under stimulating, flow theory suggests that the individual will feel bored (See Figure 5.) (Csikszentmihalyi, 2000). According to a study by Lee, Kim, Park & Peng (2017), exergaming elicit a number of components that aid in the increased participation of moderate to vigorous exercise. These motivational gains included: flow, immersion and enjoyment (Lee, Kim, Park & Peng, 2017). A further study by McDonough, Pope, Zeng, Lee & Gao (2018), compared college students’ energy expenditure, physical activity, and enjoyment during exergaming and traditional exercise on a treadmill. While the exergamers did not reach the intensity level of fast treadmill walking exercise level, the results suggested that individuals partaking in the exergaming have increased perceived enjoyment and decreased rating of perceived exertion (McDonough et al., 2018). While such studies explore aspects other than flow, the results suggest that exergames offer better stimulation for the individual compared to traditional exercise and further the support for increased participation in exergames as a form of fitness (McDonough et al., 2018). {{Robelbox|theme=2|width=100%|title=Quiz 4|iconwidth=48px|icon=Nuvola_apps_korganizer.svg}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {How many parts does Flow theoy's continuum have?} |type="()"} + 3 - 5 - 7 </quiz> </div> {{Robelbox-close}} ==Other ways exergames affect fitness motivation== Other incentives that appear inf{{huh}} aspects of the game component and the fitness component of exergaming can be see in the table below (see Table 2.). Table 2. ''Other Aspects that motivate Aspects of Exergaming that Motivates Fitness'' {| class="wikitable" |+ !Fitness incentives !Gaming incentives |- |''Physical appearance'' |''Short term goals'' |- |''Health benefits'' |''Rewards'' |- |''Competition'' |''Competition'' |- |''Achievement'' |''Weather / Controllable environment'' |- |''Connecting with the community'' |''Moderate difficulty'' |- |''Disease prevention'' |''Socialisation'' |- |''Mental health benefits'' |''Inclusive'' |- |''Physical Challenge'' |''Cognitive challenge'' |} == Future implications == As exergaming continues to be a popular activity and alternative to traditional fitness, there will most likely be a lot more variety than there already currently is (Lieberman, 2006). This will help more people get into exergames as well as the possibility of converting current gamers to include more active games into their current repertoire of games that they play. Future exergames should focus on the incentives of current games and traditional exercise to develop well rounded exergames that appeal to all types of people. As studies have indicated that exergames do provide an adequate level of fitness (Bock et al., 2019), promoting exergaming could positively increase the health of future generations. Furthermore, due to the lack of space needed to play exergames, using them to maintain fitness in locations with limited space or access to traditional fitness, such as in under water facilities and in space, could also have a positive impact on future individuals health and lifestyle. ==Conclusion== This chapter explored the question "How does exergaming affect fitness motivation" Current studies suggest that exergames provide an adequate level of fitness that is just below or equal to traditional fitness when it comes to moderate to vigorous physical activity (Bock et al., 2019). Studies that looked at exergames indicated an increase in motivation and engagement towards fitness when children and adolescents used exergaming (Benzing & Schmidt, 2018). Furthermore, in multiple studies, exergames reported a higher level of enjoyment and consistent fitness motivation compared to traditional fitness (McDonough, Pope, Zeng, Lee & Gao 2018). Through exploring some of the theories of motivation, exergames appeared to combine the benefits of gaming and exercise to create a positive impact on fitness motivation, allowing individuals to receive an adequate level of physical exercise while simultaneously having an enjoyable experience and are motivate to partake in the activity again. ==See also== * [[Motivation and emotion/Book/2015/Caffeine and exercise motivation|Caffeine and exercise motivation]] (Book chapter, 2015) * [[Motivation and emotion/Book/2015/Exercise and motivation|Exercise and motivation]] (Book chapter, 2015) * [[Motivation and emotion/Book/2014/Exercise motivation|Exercise motivation]] (Book chapter, 2014) * [[Motivation and emotion/Book/2016/Exercise motivation and personality|Exercise motivation and personality]] (Book chapter, 2016) * [[w:Exergaming|Exergaming]] (Wikipedia) * [[w:Motivation|Motivation]] (Wikipedia) * [[Motivation and emotion/Book/2014/Music and exercise motivation|Music and exercise motivation]] (Book chapter, 2014) * [[Motivation and emotion/Book/2014/Video games and positive motivation|Video games and positive motivation]] (Book chapter, 2014) ==References== {{Hanging indent|1= Bandura, A. (1986). ''Social foundations of thought and action''. Englewood Cliffs, N.J.: Prentice-Hall. Bandura, A. (1997). ''Self-efficacy in changing societies''. Cambridge [etc]: Cambridge University Press. Baranowski, T. (2017). Exergaming: Hope for future physical activity? or blight on mankind?. ''Journal of Sport and Health Science'', ''6'', 44-46. https://doi.org/10.1016/j.jshs.2016.11.006 Benzing, V., & Schmidt, M. (2018). Exergaming for children and adolescents: strengths, weaknesses, opportunities and threats. ''Journal of Clinical Medicine'', ''7'', 422. https://doi.org/10.3390/jcm7110422 Bock, B., Dunsiger, S., Ciccolo, J., Serber, E., Wu, W., & Tilkemeier, P. et al. (2019). Exercise videogames, physical activity, and health: Wii heart fitness: a randomized clinical trial. ''American Journal Of Preventive Medicine'', ''56'', 501-511. https://doi.org/10.1016/j.cct.2015.04.007 Bond, S., Laddu, D., Ozemek, C., Lavie, C., & Arena, R. (2019). Exergaming and Virtual Reality for Health: Implications for Cardiac Rehabilitation. Current Problems In Cardiology, 100472. doi: 10.1016/j.cpcardiol.2019.100472 Chao, Y., Lucke, K., Scherer, Y., & Montgomery, C. (2015). Understanding the Wii Exergames Use: Voices from Assisted Living Residents. Rehabilitation Nursing, 41(5), 279-288. doi: 10.1002/rnj.216 Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. San Francisco, Calif.: Jossey-Bass. Deci, E., & Ryan, R. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. doi: 10.1007/978-1-4899-2271-7 Dweck, C. (1999). ''Self-theories''. Philadelphia: Psychology Press. Dweck, C. (2006). ''Mindset''. New York: Random House. Geiser C. Challco, Fernando R. H. Andrade, Simone S. Borges, Ig I. Bittencourt, & Seiji Isotani. (2016). Toward A Unified Modeling of Learner's Growth Process and Flow Theory. Journal of Educational Technology & Society, 19(2), 215-227. Hull, C. (1964). A Behavior System, etc. John Wiley & Sons: New York. Lee, S., Kim, W., Park, T., & Peng, W. (2017). The psychological effects of playing exergames: a systematic review. ''Cyberpsychology, Behavior, and Social Networking'', ''20'', 513-532. https://doi.org/10.1089/cyber.2017.0183 Lieberman, D. (2006). Dance Games and Other Exergames: What the Research Says. Cite Seer, 1. Locke, E., & Latham, G. (1990). A theory of goal setting & task performance. Englewood Cliffs, N.J.: Prentice Hall. Locke, E., & Schattke, K. (2018). Intrinsic and extrinsic motivation: time for expansion and clarification. Motivation Science. http://dx.doi.org/10.1037/mot0000116 MacIntosh, A., Switzer, L., Hernandez, H., Hwang, S., Schneider, A., & Moran, D. et al. (2017). Balancing for Gross Motor Ability in Exergaming Between Youth with Cerebral Palsy at Gross Motor Function Classification System Levels II and III. Games For Health Journal, 6(2), 104-110. doi: 10.1089/g4h.2016.0073 McDonough, D., Pope, Z., Zeng, N., Lee, J., & Gao, Z. (2018). Comparison of college students’ energy expenditure, physical activity, and enjoyment during exergaming and traditional exercise. ''Journal Of Clinical Medicine'', ''7'', 433. https://doi.org/10.3390/jcm7110433 Nagle, A., Wolf, P., Riener, R., & Novak, D. (2014). The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game. International Journal Of Serious Games, 1(4). doi: 10.17083/ijsg.v1i4.47 Peng, W., Lin, J., Pfeiffer, K., & Winn, B. (2012). Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame. Media Psychology, 15(2), 175-196. doi: 10.1080/15213269.2012.673850 Skinner, B. (1965). ''Science and human behavior''. New York: The Free Press, etc. Rhew, E., Piro, J., Goolkasian, P., & Cosentino, P. (2018). The effects of a growth mindset on self-efficacy and motivation. ''Cogent Education'', ''5''. https://doi.org/10.1080/2331186X.2018.1492337 Ryan, R., & Deci, E. (2017). Self-determination theory (p. 3). New York: The Guilford Press. }} ==External links== *[https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6262538/ Comparison of College Students’ Energy Expenditure, Physical Activity, and Enjoyment during Exergaming and Traditional Exercise] (Journal of clinical medicine) *[https://www.healthdirect.gov.au/motivation-how-to-get-started-and-staying-motivated Motivation: How to get started and staying motivated](Health Direct) *[https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3392161/ Validity and Reliability of Nintendo Wii Fit Balance Scores] (Journal of athletic training) [[Category:Motivation and emotion/Book/2019]] [[Category:Motivation and emotion/Book/Exercise]] [[Category:Motivation and emotion/Book/Video games]] [[Category:Motivation and emotion/Book/Games]] nni85d9guxvwse08ia14eb4awkf6bcx 2815321 2815320 2026-06-12T02:29:28Z Jtneill 10242 removed [[Category:Motivation and emotion/Book/Games]] using [[Help:Gadget-HotCat|HotCat]] 2815321 wikitext text/x-wiki {{title|Exergaming and fitness motivation:<br>How does exergaming affect fitness motivation?}} {{MECR3|1=https://youtu.be/DDqYXWEPlfM}} __TOC__ ==Overview== [[File:Girl playing Legacy Dance dance revolution cabinet.jpg|thumb|''Figure 1.'' Young girl using ''Dance Dance Revolution'' a dancing type of exergame in an arcade|alt=|249x249px]] Exergaming refers to video games which involve physical exercise. This chapter focuses on how exergaming affects fitness motivation and how this activity should be best approached when looking to increase fitness motivation in future exergames. The chapter first explores what exergaming entails and what motivation is, then explore how the two are integrated in various studies to understand what direction these games should be directed in, to make a positive impact on the heath of the individuals that use them. The popularity of exergames continues to rise and has been identified by multiple studies to be beneficial to an individual's health by improving players stress levels, weight management, and fitness (Lieberman, 2006). Furthermore, due to the vast range of activities that the games cover (see Figure 1), as well as the inclusive nature of the games that are adjustable to suit individual performance level, social groups such as the elderly and individuals struggling with gross motor function impairment that struggle with fitness have been able to use exergames as a pathway to fitness motivation (MacIntosh et al., 2017). While research is still limited in this area, exergaming is quickly starting to demonstrate that it is an alternative tool for exercise and in turn, a valuable component for fitness motivation (Bond, Laddu, Ozemek, Lavie & Arena, 2019). The Wii Heart Fitness study, is one such example. This study by Bock et al. (2019), compared the exercise levels of participants from three groups, randomised to either completing supervised exergaming, supervised standard exercise or a control group that completed activities as per usual over a 12 week period. The study recorded weekly minutes of the participants participation in moderate to vigorous physical activity (MVPA) as well as a recording their fitness level that was determined by recording cardiovascular fitness, blood lipid levels and body composition. The recordings occurred at the beginning (baseline), after treatment (12 weeks), 6 and 9 months period (Bock et al., 2019). Results suggested that exergaming does present MVPA in individuals and is a good source of fitness (Bock et al., 2019). {{Robelbox|theme={{{theme|1}}}|title=Focus questions|width=62%}} <div style="{{Robelbox/pad}}"> *What is exergaming? *What is motivation? *What motivational theories help explain the effect of exergaming on fitness motivation? *How can exergames be used in the future? </div> {{Robelbox/close}} == Exergaming == {{expand}} === What is exergaming === [[wikipedia:Exergaming|Exergaming]] is a word used to describe exercise video games, also known as active video games that require an aspect of exercise that requires more than just your fingers and hands. Most exergames or 'exercise-games' work with the aid of some form of motion capture technology or GPS tracking device that receives the performed activity and inputs it into the system (See Figure 2.), and there are multiple different activities that can be completed in exergames from traditional sports, dancing and even window washing (Lieberman, 2006). Exergames often work though a reward system that recognises how well or how much the participant completed the activity and rewards them accordingly. The idea of the exergame or 'exercise-game' is to combine the benefits of both exercise and gaming to have a positive impact on the health of the individuals that participate in the activity. [[File:Wii Remote Image.jpg|thumb|285x285px|''Figure 2.'' Motion tracking Wii remote|alt=]] === Exergaming examples === *[[wikipedia:Pokémon_Go|Pokemon Go]] *[[wikipedia:Wii_Fit|Wii fit plus]] *[[wikipedia:Your_Shape:_Fitness_Evolved|Your Shape: Fitness Evolved]] *[[wikipedia:Dance_Central|Dance Central]] *[[wikipedia:Zumba_Fitness_(video_game)|Zumba Fitness]] * Sport Champions *[[wikipedia:Beat_Saber|Beat Saber VR]] *[[wikipedia:Just_Dance_2019|Just Dance 2019]] *[[w:Zwift|Zwift]] <div align="right" p></div> == Case study == {{RoundBoxLeft|theme=10|}} ;Case study of an individual using exergaming as a pathway to increase fitness motivation Eddie liked playing games on in the afternoon with his friends. Recently he noticed that he was a lot heavier than he used to be and wanted to try and get back to his original weight, but was a bit stuck because he still wanted to spend his afternoon hanging with his friends. His friends lived all over the area, so meeting up with all of them to hang out every afternoon would be extremely difficult to organise and quite unrealistic. Eddie asked if any of his friends wanted to they try an exergame for 15-30 min each day when they play. This worked out really well and everyone was happy to mix up the games and play a bit of exergaming as well. Eventually, Eddie found that with the extra exercising he was doing, he had begun to lose weight, had more energy and was more motivated to start going for runs in morning. Would you consider starting an exergame to get fit or would you rather pursue traditional exercise? {{RoundBoxRight}} {{Robelbox|theme=2|width=100%|title=Quiz 1|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit":<quiz display=simple> {What combination of words does exergame come from?} |type="()"} - Existence + game + Exercise + game - Excursion + game - Exemption + game - Exertion + game </quiz> </div> {{Robelbox-close}} {{LeftRightBoxClose}} == Motivation == {{expand}} === What is motivation? === [[wikipedia:Motivation|Motivation]] can be described as the reason behind the drive that makes individuals behave the way that they do (Locke & Schattke, 2018). Motivation can be divided into to subgroups of intrinsic and extrinsic motivation (Locke & Schattke, 2018). While intrinsic motivation refers to doing an activity purely due to the enjoyment of completing that activity, extrinsic motivation is the completing the activity to avoid punishment (Locke & Schattke, 2018). There are a number{{vague}} of [[wikipedia:Motivation#Psychological_theories|motivational theories]] that suggest an explanation for why individuals behave in the way that they do. Below are some of the motivational theories found in psychology that may help to explain the relationship between exergamining and fitness motivation separated according to learning theories, cognitive theories and positive theories. === Learning Theories === <div style="float:right; clear:right; margin-left:5px; margin-bottom:1px; margin-top:1px;"> {{Robelbox|align="center"|theme=12|title= Hull's drive-stimulus reduction equation|width=350px|iconwidth=46px}}<div style="{{Robelbox/pad}}"> <div style="text-align: center;">E = H x D x K</div> <div style="text-align: center;">Behaviour = Habit x Drive Tension x Incentive</div> <br></div> {{Robelbox-close}}</div> ====Hull's drive-stimulus reduction theory==== Hull’s drive-stimulus reduction theory explains motivation in a more mathematical way as a result of an equation. The foundations of the equation rest on the understanding that, motivation occurs when there are antecedent conditions, such as external events or social context (Hull, 1964). These drive internal motives, which are: needs, cognition and emotions or motives to create energised, goal-directed, persistent, action (Hull, 1964). Hull’s equation is (''E = H x D x K'') where ''E'' is strength of the behaviour, ''H'' is the strength of the habit, ''D'' is the drive tension or internal motives, such as hunger and ''K'' is the incentive (Hull, 1964).   ==== Positive reinforcement ==== [[File:Operant conditioning diagram rev.svg|thumb|''Figure 3.'' Operant Conditioning flow chart|alt=|435x435px]] [[wikipedia:Reinforcement#Positive_reinforcement|Positive reinforcement]] works by motivating the individual to achieve in order to receive an anticipated reward (Skinner, 1965). The theory is based on one of the reinforcement types of Skinner's operant conditioning theory (see Figure 3.), that identifies that behaviours that are met with positive outcomes, such as rewards or praise, will increase the chance of the behaviour being performed again (Skinner, 1965). In exergames, individuals are rewarded in a number of ways as they complete activities. Some examples include: levelling up, virtual prizes such as access to new activities or accessories to dress up your in-game avatar, or winning against other players, or the computer. Studies suggest that positive reinforcement contribute to player enjoyment when it comes to games (Nagel, Wolf, Robert & Novak, 2014) and in their study, also found that variable-ratio-schedule performed better than fixed-ratio-schedule games, especially if the reward schedule ratio was chosen by the player rather than a pre-determined one. A study that explored enjoyment in exercise (Baranowski 2017), identified that enjoyment is a key contributor to producing high levels of motivation and continuation for exercise. Staff members that enjoy the games they were selling at conventions were photographed playing exergames in their free time (see Figure 4.). [[File:Wiiate3 2006.JPG|thumb|''Figure 4.'' Staff member at the Nintendo stand playing Wii tennis|alt=|435x435px]] {{Robelbox|theme=2|width=60%|title=Quiz 2|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {Hull's drive-stimulus reduction equation is:} |type="()"} + Behaviour = Habit x Drive Tension x Incentive - Drive = Habit x Behaviour x Sensation x Incentive - Action = Habit x Drive x Sensation x Incentive {Which of the following would increase a behaviour according to operant conditioning?} - Forward reinforcement - Negative punishment + Negative reinforcement </quiz> </div> {{Robelbox-close}} === Cognitive theories === {{expand}} ==== Goal-Setting ==== Locke’s goal-setting theory explores how effective goal setting establishes motivation as the goals are set out in a way that is most achievable for the individual. Goal setting theory focuses on developing individualised sets of goals to increase motivation and productivity on completed activities (Locke & Latham, 1990). Goal setting theory also looks at developing set tasks that are achievable, to motivate the individual by providing a driver and keeping individuals focused on what is important (Locke & Latham, 1990). In order to achieve these goals Locke and Latham developed principles that can be utilised in creating achievable and motivating goals (Locke & Latham, 1990). The table below shows the 5 principle model developed by Locke and Latham (1990) that can be used when determining good goal setting practices (see Table 1.). Table 1. ''The 5 principles of Locke and Lathem'' {| class="wikitable" |+ !5 Factors !Description !Explanation |- |Clarity |A specific clear goal that can be measured |Without clarity an individual may never know when the goal has been achieved |- |Challenge |Set challenging but attainable goals |Both unattainable and overly simplistic goals will impact motivation and reduce performance |- |Feedback |Receiving and listening to feedback |Understanding the progress and allowing goal adjustment if needed |- |Task Complexity |Not over complicating tasks |Over complicated tasks can be overwhelming |- |Commitment |Being committed to the task |If there is not commitment towards a goal, individuals may not exert effort into obtaining the goal |} ==== Self-determination theory ==== [[File:Venn diagram.pdf|thumb|400x400px|''Figure 5.'' Self-determination Venn diagram of basic needs]] Another theory that helps to explain the relationship between exergaming and fitness motivation is self-determination theory (SDT). The foundations of SDT suggests that all individuals have evolved to be innately curious, active and social beings that are motivated from within by three basic needs (see Figure 5.) (Ryan & Deci, 2017). The concepts that encompass all behaviours that are instinctive and thought to be universal across all individuals (Deci & Ryan, 1985). * ''Autonomy'' - Individuals to have control over their lives and be in charge of their decisions. * ''Relatedness'' - There is a desire to be a part of other peoples lives and want to experience interaction and a sense of belonging. * ''Competence'' - Individuals want to achieve and master skills One study specifically manipulated characteristics of an exergame in line with two of the basic needs of SDT to measure a number of different outcomes (Peng, Lin, Pfeiffer & Winn, 2012). The study fond that by turning the autonomy and competence features off in their game, as well as the respective needs appearing, engagement and motivation to continue to play the exergame was negatively impacted which supports the theory of self-determination (Peng, Lin, Pfeiffer & Winn, 2012). While this study doesn't express how exergaming would affect traditional fitness, it highlights that complying to the SDT may motivate fitness through the continuation of using exergames. ==== Growth mindset ==== According to Dweck (1999) individuals sit on a scale between having a 'fixed' or 'growth' mindset about where their innate abilities come from (See Figure 6.). Individuals that have a fixed mindset believe that their current abilities and traits are ‘fixed’ or unchangeable and therefore do not go out of their way or strive to increase them in any way. On the other side of the spectrum are those with a ‘growth’ mindset, that believe that their skills and abilities are continuously strengthened through hard work and perseverance (Dweck, 2006). As a result, those with a growth mindset are more likely to strive to improve their abilities and are more motivated (Rhew, Piro, Goolkasian & Cosentino, 2018). A study that examined the effect of the different mindset on motivation found that while there was no significant difference to motivation levels when having a fixed mindset, having growth mindset, on the other hand, had a positive impact on motivation (Rhew, Piro, Goolkasian & Cosentino, 2018). A study by Chao, Lucke, Scherer & Montgomery (2015) further explored how exergames removed barriers form fitness motivation providing the space for a growth mindset to develop through the development of self efficacy. Implications of such studies suggest that exergames can help provide the opportunity to adjust individuals closer to a growth mindset by challenging the way individuals think about what they can achieve (Chao, Lucke, Scherer & Montgomery 2015) [[File:Growth and fixed mind.jpg|thumb|''Figure 6.'' Artists impression of fixed and growth mindset |alt=|353x353px]] {{Robelbox|theme=2|width=67%|title=Quiz 3|iconwidth=48px|icon=Nuvola_apps_korganizer.svg|textwrap=through|alt=}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {Which is not one of the 5 principles of Locke and Lathem's goal setting theory?} |type="()"} - Clarity + Community - Challenge {Which is not a basic need from self-determination theory?} + Promise - Competence - Relatedness </quiz> </div> {{Robelbox-close}} === Positive theories === {{expand}} ==== Flow theory ==== [[File:Flow theory.jpg|thumb|''Figure 7.'' Diagram of flow theory showing the 3 different states]] Flow theory breaks up cognitive experiences into a continuum of activity that either is  too much, too little or just the right amount of stimulation for that individual (Csikszentmihalyi, 2000). At the optimum level of stimulation, according to flow theory, an individual will be energised, engaged and will be motivated to attend to the task at hand (Csikszentmihalyi, 2000). Alternative studies sometimes refer to the optimal state as being 'in the zone’ (Geiser et al.,2016). The individual stimulation is on a continuum that can range from under to over stimulated activities, and if an activity is over stimulating for the individual, flow theory suggest that the individual will feel anxious or stressed (Csikszentmihalyi, 2000). On the other hand, if an activity is under stimulating, flow theory suggests that the individual will feel bored (See Figure 5.) (Csikszentmihalyi, 2000). According to a study by Lee, Kim, Park & Peng (2017), exergaming elicit a number of components that aid in the increased participation of moderate to vigorous exercise. These motivational gains included: flow, immersion and enjoyment (Lee, Kim, Park & Peng, 2017). A further study by McDonough, Pope, Zeng, Lee & Gao (2018), compared college students’ energy expenditure, physical activity, and enjoyment during exergaming and traditional exercise on a treadmill. While the exergamers did not reach the intensity level of fast treadmill walking exercise level, the results suggested that individuals partaking in the exergaming have increased perceived enjoyment and decreased rating of perceived exertion (McDonough et al., 2018). While such studies explore aspects other than flow, the results suggest that exergames offer better stimulation for the individual compared to traditional exercise and further the support for increased participation in exergames as a form of fitness (McDonough et al., 2018). {{Robelbox|theme=2|width=100%|title=Quiz 4|iconwidth=48px|icon=Nuvola_apps_korganizer.svg}} <div style="{{Robelbox/pad}}"> Choose the correct answers and click "Submit": <quiz display=simple> {How many parts does Flow theoy's continuum have?} |type="()"} + 3 - 5 - 7 </quiz> </div> {{Robelbox-close}} ==Other ways exergames affect fitness motivation== Other incentives that appear inf{{huh}} aspects of the game component and the fitness component of exergaming can be see in the table below (see Table 2.). Table 2. ''Other Aspects that motivate Aspects of Exergaming that Motivates Fitness'' {| class="wikitable" |+ !Fitness incentives !Gaming incentives |- |''Physical appearance'' |''Short term goals'' |- |''Health benefits'' |''Rewards'' |- |''Competition'' |''Competition'' |- |''Achievement'' |''Weather / Controllable environment'' |- |''Connecting with the community'' |''Moderate difficulty'' |- |''Disease prevention'' |''Socialisation'' |- |''Mental health benefits'' |''Inclusive'' |- |''Physical Challenge'' |''Cognitive challenge'' |} == Future implications == As exergaming continues to be a popular activity and alternative to traditional fitness, there will most likely be a lot more variety than there already currently is (Lieberman, 2006). This will help more people get into exergames as well as the possibility of converting current gamers to include more active games into their current repertoire of games that they play. Future exergames should focus on the incentives of current games and traditional exercise to develop well rounded exergames that appeal to all types of people. As studies have indicated that exergames do provide an adequate level of fitness (Bock et al., 2019), promoting exergaming could positively increase the health of future generations. Furthermore, due to the lack of space needed to play exergames, using them to maintain fitness in locations with limited space or access to traditional fitness, such as in under water facilities and in space, could also have a positive impact on future individuals health and lifestyle. ==Conclusion== This chapter explored the question "How does exergaming affect fitness motivation" Current studies suggest that exergames provide an adequate level of fitness that is just below or equal to traditional fitness when it comes to moderate to vigorous physical activity (Bock et al., 2019). Studies that looked at exergames indicated an increase in motivation and engagement towards fitness when children and adolescents used exergaming (Benzing & Schmidt, 2018). Furthermore, in multiple studies, exergames reported a higher level of enjoyment and consistent fitness motivation compared to traditional fitness (McDonough, Pope, Zeng, Lee & Gao 2018). Through exploring some of the theories of motivation, exergames appeared to combine the benefits of gaming and exercise to create a positive impact on fitness motivation, allowing individuals to receive an adequate level of physical exercise while simultaneously having an enjoyable experience and are motivate to partake in the activity again. ==See also== * [[Motivation and emotion/Book/2015/Caffeine and exercise motivation|Caffeine and exercise motivation]] (Book chapter, 2015) * [[Motivation and emotion/Book/2015/Exercise and motivation|Exercise and motivation]] (Book chapter, 2015) * [[Motivation and emotion/Book/2014/Exercise motivation|Exercise motivation]] (Book chapter, 2014) * [[Motivation and emotion/Book/2016/Exercise motivation and personality|Exercise motivation and personality]] (Book chapter, 2016) * [[w:Exergaming|Exergaming]] (Wikipedia) * [[w:Motivation|Motivation]] (Wikipedia) * [[Motivation and emotion/Book/2014/Music and exercise motivation|Music and exercise motivation]] (Book chapter, 2014) * [[Motivation and emotion/Book/2014/Video games and positive motivation|Video games and positive motivation]] (Book chapter, 2014) ==References== {{Hanging indent|1= Bandura, A. (1986). ''Social foundations of thought and action''. Englewood Cliffs, N.J.: Prentice-Hall. Bandura, A. (1997). ''Self-efficacy in changing societies''. Cambridge [etc]: Cambridge University Press. Baranowski, T. (2017). Exergaming: Hope for future physical activity? or blight on mankind?. ''Journal of Sport and Health Science'', ''6'', 44-46. https://doi.org/10.1016/j.jshs.2016.11.006 Benzing, V., & Schmidt, M. (2018). Exergaming for children and adolescents: strengths, weaknesses, opportunities and threats. ''Journal of Clinical Medicine'', ''7'', 422. https://doi.org/10.3390/jcm7110422 Bock, B., Dunsiger, S., Ciccolo, J., Serber, E., Wu, W., & Tilkemeier, P. et al. (2019). Exercise videogames, physical activity, and health: Wii heart fitness: a randomized clinical trial. ''American Journal Of Preventive Medicine'', ''56'', 501-511. https://doi.org/10.1016/j.cct.2015.04.007 Bond, S., Laddu, D., Ozemek, C., Lavie, C., & Arena, R. (2019). Exergaming and Virtual Reality for Health: Implications for Cardiac Rehabilitation. Current Problems In Cardiology, 100472. doi: 10.1016/j.cpcardiol.2019.100472 Chao, Y., Lucke, K., Scherer, Y., & Montgomery, C. (2015). Understanding the Wii Exergames Use: Voices from Assisted Living Residents. Rehabilitation Nursing, 41(5), 279-288. doi: 10.1002/rnj.216 Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. San Francisco, Calif.: Jossey-Bass. Deci, E., & Ryan, R. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. doi: 10.1007/978-1-4899-2271-7 Dweck, C. (1999). ''Self-theories''. Philadelphia: Psychology Press. Dweck, C. (2006). ''Mindset''. New York: Random House. Geiser C. Challco, Fernando R. H. Andrade, Simone S. Borges, Ig I. Bittencourt, & Seiji Isotani. (2016). Toward A Unified Modeling of Learner's Growth Process and Flow Theory. Journal of Educational Technology & Society, 19(2), 215-227. Hull, C. (1964). A Behavior System, etc. John Wiley & Sons: New York. Lee, S., Kim, W., Park, T., & Peng, W. (2017). The psychological effects of playing exergames: a systematic review. ''Cyberpsychology, Behavior, and Social Networking'', ''20'', 513-532. https://doi.org/10.1089/cyber.2017.0183 Lieberman, D. (2006). Dance Games and Other Exergames: What the Research Says. Cite Seer, 1. Locke, E., & Latham, G. (1990). A theory of goal setting & task performance. Englewood Cliffs, N.J.: Prentice Hall. Locke, E., & Schattke, K. (2018). Intrinsic and extrinsic motivation: time for expansion and clarification. Motivation Science. http://dx.doi.org/10.1037/mot0000116 MacIntosh, A., Switzer, L., Hernandez, H., Hwang, S., Schneider, A., & Moran, D. et al. (2017). Balancing for Gross Motor Ability in Exergaming Between Youth with Cerebral Palsy at Gross Motor Function Classification System Levels II and III. Games For Health Journal, 6(2), 104-110. doi: 10.1089/g4h.2016.0073 McDonough, D., Pope, Z., Zeng, N., Lee, J., & Gao, Z. (2018). Comparison of college students’ energy expenditure, physical activity, and enjoyment during exergaming and traditional exercise. ''Journal Of Clinical Medicine'', ''7'', 433. https://doi.org/10.3390/jcm7110433 Nagle, A., Wolf, P., Riener, R., & Novak, D. (2014). The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game. International Journal Of Serious Games, 1(4). doi: 10.17083/ijsg.v1i4.47 Peng, W., Lin, J., Pfeiffer, K., & Winn, B. (2012). Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame. Media Psychology, 15(2), 175-196. doi: 10.1080/15213269.2012.673850 Skinner, B. (1965). ''Science and human behavior''. New York: The Free Press, etc. Rhew, E., Piro, J., Goolkasian, P., & Cosentino, P. (2018). The effects of a growth mindset on self-efficacy and motivation. ''Cogent Education'', ''5''. https://doi.org/10.1080/2331186X.2018.1492337 Ryan, R., & Deci, E. (2017). Self-determination theory (p. 3). New York: The Guilford Press. }} ==External links== *[https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6262538/ Comparison of College Students’ Energy Expenditure, Physical Activity, and Enjoyment during Exergaming and Traditional Exercise] (Journal of clinical medicine) *[https://www.healthdirect.gov.au/motivation-how-to-get-started-and-staying-motivated Motivation: How to get started and staying motivated](Health Direct) *[https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3392161/ Validity and Reliability of Nintendo Wii Fit Balance Scores] (Journal of athletic training) [[Category:Motivation and emotion/Book/2019]] [[Category:Motivation and emotion/Book/Exercise]] [[Category:Motivation and emotion/Book/Video games]] sfk8wnjhit6v8gnjppwbdaj2b93nx1h Motivation and emotion/Book/2019/Emotional responses to social robots 0 252311 2815300 2094491 2026-06-12T02:01:54Z Jtneill 10242 removed [[Category:Motivation and emotion/Book/Technology]] using [[Help:Gadget-HotCat|HotCat]] 2815300 wikitext text/x-wiki {{title|Emotional responses to social robots:<br>What emotional responses do people have to social robots?}} {{MECR3|1=https://www.youtube.com/watch?v=Z_R7AEcxTw8}} __TOC__ ==Overview== [[File:Toyota Robot at Toyota Kaikan f.jpg|alt=|thumb|right|244x244px|''Figure 1''. This is what comes to mind when you say "social robot".]] This book chapter explores the following: * Case study using a social robot called Kaspar for children with Autism * Emotion theories * Current research and what strategies can be used to reduce emotional responses to the social robot * conclusion, see also, references used and some external links. ;Focus questions: *Description of what is a social robot. *What are emotional responses? *What type of emotional responses do people have to social robots? ==Case study== {{RoundBoxTop|theme=5}} This case study looks at the way human-robot interaction (HRI) affects children with autism. As it is well know that “Autistic Spectrum Disorders is a lifelong developmental disorder that affects the way a person communicates and relates to people around them (Robins, Dautenhahn & Dickerson, 2009, p. 1). For these social difficulties see Figure 3. [[File:My*4.jpg|thumb|300px|''Figure 2''. Main impairments of autism (Robins, Dautenhahn & Dickerson, 2009)]] The three autistic children involved in this case study are encouraged to interact with the HRI and social interaction with the researcher. This takes place in the United Kingdom and Germany. The HRI called Kaspar is centrally located in an environment that the children are familiar with. The children are not restrained and have freedom of movement and freedom to leave. Kaspar can move his head, eyes and lids, and arms. The special thing about Kasper is the ability to mimic social communication with verbal and nonverbal cues. The first participant lacks the ability to interact socially and exhibits reclusive behaviour (non-talking and no eye contact). As with all people when you first meet someone you don’t know, you stay at a distance. Eventually the participant got closer to the HRI and after exploring the face of Kasper they initiated contact with the hand of the researcher. The second participant also does not socially interact with others and remains reclusive. After introduction to Kasper this participant became more interactive with the HRI, teacher and himself. This was through physical interaction with the main focus on touching facial features. The third participant was older has history of aggression, self-harm and reclusive. After a period of facial exploration{{gr}}. As well as being in control of the hri. This participant then showed interest in allowing others to participate in mimicry of the HRI. After interaction with the HRI these Autistic children showed that they do have an ability to function with social awareness. This awareness is through the mimicry of facial and tactile interaction with Kasper. As well as surprising the parent and researcher with an expression of awareness that the person who is also next to Kasper should be showing a representation of the facial expression of the HRI{{gr}}. There may be an indication of this research, showing that society have suppressed physical interactions with their hands. By allowing the autistic child to explore with their hands, increases their social awareness and ability to interact with others. To see the photo interaction of these children and for more information on these case studies please click the following link. [http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.598.8071&rep=rep1&type=pdf Kaspar] (Robins, Dautenhahn & Dickerson, 2009) {{RoundBoxBottom}} == Relevant emotion theories == * James-Lange Theory would have you agree that emotion is physiological arousal. Due to the sympathetic nervous system causing the flight or fight response{{gr}}. Thus you would not feel the emotion of fear of a situation until after the arousal has taken place. * Cannon-Bard Theory argues that yes arousal occurs as well as emotional experience happening individually but at the same time. * Schachter-Singer two-factor Theory such as physiological and cognitive. Thus you get the arousal and the brain produces the emotion. * Lazarus Cognitive-mediational Theory is an unconscious appraisal. Thus you have the stimulus then the appraisal and then the emotional/physiological response. == What are social robots? == [[File:Robots at Miraikan.ogv|thumb|right|''Figure 3.'' This is a Robot. Not what you were expecting was it?]] [https://en.wikipedia.org/wiki/Social_robot Social robots] have come a long way from the 20th century. Today they may be full of electrical wiring and hardware on the inside, but with the recent application of silicone outer skin{{gr}}. They are becoming closer to the Terminator franchise without computer graphics playing a major role. Today social robots range from educational, health and even in a Japanese hotel the reception staff. You may even have one in your home and not know it. Hey Google/Alexa/amazon dot. ''“We define socially assistive robotics (SAR) as the intersection of AR and SIR. SAR shares with assistive robotics the goal to provide assistance to human users, but it specifies that the assistance is through social interaction. Because of the emphasis on social interaction, SAR has a similar focus as SIR. In SIR, the robot’s goal is to develop close and effective interactions with the human for the sake of interaction itself. In contrast, in SAR, the robot’s goal is to create close and effective interaction with a human user for the purpose of giving assistance and achieving measurable progress in convalescence, rehabilitation, learning, etc”  (Feil-Seifer and Matari´c, 2005, p. 465)'' According to Goodrige and Schultz (2007) “It is worth noting that cognitive psychology and social psychology offer perspectives and insights that are distinct from traditional human factors. There is a trend in HRI to include cognitive and social scientists in collaborative research efforts with roboticists, human factors engineers, and experts in human–computer interaction” (p 249). Breazeal (2003) and Duffy (2003) suggest that an important aspect of a social robot is they need to be anthropomorphic, ability{{gr}} to engage and provide entertainment. The use of robotic nurse maids, robotic pets even NASA is working on an assistant in space known as a robonaut in form of a humanoid{{fact}}. Although we currently do have autonomous robots in heavy industry, a social robot will need to understand human social intelligence like with Kismet (Machiavellian Intelligence). Kismet uses infant style play in the social interaction with a person. The following are some of the requirements a social robot will need to accomplish: *     self-deciding *     social ques such as gaze, gestures, head and neck movement, expressions appropriate for both verbal and nonverbal        communication *     able to benefit from the interaction by learning new gestures and communication ques *     proactive in exploring  behaviour, spontaneous and believable *     emotions, feelings and empathy for social bonding *     symbolization *     imitation to learn social ques to be able to grow from child to adult *     become  individualistic and n reset switch *     social interactions aid in knowledge of body image of self and others as part of human social exchange *     aversion and attachment *     self-aware and others aware *     rational *     have a life span and self interest *     ability to recognize as being art of the group (Fong, Nourbakhsh, Dautenhahn 2003) ==== What are emotional responses? ==== Emotional responses are made up of [[wikipedia:Arousal|Arousal]], [[wikipedia:Appraisal_theory|Appraisal Theory]] and [[wikipedia:Experience|Experience]] With these emotional responses experience with social robots will lessen and negative emotion responses. ===== What emotional responses do people have to social robots? ===== When first encountering a robot people have a range of emotions. What accounts for this range is, age, ethnicity, appearance of the robot. The more human the robot the more people feel comfortable. In the study conducted by Heerink, Krose, Evers and Wielinga (2010) forty elderly people were introduced to a Philips made interactive cat (iCat). iCat is able to express emotional facial behaviour. According to Heerink, et.el.{{gr}} (2010) "There is a clear pattern of more conversational expressiveness, a higher frequency of non-verbal behaviors, of participants that were in conversation with the robot in a more social condition" (p. 82). The study used a Likert scale questionnaire and observations to to gather positive and negative responses by the elderly participant. This study shows that the elderly highly respond to a social robot. Some want to use iCat in their lives, demonstrates acceptance of a robot that can show expressive emotion and also carry a conversation. However some elderly do have negative responses. These responses are such as distancing themselves, negative facial and body language. For an in-depth look at this study please check the following link. [https://link.springer.com/content/pdf/10.1007%2Fs10055-009-0142-1.pdf Relating conversational expressiveness to social presence and acceptance of an assistive social robot] Some of these robots are also care bots such as nursebot Pearl, Italian robocare programme and care-o-bot (Broekens, Heerink, & Rosendal, 2009). Some want to use it in their lives, demonstrating acceptance of a robot that can show expressive emotion and also carry a conversation{{comment|repeated from above?}}. However some elderly do have a negative response such as distancing themselves, negative facial and body language{{comment|repeated from above?}}.  Theme parks use robots in a constrained interaction with humans. These theme park social robots have been wildly{{huh}} accepted{{fact}}. This is verified by people staying and interacting and not go running off in distress. Children are more accepting due to toys, such as Aibo and a hamster style furby. The toys{{gr}} behaviour adjusts the more they are used in play time (children nurturing this toy). People show nurturing and acceptance through the use of tomogoichis by making sure the pet stays alive. Kismet is accepted in experimental situations as demonstrated by the person who talks too fast change in the sentence length to match Kismet’s. This exchange between Kismet and the person conversation starts as a bad exchange of social conversation, but both Kismet and the person end up changing the conversation rate and produce a smoothly social interaction. (Brezeal) Dautenhahn (1995) suggests greater human acceptance in the social area to have a more human like communication ability than in a human like appearance. Acceptance of a social robot by people is greatly increased if the robot can anticipate the person’s behaviour and treat the person as an individual. Nursery robots that can show that they have welfare of others would be accepted by people concerned about the safety. With the robot having the ability to know that actions have consequences resulting in increased self-awareness and self-aware of others people are more receptive to the robot. ==Current Research== Today research is trying to make robots as human looking and speaking as possible. One study is looking at a process for artificial intelligence functioning with operant conditioning. Other research such as found with the above case study are seeking to enable autistic children be able to communicate with others due to Kaspar. Other research is looking at whether elderly would be accepting of a facial and vocal expressive social robot (iCat) [[File:People with ai.jpg|left|thumb|Human interaction and robots]] ''Figure 4:'' People interaction with various robots in today’s society (design by me idea from Sim & Loo 2015) Image of Social service robot by Image by free-photos at pixabay.com Image of a social service robot pepper by Image by Tekelua at pixabay.com Image of industry robot by PIRO4D at pixabay.com Image of non-assistive robot by Vinson Tan at pixabay.com Image of companion robot furby by [[wikipedia:Furby|Ferby]] ==Possible strategies to reduce negative emotional responses== * education of the public about advancement in robot engineering. * exposure to documentaries about robot encounters people may have. * Avoidance in conspiracy theories. * Provide support ==Conclusion== The advancements in robotics and the wonderful work being done to aid autistic children is promising. Future exploration even in space may be AI{{rewrite}}. Heerink, Kröse, Evers and Wielinga (2009) (2010) suggest that with the shortage of workers in the care industry that people may need to acclimatize to having a robot for activities of daily living (ADLS). Also the use of social robots to aid with companionship{{gr}}. I do not think that AI will overtake the world while I am alive. But if the human race continues at the pace it is going. Not looking after resources and the earth we live on maybe one day we will go the way of the Dinosaurs. ''“The most 'intelligent' species live in complex social systems with a high degree of stability during long periods of time. The idea that robots (worldwide) recognize each other as belonging to the same 'species', and would agree on attacking or suppressing the 'human species' seems to us as speculative as assuming this kind of behavior for birds. Instead, human families keeping dogs or cats are our alternative suggestion for a model of (most often) successful multi-species societies.”'' (Dautenhahn, 1995, p 353) ==See also== * [[w:Artificial_intelligence |Artificial intelligence]] (Wikipedia) * [[w:Autonomous_robot |Autonomous robot]] (Wikipedia) * [[w:Emotional intelligence|Emotional intelligence]] (Wikipedia) * [[w:Social robot|Social robot]] (Wikipedia) * [[Motivation and emotion/Book/2018/Affective computing|Affective computing (Book chapter, 2018)]] * [[Motivation and emotion/Book/2018/Childhood neglect and emotion|Childhood neglect and emotion (Book chapter, 2018)]] * [[Motivation_and_emotion/Book/2018/Evolutionary_theory_of_emotion|Evolutionary theory of emotion (Book chapter, 2018)]] ==References== {{Hanging indent|1= Breazeal, C. (2003). Toward sociable robots. ''Robotics And Autonomous Systems'', ''42''(3-4), 167-175. doi: 10.1016/s0921-8890(02)00373-1 Broekens, J., Heerink, M., & Rosendal, H. (2009). Assistive social robots in elderly care: a review. ''Gerontechnology'', ''8''(2). doi: 10.4017/gt.2009.08.02.002.00 Dautenhahn, K. (1995). Getting to know each other—Artificial social intelligence for autonomous robots. ''Robotics And Autonomous Systems'', ''16''(2-4), 333-356. doi: 10.1016/0921-8890(95)00054-2 Duffy, B. (2003). Anthropomorphism and the social robot. ''Robotics And Autonomous Systems'', ''42''(3-4), 177-190. doi: 10.1016/s0921-8890(02)00374-3 Feil-Seifer, D., & Mataric, M. (2005). Defining Socially Assistive Robotics. In ''9th International Conference on Rehabilitation Robotics'' (pp. 465 - 468). Los Angeles: University of California. <nowiki>https://ieeexplore-ieee-org.ezproxy.canberra.edu.au/stamp/stamp.jsp?tp=&arnumber=1501143</nowiki> Fong, T., Nourbakhsh, I., & Dautenhahn, K. (2003). A survey of socially interactive robots. ''Robotics And Autonomous Systems'', ''42''(3-4), 143-166. doi: 10.1016/s0921-8890(02)00372-x Goodrich, M., & Schultz, A. (2007). Human-Robot Interaction: A Survey. ''Foundations And Trends® In Human-Computer Interaction'', ''1''(3), 203-275. doi: 10.1561/1100000005 Heerink, M., Kröse, B., Evers, V., & Wielinga, B. (2010). Assessing Acceptance of Assistive Social Agent Technology by Older Adults: the Almere Model. ''International Journal Of Social Robotics'', ''2''(4), 361-375. doi: 10.1007/s12369-010-0068-5 Heerink, M., Krose, B., Evers, V., & Wielinga, B. (2009). Measuring acceptance of an assistive social robot: a suggested toolkit. In ''The 18th IEEE International Symposium on Robot and Human Interactive Communication Toyama'' (pp. 528 - 533). Japan: WeIAH.18. Heerink, M., Kröse, B., Evers, V., & Wielinga, B. (2009). Relating conversational expressiveness to social presence and acceptance of an assistive social robot. ''Virtual Reality'', ''14''(1), 77-84. doi: 10.1007/s10055-009-0142-1 Robins, B., Dautenhahn, K., & Dickerson, P. (2009, February). From isolation to communication: a case study evaluation of robot assisted play for children with autism with a minimally expressive humanoid robot. In ''2009 Second International Conferences on Advances in Computer-Human Interactions'' (pp. 205-211). IEEE Sim, D., & Loo, C. (2015). Extensive assessment and evaluation methodologies on assistive social robots for modelling human–robot interaction – A review. ''Information Sciences'', ''301''(20 April), 305-344. doi: 10.1016/j.ins.2014.12.017 }} ==External links== * [https://link.springer.com/content/pdf/10.1007%2Fs10055-009-0142-1.pdf Relating conversational expressiveness to social presence and acceptance of an assistive social robot] * [http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.598.8071&rep=rep1&type=pdf Kaspar] *[https://reader.elsevier.com/reader/sd/pii/S0921889002003731?token=500686F241969C26E9D06FA01FE02E72375701FC906750FD3EDB411EDDFB6FFE4A8C2332BDAC54C0B7D92360C3AE2AA6 Breazel 2003] [[Category:Motivation and emotion/Book/2019]] *[http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.714.6939&rep=rep1&type=pdf Broekens, J., Heerink, M., & Rosendal, H. (2009)] [[Category:Motivation and emotion/Book/Relationships]] *[https://reader.elsevier.com/reader/sd/pii/0921889095000542?token=0028CE549D48176D7B9AE373D5EC2F1E108FBD0C4D69251EA96F9B15DAF86BDCB1A30980825187CC56620491027FA7CE Dautenhahn, K. (1995)] [[Category:Motivation and emotion/Book/Social psychology]] *[https://reader.elsevier.com/reader/sd/pii/S0921889002003743?token=75A29FDB0C766302BEFFB66EC8BE2BA4AEDDBE9E0A19CD43023674FEF31D741FDCBEB5271D201B226035482A325122EA Duffy, B. (2003).] *[https://ieeexplore-ieee-org.ezproxy.canberra.edu.au/stamp/stamp.jsp?tp=&arnumber=1501143 Feil-Seifer, D., & Mataric, M. (2005).] *[https://reader.elsevier.com/reader/sd/pii/S092188900200372X?token=7119080EB4BE859BE1B1E3CC877F9B5390A35A6927AC17BB8E22DA8EFAFB564EF210169F7997B2707F560C7DEB897579 Fong, T., Nourbakhsh, I., & Dautenhahn, K. (2003)] *[https://apps.dtic.mil/dtic/tr/fulltext/u2/a476795.pdf Goodrich, M., & Schultz, A. (2007).] *[https://link.springer.com/content/pdf/10.1007/s12369-010-0068-5.pdf Heerink, M., Kröse, B., Evers, V., & Wielinga, B. (2010)] *[https://ieeexplore-ieee-org.ezproxy.canberra.edu.au/stamp/stamp.jsp?tp=&arnumber=5326320 Heerink, M., Krose, B., Evers, V., & Wielinga, B. (2009)] *[https://link.springer.com/content/pdf/10.1007%2Fs10055-009-0142-1.pdf Heerink, M., Kröse, B., Evers, V., & Wielinga, B. (2009)] *[http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.598.8071&rep=rep1&type=pdf Robins, B., Dautenhahn, K., & Dickerson, P. (2009, February)] *[https://reader.elsevier.com/reader/sd/pii/S0020025514011542?token=0AD506AAC1C7131D0B70E8187D4E8A89F2687249EF7A2C4EFAACFCF6B996D86245C5C92C56538328CF3B311181463546 Sim, D., & Loo, C. (2015)] [[Category:Motivation and emotion/Book/2019]] [[Category:Motivation and emotion/Book/Relationships]] [[Category:Motivation and emotion/Book/Robots]] nhwjzc726b1v02hbgziwx8w759l0svj Category:Motivation and emotion/Book/Organisational psychology 14 255022 2815329 2074891 2026-06-12T02:47:16Z Jtneill 10242 {{See also|:Category:Motivation and emotion/Book/Work}} 2815329 wikitext text/x-wiki {{See also|:Category:Motivation and emotion/Book/Work}} [[Category:Motivation and emotion/Book]] [[Category:Motivation and emotion/Organisational psychology]] q6s4ad4dcmdpnj8bmkbgkpqdrb5fa3h Motivation and emotion/Tutorials/Topic selection 0 264907 2815361 2724139 2026-06-12T09:21:36Z Jtneill 10242 /* Overview */ Update for 2026 2815361 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how tutorials will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreakers== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in Motivation and Emotion ;In-person # Sociometric exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (example of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- # Why did you choose to participate in a virtual tutorial? Due to COVID-19, use the Virtual activities white-board style ;Face-to-face These are [[w:sociometry|sociometric]] icebreakers. Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion (do 3 to 4 of these, including the emotion question at the end): # Thumb-size (line-up) or hair colour (groups) (to get warmed up) # How long have you been studying at UC? (line-up) # How many bones have you broken in your body? (line-up) --><!-- (risk-taking) --><!-- # What is your favourite food? (groups) --><!-- (eating motivation) --><!-- # Who are you likely to vote for in the next federal election? (groups) --><!-- (political motivation) --><!-- # How have you been feeling today? (mood) For each question: * Ask participants to introduce themselves to the people next to them / in their group. * In a respectful way, ask people at the extremes or one person from each to group to briefly explain their position/perspective/preference or reasons. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic check-in== # Poll - What stage are you up to? ## Huh? What do I do? ## I created a Wikiversity user account ## I signed up to a book topic ## I have a topic and started editing ## I'm all over it! # Key links: ## [[Motivation and emotion/Book/2025|List of 2025 topics]] ## [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: Register a user name and select password. Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) <!-- ===User preferences=== # [[Special:Preferences#mw-prefsection-betafeatures|Enable Visual Editor]] --> ===Topic selection=== # Go to the [[Motivation and emotion/Book/2025|2025 motivation and emotion book]] # Sign up to a topic by editing this page - put your name next to an available topic, and publish ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create a topic development chapter plan (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== <!-- ;Additional tutorial material --> ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;Book chapters * [[Motivation and emotion/Book|Motivation and emotion book]] ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Wikipedia ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] bx1aoyodi7lgqzvtau0i55hoo6t1bi9 2815368 2815361 2026-06-12T09:35:43Z Jtneill 10242 2815368 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreakers== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in Motivation and Emotion ;In-person # Sociometric exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (example of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- # Why did you choose to participate in a virtual tutorial? Due to COVID-19, use the Virtual activities white-board style ;Face-to-face These are [[w:sociometry|sociometric]] icebreakers. Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion (do 3 to 4 of these, including the emotion question at the end): # Thumb-size (line-up) or hair colour (groups) (to get warmed up) # How long have you been studying at UC? (line-up) # How many bones have you broken in your body? (line-up) --><!-- (risk-taking) --><!-- # What is your favourite food? (groups) --><!-- (eating motivation) --><!-- # Who are you likely to vote for in the next federal election? (groups) --><!-- (political motivation) --><!-- # How have you been feeling today? (mood) For each question: * Ask participants to introduce themselves to the people next to them / in their group. * In a respectful way, ask people at the extremes or one person from each to group to briefly explain their position/perspective/preference or reasons. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic check-in== # Poll - What stage are you up to? ## Huh? What do I do? ## I created a Wikiversity user account ## I signed up to a book topic ## I have a topic and started editing ## I'm all over it! # Key links: ## [[Motivation and emotion/Book/2025|List of 2025 topics]] ## [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: Register a user name and select password. Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) <!-- ===User preferences=== # [[Special:Preferences#mw-prefsection-betafeatures|Enable Visual Editor]] --> ===Topic selection=== # Go to the [[Motivation and emotion/Book/2025|2025 motivation and emotion book]] # Sign up to a topic by editing this page - put your name next to an available topic, and publish ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create a topic development chapter plan (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== <!-- ;Additional tutorial material --> ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;Book chapters * [[Motivation and emotion/Book|Motivation and emotion book]] ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Wikipedia ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] 89cym6zm3a7onogf006kqf75ozym8xl 2815376 2815368 2026-06-12T10:58:18Z Jtneill 10242 /* Topic check-in */ Update for 2026 2815376 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreakers== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in Motivation and Emotion ;In-person # Sociometric exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (example of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- # Why did you choose to participate in a virtual tutorial? Due to COVID-19, use the Virtual activities white-board style ;Face-to-face These are [[w:sociometry|sociometric]] icebreakers. Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion (do 3 to 4 of these, including the emotion question at the end): # Thumb-size (line-up) or hair colour (groups) (to get warmed up) # How long have you been studying at UC? (line-up) # How many bones have you broken in your body? (line-up) --><!-- (risk-taking) --><!-- # What is your favourite food? (groups) --><!-- (eating motivation) --><!-- # Who are you likely to vote for in the next federal election? (groups) --><!-- (political motivation) --><!-- # How have you been feeling today? (mood) For each question: * Ask participants to introduce themselves to the people next to them / in their group. * In a respectful way, ask people at the extremes or one person from each to group to briefly explain their position/perspective/preference or reasons. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic selection== ===Check-in=== # Poll - What stage are you up to? ## Huh? What do I do? ## I created a Wikiversity user account ## I signed up to a book topic ## I have a topic and started editing ## I'm all over it! # Key links: ## The {{Motivation and emotion/Book}} ## [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ===Whiparound== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: Register a user name and select password. Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) <!-- ===User preferences=== # [[Special:Preferences#mw-prefsection-betafeatures|Enable Visual Editor]] --> ===Topic selection=== # Go to the [[Motivation and emotion/Book/2025|2025 motivation and emotion book]] # Sign up to a topic by editing this page - put your name next to an available topic, and publish ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create a topic development chapter plan (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== <!-- ;Additional tutorial material --> ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;Book chapters * [[Motivation and emotion/Book|Motivation and emotion book]] ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Wikipedia ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] 8t0so5mdgoqf0wuhnxnjte80csm6i7n 2815377 2815376 2026-06-12T10:58:44Z Jtneill 10242 /* =Whiparound */ 2815377 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreakers== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in Motivation and Emotion ;In-person # Sociometric exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (example of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- # Why did you choose to participate in a virtual tutorial? Due to COVID-19, use the Virtual activities white-board style ;Face-to-face These are [[w:sociometry|sociometric]] icebreakers. Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion (do 3 to 4 of these, including the emotion question at the end): # Thumb-size (line-up) or hair colour (groups) (to get warmed up) # How long have you been studying at UC? (line-up) # How many bones have you broken in your body? (line-up) --><!-- (risk-taking) --><!-- # What is your favourite food? (groups) --><!-- (eating motivation) --><!-- # Who are you likely to vote for in the next federal election? (groups) --><!-- (political motivation) --><!-- # How have you been feeling today? (mood) For each question: * Ask participants to introduce themselves to the people next to them / in their group. * In a respectful way, ask people at the extremes or one person from each to group to briefly explain their position/perspective/preference or reasons. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic selection== ===Check-in=== # Poll - What stage are you up to? ## Huh? What do I do? ## I created a Wikiversity user account ## I signed up to a book topic ## I have a topic and started editing ## I'm all over it! # Key links: ## The {{Motivation and emotion/Book}} ## [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: Register a user name and select password. Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) <!-- ===User preferences=== # [[Special:Preferences#mw-prefsection-betafeatures|Enable Visual Editor]] --> ===Topic selection=== # Go to the [[Motivation and emotion/Book/2025|2025 motivation and emotion book]] # Sign up to a topic by editing this page - put your name next to an available topic, and publish ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create a topic development chapter plan (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== <!-- ;Additional tutorial material --> ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;Book chapters * [[Motivation and emotion/Book|Motivation and emotion book]] ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Wikipedia ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] 5lwcpvjg7q22xeoyqd7931z8u0mkobq 2815378 2815377 2026-06-12T10:59:58Z Jtneill 10242 /* Topic selection */ 2815378 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreakers== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in Motivation and Emotion ;In-person # Sociometric exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (example of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- # Why did you choose to participate in a virtual tutorial? Due to COVID-19, use the Virtual activities white-board style ;Face-to-face These are [[w:sociometry|sociometric]] icebreakers. Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion (do 3 to 4 of these, including the emotion question at the end): # Thumb-size (line-up) or hair colour (groups) (to get warmed up) # How long have you been studying at UC? (line-up) # How many bones have you broken in your body? (line-up) --><!-- (risk-taking) --><!-- # What is your favourite food? (groups) --><!-- (eating motivation) --><!-- # Who are you likely to vote for in the next federal election? (groups) --><!-- (political motivation) --><!-- # How have you been feeling today? (mood) For each question: * Ask participants to introduce themselves to the people next to them / in their group. * In a respectful way, ask people at the extremes or one person from each to group to briefly explain their position/perspective/preference or reasons. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic selection== ===Key links=== # The {{Motivation and emotion/Book}} # [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: Register a user name and select password. Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) <!-- ===User preferences=== # [[Special:Preferences#mw-prefsection-betafeatures|Enable Visual Editor]] --> ===Topic selection=== # Go to the [[Motivation and emotion/Book/2025|2025 motivation and emotion book]] # Sign up to a topic by editing this page - put your name next to an available topic, and publish ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create a topic development chapter plan (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== <!-- ;Additional tutorial material --> ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;Book chapters * [[Motivation and emotion/Book|Motivation and emotion book]] ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Wikipedia ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] k02v8nj73001kb1b4xf0bqqsa8293pf 2815379 2815378 2026-06-12T11:00:41Z Jtneill 10242 /* Topic selection */ 2815379 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreakers== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in Motivation and Emotion ;In-person # Sociometric exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (example of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- # Why did you choose to participate in a virtual tutorial? Due to COVID-19, use the Virtual activities white-board style ;Face-to-face These are [[w:sociometry|sociometric]] icebreakers. Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion (do 3 to 4 of these, including the emotion question at the end): # Thumb-size (line-up) or hair colour (groups) (to get warmed up) # How long have you been studying at UC? (line-up) # How many bones have you broken in your body? (line-up) --><!-- (risk-taking) --><!-- # What is your favourite food? (groups) --><!-- (eating motivation) --><!-- # Who are you likely to vote for in the next federal election? (groups) --><!-- (political motivation) --><!-- # How have you been feeling today? (mood) For each question: * Ask participants to introduce themselves to the people next to them / in their group. * In a respectful way, ask people at the extremes or one person from each to group to briefly explain their position/perspective/preference or reasons. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic selection== ===Key links=== # The {{Motivation and emotion/Book}} # [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: Register a user name and select password. Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) <!-- ===User preferences=== # [[Special:Preferences#mw-prefsection-betafeatures|Enable Visual Editor]] --> ===Topic selection=== # Go to the {{Motivation and emotion/Book}} # Sign up to a topic by editing this page - put your name next to an available topic, and publish ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create a topic development chapter plan (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== <!-- ;Additional tutorial material --> ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;Book chapters * [[Motivation and emotion/Book|Motivation and emotion book]] ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Wikipedia ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] 2plzjs2480gek9sfqoixud6yw9wu9cl 2815380 2815379 2026-06-12T11:01:21Z Jtneill 10242 /* Icebreakers */ 2815380 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreaker== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in Motivation and Emotion ;In-person # Sociometric exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (example of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- # Why did you choose to participate in a virtual tutorial? Due to COVID-19, use the Virtual activities white-board style ;Face-to-face These are [[w:sociometry|sociometric]] icebreakers. Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion (do 3 to 4 of these, including the emotion question at the end): # Thumb-size (line-up) or hair colour (groups) (to get warmed up) # How long have you been studying at UC? (line-up) # How many bones have you broken in your body? (line-up) --><!-- (risk-taking) --><!-- # What is your favourite food? (groups) --><!-- (eating motivation) --><!-- # Who are you likely to vote for in the next federal election? (groups) --><!-- (political motivation) --><!-- # How have you been feeling today? (mood) For each question: * Ask participants to introduce themselves to the people next to them / in their group. * In a respectful way, ask people at the extremes or one person from each to group to briefly explain their position/perspective/preference or reasons. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic selection== ===Key links=== # The {{Motivation and emotion/Book}} # [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: Register a user name and select password. Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) <!-- ===User preferences=== # [[Special:Preferences#mw-prefsection-betafeatures|Enable Visual Editor]] --> ===Topic selection=== # Go to the {{Motivation and emotion/Book}} # Sign up to a topic by editing this page - put your name next to an available topic, and publish ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create a topic development chapter plan (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== <!-- ;Additional tutorial material --> ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;Book chapters * [[Motivation and emotion/Book|Motivation and emotion book]] ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Wikipedia ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] q1kovoumaamqnza8vtrl5y2lygmgqj0 2815381 2815380 2026-06-12T11:03:13Z Jtneill 10242 /* Next steps */ Update for 2026 2815381 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreaker== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in Motivation and Emotion ;In-person # Sociometric exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (example of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- # Why did you choose to participate in a virtual tutorial? Due to COVID-19, use the Virtual activities white-board style ;Face-to-face These are [[w:sociometry|sociometric]] icebreakers. Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion (do 3 to 4 of these, including the emotion question at the end): # Thumb-size (line-up) or hair colour (groups) (to get warmed up) # How long have you been studying at UC? (line-up) # How many bones have you broken in your body? (line-up) --><!-- (risk-taking) --><!-- # What is your favourite food? (groups) --><!-- (eating motivation) --><!-- # Who are you likely to vote for in the next federal election? (groups) --><!-- (political motivation) --><!-- # How have you been feeling today? (mood) For each question: * Ask participants to introduce themselves to the people next to them / in their group. * In a respectful way, ask people at the extremes or one person from each to group to briefly explain their position/perspective/preference or reasons. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic selection== ===Key links=== # The {{Motivation and emotion/Book}} # [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: Register a user name and select password. Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) <!-- ===User preferences=== # [[Special:Preferences#mw-prefsection-betafeatures|Enable Visual Editor]] --> ===Topic selection=== # Go to the {{Motivation and emotion/Book}} # Sign up to a topic by editing this page - put your name next to an available topic, and publish ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create the [[Motivation and emotion/Assessment/Topic|topic development]] which is a plan for a full chapter (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== <!-- ;Additional tutorial material --> ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;Book chapters * [[Motivation and emotion/Book|Motivation and emotion book]] ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Wikipedia ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] iuhgmd7mkozx7ea5ibtoct92nqwdclg 2815382 2815381 2026-06-12T11:05:05Z Jtneill 10242 /* See also */ 2815382 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreaker== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in Motivation and Emotion ;In-person # Sociometric exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (example of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- # Why did you choose to participate in a virtual tutorial? Due to COVID-19, use the Virtual activities white-board style ;Face-to-face These are [[w:sociometry|sociometric]] icebreakers. Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion (do 3 to 4 of these, including the emotion question at the end): # Thumb-size (line-up) or hair colour (groups) (to get warmed up) # How long have you been studying at UC? (line-up) # How many bones have you broken in your body? (line-up) --><!-- (risk-taking) --><!-- # What is your favourite food? (groups) --><!-- (eating motivation) --><!-- # Who are you likely to vote for in the next federal election? (groups) --><!-- (political motivation) --><!-- # How have you been feeling today? (mood) For each question: * Ask participants to introduce themselves to the people next to them / in their group. * In a respectful way, ask people at the extremes or one person from each to group to briefly explain their position/perspective/preference or reasons. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic selection== ===Key links=== # The {{Motivation and emotion/Book}} # [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: Register a user name and select password. Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) <!-- ===User preferences=== # [[Special:Preferences#mw-prefsection-betafeatures|Enable Visual Editor]] --> ===Topic selection=== # Go to the {{Motivation and emotion/Book}} # Sign up to a topic by editing this page - put your name next to an available topic, and publish ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create the [[Motivation and emotion/Assessment/Topic|topic development]] which is a plan for a full chapter (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] c1vzq52ccc9m81bjn6pyo9n4kr7e2hc 2815383 2815382 2026-06-12T11:17:17Z Jtneill 10242 Update for 2026 2815383 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreaker== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in [[motivation and emotion]] ;In-person # [[w:sociometry|sociometric]] exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (examples of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion. For each question: * Ask participants to introduce themselves to the people next to them / in their group. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic check-in and whiparound== ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: Register a user name and select password. Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) ===Topic selection=== # Topic selection is [[wikt:first in, best dressed|first in, best dressed]] # Sign up to a pre-approved topic on {{Motivation and emotion/Book}} by: ## Clicking "Edit" or "Edit source" ## Replace "User name" alongside your topic of choice with your Wikiversity user name ## Publish the page ## Alternatively, negotiate a topic ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create the [[Motivation and emotion/Assessment/Topic|topic development]] which is a plan for a full chapter (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== <!-- * [ Tutorial 01] (2026) --> * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;List of topics # The {{Motivation and emotion/Book}} ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] ct4vxhj7rpgeceezduffbyebfsnwi2z 2815384 2815383 2026-06-12T11:19:41Z Jtneill 10242 /* Create a Wikiversity account */ Update for 2026 2815384 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreaker== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in [[motivation and emotion]] ;In-person # [[w:sociometry|sociometric]] exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (examples of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion. For each question: * Ask participants to introduce themselves to the people next to them / in their group. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic check-in and whiparound== ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: ## Register a user name and password. Include an email for password recovery. ## Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) ===Topic selection=== # Topic selection is [[wikt:first in, best dressed|first in, best dressed]] # Sign up to a pre-approved topic on {{Motivation and emotion/Book}} by: ## Clicking "Edit" or "Edit source" ## Replace "User name" alongside your topic of choice with your Wikiversity user name ## Publish the page ## Alternatively, negotiate a topic ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create the [[Motivation and emotion/Assessment/Topic|topic development]] which is a plan for a full chapter (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== <!-- * [ Tutorial 01] (2026) --> * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;List of topics # The {{Motivation and emotion/Book}} ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] aelo0w9vkpztvwa0n89m2qq8alw679y 2815385 2815384 2026-06-12T11:20:25Z Jtneill 10242 /* Topic selection */ 2815385 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreaker== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in [[motivation and emotion]] ;In-person # [[w:sociometry|sociometric]] exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (examples of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion. For each question: * Ask participants to introduce themselves to the people next to them / in their group. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic check-in and whiparound== ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: ## Register a user name and password. Include an email for password recovery. ## Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) ===Topic selection=== # Topic selection is [[wikt:first in, best dressed|first in, best dressed]] # Sign up to a pre-approved topic in the {{Motivation and emotion/Book}} by: ## Clicking "Edit" or "Edit source" ## Replace "User name" alongside your topic of choice with your Wikiversity user name ## Publish the page ## Alternatively, negotiate a topic ===Quick start template=== # It is recommended (but not required) that you add the quick start template to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. So, publish some small edits first (e.g., on your user page). This helps the system learn to trust you, then try again—or ask someone to add the template for you. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create the [[Motivation and emotion/Assessment/Topic|topic development]] which is a plan for a full chapter (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== <!-- * [ Tutorial 01] (2026) --> * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;List of topics # The {{Motivation and emotion/Book}} ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] daliq53m8cpzqo58gm1ty6rz7hjuby7 2815386 2815385 2026-06-12T11:22:49Z Jtneill 10242 /* Quick start template */ Update for 2026 2815386 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreaker== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in [[motivation and emotion]] ;In-person # [[w:sociometry|sociometric]] exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (examples of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion. For each question: * Ask participants to introduce themselves to the people next to them / in their group. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic check-in and whiparound== ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: ## Register a user name and password. Include an email for password recovery. ## Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) ===Topic selection=== # Topic selection is [[wikt:first in, best dressed|first in, best dressed]] # Sign up to a pre-approved topic in the {{Motivation and emotion/Book}} by: ## Clicking "Edit" or "Edit source" ## Replace "User name" alongside your topic of choice with your Wikiversity user name ## Publish the page ## Alternatively, negotiate a topic ===Quick start template=== # It is recommended (but not required) that you add the [[Template:Motivation and emotion/Book chapter structure|quick start template]] to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. You can ask the tutor to add the template for you. Or publish some smaller edits first (e.g., on your user page). This helps the system learn to trust you, then try inserting the template again. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Create the [[Motivation and emotion/Assessment/Topic|topic development]] which is a plan for a full chapter (consisting of main headings with bullet-points about key points) on Wikiversity by the end of Week 03. ==Recording== <!-- * [ Tutorial 01] (2026) --> * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;List of topics # The {{Motivation and emotion/Book}} ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] 0yk2sllz92gzlhkpy3pdt9xlm1fwfvp 2815387 2815386 2026-06-12T11:24:12Z Jtneill 10242 /* Next steps */ 2815387 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreaker== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in [[motivation and emotion]] ;In-person # [[w:sociometry|sociometric]] exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (examples of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion. For each question: * Ask participants to introduce themselves to the people next to them / in their group. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic check-in and whiparound== ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development, very briefly discuss and expand on the topic (or invite student to explain), suggest related resources, or enquire further etc. If students are unsure about their interests, probe about what they are curious about - or at least, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: ## Register a user name and password. Include an email for password recovery. ## Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) ===Topic selection=== # Topic selection is [[wikt:first in, best dressed|first in, best dressed]] # Sign up to a pre-approved topic in the {{Motivation and emotion/Book}} by: ## Clicking "Edit" or "Edit source" ## Replace "User name" alongside your topic of choice with your Wikiversity user name ## Publish the page ## Alternatively, negotiate a topic ===Quick start template=== # It is recommended (but not required) that you add the [[Template:Motivation and emotion/Book chapter structure|quick start template]] to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. You can ask the tutor to add the template for you. Or publish some smaller edits first (e.g., on your user page). This helps the system learn to trust you, then try inserting the template again. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Draft the [[Motivation and emotion/Assessment/Topic|topic development]] which is a detailed plan for a full chapter, consisting of main headings with bullet-points about key points, on Wikiversity by the end of Week 03. ==Recording== <!-- * [ Tutorial 01] (2026) --> * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;List of topics # The {{Motivation and emotion/Book}} ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] fwyj1tgc2uybakogyon3xxxvf574lkz 2815388 2815387 2026-06-12T11:25:55Z Jtneill 10242 /* Whiparound */ 2815388 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/Complete2}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreaker== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in [[motivation and emotion]] ;In-person # [[w:sociometry|sociometric]] exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (examples of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion. For each question: * Ask participants to introduce themselves to the people next to them / in their group. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic check-in and whiparound== ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development: ## Very briefly discuss or expand on each topic, suggest related resources or ideas etc. ## If students are unsure about their interests, probe about what they are curious about - or at least find out, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: ## Register a user name and password. Include an email for password recovery. ## Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) ===Topic selection=== # Topic selection is [[wikt:first in, best dressed|first in, best dressed]] # Sign up to a pre-approved topic in the {{Motivation and emotion/Book}} by: ## Clicking "Edit" or "Edit source" ## Replace "User name" alongside your topic of choice with your Wikiversity user name ## Publish the page ## Alternatively, negotiate a topic ===Quick start template=== # It is recommended (but not required) that you add the [[Template:Motivation and emotion/Book chapter structure|quick start template]] to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. You can ask the tutor to add the template for you. Or publish some smaller edits first (e.g., on your user page). This helps the system learn to trust you, then try inserting the template again. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Draft the [[Motivation and emotion/Assessment/Topic|topic development]] which is a detailed plan for a full chapter, consisting of main headings with bullet-points about key points, on Wikiversity by the end of Week 03. ==Recording== <!-- * [ Tutorial 01] (2026) --> * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;List of topics # The {{Motivation and emotion/Book}} ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] kmg20agljov9q3pa3xjuxyqql2kujiv 2815389 2815388 2026-06-12T11:27:11Z Jtneill 10242 In development for 2026 2815389 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 01: Topic selection|first}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> <!-- {{Note|For more info, see [[Motivation and emotion/Tutorials/Introduction]]}} --> ==Overview== This tutorial: # explains how [[Motivation and emotion/Tutorials|tutorials]] will work and what will be covered # shows how to select a topic for the [[Motivation and emotion/Assessment/Major project|major project]] # involves students in sharing about their selected topic or interests # demonstrates how to add a template to help scaffold the topic development ==Welcome== # Welcome and tutor introduction # Tutorial content will typically involve: ## Discussion of key concepts from the textbook and lecture ## Group activities that expand and explore key concepts ## Project work which develops skills for the topic development, book chapter, and exam # Overview of [[Motivation and emotion/Tutorials|tutorial topics]] ;Virtual room tour: # Chat # Microphone (headset recommended) / webcam # Raise hand # Status and feedback # Whiteboard tools # Breakout rooms # Polls ==Icebreaker== These get-to-know-you activities provide an opportunity to meet and greet and start to explore some examples of motivations and emotions. ;Virtual # Speedfriending: 3 minutes to meet, greet, and share about what you're looking forward to (or not) in [[motivation and emotion]] ;In-person # [[w:sociometry|sociometric]] exercise or whiteboard discussion: ## What job/career do you hope to be doing in 5 to 10 years' time? (examples of motivations) ## How have you been feeling so far today? (Mood/Emotion) (examples of emotions) <!-- Ask participants to arrange themselves in a line or groups which represent our similarities and differences in motivation and emotion. For each question: * Ask participants to introduce themselves to the people next to them / in their group. * Link the sociometric data and responses to concepts in motivation and emotion. --> ==Topic check-in and whiparound== ===Check-in=== Poll - What stage are you up to? # Huh? What do I do? # I created a Wikiversity user account # I signed up to a book topic # I have a topic and started editing # I'm all over it! ===Whiparound=== #[https://goalbookapp.com/toolkit/v/strategy/whiparound Whiparound] discussion based on each person's book chapter interests and progress. Ask each student to share: ## their name ## topic they've chosen (or what areas they are interested in) # According to each person's stage of development: ## Very briefly discuss or expand on each topic, suggest related resources or ideas etc. ## If students are unsure about their interests, probe about what they are curious about - or at least find out, are they more interested in motivation or emotion etc.? # Key points: ## Topics are typically allocated to either motivation or emotion (with a few listed under motivation and emotion). Be aware of which broad category the selected topic fits into. ## Some topics are broader (requiring a zoomed out overview without getting too deep in the weeds) and others are narrower (requiring more comprehensive, indepth coverage). ## Broader topics can be overwhelming if there is a lot of material; an option in this case is to negotiate a narrowing of the topic title and/or sub-title. ## Narrower topics for which there is a lack of sufficient literature may benefit from negotiating a broadening of the topic title and/or sub-title. ==Project tasks== ===Create a Wikiversity account=== # [[Create an account|Create an account]]: ## Register a user name and password. Include an email for password recovery. ## Edits to Wikiversity are publicly available, so choose a name that suits your privacy requirements (e.g., can be a real name, pseudonym, or student number). ## Start at http://en.wikiversity.org (English Wikiversity) - Create account (top-right) ## Or go direct to: [[Special:Userlogin/signup|create a Wikiversity user account]] # Log in (top-right) ===Topic selection=== # Topic selection is [[wikt:first in, best dressed|first in, best dressed]] # Sign up to a pre-approved topic in the {{Motivation and emotion/Book}} by: ## Clicking "Edit" or "Edit source" ## Replace "User name" alongside your topic of choice with your Wikiversity user name ## Publish the page ## Alternatively, negotiate a topic ===Quick start template=== # It is recommended (but not required) that you add the [[Template:Motivation and emotion/Book chapter structure|quick start template]] to the topic page. # To do this, click "Create source" or "Edit source" on the target page, paste '''[[Template:Motivation and emotion/Book chapter structure|<nowiki>{{subst:ME/BCS}}</nowiki>]]''', then Publish. ## If you get a spam filter warning it is probably because you have a new account. You can ask the tutor to add the template for you. Or publish some smaller edits first (e.g., on your user page). This helps the system learn to trust you, then try inserting the template again. ==Next steps== # Sign up for (or negotiate) a book chapter topic by the end of Week 02. # Draft the [[Motivation and emotion/Assessment/Topic|topic development]] which is a detailed plan for a full chapter, consisting of main headings with bullet-points about key points, on Wikiversity by the end of Week 03. ==Recording== <!-- * [ Tutorial 01] (2026) --> * [https://au-lti.bbcollab.com/recording/71cf60b37faf4d40b17f9107a417e0ee Tutorial 01] (2025)<!-- * [https://au-lti.bbcollab.com/recording/81cb0a731ef44fe1ab82b529fd3a836a Tutorial 01] (2024) * [https://au-lti.bbcollab.com/recording/ace491a49cdd4d8f8441c7b357fa60dc Tutorial 01] (2023) * [https://au-lti.bbcollab.com/recording/91c93320558847a8a6717e2a0ad4b6dd Tutorial 01 recording] (2022) * [https://au-lti.bbcollab.com/recording/332ed2ad09824fb88c799b92cd64eaaa Tutorial 01 recording] (2021) --> ==See also== ;Topic development * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ;List of topics # The {{Motivation and emotion/Book}} ;Lecture * [[Motivation and emotion/Lectures/Introduction|Introduction]] ;Tutorial * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] * [[Introduction to psychology/Psy102/Tutorials/Motivation|Motivation tutorial]] (Psychology 102) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Topic selection]] ra2wijd79svqzujwpttpnydc409k0qa Motivation and emotion/Tutorials/Wiki editing 0 264908 2815392 2727943 2026-06-12T11:29:05Z Jtneill 10242 In development for 2026 2815392 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 02: Wiki editing|second}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> ==Overview== This tutorial: # demonstrates and practices basic wiki editing skills by creating a user page # demonstrates how to make and record social contributions # discusses the topic development marking criteria ==[[Motivation and emotion/Wikiversity/Basic skills|Basic skills]]== {{:Motivation and emotion/Wikiversity/Basic skills}} ==Social contribution== * How to make and record [[Motivation and emotion/Wikiversity/Social contributions|social contributions]]. * [[Motivation and emotion/Assessment/Chapter/Search for chapters to improve|Search for chapters to improve]] ==Topic development== The topic development marking criteria: # Title and sub-title (10%) # Headings (10%) # Overview (10%) # Key points (10%) # Figure (10%) # Learning feature (10%) # References (10%) # Resources (10%) # User page (10%) # Social contribution (10%) For more details, see the: * [[Motivation and emotion/Assessment/Topic/Checklist|Topic development checklist]] * [[Motivation and emotion/Assessment/Topic|Topic development guidelines]] ==Using genAI== * [[Motivation and emotion/Assessment/Using generative AI|Using generative AI]] (guidelines for this unit) * Use the ''[https://www.studiosity.com/plus Studiosity Writing Feedback Plus]'' tool for AI feedback ==Next steps== # [[Motivation and emotion/Assessment/Topic|Topic development]]: Develop an initial chapter plan consisting of: ## Headings ## Bullet-points (key points) for each section ## etc. # For example, check out these [[Motivation and emotion/Assessment/Topic#Examples|examples of topic development submissions which received 100%]] ==Recording== * [https://au-lti.bbcollab.com/recording/05ade9dd234741ec8d39686375f89354 Tutorial 02] (2025)<!-- * [https://au-lti.bbcollab.com/recording/74141bb9bff443d88d5ce6ce7cca3ded Tutorial 02], 2024 * [https://au-lti.bbcollab.com/recording/77888db4089b46d5848a7aaca32fb8a5 Tutorial 02] - Version 1 (2023) * [https://au-lti.bbcollab.com/recording/77888db4089b46d5848a7aaca32fb8a5 Tutorial 02] - Version 2 (2023) * [https://au-lti.bbcollab.com/recording/723cca5c549a419398c722df033b2aea Tutorial 02] (2022) * [https://au-lti.bbcollab.com/recording/bfbe6c14113a44dda4dd83ac0b45b7fc Tutorial 02 (2021) --> ==See also== ;Additional tutorial material * [[Motivation and emotion/Wikiversity|Wikiversity skills]] ;Book chapters * [[Motivation and emotion/Book|Motivation and emotion book]] <!-- ;Wikipedia --> ;Lecture * [[Motivation and emotion/Lectures/Historical development and assessment skills|Historical development and assessment skills]] ;Tutorials * [[{{#titleparts:{{PAGENAME}}|2}}/Topic selection|Topic selection]] (Previous tutorial) * [[{{#titleparts:{{PAGENAME}}|2}}/Physiological needs|Physiological needs]] (Next tutorial) ;Admin * [[/Instructor notes/]] ==External links== # [http://www.youtube.com/playlist?list=PLVx9pX-VnGVjAVQo8Qv_ohNP5r7JuzhRo Wikipedia editing basics] (YouTube) <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Wiki editing]] rzfyicu3b11rsfbiw8dwg9px4ma1c21 Motivation and emotion/Tutorials/Physiological needs 0 264909 2815393 2727941 2026-06-12T11:29:36Z Jtneill 10242 In development for 2026 2815393 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 03: Physiological needs|third}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> [[File:WP20Symbols brain.svg|right|thumb|200px|The brain is not only for thinking—it is also the source of our motivation and emotion.]] ==Overview== This tutorial: # considers how different brain structures are involved in motivation and emotion # examines the motivational and emotional role of neurotransmitters and hormones # provides Q&A for the topic development exercise ==Physiological aspects== Physiological aspects of motivational and emotional experiences include: * [[#Brain structures|brain structures]] * [[#Hormone|hormones]] * [[#Neurotransmitter|neurotransmitters]] Whilst each component serves particular functions, they also communicate (directly or indirectly) to work together dynamically and holistically. The purpose of these mix and match activities below is to become familiar with the motivational and emotional functions of key brain structures, hormones, and neurotransmitters. ===Brain structures=== [[File:Brain human sagittal section.svg|thumb|right|125px|The cortex is wrapped over the [[w:Phylogenetics|phylogenetically]] older sub-cortical brain region.]] The human brain has two major, anatomically and functionally distinct regions: * '''Sub-cortical''': structures that operate largely unconsciously to monitor the environment and regulate responses. * '''Cortical''': analyses information from sub-cortical pathways, sets goals, interprets the meaning of events, makes decisions, and modulates sub-cortical responses. {{anchor|Activity 1}}{{RoundBoxTop|theme=10}} '''Activity 1: Brain structures''' [[File:Antu 67EF addoninstaller.0.svg|right|100px]]<!-- ;Face-to-face # Review the [[Motivation and emotion/Tutorials/Needs/Brain|master list of brain structures and functions]]. # Cut up the copy into separate structures and functions, then mix them around. # As a group, match the brain structures to their functions - do the best you can, then check against the master list. # Mix them up, and try again - repeat process until your group can get them all right. ;Online --> # Form groups of 2 or 3. Number the groups. # Open [https://docs.google.com/spreadsheets/d/1OH0XzUzAdfJ9pZhJ3_ZK_N8qSHne2-8M3qLXsVMhw6Y/edit?usp=sharing this spreadsheet] # Go to the spreadsheet tab which corresponds to your group number # Complete the mix and match activity as a group either by: ## Dividing forces and working on separate structures or ## Discussing each brain structure as a group and selecting the correct answer # If unsure, search for more information (e.g., the textbook) or discuss with the instructor. Repeat until all matches are correct. # Delete answers from first attempt and complete again (should be quicker). # If time allows, identify an interesting fact or feature about each brain structure that you can share with the class. {{RoundBoxBottom}} ;See also * [[Motivation and emotion/Brain structures|Brain structures]] ===Hormones and neurotransmitters=== Ask and discuss: * What is a [[w:Hormone|hormone]]? * What is a [[w:Neurotransmitter|neurotransmitter]]? {{anchor|Activity 2}}{{RoundBoxTop|theme=10}} '''Activity 2: Hormones and neurotransmitters''' [[File:Antu 67EF addoninstaller.0.svg|right|110px]] # Form groups of 2 or 3. Number the groups. # Open [https://docs.google.com/spreadsheets/d/1sK3AnwaVacZIOCCdoPZEIey2OlHvzAU2tNlk05mApWU/edit#gid=0 this spreadsheet] # Go to the spreadsheet tab which correspondents to your group number # Complete the mix and match activity as a group either by: ## Dividing forces and working on separate hormones and neurotransmitters or ## Discussing each brain structure as a group and selecting the correct answer # Discuss each hormone and neurotransmitter and select the correct answer. If unsure, search for more information (e.g., in the textbook) or discuss with the instructor. Repeat until all matches are correct. # Delete answers from first attempt and complete again (should be quicker). # If time allows, identify an interesting fact or feature about each hormone or neurotransmitter that you can share with the class. {{RoundBoxBottom}} ; See also * [[Motivation and emotion/Hormones|Hormones]] * [[Motivation and emotion/Neurotransmitters|Neurotransmitters]] ==Topic development == * [[Motivation and emotion/Assessment/Topic|Topic development - Guidelines]] * [[Motivation and emotion/Assessment/Topic/Checklist|Topic development - Checklist]] * Q&A ==Recording== * [https://au-lti.bbcollab.com/recording/161dd4e5f7aa40cab389c47451a44d5c Tutorial 03] (2025)<!-- * [https://au-lti.bbcollab.com/recording/5508049bf8434c30b9a3684d73e56d4b Tutorial 03] (2024) * [https://au-lti.bbcollab.com/recording/78a0252eb337483fb4bdca14fc0426b2 Tutorial 03] (2023) * Tutorial 03 (2022) - [https://au-lti.bbcollab.com/recording/a2cc45e35b514792a79393907a04fd79 Pt 1], [https://au-lti.bbcollab.com/recording/446ac2edb4a54437bb3f903809fa4187 Pt 2], [https://au-lti.bbcollab.com/recording/66730d0b594d4b6997515cedf4f25c24 Pt 3] - There were some problems with the 2022 recording - it is not complete - so it might be better to watch the 2021 recording * [https://au-lti.bbcollab.com/recording/b4f7000172964be1af7a162229011341 Tutorial 03 recording] (2021) * [https://au-lti.bbcollab.com/recording/3b714fcbd35e4496bd91ee3c96cb4350 Tutorial 03 recording] (2020) --> ==See also== ;App * [[Motivation and emotion/Lectures/Brain and physiological needs#Brain app|Brain app]] ;Lecture * [[Motivation and emotion/Lectures/Brain and physiological needs|Brain and physiological needs]] (Lecture) ;Tutorials * [[{{#titleparts:{{PAGENAME}}|2}}/Wiki editing|Wiki editing]] (Previous tutorial) * [[{{#titleparts:{{PAGENAME}}|2}}/Psychological needs|Psychological needs]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] ==External links== * [http://www.fortrefuge.com/quiz-BIS-BAS.php BIS/BAS scales] (fortrefuge.com) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Physiological needs| ]] kwbi6us73026xzk7jkmjdlgp927x467 Motivation and emotion/Tutorials/Psychological needs 0 264910 2815394 2742430 2026-06-12T11:30:04Z Jtneill 10242 In development for 2026 2815394 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 04: Psychological needs|fourth}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> ==Overview== This tutorial facilitates an interactive discussion about: # basic psychological needs # taxonomy of motivation (intrinsic-extrinsic motivation) This is based on self-determination theory. ==Needs== Brainstorm and discuss: {{collapse box|'''What are needs?'''|Needs are ''requirements'' (essential) for surviving and thriving (i.e., physiological and psychological health and well-being_.}} {{collapse box|'''How do needs differ from desires, wants, likes etc.?'''|Needs are ''essential'' for survival and well-being whereas desires, wants, likes etc. are motivations for ''non-essential'' stimuli (e.g., an umbrella in the rain).}} {{collapse box|'''What types of needs are there?'''|Needs can be classified as physiological, psychological, and implicit (social) (Reeve 2018). Another useful (overlapping) distinction is between deficit-based needs (e.g., thirst, hunger, sleep) and growth-based needs (e.g., autonomy, competence, relatedness). The Alderfer ERG theory refers to existence, relatedness, and growth needs. Maslow's hierarchy of needs has five needs: Physiological, Safety, Belonging & love, Esteem, Self-actualisation}} {{collapse box|'''What are the basic psychological needs?'''|According to self-determination theory: autonomy, competence, and relatedness}} ==Taxonomy of motivation== Discuss: {{collapse box|'''What characterises [[extrinsic motivation]]? Examples?'''|External (environmental) reasons for behaving. Caused by carrots (incentives and rewards e.g., praise) or sticks (threats and punishments e.g., insults).}} {{collapse box|'''What characterises [[intrinsic motivation]]? Examples?'''|Internal reasons for behaving. Involves volition (i.e., ''I want to'') and enjoyment (e.g., hobbies). External influences are absent.}} {{collapse box|'''Advantages of the I-E motivation distinction?'''|Simple and easy to understand. Helps with research designs.}} {{collapse box|'''Disadvantages of the I-E motivation distinction?'''|A dichotomous distinction is overly simplistic. Motivational sources are often complex and dynamic, involving aspects of both intrinsic and extrinsic motivation.}} {{collapse box|'''Types of motivation described by [http://mmrg.pbworks.com/f/Ryan,+Deci+00.pdf Deci and Ryan (2000)]?'''| * Amotivation * Extrinsic motivation ** External regulation ** Introjection ** Identification ** Integration * Intrinsic motivation Exercise: What strategies can motivate healthy behaviours? Brainstorm ways of motivating health behaviours (e.g., exercise, health eating). Allocate each of these strategies along the taxonomy of motivation. }} <!-- Handout a [https://drive.google.com/file/d/0B2N4zSp4hmN9WHEwSmoyUWhOZm8/view?usp=sharing blanked version of Deci and Ryan's taxonomy] and facilitate the class to define, discuss, and generate examples for each of the components:--> ==Book chapter == ===Topic development feedback=== * Review [[Motivation and emotion/Assessment/Topic|topic development]] marks and feedback – follow-up and discuss if you don’t understand * '''Align''' sub-title, focus questions, and headings * Identify the '''best psychological science on the topic''': Systematic reviews and/or meta-analysis * '''Embed''' links to more information: ** Other book chapters ** Wikipedia articles * [[Motivation and emotion/Assessment/Topic/Feedback|Topic development - General feedback]] ===Messy middle=== We are now in the "messy middle" of the [[Motivation and emotion/Assessment/Chapter|book chapter]] development: * '''Motivational pattern''' (consistent with motivational science about the trajectory of motivation) ** Strong at '''start''' (excitement, newness) ** Strong at '''end''' (deadline pressure, completion goals) ** Dips in '''middle''' (novelty fades, finish feels long, distractions increase) * '''Strategies for the middle''' ** Make '''small, regular edits''' → steady progress ** Use '''scaffolding''' → build on [[Motivation and emotion/Assessment/Topic|topic development]] feedback and work towwards [[Motivation and emotion/Assessment/Chapter|chapter guidelines]] ** Seek clarification; follow up if unsure * '''Key idea''' ** Keep '''momentum''' alive in the “messy middle”—in this case, by doing small edits regularly to move from Topic Development → Book Chapter ==Recording== * [https://au-lti.bbcollab.com/recording/fecbd3c2b9c94ee8bf7aaf6730226a53 Tutorial 04] (2025)<!-- * [https://au-lti.bbcollab.com/recording/9717613592cf458099da1b8e021fe13f Tutorial 04] (2024) * [https://au-lti.bbcollab.com/recording/5a95256f932d4e228992199adcb6c094 Tutorial 04] (2023) * [https://au-lti.bbcollab.com/recording/8eeaa7d6c18c4efbafc2c28984bfbaca Tutorial 04] (2022) * [https://au-lti.bbcollab.com/recording/ee193c24a6414276b3d47acba500d433 Tutorial 04] (2021) --> ==See also== * [[/Instructor notes/]] ;Additional tutorial material * [[/Example of self-determination theory: Child cleaning teeth/|Example of SDT: Child cleaning teeth]] * [[../Needs/Implicit motives/|Implicit motives]] * [[../Needs/Models which provide organisation of needs/|Models which organise needs]] * [[/Self-determination theory/]] <!-- ;Book chapters --> <!-- ;Wikipedia --> ; Lecture * [[Motivation and emotion/Lectures/Extrinsic motivation and psychological needs|Extrinsic motivation and psychological needs]] ;Tutorials * [[{{#titleparts:{{PAGENAME}}|2}}/Physiological needs|Physiological needs]] (Previous tutorial) * [[Motivation and emotion/Tutorials/Functionalist theory and self-tracking|Functionalist theory and self-tracking]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] --> ==References== {{Hanging indent|1=Deci, R. M., & Ryan, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. ''Contemporary Educational Psychology'', ''25''(1), 54–67. https://doi.org/10.1006/ceps.1999.1020 [http://repositorio.minedu.gob.pe/bitstream/handle/20.500.12799/2958/Intrinsic%20and%20Extrinsic%20Motivations%20Classic%20Definitions%20and%20New%20Directions.pdf PDF]}} ==External links== * [http://www.youtube.com/watch?v=VGrcets0E6I Promoting motivation, health, and excellence] (Ed Deci, 2012, TEDx, YouTube 14:05 mins) * [https://selfdeterminationtheory.org/ Self-determination theory] (selfdeterminationtheory.org) <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Psychological needs]] s8tr0hkblge4epafkiaqkjl4jfrzfog Motivation and emotion/Tutorials/Functionalist theory and self-tracking 0 264911 2815395 2750079 2026-06-12T11:30:49Z Jtneill 10242 In development for 2026 2815395 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 05: Functionalist theory and self-tracking|fifth}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> ==Overview== This tutorial: # explores practical applications of motivational theory using<!-- which can be used to understand why people behave the way they do - and how they can improve their goal striving and satisfaction / extend on content covered in Chapters 07 and 08 of [[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve (2018)]] -->: ## '''functionalist theory of motivation''' with university student motivations as an example ## '''self-tracking''' as a form of feedback and self-monitoring # demonstrates use of '''Google Scholar''' to identify the top references on a topic ==Functionalist theory== # Models of motivation considered so far (e.g., models of needs) assume universality of motivation, and mostly don't recognise two key issues: ## People may perform the same behaviour but with different motivations ## There is often more than one motivation (reason) why someone performs a behaviour # The '''functionalist''' perspective of motivation (Clary & Snyder, 1999) proposes that: ## Behaviours serve different functions (or goals) for different people ## The match between a person's: (a) motivations and (b) outcomes determines (c) [[satisfaction]] and likelihood of continuing # A good match between motivations and outcomes leads to satisfaction and retention (or intention to continue), whereas if motivations are not well matched by corresponding outcomes this will lead to low satisfaction and heightened risk of drop-out # The take-home messages about motivation from a functional perspective are that: ## Motivations are multiple and complex (not singular and simple) ## Motivational profiles differ between people ## The match between motivations and outcomes predicts satisfaction which predicts likelihood to continue # It is also worth noting for further discussion that our motivational profiles fluctuate over time and between contexts # The following exercise demonstrates how a functionalist approach to motivation can be applied ==University student motivations== {{anchor|Activity}}{{RoundBoxTop|theme=10}} '''Activity: University student motivations''' # Consider: ##"'''Why''' are '''you''' at university?"—or, more generally, ## '''“Why do students go to uni?”''' # Develop a class [[w:Mind map|mind map]] of the main underlying motivations for attending university. Think and respond honestly—<u>''why''</u> are students <u>'''''really'''''</u> at university? ## Answers are likely to cover a wide range of human motives, but as the map develops, look for underlying themes and group similar motivations together. ## Past experience <!-- with this exercise --> and previous research finds that the motivations are likely to fall within these six categories: ##* '''Career/Qualifications''' - for the degree, so I can get a better job etc. ##* '''Self-Exploration/Learning''' - for the learning, curiousity, knowledge-seeking etc. ##* '''Social Opportunities''' - to meet people, make and explore friendships, enjoy social environment ##* '''Altruism''' - to become better able to help people, help society, help the planet etc. ##* '''Social Pressure''' - expectations of family, friends, society etc. ##* '''Rejection of Alternatives''' - better than doing nothing, working etc. <!-- (Note: Factor analytic research by Neill (2008) has not found psychometric support for the rejection of alternatives factor, but it has for the other five factors). --> # Complete the [https://docs.google.com/forms/d/e/1FAIpQLSdjfdQ7owYTDGTU4hNmBKRpyL_DZt4IilYZ4v-d12zNAKQiGA/viewform?usp=sf_link University Student Motivation] survey # Discuss results <!-- # Note and discuss: ## Where do you differ notably in your motivational profile from the university average? Who has a notable discrepancy that they would like to share? ##If a motivation factor was rated higher than its corresponding outcome, this is likely to contribute to dissatisfaction and risk of drop-out. ## If any outcome is rated higher than corresponding motivations, the experience of university is "over-delivering" in this area (i.e., you are getting more than expected) which may or may not contribute to satisfaction (depending on how valuable that outcome is to you). Include more info about Kerry Thomas' 4th year study with Lifeline and Red Cross Blood Donation study --> {{RoundBoxBottom}} ==Self-tracking== <div style="text-align:center">What are these objects?</div> <div style="overflow-x:scroll;overflow-y:hidden;"><div style="width:1560px;"><!-- -->[[File:Is this me mental disorder of looking.jpg|x70px]]<!-- -->[[File:Bullet-Journal-by-Matt-Ragland.jpg|x70px]]<!-- -->[[File:Pedometer.JPG|x70px]]<!-- -->[[File:Moodring2.jpg|x70px]]<!-- -->[[File:What's the Right Weight for My Height? (4254117120).jpg|x70px]]<!-- -->[[File:Blutdruckmessgeraet.jpg|x70px]]<!-- -->[[File:Elite HRV - Heart Rate Variability Reading.jpg|x70px]]<!-- -->[[File:Black Nike FuelBand.jpg|x70px]]<!-- -->[[File:Blood Glucose Testing.JPG|x70px]]<!-- --> </div></div> <div style="text-align:center">(mirror, bullet-journal, stop watch, mood ring, scales, blood pressure, heart rate variability, exercise activity tracker, blood glucose monitor<!-- , smart pill -->)<br>(they are self-tracking tools)<br><br>What are they for?<br>(learning about and improving ourselves)</div> # 21st century mobile applications offer an increasing array of self-monitoring tools. This presents an opportunity and a challenge: How can optimal use be made of self-tracking? # Discuss: ## What is self-tracking? ## What are some examples of self-tracking? What self-tracking do you do? What are you curious to try?<!-- # What have you discovered through self-tracking? What could you discover? --> # Watch: ## [https://www.youtube.com/embed/OrAo8oBBFIo?start=16&end=305 The quantified self] (Gary Wolf, TED@Cannes, 2010, YouTube, 4:49 mins) ## [https://www.youtube.com/watch?v=NP5okzCjrj0 The quantified self: Data gone wild?] (PBS NewsHour, 2013, YouTube, 5:45 mins) # Discuss: ## What are the potential benefits?<br>(e.g., self-awareness, steady stream of data-driven feedback) ## What are the potential problems?<br>(e.g., externalises motivation, could heighten sense of overwhelm and distress) ==Google Scholar== To help identify the best academic resources about a target topic, try these [http://scholar.google.com Google Scholar] search tips: <!-- # [http://scholar.google.com Google Scholar] e.g., [https://scholar.google.com/scholar?hl=en&as_sdt=0%2C5&q=self-tracking+motivation self-tracking motivation] (search) --> # '''Citation rates''' - focus on sources with high citation rates (# of citations / years since published) # '''Authors''' - check the publications by top authors on the topic # '''Related articles''' - for top sources, check out "related articles" # '''Link to libraries''' - sync search results to UC Library holdings for quick access to restricted publications ## Login using Google Account ## Settings: Three bars (top-left) - Settings - Library links ## Search for institution name ("UC Library" is the main one, but also "University of Canberra" for Proquest) ## Select target libraries ## Save ## Search results will now show links to full-text resources held in the institutional library # [https://scholar.google.com/intl/en/scholar/help.html#library '''Storing citations'''] - save favourite publications to a folder. They can be found via My Library. # '''APA style citations''' - double-quote button. Provides a good start, but may need correcting, italics, and doesn't provide doi # [https://scholar.google.com/scholar_alerts '''Setting up alerts'''] - follow new publications about topics or authors of interest. "Create alert" at bottom of search. <!-- ## [https://canberra.libanswers.com/faq/192648 More info] --> <!-- # Filtering by year # '''Related articles''' # '''Citation searching''' (with Google Scholar or [http://ezproxy.canberra.edu.au/login?url=http://www.scopus.com/home.url Scopus]) --> <!-- # [https://scholar.google.com/intl/en/scholar/help.html#alerts Setting up alerts] --> # More info: ## [https://scholar.google.com/intl/en/scholar/about.html About] ## [https://scholar.google.com/intl/en/scholar/help.html Search tips] ## [https://guides.library.ucsc.edu/c.php?g=745384&p=5361954 Advanced search] # Other possibly useful search strategies: ## Include "review" or "meta-analysis" in the search to identify major reviews on the topic ## Search in key journals ### Topic-specific - e.g., [https://link.springer.com/journal/11031 Motivation and Emotion] ### Major psychological review journals e.g., [https://www.annualreviews.org/journal/psych Annual Review of Psychology] ## [https://www.scopus.com/ Scopus] ## [https://scite.ai scite.ai] ==References== {{Hanging indent|1= Clary, E. G., & Snyder, M. (1991). A functional analysis of altruism and prosocial behavior: The case of volunteerism. In M. Clark (Ed.), ''Review of personality and social psychology: Vol 12. Pro-social behavior'' (pp. 119-148). Sage. Clary, E. G., Snyder, M., Ridge, R. D., Copeland, J., Stukas, A. A., Haugen, J., Miene, P. (1998). [http://www.comm.umn.edu/~akoerner/courses/5431-S13/Clary%20et%20al.%20(1998).pdf Understanding and assessing the motivations of volunteers: A functional approach]. ''Journal of Personality and Social Psychology'', ''74''(6), 516-530. https://doi.org/10.1037/0022-3514.74.6.1516 Clary, E. G., & Snyder, M. (1999). [http://cdp.sagepub.com/content/8/5/156.full.pdf The motivations to volunteer: Theoretical and practical considerations]. ''Current Directions in Psychological Science'', ''8''(5), 156-159. https://doi.org/10.1111/1467-8721.00037 }} ==Recording== * [https://au-lti.bbcollab.com/recording/b638e341c0404b7495a06ec2f4ee4889 Tutorial 05] (2025)<!-- * [https://au-lti.bbcollab.com/recording/09ecf4ffc3634700bbeebc40375ed75a Tutorial 05] (2024) * [https://au-lti.bbcollab.com/recording/80241f122b874ad48c34707e1362faa4 Tutorial 05] (2023) * [https://au-lti.bbcollab.com/recording/9c4925f4e1254be7bac2c1d37915e289 Tutorial 05] (2022) * [https://au-lti.bbcollab.com/recording/dd3e4ff54b6b427ba84d6f94285129ac Tutorial 05] (2021) --> ==See also== <!-- ;Additional tutorial material --> <!-- ;Book chapters --> ;Wikipedia * [[w:Biofeedback|Biofeedback]] * [[w:Quantified Self|Quantified Self]] * [[w:Uses and gratifications theory|Uses and gratifications theory]] ;Wikiversity * [[Feedback]] * [[Self-regulation]] * [[Volunteer motivation]] ;Lectures * [[{{#titleparts:{{PAGENAME}}|1}}/Lectures/Implicit motives and goals|Implicit motives and goals]] ;Tutorials * [[{{#titleparts:{{PAGENAME}}|2}}/Psychological needs|Psychological needs]] (Previous tutorial) * [[{{#titleparts:{{PAGENAME}}|2}}/Learned optimism|Learned optimism]] (Next tutorial) ;Admin * [[/Instructor notes/]] ==External links== * [https://www.google.com.au/search?q=bullet+journal+habit+tracker Bullet journals] (Google image search) * [https://www.abc.net.au/radionational/programs/sporty/fitness-trackers-and-cold-water-swimming/13512108 Do fitness trackers make you more active?] (ABC Radio National - Sporty podcast, 2021) * [https://www.youtube.com/watch?v=V08dWCtDyd8 The rise of the quantified self] (Mashable Brand X, 2014, YouTube, 1:48 mins) <!-- # An applied example: Workplace pedometer programs - http://www.10000steps.org.au, http://www.gettheworldmoving.com/ --> <!-- Find another video about pedometer based social media competitions --> <!-- ;Articles/Links # [https://www.youtube.com/watch?v=FESv2CgyJag The quantified self: How wearable sensors expand human potential] (Lauren Constantini, TEDxMileHigh, 2014) (10:55) # [http://www.technologyreview.com/biomedicine/37784/?mod=MagOur The measured life] # [http://www.forbes.com/sites/kashmirhill/2011/04/07/adventures-in-self-surveillance-aka-the-quantified-self-aka-extreme-navel-gazing/ Adventures in Self-Surveillance, aka The Quantified Self, aka Extreme Navel-Gazing] # [http://quantifiedself.com The quantified self] # [http://www.psychologytoday.com/blog/personal-science/201102/growth-quantified-self Growth of quantified self] # [http://opensource.com/health/11/8/open-health-quantified-self Open health with quantified self] # [http://www.launch.is/blog/bringing-quantified-self-to-the-masses-habit-labs-creates-ga.html Bringing quantified self to the masses: Habit labs creates games to make live healthier] # [http://www.fastcodesign.com/1665351/can-jawbone-really-made-people-healtheir-with-their-up-wristband Jawbone UP tracker] # [http://www.sbs.com.au/news/article/1641899/App-to-track-your-every-move App to track your every move] (PlaceMe) - [https://plus.google.com/111091089527727420853/posts/3iqjCACkBuz] # [http://news.cnet.com/8301-33620_3-57602925-278/how-my-body-rejected-activity-trackers-and-the-quantified-self/?google_editors_picks=true How my body rejected activity trackers and the 'quantified self'] (Danny Sullivan, 2013, CNET) --> <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Functionalist theory and self-tracking]] iz1wf7lo3r9md82wacnsjcui7kamxij Motivation and emotion/Tutorials/Learned optimism 0 264912 2815396 2742521 2026-06-12T11:31:19Z Jtneill 10242 In development for 2026 2815396 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 06: Learned optimism|sixth}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> == Overview == This tutorial: # Explores learned optimism (the opposite of learned helplessness) # Wraps up motivation (following tutorials focus mainly on emotion) == Learned helplessness vs. learned optimism == [[File:Shuttle Box Dog Orange.png|thumb|''Figure 1''. Shuttle box used by Seligman to experiment with learned helplessness in dogs.]] This exercise explores [[w:learned optimism|learned optimism]]. Learned optimism relates to personal control beliefs in Chapter 10 of [[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve (2018)]] and the [[Motivation and emotion/Lectures/Mindsets, control, and the self|mindsets, control, and the self lecture]]. Whilst the textbook and lecture focus on [[w:Learned helplessness|learned helplessness]], here attention is turned to the opposite: learned optimism. Discuss: * What characterises '''learned helplessness'''? * What characterises '''learned optimism'''? A computer metaphor: * Body and brain = "hardware". Can't easily be changed. * Thinking = "software". Reprogrammable. * At least, this is the view of [[w:Cognitive psychology|cognitive psychology]] ==Martin Seligman== The learned helplessness and learned optimism concepts were developed by [[w:Martin Seligman|Martin Seligman]]. Seligman started with research about learned helplessness in animals and then later applied this to learning optimism in humans and [[w:Positive psychology|positive psychology]] more generally. Three key books in this respect are: * Helplessness: On depression, development, and death (Seligman, 1975) * Learned optimism: How to change your mind and your life (Seligman, 1990) * The hope circuit: A psychologist's journey from helplessness to optimism (Seligman, 2018) == Learned optimism == {{anchor|Activity}}{{RoundBoxTop|theme=10}} '''Activity: Learned Optimism Test''' [[File:Antu 67EF addoninstaller.0.svg|right|100px]] Are you more pessimistic or optimistic? Let's find out. # Complete the [https://docs.google.com/forms/d/e/1FAIpQLSca-Z7IZlZRmsBWawzi2w2_9eyDJkloHNu0I_XAQiG80SGTmQ/viewform?usp=sf_link Learned Optimism Test] <!-- [https://webcache.googleusercontent.com/search?q=cache:13-a0Llpw8cJ:https://web.stanford.edu/class/msande271/onlinetools/LearnedOpt.html Learned Optimism Test] [http://www.stanford.edu/class/msande271/onlinetools/LearnedOpt.html Learned Optimism Test] --> (48 items; 10 - 15 mins; modified from Seligman, 1991) # Scoring: "Right" answers are scored as optimistic; "wrong" answers are scored as pessimistic # Keep your answers up on the screen; note the total # Discussion: #* Explain the theoretical structure (see below) #* [https://docs.google.com/spreadsheets/d/14AEQpwzfn7LhXNhRnb7_4ukEhrnQFe2Uk3X1i95Maps/edit?usp=sharing View and discuss the results]. {{RoundBoxBottom}} <!-- # Enter your Total Good, Total Bad, and Hope scores into this [https://docs.google.com/forms/d/e/1FAIpQLSeH86buOryA-II1OpURmzhPMNHwRejCYhREGZGdRhiQbYH_RQ/viewform?usp=sf_link Google Form]. --> Attributions are our explanations about causes of events. Our attributions about past events is used to predict causes of future events. The Learned Optimism Test measures three types of [[w:Attribution (psychology)|attribution]]s: * '''Permanence''': How a person views the ''duration'' of an event's cause, seeing it as either temporary (transient) or permanent (stable) * '''Pervasiveness''': How a person views the ''scope'' of an event's cause, seeing it as either specific (domain-bound) or universal (widespread across domains) * '''Personalisation''': How a person views the ''source'' of an event's cause, seeing it as either internal (attributable to the self) or external (attributable to others or circumstances) The Learned Optimism Test measures the three types of attributions for each of two types of events: * '''Good''': Positive occurrences in a person's life that lead to positive feelings * '''Bad''': Negative occurrences in a person's life that lead to negative feelings The three attributions for two types of events combine to create a six-domain theoretical structure (see Table 1). '''Table 1'''.<br>Attributional Dimensions (3) by Event Valence (2) Explanation of Pessimism-Optimism {| class="wikitable" style="margin: auto;" !Attribution !Bad !Good |- |[[#Permanence|Permanence]] |{{H:title|dotted=no|Permanence Bad|PmB}} |{{H:title|dotted=no|Permanence Good|PmG}} |- |[[#Pervasiveness|Pervasiveness]] |{{H:title|dotted=no|Pervasiveness Bad|PvB}} |{{H:title|dotted=no|Pervasiveness Good|PvG}} |- |[[#Personalisation|Personalisation]] |{{H:title|dotted=no|Personalisation Bad|PsB}} |{{H:title|dotted=no|Personalisation Good|PsG}} |- |[[#Total B|Total]] ||{{H:title|dotted=no|Total Bad|ToB}} |{{H:title|dotted=no|Total Good|ToG}} |} '''Table 2'''.<br>Explanatory Styles Based on Attributional Dimensions of Pessimism and Optimism {| class="wikitable" style="margin: auto;" ! !Optimistic !Pessimistic |- |'''Good event''' |Permanent<br>Pervasive<br>Internal |Temporary<br>Local<br>External |- |'''Bad event''' |Temporary<br>Local<br>External |Permanent<br>Pervasive<br>Internal |} === Permanence === '''Time''': Temporary vs. Permanent - a pessimistic view is that bad events are permanent and good events are temporary (opposite for optimism) * '''PmB''' (Permanent Bad) * '''PmG''' (Permanent Good) === Pervasiveness === '''Space''': Specific vs. Universal (i.e., across situations/domains) - a pessimistic view is that bad events are pervasive across situations/domains and good events are specific to a situation/domain (opposite for optimism) * '''PvB''' (Pervasive Bad) * '''PvG''' (Pervasive Good) === Personalisation === '''Control/causality''': Internal vs. External - a pessimistic view is that bad events are internally caused and good events are externally causes (opposite for optimism) * '''PsB''' (Personalisation Bad) * '''PsG''' (Personalisation Good) <!-- === Totals === Optimistic responses are scored in the positive direction. ;Hope * Hope (HoB) = PvB + PmB (i.e., Hope for Bad Events; arguably it should be called Hopelessness). * Seligman indicates that this is the single most important score ;Total Bad * Total B (Bad) = PmB + PvB + PsB --> <!-- * Low = Optimistic; High = Pessimistic --><!-- ;Total Good * Total G (Good) = PmG + PvG + PsG --> <!-- * Low = Pessimistic; High = Optimistic --><!-- ;Overall * Overall Optimism = Total G + Total B --> <!-- * Overall Optimism = Total G - Total B --> <!-- * Low = Pessimistic; High = Optimistic --> === ABCDE solution === Would you like to become more optimistic? If so, Seligman suggests a cognitive ABCDE solution: '''Table 3'''.<br>How to Change Pessimistic Thinking Styles {| class="wikitable" |+ |'''A''' |Adversity |When we encounter adversity, we react by thinking about it |- |'''B''' |Beliefs |Our thoughts rapidly congeal into beliefs |- |'''C''' |Consequences |These beliefs ... have consequences |- |'''D''' |Disputation |Challenge problematic beliefs by finding evidence against them, alternatives to negative reasoning, and limit the implications of the beliefs. "Much of the skill of dealing with setbacks ... consists of learning how to dispute your own first thoughts in reaction to a setback." (Seligman) |- |'''E''' |Energisation |We feel energised after we've disputed our false, negative beliefs |} ==Is optimism always good?== There are well established positive relationships between optimism and important life outcomes such as physical health (e.g., longevity) and psychological well-being. But is optimism ''always'' good? For example: * Narcissism - Believing that one is all-powerful and influential can contribute to inflated self-importance (i.e., narcissism) * Risk-taking - Believing that one can control good outcomes (when you actually can't) can be problematic (e.g., gambling) Is pessimism always bad? For example: * If anticipating negative future events is associated with positive, prepatory and preventive action (i.e., taking responsibility and acting with sufficient skill), then a pessimistic outlook could be beneficial * But if the self is unnecessarily blamed, it can lead to helplessness, low self-esteem etc. ==Where is the sweet spot?== Despite these potential problems, the advantages of optimism are overwhelming. So much so that the psychologically healthiest people tend to have "[[w:Positive illusions|positive illusions]]", that is, they have somewhat unrealistically positive views. "Pessimists" and "realists", on the other hand, are more prone to depression. ==Using generative AI== * Common mistakes include: ** Using genAI without appropriate acknowledgement ** Overly relying on genAI, with insufficient independent reading, critical thinking, and writing * [[Motivation and emotion/Assessment/Using generative AI|Using generative AI guidelines]]: ** Link to chat in edit summary ** Rewrite to improve ** Fact check and include primary, peer-reviewed sources you have consulted ==References== {{Hanging indent|1= Seligman, M. E. P. (1975). ''[https://www.google.com.au/books/edition/_/aOgPtAEACAAJ?sa=X&ved=2ahUKEwjNpISbkvHyAhVgzTgGHUw5COMQre8FegQICRAC Helplessness: On depression, development, and death]''. W H Freeman/Times Books/Henry Holt & Co. Seligman, M. E. P. (2006). ''[https://www.google.com.au/books/edition/_/JYxIDwAAQBAJ?hl=en&sa=X&ved=2ahUKEwjf-snFkfHyAhWvzDgGHaGfBi4Qre8FegQIBxAG Learned optimism: How to change your mind and your life]''. Vintage Books. Seligman, M. E. (2018). ''[https://www.google.com.au/books/edition/The_Hope_Circuit/gAY8DwAAQBAJ The hope circuit: A psychologist's journey from helplessness to optimism]''. Penguin Random House Australia. }} ==Recording== * [https://au-lti.bbcollab.com/recording/2795a3b925d14bbf9f16116584df3456 Tutorial 06] (2025)<!-- * [https://au-lti.bbcollab.com/recording/220892bb18874be780e84dd5dff8461a Tutorial 06] (2024) * [https://au-lti.bbcollab.com/recording/007730f1059e4dff8a1127caf5ae967b Tutorial 06] (2023) * [https://au-lti.bbcollab.com/recording/e7c8f3eaa41248e18c2c7e2f102ee651 Tutorial 06], 2022 * [https://au-lti.bbcollab.com/recording/baf24c2a01e5466b9b5f96e15b6502cd Tutorial 06], 2021 --> ==See also== ;Additional tutorial material * [[{{#titleparts:{{PAGENAME}}|2}}/Goals and self/Self-constructs|Self-constructs]] ; Book chapters * [[:Category:Motivation and emotion/Book/Learned helplessness|Learned helplessness]] (Category) * [[Motivation and emotion/Book/2011/Learned optimism|Learned optimism]] (2011) ; Wikipedia * [[w:Attribution (psychology)|Attribution]] * [[w:Cognitive behavioral therapy|Cognitive behavioral therapy]] * [[w:Learned helplessness|Learned helplessness]] * [[w:Learned optimism|Learned optimism]] * [[w:Positive illusions|Positive illusions]] * [[w:Rational emotive behavior therapy|Rational emotive behavior therapy]] ;Lecture * [[{{#titleparts:{{PAGENAME}}|1}}/Lectures/Mindsets, control, and the self|Mindsets, control, and the self]] ;Tutorials * [[{{#titleparts:{{PAGENAME}}|2}}/Functionalist theory and self-tracking|Functionalist theory and self-tracking]] (Previous tutorial) * [[{{#titleparts:{{PAGENAME}}|2}}/Core emotions|Core emotions]] (Next tutorial) ; Admin * [[/Instructor notes/]] ==External links == * [http://www.artofmanliness.com/2010/02/03/boosting-your-resiliency-part-2-avoiding-learned-helplessness-and-changing-your-explanatory-style/ Avoiding learned helplessness and changing your explanatory style] (Mackay & Mackay, 2010, artofmanliness.com, Building your resiliency: Part II) * [https://positivepsychology.com/learned-optimism Learned optimism: Is Martin Seligman’s glass half full?] (positivepsychology.com) <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Learned optimism]] 3xda110sk4y25vit3uvas6iwx5m4449 Motivation and emotion/Tutorials/Core emotions 0 264913 2815397 2760533 2026-06-12T11:31:49Z Jtneill 10242 In development for 2026 2815397 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 07: Core emotions|seventh}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> ==Overview== * Explores the psychological concept of core [[emotion]]s – what are the criteria for an emotion and what are the core emotions? * The class exercise involves sorting many emotion words to create to linguistically model underlying clusters of emotional experience ==Criteria== What are the criteria for a core emotion? To be classified as a core or basic emotion, the affective state should exhibit each of the following criteria: # Distinct neurological and physiological response (e.g., pattern of brain activity, heart-rate) # Distinct feeling (i.e., subjective/phenomenological state) # Unique expression (e.g., facial expression and body language) # Innate (i.e., evident from birth; present in primates) # Adaptive (i.e., has a distinct purpose) # Short-lived (rapid onset, short duration; whereas moods which are longer-lived) # Triggered by same circumstances each time (i.e., has a specific causal trigger)? # Universal (i.e., recognised by different cultures) ==Non-emotions== If an affective experience does not qualify as an emotion, they could instead be: # Attitude (e.g., hate) # Behaviour (e.g., aggression) # Cognition (e.g., confused) # Disorder (e.g., depression, behavioural conduct disorder) # Mood (e.g., grumpy) # Personality trait (e.g., neuroticism) ==Core emotions== What are the core emotions? Theoretical models typically identify about six to eight core emotions, usually including: # Fear # Anger # Disgust # Sadness # Interest # Joy # Surprise # Contempt ==Emotion sort exercise== Linguistic models of emotion are developed from analysis of language (words) used to describe different affective states. The goal of this exercise is to organise many (250+) [[Motivation and emotion/Tutorials/Emotion/List|emotion-related words]] into core emotion families: {{anchor|Activity}}{{RoundBoxTop|theme=10}} '''Activity: Emotion sort''' [[File:Antu 67EF addoninstaller.0.svg|right|100px]] # Open this [https://docs.google.com/spreadsheets/d/1KYv0xfA-1lJVyLATiY7bnRl_RCXxXKClvV4sTVilpHQ/edit?usp=sharing list of emotion words] # Each person selects an emotion word and classifies it as either a: ## core emotion (and allocates it to a core emotion family) ## non-emotion (and indicates the reason it doesn't qualify as an emotion) # Classifications can be changed if you disagree # Repeat until all words are classified—a progress bar will be displayed # If unsure, use chat or the comments column # Discuss the: #* experience of categorising: e.g., what was like? easy? hard? why? #* unusual/unknown words or emotions you'd like to share or want to know more about? #* results based on data analysis about: #** % classified as emotions or not emotions #** which emotion families were most popular and which words were allocated to each emotion family #** which reasons were most used for excluding affective states as emotions {{RoundBoxBottom}} [[File:Emotion sort exercise - Core emotions.svg|center|550px|thumb|Bar chart showing the frequency of affective words sorted into 19 categories of emotion]] ==Emotion knowledge== [[File:Bananas by cactus cowboy.svg|thumb|right|175px|'''Schadenfreude''' (pronounced shar-den-frood-ar) is a German word for pleasure that arises from the misfortune of others (e.g., laughing when someone slips on a banana peel).]] [[File:Emotions wheel.png|thumb|right|450px|'''Emotions wheel''' showing aspects of seven core emotions]] What is emotion knowledge? Emotion knowledge is part of [[#Emotional intelligence|emotional intelligence]]. Emotion knowledge refers to the library or vocabulary of distinct emotion concepts (represented by words) that a person has access to. The bigger the library, the more chance there is of being able to distinguish between subtle shades and nuances of emotional states (e.g., various flavours of anger or joy): {{quote|"the finer and more sophisticated one's emotion knowledge is, the greater his or her capacity to respond to each life event with a specialised and highly appropriate reaction" (Reeve, 2009, p. 353).}} Emotion knowledge can be improved by expanding one's linguistic repertoire for describing emotions. [https://www.psypost.org/2020/09/new-research-finds-our-vocabularies-can-act-as-a-window-into-psychological-and-physical-well-being-57971 Our vocabularies provide windows into our psychoemotional experience]. For a deeper dive, see the work of James Pennebaker, one of the study's authors, via [https://scholar.google.com/citations?hl=en&user=KYOCMe0AAAAJ&view_op=list_works&citft=1&email_for_op=JamesTNeill%40gmail.com&gmla=AJsN-F6j5ww5q8q1NDhd-S-S5TKin27AiS2FjfdcUfkAVXE5YmU8yO2AKhpvl4zVnK9DydZiplyaDTbSiR07LuIndWHHRf5kRoyKUzi4uOkOI-xZ4Kf2XVza_DPjHMCvHpGTvzzzwuEddowKzs8IaU-p8KmARjs-EPENQ-8nNkxQMzms7CDipXgQXAQje0klOsKdU-tMXPC8MfCd-AI381ZWZ14SE60TcAYDsJMkNswaSvgjOQ10Yn-JJz8LV86D7NuLTSukCsSe Google Scholar]. ==Emotional intelligence== What is "[[w:Emotional intelligence|emotional intelligence]]" (or emotional quotient (EQ))? It can also be called [[w:Emotional literacy|emotional literacy]]. Howard Gardener (1983) proposed emotional intelligence as one of several [[w:Theory of multiple intelligence|multiple intelligence]]s. Goleman's (1995) conceptualisation of emotional intelligence suggested four aspects, based on awareness/management and self/other distinctions (see Table 1). '''Table 1'''. Four Quadrants of Emotional Intelligence (based on Goleman, 1995) {| class="wikitable" style="margin: auto; |- ! !Awareness !Management |- |'''Self''' |Self-awareness |Self-management |- |'''Other''' |Social awareness |Relationship management |} The term "intelligence" implies a fixed, steady state, however the four aspects of emotional intelligence are learnable and trainable, such as in school and the workplace. == Foreign emotion words== [[File:Non-English emotion words exercise.png|400px|thumb|Non-English emotion words and definitions suggested by a class in 2023.]] Many nuances of emotion are not as well described in the English language as they are in other languages. There are plenty of non-English words in the 7,000 or so other human languages that capture various subtleties in the kaleidoscope of human feeling. Some of these words have been imported to English, such as [[wikt:schadenfreude|schadenfreude]] (German) which means pleasure derived from the misfortune of others, but there are many others which do not have an English equivalent and haven't been incorporated into English. What words from other languages describe unique types of emotion? Share an example (from your knowledge or by exploring the links below) and its description. {{anchor|Words}} {{RoundBoxTop|theme=6}} [[File:Path in Epping Forest - geograph.org.uk - 2523517.jpg|thumb|right|175px|'''Friluftsliv''' (pronounced free-loofts-liv) is a Norwegian word for the practice of purposefully spending time outdoors and the physical and mental health benefits that this engenders.]] Lists of non-English emotion words: * [https://www.inc-aus.com/jessica-stillman/learning-these-20-foreign-words-for-emotions-you-never-knew-you-had-will-increase-your-eq.html 20 foreign words for emotions you never knew you had] (inc-aus.com) * [https://www.mentalfloss.com/article/75082/32-words-positive-phenomena-dont-have-english-equivalent Words for positive phenomena that don't have an English equivalent] (mentalfloss.com) * [http://thoughtcatalog.com/pierce-nahigyan/2015/12/17-words-we-dont-have-in-english-that-describe-feelings-we-have-every-day/ 17 feeling words we don’t have in English] (thoughtcatalog.com) * [https://www.berlitz.com/blog/words-emotions-dont-exist-english 25 beautiful words for emotions that don’t exist in English] (berlitz.com) * [https://www.theintrepidguide.com/untranslatable-words-ultimate-list/ 203 most beautiful untranslatable words] (theintrepidguide.com) * [https://web.archive.org/web/20220617081916/https://digest.bps.org.uk/2016/01/28/there-are-at-least-216-foreign-words-for-positive-emotional-states-and-concepts-that-we-dont-have-in-english/ Foreign words for positive emotional states and concepts that we don’t have in English] (bps.org.uk) * [http://gizmodo.com/english-is-surprisingly-devoid-of-emotionally-positive-1755985162 English is surprisingly devoid of emotionally positive words] * [https://businessservicesweek.com/untranslatable-words-for-feelings-from-20-different-languages/ Untranslatable words for feelings from 20 different languages] (gizmodo.com) * [https://blog.collinsdictionary.com/language-lovers/14-untranslatable-emotions-that-english-cant-convey/ 14 untranslatable emotions that English can't convey] (collinsdictionary.com) <!-- * [https://bigthink.com/21st-century-spirituality/buy-more-books-than-you-ever-read-the-japanese-have-a-word-for-that Buy more books than you ever read? The Japanese have a word for that.] -->{{RoundBoxBottom}} What are the psychological implications of our emotion knowledge? For example, the [[w:Linguistic relativity|Sapir-Whorf hypothesis]] (linguistic relativity) argues that language enables experience. According to this [[w:Essentialism|essentialist]] view, our emotional vocabulary enables but also limits our capacity for emotional experience. In other words, our consciousness and experience is determined by our language. Therefore, expanding our language, can expand our emotional experience. So, linguistic relativity implies that we can enrich our emotional lives by expanding our emotional vocabulary and incorporating more non-English emotion words. ==Recording== * [https://au-lti.bbcollab.com/recording/a1e53e9772ce4e7bab3e486fc15df7e1 Tutorial 07] (2025)<!-- * [https://au-lti.bbcollab.com/recording/b174165b101b4ba4beaaba6c52444c1e Tutorial 07] (2024) - Note: Recording fails ~40:20 mins * [https://au-lti.bbcollab.com/recording/98e8da8bfb6f4267a9dfc70ebd0d070a Tutorial 07] (2023) * [https://au-lti.bbcollab.com/recording/44f3c37bd25640e4ba577978df0b9df9 Tutorial 07] (2022) * [https://au-lti.bbcollab.com/recording/5c1bf52c472449babbee04cb1e0871e2 Tutorial 07] (2021) --> ==See also== <!-- ;Additional tutorial material * [[../Emotion/Emotional intelligence/|Emotional intelligence]] ;Book chapters --> ;Wikipedia * [[w:Emotional intelligence|Emotional intelligence]] * [[w:Emotional literacy|Emotional literacy]] * [[w:Emotional self-regulation|Emotional self-regulation]] * [[w:Emotion classifcation|Emotion classification]] * [[w:Emotion perception|Emotion perception]] * [[w:Emotion recognistion|Emotion recognition]] ;Lecture * [[Motivation and emotion/Lectures/Nature of emotion|Nature of emotion]] ;Tutorials * [[{{#titleparts:{{PAGENAME}}|2}}/Learned optimism|Learned optimism]] (Previous tutorial) * [[{{#titleparts:{{PAGENAME}}|2}}/Measuring emotion|Measuring emotion]] (Next tutorial) ;Admin * [[/Instructor notes/]] ==References== {{Hanging indent|1= Gardner, H. (1983), ''[[w:Theory of multiple intelligences|Frames of mind: The theory of multiple intelligences]]''. Basic Books. Goleman, D. (1995). ''[[w:Emotional intelligence|Emotional intelligence]]''. Bantam. }} ==External links== * [http://changingminds.org/explanations/emotions/basic%20emotions.htm Basic emotions] (changingminds.org) * [https://www.psypost.org/2015/10/children-who-understand-emotions-become-more-attentive-over-time-38140 Children who understand emotions become more attentive over time] (PsyPost, 2015) * [https://www.youtube.com/watch?v=Y7m9eNoB3NU Daniel Goleman introduces emotional intelligence] (YouTube; 5:30 mins) * [http://news.berkeley.edu/2017/09/06/27-emotions/ Emoji fans take heart: Scientists pinpoint 27 states of emotion] (University of California, Berkeley, 2017); [https://s3-us-west-1.amazonaws.com/emogifs/map.html Interactive emotion map with videos] * [https://www.youtube.com/watch?v=n6MRsGwyMuQ Emotional intelligence by Daniel Goleman: Animated book summary] (YouTube; 7:28 mins) * [https://www.abc.net.au/news/2023-09-07/how-emojis-like-thumbs-up-can-get-you-in-trouble-with-the-law/102810282 Emojis like thumbs-up or a full moon are tiny icons, but they can have big legal implications] (ABC news, 2023) * [http://www.carls-sims-4-guide.com/emotions/ List of emotions in Sims 4: Emotion system mechanics, moods, and how to get sims feeling each] (carls-sims-4-guide.com) * [http://www.personalityresearch.org/basicemotions/plutchik.html Plutchik] (personalityresearch.org) - [[:commons:File:Plutchik-wheel.svg|Wheel of emotions]] <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Core emotions]] nhqu42lwfm5rkhpoyw704apuacjwwbj Motivation and emotion/Tutorials/Measuring emotion 0 264914 2815398 2755285 2026-06-12T11:32:12Z Jtneill 10242 In development for 2026 2815398 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 08: Measuring emotion|eighth}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> ==Overview== This tutorial discusses: * measurement of emotion * the Positive and Negative Affect Scale * topic development feedback and book chapter marking criteria ==How can emotion be measured?== [[File:Eeg registration.jpg|thumb|right|250px|'''Figure 1.''' [[w:Electroencephalography|EEG]] detects electrical activity in different areas of the brain using electrodes attached to the skull.]] Emotion research requires measurement. How can emotion be measured? [[File:El Lehendakari visita la nueva unidad de Resonancia Magnética del HUA (40116421582).jpg|thumb|right|250px|'''Figure 2'''. fMRI is an advanced method of neuroimaging which can be used to assess emotion based on blood flow.]] * Behaviour (e.g., body language, eye tracking, key strokes) * Facial expression (e.g. specific combinations of muscle activation) * Neural activity: ** [[w:Electroencephalography|Electroencephalography]] (EEG; see Figure 1) ** [[w:Functional magnetic resonance imaging|functional magnetic resonance imaging]] (fMRI; see Figure 2)) * Physiological arousal (e.g., pupil dilation, skin conductance, heart rate, physical activity) Characteristics of these methods: * Resource intensive (especially fMRI) - needs equipment, expertise, software etc. * Based on what is externally [[w:Observation|observable]] or physiologically scannable. But emotion is also fundamentally phenomenological/subjective. So, another measurement option is to ask people to [[w:Introspection|introspect]] and self-report. ==Self-report== Emotion can be self-reported qualitatively (open-ended questions with linguistic responses) or quantitatively (close-ended question with rating scales). Open-ended responses can be manually, or increasingly automatically, analysed about their emotional content to identify themes and meanings. Closed-ended self-report approaches to measurement emotion can be: * [[w:Ideogram|Ideographic]] (pictorial) such as the: [https://www.google.com/search?sca_esv=567989033&rlz=1C1GCEA_enAU1011AU1011&sxsrf=AM9HkKlgj5UmDqMh7zkxBlEv3Zwu5eAsvQ:1695553849848&q=self-assessment+manikin Self-Assessment Manikin] (SAM; Bradley & Lang, 1994) ** Valence (happy-sad) ** Arousal (high-low) ** Dominance (small-big) * Discrete/numerical such as: ** [[w:DASS (psychology)|Depression Anxiety and Stress Scale]] (DASS) (Wikipedia) ** [https://www.aci.health.nsw.gov.au/__data/assets/pdf_file/0015/212901/Kessler_10_and_scoring.pdf Kessler 10] (K-10; nsw.gov.au) ** [[w:Profile of mood states|Profile of Mood States]] (POMS) (Wikipedia) ** [[w:Positive and Negative Affect Schedule|Positive and Negative Affect Schedule]] (PANAS) (Wikipedia) The DASS and K10 are commonly used as screening tools such as by a general practitioner who is concerned about a patient's psychological distress. So, these tools measure the degree of aversive emotionality. The scores can be compared with norms to help gauge the level of distress. These tools are also sometimes used in research. The POMS and PANAS are commonly used in psychological research about emotion. The PANAS is more popular because its: * simple * flexible * freely available See also: [[w:Affect measures|Affect measures]] (Wikipedia) ==PANAS== The [[w:Positive and Negative Affect Schedule|Positive and Negative Affect Schedule]] (PANAS; Watson & Clark, 1999) is the most widely used self-report measure in emotion research. ===Your profile=== {{anchor|Activity}}{{RoundBoxTop|theme=10}} '''Activity: PANAS''' [[File:Antu 67EF addoninstaller.0.svg|right|100px]] # Complete this [https://docs.google.com/forms/d/e/1FAIpQLSdRvz2jh2iTvJmuYXuoiR_1SfOzJ7QtyTnITIgCg36Uh7rtwQ/viewform?usp=sf_link short version of the PANAS] (20-items; Google Form)<!-- # [https://www.psytoolkit.org/c/3.1.0/survey?s=AqxEf Online version] (PsyToolkit) # [https://drive.google.com/open?id=0B2N4zSp4hmN9NV9teWVVVS1uVjA Hard-copy handout] --> # Include a code word if you would like to know your individual results # Discuss PANAS strengths, temporal framing, psychometrics, factor structure, and distributions {{RoundBoxBottom}} ===Strengths=== Strengths of the PANAS include: * Simplicity – based on 1-word emotion descriptors * [[Motivation and emotion/Tutorials/Measuring emotion#Factor structure|Factor structure]] – Short (20-item) and long (60-item) versions * Flexibility ** [[#Temporaral framing|Temporal framing]] – from present state to general ** Domain – General or specific * Availability – Free to use === Temporal framing === * '''Moment''' (you feel this way right now, that is, at the present moment) * '''Today''' (you have felt this way today) * '''Past few days''' (you have felt this way during the past few days) * '''Week''' (you have felt this way during the past week) * '''Past few weeks''' (you have felt this way during the past few weeks) * '''Year''' (you have felt this way during the past year) * '''General''' (you generally feel this way that is, how you feel on average) === Psychometrics === * Correlations between PA and NA range between -.12 (Today) and -.23 (Year) (Watson et al., 1988). The negative correlation indicates that when one dimension is higher the other one tends to be lower, but this relationship is very weak (1% to 5% shared variance). So, it is best to consider PA and NA as independent dimensions of affective experience. * Test-retest reliability – how stable is this measure of emotion over time? Based on Watson et al. (1988): ** PA (ranges between .54 (Moment) and .68 (General) ** NA (ranges between .45 (Moment) and .71 (General) === Factor structure === There are short (20-item) and long (60-item) versions of the PANAS. ;Short (20 items; 2 factors; see Table 2) * Positive affect (10 items) * Negative affect (10 items) '''Table 2''' ''PANAS-20 Positive and Negative Affect Items'' {| class="wikitable" style="margin: auto;" |+ !Positive affect !Negative affect |- |Active |Afraid |- |Alert |Ashamed |- |Attentive |Distressed |- |Determined |Guilty |- |Enthusiastic |Hostile |- |Excited |Irritable |- |Inspired |Jittery |- |Interested |Nervous |- |Proud |Scared |- |Strong |Upset |} ;Long (60 items; 11 factors) * '''Basic negative emotions''' ** '''Fear''' (5 items): afraid, frightened, jittery, nervous, scared, shaky ** '''Hostility''' (6 items): angry, disgusted, hostile, irritable, loathing, scornful ** '''Guilt''' (6 items): angry at self, ashamed, blameworthy, disgusted with self, guilty ** '''Sadness''' (5 items): alone, angry, blue, downhearted, sad * '''Basic positivity emotions''' ** '''Joviality''' (8 items): cheerful, delighted, energetic, enthusiastic, excited, happy, joyful, lively ** '''Self-Assurance''' (6 items): bold, confident, daring, fearless, proud, strong ** '''Attentiveness''' (5 items): alert, attentive, concentrating, determined * '''Other affective states''' ** '''Shyness''' (4 items): bashful, sheepish, shy, timid ** '''Fatigue''' (4 items): drowsy, sleepy, sluggish, tired ** '''Serenity''' (3 items): at ease, calm, relaxed ** '''Surprise''' (3 items): amazed, astonished, surprised ===Distributions=== * Examine class distributions for positive affect (PA) and negative affect (NA) * Compare with USA university norms (see Table 1): ** PA = 3 to 3.5 ** NA = 1.5 to 2 '''Table 1''' ''PANAS-20 Positive and Negative Affect Norms'' {| class="wikitable" style="margin: auto;" |+ !Source !N !PA !NA |- |Watson et al. (1988) |660 |2.97 |1.48 |- |Watson & Clark (1994) |3622 |3.57 |1.95 <!-- |- |Motivation & emotion (2000) |34.2 |24.6 --> |} ==Topic development feedback== * Check ** "discuss" page for written feedback ** UCLearn for marks ** follow-up if unsure * Priorities: ** Address the topic: title → sub-title → focus questions → headings ** Avoid too much background information; focus directly on the topic; cut to the chase ** Balance coverage of theory and research (ideally integrated); often there is too much theory and too little research; use the best research, including systematic/meta-analytic reviews ==Book chapter marking criteria== Familiarse yourself with the [[Motivation and emotion/Assessment/Chapter|book chapter guidelines]] which include the marking criteria: * '''Overview''' (5%) ** Scenario ** Describe problem (1-2 paragraphs) ** Focus questions * '''Theory''' (20%) ** Apply top theories to the problem * '''Research''' (25%) ** Use best research to weigh evidence * '''Integration''' (10%) ** Synthesise theory and research * '''Conclusion''' (5%) ** What are the take-home messages? (i.e., answers to sub-title and/or focus questions) * '''Style''' (20%) ** Professional quality written expression (sentence structure, paragraph structure, spelling, grammar, APA style) (e.g., use Studiosity, [[Motivation and emotion/Assessment/Using generative AI|genAI]], and peer review) * '''Learning features''' (5%) - options: ** Wiki links (to the most relevant Wikipedia page or book chapter) when key words are mentioned for the first time ** Figures and tables ** Scenarios/case studies/examples ** Quizzes ** Feature boxes etc. * '''Social contribution''' (10%) ** Edits ** Comments ** Discussion posts ** Direct links to evidence (see [[Motivation and emotion/Assessment/Chapter#Making and summarising social contributions|Making and summarising social contributions]]) ** Marking based on *** Quantity *** Quality *** Timeliness ==Recording== * [https://au-lti.bbcollab.com/recording/469acca6d2e747eaab879d60c3ddecd9 Tutorial 08] (2025)<!-- * [https://au-lti.bbcollab.com/recording/e20b88bfb3b94251a28834ecd7ee83c8 Tutorial 08] (2024) * [https://au-lti.bbcollab.com/recording/36cc3cf8a7be4d139b2b406d342affc7 Tutorial 08] (2023) * [https://au-lti.bbcollab.com/recording/7f5f45035ebc4de4800cc80731f70f1e Tutorial 08], 2022 * [https://au-lti.bbcollab.com/recording/e4361150e57b4b999a6d002f871be374 Tutorial 08], 2021 --> ==See also== <!-- ;Additional tutorial material --> <!-- ;Book chapters --> ;Wikipedia * [[w:Electroencephalography|Electroencephalography]] * [[w:Functional magnetic resonance imaging|Functional magnetic resonance imaging]] * [[w:Positive and Negative Affect Schedule|Positive and Negative Affect Schedule]] ;Lecture * [[{{#titleparts:{{PAGENAME}}|1}}/Lectures/Aspects of emotion|Aspects of emotion]] ;Tutorials * [[{{#titleparts:{{PAGENAME}}|2}}/Core emotions|Core emotions]] (Previous tutorial) * [[{{#titleparts:{{PAGENAME}}|2}}/20 emotions|20 emotions]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] --> ==References== {{Hanging indent|1= <!-- Thompson, E. R. (2007). Development and validation of an internationally reliable short-form of the positive and negative affect sche''dule (PANAS). ''Journal of Cross-cultural Psychology'', ''38''(2), 227–242. https://doi.org/10.1177/0022022106297301 --> Bradley, M. M., & Lang, P. J. (1994). Measuring emotion: The self-assessment manikin and the semantic differential. ''Journal of Behavior Therapy and Experimental Psychiatry'', ''25''(1), 49–59. https://doi.org/10.1016/0005-7916(94)90063-9 Watson, D., & Clark, L. A. (1994). ''[https://doi.org/10.17077/48vt-m4t2 The PANAS-X: Manual for the positive and negative affect schedule-expanded form]''. Watson, D., Clark, L. A., & Tellegen, A. (1988). [https://scienceofbehaviorchange.org/wp-content/uploads/2019/10/PANAS.Watson.1988.pdf Development and validation of brief measures of positive and negative affect: the PANAS scales]. ''Journal of Personality and Social Psychology'', ''54''(6), 1063–1070. https://doi.org/10.1037/0022-3514.54.6.1063 }} <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Measuring emotion]] 0ezn0zwog7yh7vamdd71zkrfp9kpj1z Motivation and emotion/Tutorials/20 emotions 0 264915 2815399 2756482 2026-06-12T11:32:48Z Jtneill 10242 In development for 2026 2815399 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 09: 20 emotions|ninth}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> ==Overview== This tutorial discusses the causes, functions, types, and consequences of 20 individual emotions. ==Individual emotions== [[Emotion knowledge]] can be developed by expanding one's vocabulary for different types of affective states. Having a wide vocabulary helps to distinguish a wide range emotions and to understand each of their causes and functions. This tutorial distinguishes 20 individual emotions and their functions. When dealing with many emotions, it helps to organise them into categories. ===Categories=== The 20 individual emotions can be organised into three categories (Reeve, 2018; see Table 1): * '''Basic''' (7) - Core emotions: present in early development; recognised cross-culturally <!-- ### Fear ### Anger ### Disgust ### Contempt ### Sadness ### Joy ### Interest --> * '''Self-conscious''' (5): occurs when we become self-aware about how others perceive us <!-- ### Shame ### Guilt ### Embarrassment ### Pride ### Triumph --> * '''Cognitively complex''' (8): arise from thoughts/perceptions about life events often involving others <!-- ### Envy ### Gratitude ### Disappointment ### Regret ### Hope ### Schadenfreude ### Empathy ### Compassion --> '''Table 1''' ''20 Individual Emotions Organised Into Three Categories'' <div align="center"> {| class="wikitable sortable" style="margin: auto;" ! width=30%; |Basic (7) ! width=30%; |Self-conscious (5) ! width=30%; |Cognitively complex (8) |- | [[w:Fear|Fear]] | [[w:Shame|Shame]] | [[w:Envy|Envy]] |- | [[w:Anger|Anger]] | [[w:Guilt (emotion)|Guilt]] | [[w:Gratitude|Gratitude]] |- | [[w:Disgust|Disgust]] | [[w:Embarrassment|Embarrassment]] | [[w:Disappointment|Disappointment]] |- | [[w:Contempt|Contempt]] | [[w:Pride|Pride]] | [[w:Regret|Regret]] |- | [[w:Sadness|Sadness]] | [[w:Triumph (emotion)|Triumph]] | [[w:Hope|Hope]] |- | [[w:Joy|Joy]] | | [[w:Schadenfreude|Schadenfreude]] |- | [[w:Interest (emotion)|Interest]] | | [[w:Empathy|Empathy]] |- | | | [[w:Compassion|Compassion]] |} </div> ''Note''. Links go to Wikipedia articles; For a table of these emotions with links to specific Wikiversity book chapters, see the [[Motivation and emotion/Lectures/Individual emotions#Motivations generated by specific emotions|individual emotions lecture]]; Based on Reeve (2018) What other systems of categorisation (or dimensions) could be useful? e.g., * '''Active vs. passive emotions''' - trigger motivation for action vs. involve inception or reflection * '''Approach vs. avoidance''' emotions - motivation towards positive engagement vs. motivate withdrawal of defensive behaviours * '''Positive vs. negative''' emotions - pleasant vs. unpleasant * '''Primary vs. secondary''' emotions - innate, universal, appear early in life vs. develop later, require self-awareness * '''Short-term vs. long-term''' emotions - transitory, immediate reactions vs. sustained over time * '''Social vs. non-social''' emotions - arise in interpersonal contexts vs. not dependent on social relations ===I feel ...=== What do each of these 20 emotions actually ''feel'' like and why do we feel them? The main reason for each of the emotions is presented in Table 2. <!-- To gain experiential insight, practice using "I feel ... " statements for a wide range of different emotions (see Table 2). --> '''Table 2''' ''"I Feel" Descriptions for 20 Emotions'' <div align="center"> {| class="wikitable sortable" style="margin: auto;" ! Emotion ! Description |- | Anger | I feel injustice |- | Compassion | I feel caring towards you |- | Contempt | I feel superior to you |- | Disappointment | I feel down about a poor outcome |- | Disgust | I feel repulsed |- | Embarrassment | I feel awkward in front of you |- | Empathy | I feel with you |- | Envy | I feel jealous - I want what you have |- | Fear | I feel in danger |- | Gratitude | I feel thankful |- | Guilt | I feel bad about wronging you |- | Hope | I feel optimistic about my future |- | Interest | I feel curious |- | Joy | I feel happiness within |- | Pride | I feel good about myself and achievements |- | Regret | I feel sorrow for what I did |- | Sadness | I feel bad about a loss |- | Schadenfreude | I feel pleasure at your misfortune |- | Shame | I feel bad about myself because I am publicly wrong |- | Triumph | I feel victorious |} </div> ==Emotion matching exercise== {{anchor|Activity}}{{RoundBoxTop|theme=10}} '''Activity: Emotion matching''' [[File:Antu 67EF addoninstaller.0.svg|right|100px]] # Collaborate in pairs to discuss and complete the <!-- Handout: [[:File:20 Individual Emotions Matching Exercise.pdf|20 Individual Emotions Matching Exercise]] --> [https://docs.google.com/spreadsheets/d/1OvG1jp1OBEGBzcDmL5W_yczXNGsqN43D_Zpdn9jHqsU 20 Emotion Matching Exercise] # Each pair completes two sheets: ## Find the emotion and category that matches the definition ## Find the definition and category that matches the emotion {{RoundBoxBottom}} ==Discussion== <ol> <li> What are your '''favourite''' or '''most interesting''' emotion(s)? Why?</li> <!-- <li> What emotions are '''missing'''?</li> --> <li> What is the difference between '''shame''', '''guilt''', and '''embarrassment'''?</li> <ol> <li> Shame and guilt both involve feeling bad about the standard of the self's behaviour</li> <li> However, shame is public; guilt is private (''shame in the courtroom''; ''guilt in the cell'')</li> <li> Shame focuses on the inadequacy of ''self''; guilt focuses on the poor ''behaviour''</li> <li> Embarrassment arises from innocent social blunder; it acknowledge this awareness and asks for forgiveness</li> </ol> <li> What is the difference between '''pride''' and '''triumph'''?</li> <ol> <li> Both involve feeling good</li> <li> Pride is more personal, based on achievement</li> <li> Triumph is more social, based on competitive victory over others</li> </ol> <li> What are the two aspects of '''pride'''?</li> <ol> <li> Authentic: Based on genuine achievement</li> <li> Hubristic/Narcissistic: Self-puffery; based on desire to be better/more dominant than others; undermines relationships</li> </ol> <li> What emotions are associated with these '''interpersonal scenarios'''?</li> </ol> {| class="wikitable" style="width: 90%; margin-left: auto; margin-right: auto;" ! !'''I feel good because ...''' !'''I feel bad because ...''' |- style="vertical-align:top;" |'''... other person feels good''' |[[w:compersion|compersion]], [[w:confelicity|confelicity]], empathy, [[wikt:freudenfreude|freudenfreude]], mudita, vicarious joy |envy, jealousy, gluckschmerz |- style="vertical-align:top;" |'''... other person feels bad''' |arrogance, contempt, hate, narcissism, [[wikt:schadenfreude|schadenfreude]] |compassion, empathy, sympathy |} <ol start="6"> <li> What are the two types of '''envy'''?</li> <ol> <li> Benign: Focuses on self-improvement (''building up'')</li> <li> Malicious: Focuses on undermining another (''tearing down'')</li> </ol> <li> What is the difference between '''empathy''', '''compassion''', and '''sympathy'''?</li> <ol> <li> Empathy: Mirrors the feelings of another </li> <li> Compassion: Motivates action to help another </li> <li> Sympathy: Pitying of others; involves power </li> </ol> <li> What is the difference between '''disappointment''' and '''regret'''?</li> <ol> <li> Both involve experiencing a worse outcome than expected; the difference is the amount of perceived control</li> <li> Disappointment: Perceives that one's behaviour could not have lead to a different outcome</li> <li> Regret: Perceives that, had one's behaviour been different, a better outcome could have been achieved</li> </ol> <li> What are the two aspects of '''gratitude'''?</li> <ol> <li> Indebtedness <math>\rightarrow</math> Exchange-based relationship: If the receiver focuses on what was received (e.g., $50), then the receiver may feel indebted to repay, leading to an exchange-based relationship</li> <li> Care <math>\rightarrow</math> Communal relationship: If the receiver focuses on the giver (e.g., a friend), then the receiver may feel cared for and loved, leading to a communal relationship</li> </ol> <li> What is the opposite of '''hope'''?</li> <ol> <li> Fear</li> <li> Fear and hope are about expectations of the future</li> <li> Fear arises from a negative view of the future; hope arises from a positive view of the future <li> Also consider hopelessness / helplessness</li> </ol> </ol> ==Readings== * Chapter 14: Individual emotions ([[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve, 2018]]) ==Recording== * [https://au-lti.bbcollab.com/recording/ad82252fd3b942dab76549b587afdc21 Tutorial 09] (2025)<!-- * [https://au-lti.bbcollab.com/recording/805b463d37464601986875924da3588a Tutorial 09] (2024) * [https://au-lti.bbcollab.com/recording/7ba704c041be4506b9b9176dd7063e9c Tutorial 09] (2023) * [https://au-lti.bbcollab.com/recording/30253ce91beb4a02907ddca89ab11a8d Tutorial 09 recording Pt 1] (2022) * [https://au-lti.bbcollab.com/recording/60135634ce83484482bf7a2ef8199bd0 Tutorial 09 recording Pt 2] (2022) * [https://au-lti.bbcollab.com/recording/3d5dd6db621d4c309db303408bdcaa19 Tutorial 09 recording], 2021 * [https://au-lti.bbcollab.com/recording/1efcf556a5384d3586d2abc55a7b2109 Tutorial 09 recording], 2020 --> ==See also== <!-- ;Book chapters ;Wikipedia --> ;Lecture * [[Motivation and emotion/Lectures/Individual emotions|Individual emotions]] (Lecture) ;Tutorials * [[{{#titleparts:{{PAGENAME}}|2}}/Measuring emotion|Measuring emotion]] (Previous tutorial) * [[{{#titleparts:{{PAGENAME}}|2}}/Time perspective|Time perspective]] (Next tutorial) ;Admin * [[/Instructor notes/]] ==References== {{Hanging indent|1= {{:Motivation and emotion/Readings/Textbooks/Reeve/2018}}}} ==External links== * [https://www.youtube.com/watch?v=1Evwgu369Jw Brené Brown on empathy] (YouTube; 2:53 mins) * [https://twentyonetoys.com/blogs/teaching-empathy/brene-brown-empathy-vs-sympathy Empathy vs sympathy (Dr Brené Brown)] (twentyonetoys.com) * [https://www.abc.net.au/radionational/programs/lifematters/talkback-how-to-deal-with-guilt/102450958 How to deal with guilt] (Life Matters, ABC Radio National, 9 June, 2023) <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/20 emotions]] [[Category:Motivation and emotion/Emotion/Embarrassment]] [[Category:Motivation and emotion/Emotion/Guilt]] [[Category:Motivation and emotion/Emotion/Shame]] pxk59kn1iy95rjuxozc4b91mfdzwzqi Motivation and emotion/Tutorials/Time perspective 0 264916 2815400 2765558 2026-06-12T11:33:33Z Jtneill 10242 In development for 2026 2815400 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 10: Time perspective|tenth}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> ==Overview== [[File:Person holding clock in front of head.jpg|right|200px|thumb|'''Figure 1'''. We all travel through time by using memory and imagination]] This tutorial is about: * the psychology of time and, more specifically, * [[w:Philip Zimbardo|Zimbardo]]'s model of time perspective and how it relates to motivation and emotion Take-home messages: * Time perspective unconsciously influences our thoughts, feelings, and behaviour * The [[#Ideal|ideal]] profile involves balanced and flexible use of past, present, and future time perspectives ==Mental time travel== Would you like to time travel? It turns out, you are already a time traveller (see [[w:Mental time travel|mental time travel]]) because you unconsciously adopt different cognition perceptions about time—or time perspectives—particulary, the past, present, and future. Time perspectives relate to cognitive psychology, personality, motivation, and emotion. Humans are unconsciously influenced by their cognitions about time. By understanding this, we can optimise our time perspective to live better lives. ==What is time perspective?== Did you know that we can travel through time (see Figure 1)? Time travel is very simple to do and we do it "all the time". [[File:Doctor Who (13).jpg|right|200px|thumb|''Figure 2''. People unconsciously adopt different time perspectives - whether past, present, or future.]] For example, close your eyes and think about what happened: * 10 minutes ago * yesterday * many years ago Similarly, you imagine various futures for yourself e.g., in: * 1 hour * 1 year * 30 years Or you could focus all your thought and attention could be focused on what is happening in the present. Time perspective (TP) refers to how we think about time. It can be broadly divided into (see Figure 2): * Past * Present * Future ==ZTPI== {{anchor|Activity}}{{RoundBoxTop|theme=10}} [[File:Antu 67EF addoninstaller.0.svg|right|100px]] '''Activity: ZTPI''' # Complete the [https://docs.google.com/forms/d/e/1FAIpQLSfoIK9pW-KNtiWsXwa9pFVZiHwR6ioOe6V703Fk7W7YPKjICw/viewform?usp=sf_link Zimbardo Time Perspective Inventory] (ZTPI) # Discuss the underlying theory # Discuss class results {{RoundBoxBottom}} ===Theory=== Time perspective theory considers: * the types of time perspective * time perspective principles ====Types==== [[File:TUSSTMQ9 StructuralModel TimePerspective.png|right|thumb|450px|'''Figure 3'''. Six possible time perspective factors, based on Zimbardo (2009).]] Time perspective can be conceptualised in terms of whether it focuses on past, present, and future, but also by the valence of that focus (e.g., positive or negative). This leads to the five time perspectives suggested by Zimbardo (2009; see Figure 3): * Past Negative * Past Positive * Present Hedonistic * Present Fatalistic * Future It is unclear whether future should be separated into future negative and future positive (there is mixed evidence). Zimbardo also suggests another time perspective: * Transcendental ([https://www.thetimeparadox.com/transcendental-future-time-perspective-inventory/ TFTPI]) which is about focusing on time beyond one's lifetime. For more information, see [https://www.thetimeparadox.com/2008/08/03/an-overview-of-time-perspective-types/ an overview of time perspective types] (thetimeparadox.com) ====Principles==== * Time perspective influences thoughts, feelings, and behaviour unconsciously * Each time perspective has benefits, but excesses create negative consequences * Time perspectives are learned through personal experience * We can learn to change our time perspectives ===Results=== Compare your ZTPI scores with the: * Norms: **Past Negative (''Mdn'' = 3.0<!-- 0 -->) **Past Positive (''Mdn'' = 3.2<!--2 -->) **Present Hedonism (''Mdn'' = 3.9<!--3 -->) **Present Fatalism (''Mdn'' = 2.3<!--3 -->) **Future (''Mdn'' = 3.4<!-- 38 -->) <!-- ***Transcendental Future --> * {{anchor|Ideal}}[http://www.thetimeparadox.com/wp-content/uploads/2012/09/graph-september2012-all-v21.png Ideal profile] ** Past Positive - High (like your past) ** Present Hedonism - Moderate (choose when to select pleasure in the present)[http://pollynoble.com/2013/09/time-perspective-therapy/] ** Future - Moderately high (work for the future) * Worst profile: ** Past Negative - High ** Present Fatalism - High ** = living in a negative past and believing you can do nothing to change it[http://pollynoble.com/2013/09/time-perspective-therapy/] ==Multimedia== [[File:Philip Zimbardo (cropped).jpg|thumb|175px|'''Figure 4'''. [[w:Philip Zimbardo|Philip Zimbardo]], one of the most famous 20th-21st century psychologists.]] Does the name, [[w:Philip Zimbardo|Philip Zimbardo]] ring a bell (see Figure 4)? It should for psychology students! Maybe something about the [[w:Stanford prison experiment|Stanford prison experiment]]? In the early 1970s Zimbardo contoversially tackled a fundamental question that had plagued psychologists since [[w:World War II|World War II]] – are humans fundamentally evil – or can extreme circumstances lead normal people to act inhumanely? Fast forward a few decades and Zimbardo has worked on many other areas of psychology including, more recently, time perspective. Watch: [https://www.youtube.com/embed/bo4HiVetBd0?start=52&end=388 Philip Zimbardo prescribes a healthy take on time] (Philip Zimbardo, 5:36 min, TED talk, 2009) ==Discussion== <!-- * What do you think about time perspective? --> * How could your time perspective be improved? * How could time perspective be applied? ==Books== Zimbardo's two books on this topic are: * [https://www.thetimeparadox.com "The Time Paradox"] * [https://www.thetimecure.com "The Time Cure"] ==Recording== * [https://au-lti.bbcollab.com/recording/b940b077e122487faf849cf433ef54d8 Tutorial 10] (2025)<!-- * [https://au-lti.bbcollab.com/recording/39ff934bedf04acab0d62a7cea89dd92 Tutorial 10] (2024) * [https://au-lti.bbcollab.com/recording/d91d9b477c544654a5acba16f786bd46 Tutorial 10] (2023) * [https://au-lti.bbcollab.com/recording/1a6b38b823ff473a9dc78924b598e21a Tutorial 10] (2022) * [https://au-lti.bbcollab.com/recording/9f60d554697b4830a5e92b206af7c369 Tutorial 10] (2021) --> ==See also== <!-- ;Additional tutorial material --> ;Admin * [[/Instructor notes/]] ;Book chapters * [[:Category:Motivation and emotion/Book/Time perspective|Time perspective]] <!-- ;Wikipedia --> ;Lectures and tutorials * [[{{#titleparts:{{PAGENAME}}|2}}/20 emotions|20 emotions]] (Previous tutorial) * [[{{#titleparts:{{PAGENAME}}|2}}/Positive psychology|Positive psychology]] (Next tutorial) * [[{{#titleparts:{{PAGENAME}}|1}}/Lectures/Unconscious motivation|Unconscious motivation]] (Lecture) ;Wikipedia * [[w:Mental time travel|Mental time travel]] * [[w:Philip Zimbardo#Time perspective|Philip Zimbardo - Time perspective]] ==References== {{Hanging indent|1= Sword, R. M., Sword, R. K., Brunskill, S. R., & Zimbardo, P. G. (2014). Time perspective therapy: A new time-based metaphor therapy for PTSD. ''Journal of Loss and Trauma'', ''19''(3), 197–201. https://doi.org/10.1080/15325024.2013.763632 https://www.tandfonline.com/doi/pdf/10.1080/15325024.2013.763632 Zimbardo, P. G. & Boyd, J. N. (2009). ''[http://www.thetimeparadox.com/ The time paradox: Using the new psychology of time to your advantage]''. Free Press. Zimbardo, P. G., Sword, R. M., & Sword, R. K. M. (2012). ''[https://www.wiley.com/en-us/The+Time+Cure%3A+Overcoming+PTSD+with+the+New+Psychology+of+Time+Perspective+Therapy-p-9781118205679 The time cure: Overcoming PTSD with the new psychology of time perspective therapy]''. Jossey-Bass. }} <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Time perspective]] 0g233wzdctkpols2vnu0th1mxvutuuk Motivation and emotion/Tutorials/Positive psychology 0 264917 2815401 2761065 2026-06-12T11:33:57Z Jtneill 10242 In development for 2026 2815401 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 11: Positive psychology|eleventh}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> ==Overview== This tutorial: * distinguishes between [[w:Humanistic psychology|humanistic psychology]] and [[w:Positive psychology|positively psychology]] * considers underlying assumptions of humanistic psychology * discusses domains and characteristics of [[w:Self-actualisation|self-actualisation]] * explores types of [[w:Happiness|happiness]] and distinguishes between natural happiness and synthetic happiness Take-home messages: * '''Growth psychology''' assumes that people are naturally motivated towards personal growth. Two historical phases: humanistic psychology (1960s) and positive psychology (1990s-). * '''Humanistic psychology''' emphasises inner, natural motivation towards fulfilling one's potential * '''Self-actualisation''' involves connecting to higher values, being autonomous, engaging deeply, and rich interpersonal relationships * '''Positive psychology''' is the science of happiness, life satisfaction, and optimisation of psychological well-being * '''Happiness''' pursuit can be counter-intuitive. Humans aren't good at predicting what makes them happy (e.g., due to "impact bias" (overestimatation of hedonic impact). However, our "psychological immune system" "synthesises happiness" (when we don't get what we want). ==Growth psychology== <!-- {{RoundBoxTop|theme=2}} {{quote|Treatment is not just fixing what is broken; it is nurturing what is best.<br>Seligman and Csikszentmihalyi (2000)}} {{RoundBoxBottom}} --> Growth psychology encompasses two historical phases: * '''Humanistic psychology''' (1950s–1960s): Higher-order motivation towards reaching one's potential; focus on alignment with true self, actualising tendency, organismic valuing process, and self-actualisation * '''Positive psychology''' (1990s–present): Scientific study of how to develop psychological strengths and positive emotions which contribute to human flourishing and happiness ==Humanistic psychology== This section explores the assumptions of humanistic psychology and extent to which you experience the characteristics of self-actualisation. ===Assumptions=== How aligned are you with the assumptions of humanistic psychology? Consider these questions: [[File:Question - Evil.png|600px|center]] [[File:Question - Learning.png|600px|center]] [[File:Question - Therapy.png|600px|center]] <!-- (do a class line-up (as per [[Motivation and emotion/Tutorials/Introduction|the first tutorial]] --for each and discuss) # Where does '''evil''' come from? What causes anti-social behaviour? #* inherent in human nature? (people are good and bad) #* a product of a sick culture? (people are inherently good) # If a child expresses a somewhat socially undesirable temperament, would you recommend raising the child: #* to conform to the more socially-desirable temperament? #* in his or her natural temperament? # How does '''learning''' best occur? Through: #* well-designed curriculum with expert teaching? #* having one’s interests recognised and nurtured?<!-- identified, facilitated, and supported? # Does '''psychological therapy''' work best by: #* fixing what is broken? (dealing with the problem) #* nurturing what is best? (developing strengths) --> Which answers correspond to assumptions of humanistic psychology? (the 2nd answer in each case) <!-- # What other assumptions are made by humanistic psychology, growth motivation, and positive psychology? --> ===Self-actualisation=== ====What is self-actualisation?==== * Self-actualisation = fulfillment of potential * 16 characteristics of self-actualised people (Maslow, 1971) can be grouped into 4 domains: ** '''Values''': Connection to higher values/purpose (e.g., truth, love, and happiness) ** '''Autonomy''': Internal control ** '''Engagement''': Deep involvement, productivity, and happiness ** '''Relationships''': High quality interpersonal relationships * The last three domains map closely to self-determination theory's basic psychological needs (autonomy, competence, and relatedness). The first category (values) relates to meaning/purpose. ====Profile==== * To what extent is your life aligned with the characteristics of self-actualised people identified by Abraham Maslow? * Complete this [https://docs.google.com/forms/d/e/1FAIpQLSfljofpop7-mVABK4CS9foyUQxoA1KJZXXNsn2z_LJi9yKVTA/viewform?usp=sf_link Self-actualisation profile] (Google Form).<!-- [[Motivation and emotion/Tutorials/Growth psychology/Self-evaluation of self-actualisation|Alternative version]] (Wikiversity). --> * Before submitting, note down: ** What are you doing '''''particularly well''''' that is helping you towards self-actualisation? ** What '''''could you improve''''' to better promote your growth towards self-actualisation? ** What self-actualisation characteristic(s) would you like to '''''share or learn more about'''''? e.g., *** 1. Acceptance of self, others, and nature and 6. conflict-resolution *** 2. Identification with humanity → biodiversity? *** 3. Emphasis on higher values - Maslow's triangle/pyramid may be a different shape for everyone? *** 7. Autonomy - appears throughout motivational and emotional psychology *** 8. Solitude enjoyment → includes being able to thrive without technology? *** 9. Spontaneity, 11. Creativity, and 12. Freshness - being open to experience and willing to jump in and explore *** 10. Problem-absorption - meaningful, interesting problems with skills, mindset, and habit to engage *** 13. Peak experiences - lowest rated characteristic; lived experiences of self-actualisation *** 14. High quality interpersonal relationships - appears throughout motivational and emotional psychology *** 16. Humour - mature sense of humour underappreciated and underesearched, yet widely recognised in everyday life as a powerful, prevalent aspect of human psycholosocial experience * Review class responses<!-- After submitting, click "See previous responses" to see graphs of class responses. --> <!-- ##Who does or could serve as an inspiration for you, towards self-actualisation? (Bearing in mind that Maslow claimed that only 1% of people self-actualise). # Review your self-ratings in terms of what you see as your strengths and weaknesses in moving towards being a self-actualising person. # What are the strongest aspects of your self-actualising? What is it that allows this to be so strong for you? # What are the weakest aspects which may be holding you back from self-actualising? What could you do to change/improve in this area? --> ==Positive psychology== [[Positive psychology]] emerged as a distinct field in the 1990s. It focused on scientific study of the development of human psychological strengths that contribute to optimal [[w:Well-being|well-being]], [[happiness]], and [[w:Life satisfaction|life satisfaction]]. ===Happiness types=== [[w:Martin Seligman|Martin Seligman]] suggests three components of [[w:Happiness|happiness]]: * '''Pleasant life''': Dealing with past, happiness in present (hedonic pleasure and the skills to amplify pleasure), optimism about future. Limitations: ** 50% heritable ** short-lived, subject to the [[w:Hedonic treadmill|hedonic treadmill]] (i.e., pleasure wears off quickly). * '''Good life''': Engagement (flow, absorption) or Eudaimonia; * '''Meaningful life''': Connection to a higher purpose [[w:Daniel Gilbert (psychologist)|Dan Gilbert]] suggests two types of happiness: * '''Natural happiness''': What we feel when we get what we want * '''Synthetic happiness''': What we feel when we learn to like what we get (instead of what we wanted) ===Science of happiness=== How well can humans predict their emotional reactions to events? This is known as [[w:Affective forecasting|affective forecasting]]. The science about what makes people happy shows that people are subject to many biases. For example, we tend to overestimate the hedonic impact of good and bad events (known as impact bias) (i.e., we think things will be much worse or better than they actually are). This undermines our decision-making about how to be happy because it distorts our capacity to decisions that optimise long-term happiness. On the other hand, we have something like a "psychological immune system" which "synthesises happiness" even when we don't get what we want. Thus, freedom of choice is a friend of natural happiness, but the enemy of synthetic happiness. These ideas are discussed in: [https://www.youtube.com/embed/4q1dgn_C0AU?start=15&end=1275 The surprising science of happiness] (Dan Gilbert, 2004, 21:00 mins, YouTube, TED Talk) Questions to consider: * What is natural happiness? * What is impact bias? * What is synthetic happiness? * What is the role of freedom of choice in happiness? Gilbert's talk concludes with this quote about [[w:Affective forecasting|affective forecasting]] / impact bias: <blockquote>{{cquote|The great source of both the misery and disorders of human life, seems to arise from over-rating the difference between one permanent situation and another ... Some of those situations may, no doubt, deserve to be preferred to others: but none of them can deserve to be pursued with that passionate ardour which drives us to violate the rules either of prudence or of justice; or to corrupt the future tranquillity of our minds, either by shame from the remembrance of our own folly, or by remorse from the horror of our own injustice.|author=[[w:Adam Smith|Adam Smith]], ''[[w:The Theory of Moral Sentiments|The Theory of Moral Sentiments]]'', 1759}}</blockquote> ==Recording== * [https://au-lti.bbcollab.com/recording/1438522430e74eaab86a345e951bc3e1 Tutorial 11] (2025)<!-- * [https://au-lti.bbcollab.com/recording/396e2297638b493c8d923774d7b4f571 Tutorial 11] (2024) * [https://au-lti.bbcollab.com/recording/92149522ca49425489b7ba8c198f6f89 Tutorial 11] (2023) * [https://au-lti.bbcollab.com/recording/37aa63c197dd4bda85eba115f61719c8 Tutorial 11] (2022) * [https://au-lti.bbcollab.com/recording/5a660bcd563a4e198822e8fba193a560 Tutorial 11] (2021) --> ==See also== ;Additional tutorial material * [[/Instructor notes/]] * [[../Growth psychology/Problems for discussion|Problems for discussion]] * [[../Growth psychology/Fully functioning person|Fully functioning person]] * [[../Growth psychology/Happiness - Practical exercises|Happiness - Practical exercises]] * [[../Growth psychology/Meaning and coherence|Meaning and coherence]] * [[../Growth psychology/Optimal human functioning|Optimal human functioning]] ;Book chapters * [[Motivation and emotion/Book/2024/Impact bias|Impact bias]] (Book chapter, 2024) * [[:Category:Motivation and emotion/Book/Happiness|Happiness]] (Category) * [[:Category:Motivation and emotion/Book/Positive psychology|Positive psychology]] (Category) ;Wikipedia People * [[w:Abraham Maslow|Abraham Maslow]] * [[w:Daniel Gilbert (psychologist)|Daniel Gilbert]] Topics * [[w:Affective forecasting|Affective forecasting]] * [[w:Happiness|Happiness]] * [[w:Impact bias|Impact bias]] * [[w:Self-actualization|Self-actualisation]] ;Lectures and tutorials * [[Motivation and emotion/Lectures/Growth psychology|Growth motivation and positive psychology]] (Lecture) * [[{{#titleparts:{{PAGENAME}}|2}}/Time perspective|Time perspective]] (Previous tutorial) * [[{{#titleparts:{{PAGENAME}}|2}}/Review|Review]] (Next tutorial) <!-- ;Admin * [[/Instructor notes/]] --> ==References== {{reflist}}{{Hanging indent|1= <!-- Antonovsky A. (1979). ''Health, stress and coping''. San Francisco: Jossey-Bass. Antonovsky A. (1987). ''Unraveling the mystery of health: How people manage stress and stay well''. San Francisco: Jossey-Bass. Antonovsky A. (1993). The structure and properties of the sense of coherence scale. ''Social Science & Medicine'', ''36'', 725-733. --> Brickman, P., Coates, D., & Janoff-Bulman, R. (1978). [https://www.talenteck.com/academic/Brickman-Coates-Janoff-1978.pdf Lottery winners and accident victims: Is happiness relative?]. ''Journal of Personality and Social Psychology'', ''36''(8), 917–927. Gilbert, D. (2009). ''[[w:Stumbling on Happiness|Stumbling on happiness]]''. Vintage.[https://happiness.care/wp-content/uploads/2020/09/Stumbling-on-Happiness.pdf] Wilson, T. D., & Gilbert, D. T. (2005). Affective forecasting: Knowing what to want. ''Current Directions in Psychological Science'', ''14''(3), 131–134. https://doi.org/10.1111/j.0963-7214.2005.00355.x }} ==External links== * [http://www.authentichappiness.com Authentic happiness] (authentichappiness.sas.upenn.edu) <!-- * [http://www.liberalarts.wabash.edu/ryff-scales/ Psychological well-being scale] (Ryff) --> * [https://www.search-institute.org/our-research/development-assets/developmental-assets-framework The developmental assets framework] (search-institute.org) * [https://blog.ted.com/ten-years-later-dan-gilbert-on-life-after-the-surprising-science-of-happiness/ Ten years later: Dan Gilbert] (blog.ted.com) * [http://www.aracy.org.au/projects/the-common-approach The common approach] (aracy.org.au) <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Positive psychology]] msv3b708arul8p5ocaeappcyktyn6o0 Motivation and emotion/Tutorials/Review 0 264918 2815402 2762650 2026-06-12T11:34:26Z Jtneill 10242 In development for 2026 2815402 wikitext text/x-wiki {{Motivation and emotion/Tutorials|Tutorial 12: Review|twelth}} {{Motivation and emotion/Tutorials/In development}} <!-- {{Motivation and emotion/Tutorials/Complete2}} --> <!-- {{Motivation and emotion/Tutorials/In development}} --> ==Overview== This tutorial provides active review of key learnings from the unit. ==Nuggets of truth== [[File:Kaskelix.png|200px|right|thumb|Figure 1. [[w:Baleen whale|Baleen whale]]s include the largest animals on earth. Yet they eat the tiniest food – plankton. How is this possible? And how does this relate to learning?]] Baleen whales (such as the Blue Whale which is the largest animal on earth) eats the tiniest food – plankton (see Figure 1). How does it grow so big from such tiny food? A baleen whale swallows large volumes of sea water and uses its baleen to filter out plankton for consumption. Learners are similar to baleen whales. After being exposed to a large volume of content, what really matters is what has been filtered out and extracted by learners. What are the key ideas? Thus, this exercise seeks to crystallise and share the: * pearls of wisdom * nuggets of truth * flashes of insight * a-ha moments * take-home messages etc. that have been sparked by your engagement with the [[motivation and emotion]] unit. {{RoundBoxTop|theme=1}} [[File:Treasurchest.svg|right|90px]] [[File:Pearl 1.svg|right|60px]] <!-- # What pearls of wisdom or nuggets of truth have occurred to you through this unit? # Write each pearl of wisdom on a separate post-it note (generate as many as possible) - place these nuggets upside down in a collective pile. Sources may include: --> # What are the '''greatest insights''' or '''best ideas''' about motivation and emotion you've acquired through this unit? # What was the '''take-home message''' of the chapter and presentation you worked on? <!-- # Take turns to pick up a random nugget, read it out to the class, explain what you think the author means, then then select a location for the nugget on the wall (organise around themes) --> # What have you learnt from the unit that you've '''put into practice''' in your own life? # What aspect(s) of motivation and emotion are you '''inspired to learning more about''' in future? <!-- # Based on these nuggets of truth, what meta-themes emerge? --> Share your ideas via [[Motivation and emotion/Nuggets of truth|Wikiversity]]<!-- or [https://docs.google.com/document/d/1oX6O1sYdctL2FPpMRQbJ1pDTN8bgvTgPsHoMTCOynvQ/edit?usp=sharing Google Docs] --> {{RoundBoxBottom}} <!-- Note that in Ch 17 (Conclusion), [[Motivation and emotion/Readings/Textbooks/Reeve/2018|Reeve (2018)]] suggests a pearl of wisdom per chapter in order to capture the spirit and messages of the book. ==Transferable knowledge and skills== This exercise seeks to identify and articulate transferable: * knowledge * skills * experience * artifacts etc. from your engagement with the [[motivation and emotion]] unit towards future learning and employability. If it helps, look over the lectures and tutorials: [[Motivation and emotion/About/Schedule|Schedule]]. {{RoundBoxTop|theme=2}} [[File:Gear icon svg.svg|right|90px]] What skills, knowledge, experience have you developed through [[motivation and emotion]] that could be added to your resume? Let's build a collaborative resume resource via [https://docs.google.com/document/d/1QlKC3k0bdkvWdxAYv0a0CTHztQ-OdS8IGKLYDZ6dysQ/edit Google Docs]: * [https://docs.google.com/document/d/1R6KqWqcAT2ibuAtw_0u-Opw5Vo1oRv70Ymr4dyqzHf8/edit?usp=sharing 2022] * [https://docs.google.com/document/d/1IEd3iW3DHARN7LgRmEcV0yqSlbnjuU8zRH2dQQ9idPc/edit?usp=sharing 2021] * [https://docs.google.com/document/d/1g6coLfj6RKqS493z9XpFeyPsJ838AvRTYOaJ1P25UQk/edit?usp=sharing 2020] {{RoundBoxBottom}} --><!-- ==Multimedia presentation== # Have you read the [[Motivation and emotion/Assessment/Multimedia|multimedia presentation guidelines]]? # Have you watched the [https://au-lti.bbcollab.com/collab/ui/session/playback/load/dc7be9f21cad48019e2e63557e63f1a8 how to record a multimedia presentation and publish it online]? # What ideas do you have? ## Format? ## Platform? ## Content? # FAQ ## Image attributions ## References # What questions do you have? --> ==Exam== ===Format=== * 48 multiple choice questions (1 mark each) ** ~3 questions from lecture/reading ** ~1 questions from each tutorial * 3 (out of 12 possible) short answer questions (3 marks each) * Use concise bullet-points * Maximum 50 words ===Preparation tips=== * Read the exam guidelines (see UCLearn) * Review the 12 lectures and 12 tutorials — listen, take notes, and summarise key ideas * Study each reading (Reeve, 2018/2024) — 3 electronic copies of each edition in the library * Practice with the 6 online quizzes (drawn from a test bank) * Draft answers to the 12 open-ended questions * Clarify if unsure — ask questions ===Example short-answer question=== What is the most valuable theoretical insight you developed about motivation and/or emotion through this unit, and how does it apply in a specific, real-world context?�Maximum 50 words. Use up to 3 bullet-points. (3 marks) * Accurately labels and describes a relevant theoretical construct/principle (1 mark) * Demonstrates critical/insightful/nuanced understanding of the principle (1 mark) * Shows realistic, practical application (1 mark) ==Recording== * [https://au-lti.bbcollab.com/recording/ca615c73d74c4636bb9fc8aa085a4954 Tutorial 01 (2025)]<!-- * [https://au-lti.bbcollab.com/recording/97113a3620ad48f8b33dbd9684c97a8f Tutorial 12] (2023) (there was no recording in 2024) * [https://au-lti.bbcollab.com/recording/bb861534bc884227b22e1bed124de575 Tutorial 12] (2022) * [https://au-lti.bbcollab.com/recording/600d647d3f1e40ebb00e5c9d0d604aa7 Tutorial 12] (2021) --> ==See also== ;Additional tutorial material * [[../Growth psychology/Case study scenarios|Case study scenarios]] <!-- ;Book chapters ;Wikipedia ;Admin * [[/Instructor notes/]] --> ;Lecture * [[{{#titleparts:{{PAGENAME}}|1}}/Lectures/Interventions and review|Interventions and review]] (Lecture) ; Tutorial * [[../Positive psychology|Positive psychology]] (Previous tutorial) <noinclude>{{Motivation and emotion/Tutorials/Navigation}}</noinclude> [[Category:Motivation and emotion/Tutorials/Review]] lxr7adu6sb5nste0pcbx1wee472rfi9 Motivation and emotion/Book/2020/Methamphetamine and emotion 0 265006 2815308 2307055 2026-06-12T02:07:52Z Jtneill 10242 removed [[Category:Motivation and emotion/Book/Drugs]]; added [[Category:Motivation and emotion/Book/Drugs/Methamphetamine]] using [[Help:Gadget-HotCat|HotCat]] 2815308 wikitext text/x-wiki {{title|Methamphetamine and emotion:<br>What is the effect of methamphetamine on emotion?}} {{MECR3|1=Replace this text with the URL}} __TOC__ ==Overview== [[wikipedia:Methamphetamine|Methamphetamine]] (MA) use disorder continues to be a major public health problem, with chronic abuse of methamphetamine associated with a myriad of problems, including difficulties in emotional perception, recognition and regulation (Zhang et al., 2018). Problems with emotional processing experienced by individuals who use MA have been associated with neural abnormalities (London et al., 2015; Payer, Lieberman & London, 2011), deficits in emotional attention (Zhang et al., 2018), sleep disruption (Lipinska, Timol & Thomas, 2015), psychosis (Arunogiri et al.,2019) and impaired social cognitive functioning, including deficits relating to [[wikipedia:Emotion_recognition|emotion recognition]] and [[wikipedia:Theory_of_mind|theory of mind]] (Kim, Kwon & Chang, 2011). It is thought that these emotional deficits are implicated in the maintenance of MA addiction and risk factors for drug cravings and relapse (Zhang et al., 2018). Consequently, greater understanding of the effect of methamphetamine on emotion is important for the development of interventions that target the emotional problems experienced by those with methamphetamine use disorder (MUD). {{RoundBoxTop|theme=2}} Personal accounts of emotional deficits experienced by those who use Methamphetamine: “… I lose a sense of feeling and caring about everybody and it’s like I really don’t give a damn, I couldn’t care less if I chopped off your leg, I wouldn’t feel no remorse about it …” (Brecht & Herbeck, 2015) “You know people weren’t important, family wasn’t important … I was out chasing my girlfriend in my brothers car somewhere and my daughter was in the car with me … I ran a red light and flipped the car upside down. My daughter went to the emergency room. And, you know, I couldn’t even think about what was going on with my daughter, all I could think about was chasing down my girlfriend …” (Brecht & Herbeck, 2015) {{RoundBoxBottom}} [[File:Drug_addict.jpg|alt=|thumb|423x423px|''Figure 1.'' The emotional problems associated with methamphetamine use disorder are risk factors for cravings and relapse (Zhang et al., 2018).]] == What is methamphetamine? == * A description of the substance * Brief history and prevalence. == What is emotion? == * The ability to regulate our emotions is inextricably linked to our well-being (Gross, 2002). * While emotions obviously elicit subjective feelings states, they are far more complex and multidimensional than first meets the eye, also existing as subjective, biological, purposive and expressive phenomena (Reeve, 2018). * Drugs such as MA elicit powerful emotions, ranging from euphoria to devastating negative emotional states, that in the extreme can lead to a break with homeostasis (Koob, 2015). * Methamphetamine use has been associated with a propensity for aggression, irritation, hostility, depression and problems with interpersonal relationships (Payer, Lieberman & London. 2011). === Relevant theories: === Deficits in serotonin/dopamine systems and cortical/sub-cortical brain circuits suggest a biological basis for emotional problems experienced by those who use MA, leading to problems with cognitive emotion regulation. Also too, the environment, social and cultural learning history of an individual can't be discounted. As such, I'm proposing that the following two theories are relevant ??? * Biological perspective - discrete basic emotions linked to distinct patterns of brain activity (Vytal & Hamann, 2010) * Two-systems view of emotion - cognitive and biological systems working together ==Methamphetamine and the Brain== * Methamphetamine and the limbic system, the brains reward pathway. * Sensations include euphoria (caused by elevated levels of dopamine), increased energy, decreased anxiety, heightened attentiveness and hyper sexuality (Homer et al., 2008). * Methamphetamine (MA) is a cationic lipophilic molecule that has dramatic effects on both the sympathetic nervous system and central nervous system (Homer et al., 2008). * MA has been found to adversely effect both the dopaminergic and serotonergic transmitter systems (Homer et al., 2008) ==Biological Aspects of Emotion and Methamphetamine== * Deficits in cortical and sub-cortical brain circuits involved in emotion caused by MA * Deficits in serotonin and dopamine systems caused by MA and what that means for emotional processing. * Link between Amygdala hyperactivity, emotion dysregulation and MA dependence. * Lower activation in the ventral inferior frontal gyrus in those with MA dependence - linked to alexithymia (dysfunction in emotional awareness, social attachment and interpersonal relating) - as such, poor emotional insight thought to underlie aggression in those with MA dependence (Payer, Lieberman & London, 2011). * Abnormalities in the prefrontal cortex of MA users linked to impaired social cognitive functioning (Kim, Kwon & Chang, 2011). * Evidence for damage to the orbital frontal cortex and anterior cingulate in MA users - linked to higher level of response to negative stimuli (Chen et al., 2018). ==Cognitive Aspects of Emotion and Methamphetamine== * Problems with appraisal. * Impairment in social cognition and theory of mind. * Sleep disruption and affect processing - MA is known to produce insomnia - studies have shown that healthy sleep is important for emotion regulation (Lipinska et al., 2015). * Problems with emotional recognition - research suggests that people with MA dependence have an impaired ability to identify facial emotions (Hanegraaf et al., 2020). {{RoundBoxTop|theme=2}} Case study Scarlett is a 25-year-old university student who has been using methamphetamine for 5 years. She first tried methamphetamine in the form of methamphetamine powder (‘speed’) when she was 18, developing the habit of snorting lines before going out to clubs with her university friends. This became something they did on a weekly basis and occasionally Scarlett would stay up all weekend without sleep. She would often get depressed after a big weekend, but this would usually pass. After finishing her degree, she obtained a job in a law firm and soon after tried crystal methamphetamine (‘crystal’ or ‘ice’) for the first time. Crystal is a potent form of methamphetamine that is usually smoked or injected. Smoking crystal and partying became a regular occurrence for Scarlett. When she was not intoxicated with methamphetamine her depression was impairing her functioning at work. Her work performance deteriorated noticeably as her binges on crystal necessitated days of recovery. Eventually she stopped work at the age of 23 and the next two years were spent using crystal methamphetamine for days at a time. Over this time, she became suspicious that people were following her, making her jumpy, agitated and aggressive towards others. While she no longer felt the euphoria experienced when she first started using the drug, she felt that she needed to keep using to take away the bad feelings she was having. After becoming aggressive towards shoppers at a local supermarket, Scarlett was taken into custody by police and eventually hospitalised and referred for drug treatment. {{RoundBoxBottom}} == Interventions that target the emotional problems associated with Methamphetamine use disorder == * The Matrix Program - is an education and cognitive intervention that helps to reduce the difficulty in cognitive emotion regulation and craving in methamphetamine dependant individuals (Amiri et al., 2019). * CBT * Acceptance and Commitment Therapy - has been shown to improve emotion regulation in methamphetamine dependant individuals (Khakbaz et al., 2016). * [[wikipedia:Transcranial_direct-current_stimulation|Transcranial direct current stimulation]] (tDCS) - there is growing interest in non-invasive brain stimulation techniques as treatments for addictive disorders. ==Conclusion== # Individuals who use methamphetamine experience negative affect, such as anxiety, depression, aggression, hostility and irritability, while actively using the drug and during early abstinence. # Individuals who use methamphetamine have been shown to have deficits in cortical and sub-cortical brain circuits, as well as deficits in serotonin and dopamine systems. # It appears that the biological deficits caused by MA lead to problems with cognitive emotion regulation, experienced as problems with processes such as appraisal, attention, social cognition and theory of mind. # Recognising the difficulties that MA users have with emotional regulation can help target more effective treatment interventions. ==See also== [[Motivation and emotion/Book/2013/Dopamine and emotion|Dopamine and Emotion]] (Motivation and emotion/Book/2013) [[Motivation and emotion/Book/2014/Methamphetamine and aggression|Methamphetamine and Aggression]] (Motivation and emotion/Book/2014) [[Motivation and emotion/Book/2016/Euphoria as an emotion|Euphoria as an emotion]] (Motivation and emotion/Book/2016) ==References== {{Hanging indent|1= Arunogiri, S., Verdejo-Garcia, A., McKetin, R., Rubenis, A. J., Fitzpatrick, R. E., & Lubman, D. I. (2019). Emotion recognition and impulsive choice in relation to methamphetamine use and psychosis symptoms. ''Frontiers of Psychiatry, 10'', 1-7. https://doi.org/10.3389/fpsyt.2019.00889 Brecht, M., L., & Herbeck, D. (2013). Methamphetamine use and violent behaviour: User perceptions and predictors. ''Journal of Drug Issues, 43'' (4), 468-482. https://doi.org/10.1177/0022042613491098 Chen, X. J., Wang, C. G., Li, Y. H., & Sui, N. (2018). Psychophysiological and self-reported responses in individuals with methamphetamine use disorder exposed to emotional video stimuli. ''International Journal of Psychophysiology, 133'', 50-54. https://doi.org/10.1016/j.ijpsycho.2018.08.011 Gross, J. J. (2002). Emotion regulation: Affective, cognitive, and social consequences. ''Psychophysiology, 39'', 281-291. https://doi.org/10.1017.s0048577201393198 Hanegraaf, L., Arunogiri, S., Hohwy, J., & Verdejo-Garcia, A. (2020). Dysfunctional personality beliefs and emotion recognition in individuals with methamphetamine dependence. ''Addictive Behaviours, 105'', 1-6. https://doi.org/10.1177/0022042613491098 Homer, B. D., Solomon, T. M., Moeller, R. W., Mascia, A., DeRaleau, L., & Halkitis, P., N. (2008). Methamphetamine abuse and impairment of social functioning: A review of the underlying neurophysiology causes and behavioural implications. ''Psychological Bulletin, 134''(2), 301-310. https://doi.org/10.1037/0033-2909.134.2.301 Khakbaz, H., Farhoudian, A., Azkhosh, M., Dolatshahi, B., Karami, H., & Massah, O. (2016). The effectiveness of group acceptance and commitment therapy on emotion regulation in methamphetamine-dependant individuals undergoing rehabilitation. ''International Journal of High Risk Behaviours and Addiction, 5(4)'', 1-9. https://doi.org/10.5812/ijhrba.28329 Kim, Y. T., Kwon, D. H., & Chang, Y. (2011). Impairments of facial emotion recognition and theory of mind on methamphetamine abusers. ''Psychiatry Research'', 186, 80-84. https://doi.org/10.1016/j.psychres.2010.06.027 Koob, G. F. (2015). The dark side of emotion: The addiction perspective. ''European Journal of Pharmacology, 753'', 73-87. https://doi.org/10.1016/j.ejphar.2014.11.044 Lipinska, G., Timol, R., & Thomas, K. G. F. (2015). The implications of sleep disruption for cognitive and affective processing in methamphetamine abuse. ''Medical Hypotheses, 85'', 914-921. https://doi.org/10.1016/j.methy.2015.09.010 Payer, D. E, Lieberman, M. D., & London, E. D. (2011). Neural correlates of Affect and Aggression in methamphetamine dependence. ''Archives of General Psychiatry, 68'' (3), 271-282. https://doi.org/10.1001/archgenpsychiatry.2010.154 Reeve, J. (2018). Understanding motivation and emotion (7th ed.). Hoboken, HJ: John Wiley & Sons. Vytal, K., & Hamann, S. (2010). Neuroimaging support for discrete neural correlates to basic emotions; A voxel-based meta-analysis. ''Journal of Cognitive Neuroscience, 22,'' 2864-2885. https://doi.org/10.1162/jocn.2009.21366 Zhang, L., Cao, X., Liang, Q., Li, X., Yang, J., & Yuan, J. (2018). High-frequency repetitive transcranial magnetic stimulation of the left dorsolateral prefrontal cortex restores attention bias to negative information in methamphetamine addicts. ''Psychiatry Research, 265'', 151-160. https://doi.org/10.1016/j.psychres.2018.04.039 }} ==External links== [https://www.youtube.com/watch?v=sACWGveWFxc The Limbic System, Methamphetamine and Addiction] (youtube.com) [https://www.youtube.com/watch?v=8knNPpRyrOY&t=1965s Exploring the Matrix Model for Addiction Treatment] (youtube.com) [https://cracksintheice.org.au/how-does-ice-work Cracks in the Ice - Crystal Methamphetamine: Evidenced Based Information for the Community] (cracksintheice.org.au) [[Category:{{#titleparts:{{PAGENAME}}|3}}]] [[Category:Motivation and emotion/Book/Drugs/Methamphetamine]] f81i9dgx81w5hq3m1716hqgltdxitnl User:Platos Cave (physics)/Simulation Hypothesis/Planck units (geometrical) 2 275012 2815263 2810791 2026-06-11T15:02:30Z Platos Cave (physics) 2562653 2815263 wikitext text/x-wiki {{Original research}} '''Natural Planck units as geometrical objects (the mathematical electron model)''' The physical constants form the scaffolding around which the theories of physics are erected, and they define the fabric of our universe, but science has no idea why they take the special numerical values that they do, for these constants follow no discernible pattern. The desire to explain the constants has been one of the driving forces behind efforts to develop a complete unified description of nature, or "theory of everything". Physicists have hoped that such a theory would show that each of the constants of nature ''could have only one logically possible value''. It would reveal an underlying order to the seeming arbitrariness of nature <ref>J. Barrow, J. Webb {{Cite journal |title= Inconsistent constants |journal=Scientific American |volume=292 |pages=56 |date=2005}}</ref>. In the [[v:User:Platos_Cave_(physics)/Simulation_Hypothesis/Electron_(mathematical) |mathematical electron]] <ref>Macleod, M.J. {{Cite journal |title= Programming Planck units from a mathematical electron; a Simulation Hypothesis |journal=Eur. Phys. J. Plus |volume=113 |pages=278 |date=22 March 2018 | doi=10.1140/epjp/i2018-12094-x }}</ref> model, the electron is assigned a geometrical formula ψ, the formula itself the geometry of 2 dimensionless constants (α, Ω), and resembles the formula for the volume of a torus or surface of a 4-axis hypersphere ψ = 4π<sup>2</sup>r<sup>3</sup>. Embedded within this formula ψ are geometrical analogues of the [[w:Planck units |Planck units]] mass M, time T, length L, ampere A. It is these MLTA Planck objects which confer the electron properties (mass, wavelength, charge ...), and the magnitude of these properties is determined directly by the formula ψ. Thus this geometrical formula for the electron itself encodes the information required to produce the observed physical electron. For example, we can write; [[w:electron mass | electron mass]] <math>m_e = \frac{M}{\psi}</math> [[w:Compton wavelength | electron wavelength]] <math>\lambda_e = 2\pi L \psi</math> === Planck unit limitations === The SI Planck units are measured; [[w:Planck mass |Planck mass]] in ''kg'', [[w:Planck length |Planck length]] in ''m'', [[w:Planck time |Planck time]] in ''s'' ... . These units have numerical values, the problem then becomes to derive a mathematical relation between these SI units, because for this we cannot use numerical values; numerical values are simply dimensionless frequencies of the SI unit itself, 299792458 could refer to the speed of light 299792458m/s or equally to the number of apples in a container (299792458 apples), numbers such as 299792458 carry no unit-specific information, and so the units are treated as independent by default. This therefore requires that to the number 299792458 is added a descriptive (the unit), which could be m/s or apples. === Geometrical objects === This inherent restriction can be resolved by assigning to each unit a geometrical object MLTA for which the geometry embeds the attribute (for example, the geometry of the time object T embeds the function time and so a descriptive unit ''s'' = seconds is not required). We may then combine these objects Lego-style to form more complex objects; from electrons to galaxies, while still retaining the underlying attributes (of mass M, wavelength L, frequency T ...). An apple has mass because its 'geometry' includes the geometrical object for mass. There are 2 principal Planck objects required; mass M = 1 and time T = π, also there is a physical constant ([[w:fine-structure constant | fine structure constant '''α''']]), and a mathematical constant Omega. Omega itself is the geometry of π and Euler's number [[w:E_(mathematical_constant) |e]] = 2.718281828459...; :<math>\Omega = \sqrt{ \left(\pi^e e^{(1-e)}\right)} = 2.007\;134\;9543... </math> A physical constant is defined as a constant embedded within the universe "source code" (it is a given). A mathematical constant however can be derived within the boundaries of the universe itself; π and e can be constructed from integers in series. We can offer an averaged fine structure constant alpha, here assigned the letter ''a'' = 137.03599... to represent the analogue of the inverse fine structure constant α<sup>-1</sup> = 137.03599... In order to combine geometrical objects we require a mathematical relationship between them, here denoted by a unit number θ {| class="wikitable" |+Table 1. MT fundamental Planck objects ! attribute ! geometrical object ! unit number θ |- | mass | <math>M = (1)</math> | 15 |- | time | <math>T = (\pi)</math> | -30 |} From MTΩα we can derive further Planck unit analogues momentum P, length L and charge A. {| class="wikitable" |+Table 2. PLTVA Geometrical objects ! attribute ! geometrical object ! unit number θ |- | [[v:User:Platos_Cave_(physics)/Simulation_Hypothesis/Sqrt_Planck_momentum | sqrt(momentum)]] | <math>P = (\Omega) M^{(4/5)} \;(\pi/T)^{(2/15)} = \Omega</math> | 16 |- | velocity | <math>V = \frac{2\pi P^2}{M} = (2\pi\Omega^2)</math> | 17 |- | length | <math>L = VT = (2\pi^2\Omega^2)</math> | -13 |- | ampere | <math>A = \frac{2^4 V^3}{\alpha P^3} = (\frac{2^7 \pi^3 \Omega^3}{a})</math> | 3 |- | temperature | <math>K = \frac{AV}{2\pi} = (\frac{2^7 \pi^3 \Omega^5}{a})</math> | 20 |} As the geometries of dimensionless constants, these objects are also dimensionless and so are independent of any system of units, and of any numerical system, and so could qualify as "natural units" (naturally occuring units); {{bq|''...ihre Bedeutung für alle Zeiten und für alle, auch außerirdische und außermenschliche Kulturen notwendig behalten und welche daher als »natürliche Maßeinheiten« bezeichnet werden können...'' ...These necessarily retain their meaning for all times and for all civilizations, even extraterrestrial and non-human ones, and can therefore be designated as "natural units"... -Max Planck <ref>Planck (1899), p. 479.</ref><ref name="TOM">*Tomilin, K. A., 1999, "[http://www.ihst.ru/personal/tomilin/papers/tomil.pdf Natural Systems of Units: To the Centenary Anniversary of the Planck System]", 287–296.</ref>}} === Scalars === To translate from geometrical objects to a numerical system of units requires system dependent scalars ('''kltpva'''). For example; :If we use ''k'' to convert ''M'' (M=1) to the SI Planck mass (M*''k''<sub>SI</sub> = <math>m_P</math>), then ''k''<sub>SI</sub> = 0.2176728e-7kg ([[w:SI_units |SI units]]) :''c'' = V*''v''<sub>SI</sub> = 299792458m/s ([[w:SI_units |SI units]]) :''c'' = V*''v''<sub>imp</sub> = 186282miles/s ([[w:Imperial_units |imperial units]]) ==== Scalar relationships ==== Scalars that translate to the SI unit system must therefore carry not only the numerical conversion but also the unit, i.e.: scalar ''v'' = 11843707.905 m/s. This also means that the scalars follow the unit number relationship θ which we can use in our formulas as ''u''<sup>θ</sup>. {| class="wikitable" |+Table 3. Geometrical units ! Attribute ! Geometrical object ! Scalar ! Unit ''u''<sup>θ</sup> |- | mass | <math>M = (1)</math> | ''k'' | <math>u^{15}</math> |- | time | <math>T = (\pi)</math> | ''t'' | <math>u^{-30}</math> |- | [[v:User:Platos Cave (physics)/Simulation_Hypothesis/Sqrt_Planck_momentum | sqrt(momentum)]] | <math>P = (\Omega)</math> | ''r''<sup>2</sup> | <math>u^{16}</math> |- | velocity | <math>V = (2\pi\Omega^2)</math> | ''v'' | <math>u^{17}</math> |- | length | <math>L = (2\pi^2\Omega^2)</math> | ''l'' | <math>u^{-13}</math> |- | ampere | <math>A = (\frac{2^7 \pi^3 \Omega^3}{a})</math> | ''q'' | <math>u^3</math> |} Here are examples where units = 1, as such ''only 2 scalars are required'', for example, if we know the numerical value for ''q'' and for ''l'' then we know the numerical value for ''t'' ('''t = q<sup>3</sup>l<sup>3</sup>'''), and from ''l'' and ''t'' we know the value for ''k''. :<math>\frac{u^{3*3} u^{-13*3}}{u^{-30}}\;(\frac{q^3 l^3}{t}) = \frac{u^{-13*15}}{u^{15*9} u^{-30*11}} \;(\frac{l^{15}}{k^9 t^{11}}) = \;...\; =1</math> In other words, once any 2 scalars have been assigned values, the other scalars are then defined by default, consequently the CODATA 2014 values are used here as only 2 constants (c, [[w:permeability of vacuum|μ<sub>0</sub>]]) are assigned exact values, following the [[w:2019 redefinition of SI base units|2019 redefinition of SI base units]] a total of 4 constants now have independently exact values assigned which is problematic in terms of this model. Scalars ''r'' (θ = 8) and ''v'' (θ = 17) are chosen here for demonstration as they can be derived directly from the 2 constants with exact values; ''c'' and ''μ<sub>0</sub>''. :<math>c = 299792458</math> m/s :<math>\mu_0 = 4\pi / 10^7</math> :<math>v = \frac{c}{2 \pi \Omega^2}= 11 843 707.905 ...,\; units = \frac{m}{s}</math> :<math>r^7 = \frac{2^{11} \pi^5 \Omega^4 \mu_0}{a};\; r = 0.712 562 514 304 ...,\; units = (\frac{kg.m}{s})^{1/4}</math> {| class="wikitable" |+Table 4. Geometrical objects ! attribute ! geometrical object ! unit number θ ! scalar r(8), v(17) |- | mass | <math>M = (1)</math> | 15 = 8*4-17 | <math>k = \frac{r^4}{v}</math> |- | time | <math>T = (\pi)</math> | -30 = 8*9-17*6 | <math>t = \frac{r^9}{v^6}</math> |- | sqrt(momentum) | <math>P = (\Omega) M^{(4/5)} \;(\pi/T)^{(2/15)} = \Omega</math> | 17 | <math>r^2</math> |- | velocity | <math>V = \frac{2\pi P^2}{M} = (2\pi\Omega^2)</math> | 17 | <math>v</math> |- | length | <math>L = VT = (2\pi^2\Omega^2)</math> | -13 = 8*9-17*5 | <math>l = \frac{r^9}{v^5}</math> |- | ampere | <math>A = \frac{2^4 V^3}{\alpha P^3} = (\frac{2^7 \pi^3 \Omega^3}{a})</math> | 3 = 17*3-8*6 | <math>\frac{v^3}{r^6}</math> |} {| class="wikitable" |+ Table 5. Comparison; SI and θ ! constant ! θ (SI unit) ! MLTVA ! scalar r(8), v(17) |- | ''c'' | <math>\frac{m}{s}</math> (-13+30 = {{font color|red|white|17}}) | ''c*'' = <math>V*v</math> | {{font color|red|white|17}} |- | ''h'' | <math>\frac{kg \;m^2}{s}</math> (15-26+30={{font color|red|white|19}}) | ''h*'' = <math>2 \pi M V L * \frac{r^{13}}{v^5}</math> | 8*13-17*5={{font color|red|white|19}} |- | ''G'' | <math>\frac{m^3}{kg \;s^2}</math> (-39-15+60={{font color|red|white|6}}) | ''G*'' = <math>\frac{V^2 L}{M} * \frac{r^5}{v^2}</math> | 8*5-17*2={{font color|red|white|6}} |- | ''e'' | <math>C = A s</math> (3-30={{font color|red|white|-27}}) | ''e*'' = <math>A T * \frac{r^3}{v^3}</math> | 8*3-17*3={{font color|red|white|-27}} |- | ''k<sub>B</sub>'' | <math>\frac{kg \;m^2}{s^2 \;K}</math> (15-26+60-20={{font color|red|white|29}}) | ''k<sub>B</sub>*'' = <math>\frac{2 \pi V M}{A} * \frac{r^{10}}{v^3}</math> | 8*10-17*3={{font color|red|white|29}} |- | ''μ<sub>0</sub>'' | <math>\frac{kg \;m}{s^2 \;A^2}</math> (15-13+60-6={{font color|red|white|56}}) | ''μ<sub>0</sub>*'' = <math>\frac{4 \pi V^2 M}{a L A^2} * r^7</math> | 8*7={{font color|red|white|56}} |} ====CODATA 2014==== Following the 26th General Conference on Weights and Measures ([[w:2019 redefinition of SI base units|2019 redefinition of SI base units]]) are fixed the numerical values of the 4 physical constants (''h, c, e, k<sub>B</sub>''), consequently here we are using CODATA 2014 values. This is because only 2 dimensioned physical constants can be assigned exact values, once 2 constants (2 scalars) have been assigned values, then all other constants are defined by default. In CODATA 2014 2 constants have exact values; <math>c</math> and the [[w:Vacuum permeability | vacuum permeability]] <math>\mu_0</math>. === Dimensionless f(x) === From our unit number relationship we can build a generic dimensionless formula f<sub>X</sub>; <math>f_X = \frac{kg^9 s^{11}}{m^{15}} = \frac{(\frac{r^4}{v})^9 (\frac{r^9}{v^6})^{11}}{(\frac{r^9}{v^5})^{15}} = 1</math> This f<sub>X</sub>, although embedded within are the dimensioned structures for mass, time and length (in the above ratio), would be a dimensionless mathematical structure, units = 1. Thus we may create as much mass, time and length as we wish, the only proviso being that they are created in f<sub>X</sub> ratios, so that regardless of how massive, old and large our universe becomes, it is still in sum total dimensionless. Defining the dimensioned quantities ''r'', ''v'' in SI unit terms. :<math>r = (\frac{kg\;m}{s})^{1/4}</math> :<math>v = \frac{m}{s}</math> Mass :<math>\frac{r^4}{v} = (\frac{kg\;m}{s})\;(\frac{s}{m}) = kg</math> Length :<math>(r^9)^4 = \frac{kg^9\;m^9}{s^9} </math> :<math>(\frac{1}{v^5})^4 = \frac{s^{20}}{m^{20}}</math> :<math>(\frac{r^9}{v^5})^4 = \frac{kg^9 s^{11}}{m^{11}} = m^4 \frac{kg^9 s^{11}}{m^{15}} = m^4 f_X = m^4</math> Time :<math>(r^9)^4 = \frac{kg^9\;m^9}{s^9} </math> :<math>(\frac{1}{v^6})^4 = \frac{s^{24}}{m^{24}}</math> :<math>(\frac{r^9}{v^6})^4 = \frac{kg^9 s^{15}}{m^{15}} = s^4 \frac{kg^9 s^{11}}{m^{15}} = s^4 f_X = s^4</math> And so, although f<sub>X</sub> is a dimensionless mathematical structure, we can embed within it the (mass, length, time ...) structures along with their dimensional attributes (kg, m, s, A ..). The electron itself is an example of an f<sub>X</sub> structure, it (f<sub>electron</sub>) is a dimensionless geometrical object that embeds the physical electron parameters of wavelength, frequency, charge (note: A-m = ampere-meter are the units for a [[w:Magnetic_monopole#In_SI_units |magnetic monopole]]). <math>f_{electron}</math> :<math>units = \frac{A^3 m^3}{s} = \frac{(\frac{v^3}{r^6})^3 (\frac{r^9}{v^5})^3}{(\frac{r^9}{v^6})} = 1</math> We may note that at the macro-level (of planets and stars) these f<sub>X</sub> ratio are not found, and so this level is the domain of the observed physical universe, however at the quantum level, f<sub>X</sub> ratio do appear, f<sub>electron</sub> as an example, the mathematical and physical domains then blurring. This would also explain why physics can measure precisely the parameters of the electron (wavelength, mass ...), but has never found the electron itself. === Fine structure constant === Classically the fine structure constant can be expressed by this formula. :<math>\frac{2 h}{\mu_0 e^2 c} = \color{red}\alpha^{-1} \color{black}</math> If we insert the geometrical analogues in this formula then alpha emerges, units and scalars cancel, serving to validate the unit number relationship and the geometries. :<math>\frac{2 (h^*)}{(\mu_0^*) (e^*)^2 (c^*)} = 2({2^3 \pi^4 \Omega^4})/(\frac{a}{2^{11} \pi^5 \Omega^4})(\frac{2^{7} \pi^4 \Omega^3}{a})^2(2 \pi \Omega^2) = \color{red}a \color{black}</math> :<math>units \;\frac{u^{19}}{u^{56} (u^{-27})^2 u^{17}} = 1</math> :<math>scalars \;(\frac{r^{13}}{v^5})(\frac{1}{r^7})(\frac{v^6}{r^6})(\frac{1}{v}) = 1</math> Thus proving that <math> \color{red}\alpha\color{black} = \color{red}\alpha \color{black}</math> === Electron formula === {{main|User:Platos Cave (physics)/Simulation_Hypothesis/Electron (mathematical)}} The ''electron object'' (''formula ψ'') is a mathematical particle (units and scalars cancel). :<math>\psi = 4\pi^2(2^6 3 \pi^2 a \Omega^5)^3 = .23895453...x10^{23}</math> units = 1 In this example, embedded within the electron are the objects for charge, length and time ALT. AL as an ampere-meter (ampere-length) are the units for a [[w:magnetic monopole | magnetic monopole]]. :<math>T = \pi \frac{r^9}{v^6},\; u^{-30}</math> :<math>\sigma_{e} = \frac{3 a^2 A L}{2\pi^2} = {2^7 3 \pi^3 a \Omega^5}\frac{r^3}{v^2},\; u^{-10}</math> :<math>\psi = \frac{\sigma_{e}^3}{2 T} = \frac{(2^7 3 \pi^3 a \Omega^5)^3}{2\pi},\; units = \frac{(u^{-10})^3}{u^{-30}} = 1, scalars = (\frac{r^3}{v^2})^3 \frac{v^6}{r^9} = 1</math> Associated with the electron are dimensioned parameters, these parameters however are a function of the MLTA units, the formula ψ dictating the frequency of these units. [[w:electron mass | electron mass]] <math>m_e^* = \frac{M}{\psi}</math> (M = [[w:Planck mass | Planck mass]] = <math>\frac{r^4}{v})</math> [[w:Compton wavelength | electron wavelength]] <math>\lambda_e^* = 2\pi L \psi</math> (L = [[w:Planck length | Planck length]] = <math>2\pi\Omega^2\frac{r^9}{v^5})</math> [[w:elementary charge | elementary charge]] <math>e^* = A\;T</math> (T = [[w:Planck time | Planck time]]) = <math>\frac{2^7 \pi^4 \Omega^3}{\alpha}\frac{r^3}{v^3}</math> [[w:Rydberg constant | Rydberg constant]] <math>R^* = (\frac{m_e}{4 \pi L a^2 M}) = \frac{1}{2^{23} 3^3 \pi^{11} a^5 \Omega^{17}}\frac{v^5}{r^9}\;u^{13}</math> === Omega === There is a natural number solution for Ω that is a square root implying that Ω can have a plus or a minus solution, and this agrees with the requirements of this theory (in the mass domain Ω occurs as Ω<sup>2</sup> = plus only, in the charge domain Ω occurs as Ω<sup>3</sup> = can be plus or minus; see [[v:User:Platos_Cave_(physics)/Simulation_Hypothesis/Sqrt_Planck_momentum | sqrt(momentum)]]). :<math>\Omega = \sqrt{ \left(\pi^e e^{(1-e)}\right)} = 2.007\;134\;9543... </math> We may also consider including [[w:Euler%27s_formula | Euler's_formula]] where {{mvar|i}} is the [[w:imaginary unit | imaginary unit]] <ref>http://simulationuniverse.org/files/Omega-derivation-final.pdf Derivation of Omega</ref>. === Dimensionless combinations === According to the unit number relationship, we can also combine the physical constants in combinations where the unit numbers cancel, in this model these combinations are dimensionless, however they still retain SI units. If the model is correct (if the combinations are dimensionless) then the scalars will also have cancelled and numerically the solutions using CODATA or Geometrical objects will approach equality (barring uncertainties). These combinations can be used to test the veracity of the MLTA geometries as natural Planck units. Example: :<math>\frac{(h^*)^3}{(e^*)^{13} (c^*)^{24}} = (2^3 \pi^4 \Omega^4 \frac{r^{13}}{v^5})^3/(\frac{2^7 \pi^4 \Omega^3 r^3}{\alpha v^3})^7.(2\pi\Omega^2 v)^{24} = \frac{\alpha^{13}}{2^{106} \pi^{64} (\color{red}\Omega^{15})^5\color{black}} = </math> {{font color|green|yellow| '''0.228 473 759... 10<sup>-58</sup>'''}} :<math>\frac{h^3}{e^{13} c^{24}} =</math> {{font color|green|yellow| '''0.228 473 639... 10<sup>-58</sup>'''}}, units = <math>\frac{kg^3 s^8}{m^{18} A^{13}}</math>, units = 1 (15*3-30*8+13*18-3*13 = 0) Note: the geometry <math>\color{red}(\Omega^{15})^n\color{black}</math> (integer n ≥ 0) is common to all ratios where units and scalars cancel (i.e.: only combinations with <math>\Omega^0, \Omega^{15}, \Omega^{30}, \Omega^{45}</math>... will be dimensionless). However there is no Planck unit with a <math>\Omega^{15}</math> component (all constants are combinations of <math>\Omega^2</math> and <math>\Omega^3</math>), and this suggests there is an underlying geometrical base-15. {| class="wikitable" |+Table 6. Dimensionless combinations ! CODATA 2014 mean ! (α, Ω) mean ! units = 1 ! scalars = 1 |- | <math>\frac{k_B e c}{h} =</math> {{font color|green|yellow|'''1.000 8254'''}} | <math>\frac{(k_B^*) (e^*) (c^*)}{(h^*)}</math> = {{font color|green|yellow|'''1.0'''}} | <math>\frac{ (u^{29}) (u^{-27}) (u^{17}) }{ (u^{19}) } = 1</math> | <math>(\frac{r^{10}}{v^3}) (\frac{r^3}{v^3}) (v) / (\frac{r^{13}}{v^5}) = 1</math> |- | <math>\frac{h^3}{e^{13} c^{24}} =</math> {{font color|green|yellow| '''0.228 473 639... 10<sup>-58</sup>'''}} | <math>\frac{(h^*)^3}{(e^*)^{13} (c^*)^{24}} = \frac{\alpha^{13}}{2^{106} \pi^{64} (\color{red}\Omega^{15})^5\color{black}} =</math> {{font color|green|yellow| '''0.228 473 759... 10<sup>-58</sup>'''}} | <math>\frac{(u^{19})^{3}}{(u^{-27})^{13} (u^{17})^{24}} = 1</math> | <math>(\frac{r^{13}}{v^5})^3 / (\frac{r^3}{v^3})^{13} (v^{24}) = 1</math> |- | <math>\frac{c^9 e^4}{m_e^3} =</math> {{font color|green|yellow| '''0.170 514 342... 10<sup>92</sup>'''}} | <math>\frac{(c^*)^9 (e^*)^4}{(m_e^*)^3} = 2^{97} \pi^{49} 3^9 \alpha^5 (\color{red}\Omega^{15})^5\color{black}=</math> {{font color|green|yellow| '''0.170 514 368... 10<sup>92</sup>'''}} | <math>\frac{ (u^{29}) (u^{-27}) (u^{17}) }{ (u^{19}) } = 1</math> | <math>(v^9) (\frac{r^3}{v^3})^4 / (\frac{r^4}{v})^3 = 1</math> |- | <math>\frac{k_B}{e^2 m_e c^4} =</math> {{font color|green|yellow| '''73 095 507 858.'''}} | <math>\frac{(k_B^*)}{(e^*)^2 (m_e^*) (c^*)^4} = \frac{3^3 \alpha^6}{2^3 \pi^5} =</math> {{font color|green|yellow| '''73 035 235 897.'''}} | <math>\frac{(u^{29})}{(u^{-27})^2 (u^{15}) (u^{17})^4} = 1</math> | <math>(\frac{r^{10}}{v^3}) / (\frac{r^3}{v^3})^2 (\frac{r^4}{v}) (v)^4 = 1</math> |} === Derivation via CODATA === In this section, we show how to numerically solve the least precise dimensioned physical constants (''G'', ''h'', ''e'', ''m''<sub>e</sub>, ''k''<sub>B</sub> ...) in terms of the 3 most precise dimensioned physical constants); [[w:Speed of light | speed of light]] '''c''' (exact value), [[w:Vacuum permeability | vacuum permeability]] '''μ<sub>0</sub>''' (exact value), [[w:Rydberg constant | Rydberg constant]] '''R''' (12-13 digits). We first look for combinations in which the unit numbers are equal, and then add dimensionless numbers as required. For example; :<math>{(h^*)}^3 = (2^3 \pi^4 \Omega^4 \frac{r^{13} u^{19}}{v^5})^3 = \frac{3^{19} \pi^{12} \Omega^{12} r^{39}u^{57}}{v^{15}},\; \theta = 57</math> :<math>\frac{2\pi^{10} {(\mu_0^*)}^3} {3^6 {(c^*)}^5 \alpha^{13} {(R^*)}^2} = \frac{3^{19} \pi^{12} \Omega^{12} r^{39} u^{57}}{v^{15}},\; \theta = 57</math> We then replace the geometrical with the SI (''c'', ''μ<sub>0</sub>'', ''R'') <math>{(h^*)}^3 = \frac{2\pi^{10} {\mu_0}^3} {3^6 {c}^5 a^{13} {R}^2}</math> {| class="wikitable" |+Table 7. R, c, μ<sub>0</sub>, a ... ! constant ! formula* ! θ ! Units |- | [[w:Planck constant | Planck constant]] | <math>{(h^*)}^3 = \frac{2\pi^{10} {\mu_0}^3} {3^6 {c}^5 a^{13} {R}^2}</math> | <math>\frac{kg^3}{A^6 s}</math>, 15*3-3*6+30 = {{font color|red|white|57}} | <math>\frac{kg \;m^2}{s}</math>, θ = 15-13*2+30 = {{font color|red|white|19}} |- | [[w:Gravitational constant | Gravitational constant]] | <math>{(G^*)}^5 = \frac{\pi^3 {\mu_0}}{2^{20} 3^6 a^{11} {R}^2}</math> | <math>\frac{kg\; m^3}{A^2 s^2}</math>, 15-13*3-3*2+30*2 = {{font color|red|white|30}} | <math>\frac{m^3}{kg \;s^2}</math>, θ = -13*3-15+30*2 = {{font color|red|white|6}} |- | [[w:Elementary charge | Elementary charge]] | <math>{(e^*)}^3 = \frac{4 \pi^5}{3^3 {c}^4 a^8 {R}}</math> | <math>\frac{s^3}{m^3}</math>, -30*4+13*3 = {{font color|red|white|-81}} | <math>A s</math>, θ = 3-30 = {{font color|red|white|-27}} |- | [[w:Boltzmann constant | Boltzmann constant]] | <math>{(k_B^*)}^3 = \frac{\pi^5 {\mu_0}^3}{3^3 2 {c}^4 a^5 {R}}</math> | <math>\frac{kg^3}{s^2 A^6}</math>, 15*3+30*2-3*6 = {{font color|red|white|87}} | <math>\frac{kg \;m^2}{s^2 \;K}</math>, θ = 15-26+60-20 = {{font color|red|white|29}} |- | [[w:Electron mass | Electron mass]] | <math>{(m_e^*)}^3 = \frac{16 \pi^{10} {R} {\mu_0}^3}{3^6 {c}^8 a^7}</math> | <math>\frac{kg^3 s^2}{m^6 A^6}</math>, 15*3-30*2+13*6-3*6 = {{font color|red|white|45}} | <math>kg</math>, θ = {{font color|red|white|15}} |- | [[w:Planck length | Planck length]] | <math>({l_p^*})^{15} = \frac{\pi^{22} {\mu_0}^9}{2^{35} 3^{24} a^{49} c^{35} R^8}</math> | <math>\frac{kg^9 s^{17}}{m^{18}A^{18}}</math>, 15*9-30*17+13*18-3*18 = {{font color|red|white|-195}} | <math>m</math>, θ = {{font color|red|white|-13}} |- | [[w:Planck mass | Planck mass]] | <math>({m_P^*})^{15} = \frac{2^{25} \pi^{13} {\mu_0}^6}{3^6 c^5 a^{16} R^2}</math> | u = <math>\frac{kg^6 m^3}{s^7 A^{12}}</math>, 15*6-13*3+30*7-3*12 = {{font color|red|white|225}} | <math>kg</math>, θ = {{font color|red|white|15}} |} === Base-15 geometry === We can construct a table of constants using these 3 geometries. Setting a dimensionless (units = scalars = 0) conversion factor f(x); :<math>f(x)\;units = (\frac{L^{15}}{M^9 T^{11}})^n = 1</math> :<math>\color{red}i\color{black} = \pi^2 \Omega^{15}</math>, units = <math>\sqrt{f(x)}</math> = 1 (unit number = 0, no scalars) :<math>\color{red}x\color{black} = \Omega \frac{v}{r^2}</math> , units = <math>\sqrt{\frac{L}{M T}}</math> = u<sup>1</sup> = u (unit number = -13 -15 +30 = 2/2 = 1, with scalars ''v'', ''r'') :<math>\color{red}y\color{black} = \pi \frac{r^{17}}{v^8}</math> , units = <math>M^2 T</math> = 1, (unit number = 15*2 -30 = 0, with scalars ''v'', ''r'') Note: The following suggests a numerical boundary to the values the SI constants can have. :<math>\frac{v}{r^2} = a^{1/3} = \frac{1}{t^{2/15}k^{1/5}} = \frac{\sqrt{v}}{\sqrt{k}}</math> ... = 23326079.1...; unit = u :<math>\frac{r^{17}}{v^8} = k^2 t = \frac{k^{17/4}}{v^{15/4}} = ... </math> gives a range from 0.812997... x10<sup>-59</sup> to 0.123... x10<sup>60</sup> Note: Influence of <math>f(x)</math>, units = 1 :<math>\frac{r^{17}}{v^8} \;\;units \;(\frac{M^2 L^8}{T^7}) (\frac{T}{L})^8 = M^2 T</math> :<math>r^{17} \;\;units \;(\frac{M\;L}{T})^{17/4} fx^{1/4} = \frac{M^2\;L^8}{T^7}</math> :<math>r \;\;units \;(\frac{M\;L}{T})^{1/4} fx^{1/4} = \frac{L^4}{M^2 T^3}</math> {| class="wikitable" |+Table 8. Table of Constants ! Constant ! θ ! Geometrical object (α, Ω, v, r) ! Unit ! Calculated ! CODATA 2014 |- | Time (Planck) | <math>\color{red}-30\color{black}</math> | <math>T = \color{red}\frac{x^\theta i^2}{y^3}\color{black} = \frac{\pi r^9}{v^6}</math> | <math>T</math> | T = 5.390 517 866 e-44 | ''t<sub>p</sub>'' = 5.391 247(60) e-44 |- | [[w:Elementary charge |Elementary charge]] | <math>\color{red}-27\color{black}</math> | <math>e^* = (\frac{2^7 \pi^3}{\alpha}) \color{red}\frac{x^\theta i^2}{y^3}\color{black} = (\frac{2^7 \pi^3}{\alpha}) \;\frac{\pi \Omega^3 r^3}{v^3}</math> | <math>\frac{L^{3/2}}{T^{1/2} M^{3/2}} = AT</math> | ''e<sup>*</sup>'' = 1.602 176 511 30 e-19 | ''e'' = 1.602 176 620 8(98) e-19 |- | Length (Planck) | <math>\color{red}-13\color{black}</math> | <math>L = (2\pi) \color{red}\frac{x^\theta i}{y}\color{black} = (2\pi) \;\frac{\pi \Omega^2 r^9}{v^5}</math> | <math>L</math> | L = 0.161 603 660 096 e-34 | ''l<sub>p</sub>'' = 0.161 622 9(38) e-34 |- | Ampere | <math>\color{red}3\color{black}</math> | <math>A = (\frac{2^7 \pi^3}{\alpha}) \color{red}x^\theta\color{black} = (\frac{2^7 \pi^3}{\alpha}) \; \frac{\Omega^3 v^3}{r^6} </math> | <math>A = \frac{L^{3/2}}{M^{3/2} T^{3/2}}</math> | A = 0.297 221 e25 | ''e/t<sub>p</sub>'' = 0.297 181 e25 |- | [[w:Gravitational constant |Gravitational constant]] | <math>\color{red}6\color{black}</math> | <math>G^* = (2^3 \pi^3) \color{red}\color{red}x^\theta y\color{black} = (2^3 \pi^3) \;\frac{\pi \Omega^6 r^5}{v^2}</math> | <math>\frac{L^3}{M T^2}</math> | ''G<sup>*</sup>'' = 6.672 497 192 29 e11 | ''G'' = 6.674 08(31) e-11 |- | | <math>\color{red}8\color{black}</math> | <math>X = (2^4 \pi^4) \color{red}\color{red}x^\theta y\color{black} = (2^4 \pi^4) \pi \Omega^8 r</math> | <math>\frac{L^4}{M^2 T^3}</math> | ''X'' = 918 977.554 22 | |- | Mass (Planck) | <math>\color{red}\color{red}15\color{black}</math> | <math>M = \color{red}\color{red}\frac{x^\theta y^2}{i}\color{black} = \frac{r^4}{v}</math> | <math>M</math> | M = .217 672 817 580 e-7 | ''m<sub>P</sub>'' = .217 647 0(51) e-7 |- | [[v:User:Platos Cave (physics)/Simulation_Hypothesis/Sqrt_Planck_momentum | sqrt(momentum)]] | <math>\color{red}16\color{black}</math> | <math>P = \color{red}\color{red}\frac{x^\theta y^2}{i}\color{black} = \Omega r^2</math> | <math>\frac{M^{1/2} L^{1/2}}{T^{1/2}}</math> | | |- | Velocity | <math>\color{red}\color{red}17\color{black}</math> | <math>V = (2\pi) \color{red}\color{red}\frac{x^\theta y^2}{i}\color{black} = (2\pi) \;\Omega^2 v</math> | <math>V = \frac{L}{T}</math> | V = 299 792 458 | ''c'' = 299 792 458 |- | [[w:Planck constant |Planck constant]] | <math>\color{red}19\color{black}</math> | <math>h^* = (2^3 \pi^3) \color{red}\frac{x^\theta y^3}{i}\color{black} = (2^3 \pi^3) \;\frac{\pi \Omega^4 r^{13}}{v^5}</math> | <math>\frac{L^2 M}{T}</math> | ''h<sup>*</sup>'' = 6.626 069 134 e-34 | ''h'' = 6.626 070 040(81) e-34 |- | [[w:Planck temperature |Planck temperature]] | <math>\color{red}\color{red}20\color{black}</math> | <math>{T_p}^* = (\frac{2^7 \pi^3}{\alpha}) \color{red}\color{red}\frac{x^\theta y^2}{i}\color{black} = (\frac{2^7 \pi^3 }{\alpha}) \; \frac{\Omega^5 v^4}{r^6}</math> | <math>\frac{L^{5/2}}{M^{3/2} T^{5/2}} = AV</math> | ''T<sub>p</sub><sup>*</sup>'' = 1.418 145 219 e32 | ''T<sub>p</sub>'' = 1.416 784(16) e32 |- | [[w:Boltzmann constant |Boltzmann constant]] | <math>\color{red}\color{red}29\color{black}</math> | <math>{k_B}^* = (\frac{\alpha}{2^5 \pi}) \color{red}\frac{x^\theta y^4}{i^2}\color{black} = (\frac{\alpha}{2^5 \pi }) \;\frac{r^{10}}{\Omega v^3}</math> | <math>\frac{M^{5/2} T^{1/2}}{L^{1/2}} = \frac{M L}{T A}</math> | ''k<sub>B</sub><sup>*</sup>'' = 1.379 510 147 52 e-23 | ''k<sub>B</sub>'' = 1.380 648 52(79) e-23 |- | [[w:Vacuum permeability |Vacuum permeability]] | <math>\color{red}56\color{black}</math> | <math>{\mu_0}^* = (\frac{\alpha}{2^{11} \pi^4}) \color{red}\frac{x^\theta y^7}{i^4}\color{black} = (\frac{\alpha}{2^{11} \pi^4})\; \frac{r^7}{\pi \Omega^4}</math> | <math>\frac{M\;L}{T^2 A^2}</math> | ''μ<sub>0</sub><sup>*</sup>'' = 4π/10^7 | ''μ<sub>0</sub>'' = 4π/10^7 |} === Table of Constants === note: <math>\color{red}(u^{15})^n\color{black}</math> constants have no Omega term. {| class="wikitable" |+Table 9. Dimensioned constants; geometrical vs CODATA 2014 ! Constant ! In Planck units ! Geometrical object ! SI calculated (r, v, Ω, α<sup>*</sup>) ! SI CODATA 2014 <ref>[http://www.codata.org/] | CODATA, The Committee on Data for Science and Technology | (2014)</ref> |- | [[w:Speed of light | Speed of light]] | V | <math>c^* = (2\pi\Omega^2)v,\;u^{17} </math> | ''c<sup>*</sup>'' = 299 792 458, unit = u<sup>17</sup> | ''c'' = 299 792 458 (exact) |- | [[w:Fine structure constant | Fine structure constant]] | | | ''α<sup>*</sup>'' = 137.035 999 139 (mean) | ''α'' = 137.035 999 139(31) |- | [[w:Rydberg constant | Rydberg constant]] | <math>R^* = (\frac{m_e}{4 \pi L \alpha^2 M})</math> | <math>R^* = \frac{1}{2^{23} 3^3 \pi^{11} \alpha^5 \Omega^{17}}\frac{v^5}{r^9},\;u^{13} </math> | ''R<sup>*</sup>'' = 10 973 731.568 508, unit = u<sup>13</sup> | ''R'' = 10 973 731.568 508(65) |- | [[w:Vacuum permeability | Vacuum permeability]] | <math>\mu_0^* = \frac{4 \pi V^2 M}{\alpha L A^2}</math> | <math>\mu_0^* = \frac{\alpha}{2^{11} \pi^5 \Omega^4} r^7,\; u^{56}</math> | ''μ<sub>0</sub><sup>*</sup>'' = 4π/10^7, unit = u<sup>56</sup> | ''μ<sub>0</sub>'' = 4π/10^7 (exact) |- | [[w:Vacuum permittivity | Vacuum permittivity]] | <math>\epsilon_0^* = \frac{1}{\mu_0^* (c^*)^2}</math> | <math>\epsilon_0^* = \frac{2^9 \pi^3}{\alpha}\frac{1}{r^7 v^2},\; \color{red}1/(u^{15})^6\color{black} = u^{-90}</math> | | |- | [[w:Planck constant | Planck constant]] | <math>h^* = 2 \pi M V L</math> | <math>h^* = 2^3 \pi^4 \Omega^4 \frac{r^{13}}{v^5},\; u^{19}</math> | ''h<sup>*</sup>'' = 6.626 069 134 e-34, unit = u<sup>19</sup> | ''h'' = 6.626 070 040(81) e-34 |- | [[w:Gravitational constant | Gravitational constant]] | <math>G^* = \frac{V^2 L}{M}</math> | <math>G^* = 2^3 \pi^4 \Omega^6 \frac{r^5}{v^2},\; u^{6}</math> | ''G<sup>*</sup>'' = 6.672 497 192 29 e11, unit = u<sup>6</sup> | ''G'' = 6.674 08(31) e-11 |- | [[w:Elementary charge | Elementary charge]] | <math>e^* = A T</math> | <math>e^* = \frac{2^7 \pi^4 \Omega^3}{\alpha}\frac{r^3}{v^3},\; u^{-27}</math> | ''e<sup>*</sup>'' = 1.602 176 511 30 e-19, unit = u<sup>-27</sup> | ''e'' = 1.602 176 620 8(98) e-19 |- | [[w:Boltzmann constant | Boltzmann constant]] | <math>k_B^* = \frac{2 \pi V M}{A}</math> | <math>k_B^* = \frac{\alpha}{2^5 \pi \Omega} \frac{r^{10}}{v^3},\; u^{29}</math> | ''k<sub>B</sub><sup>*</sup>'' = 1.379 510 147 52 e-23, unit = u<sup>29</sup> | ''k<sub>B</sub>'' = 1.380 648 52(79) e-23 |- | [[w:Electron mass | Electron mass]] | | <math>m_e^* = \frac{M}{\psi},\; u^{15}</math> | ''m<sub>e</sub><sup>*</sup>'' = 9.109 382 312 56 e-31, unit = u<sup>15</sup> | ''m<sub>e</sub>'' = 9.109 383 56(11) e-31 |- | [[w:Classical electron radius | Classical electron radius]] | | <math>\lambda_e^* = 2\pi L \psi,\; u^{-13}</math> | ''λ<sub>e</sub><sup>*</sup>'' = 2.426 310 2366 e-12, unit = u<sup>-13</sup> | ''λ<sub>e</sub>'' = 2.426 310 236 7(11) e-12 |- | [[w:Planck temperature | Planck temperature]] | <math>T_p^* = \frac{A V}{\pi}</math> | <math>T_p^* = \frac{2^7 \pi^3 \Omega^5}{\alpha} \frac{v^4}{r^6} ,\; u^{20} </math> | ''T<sub>p</sub><sup>*</sup>'' = 1.418 145 219 e32, unit = u<sup>20</sup> | ''T<sub>p</sub>'' = 1.416 784(16) e32 |- | [[w:Planck mass | Planck mass]] | M | <math>m_P^* = (1)\frac{r^4}{v} ,\; \color{red}\color{red}(u^{15})^1\color{black}</math> | ''m<sub>P</sub><sup>*</sup>'' = .217 672 817 580 e-7, unit = u<sup>15</sup> | ''m<sub>P</sub>'' = .217 647 0(51) e-7 |- | [[w:Planck length | Planck length]] | L | <math>l_p^* = (2\pi^2\Omega^2)\frac{r^9}{v^5},\;u^{-13} </math> | ''l<sub>p</sub><sup>*</sup>'' = .161 603 660 096 e-34, unit = u<sup>-13</sup> | ''l<sub>p</sub>'' = .161 622 9(38) e-34 |- | [[w:Planck time | Planck time]] | T | <math>t_p^* = (\pi)\frac{r^9}{v^6} ,\; \color{red}\color{red}1/(u^{15})^2\color{black} </math> | ''t<sub>p</sub><sup>*</sup>'' = 5.390 517 866 e-44, unit = u<sup>-30</sup> | ''t<sub>p</sub>'' = 5.391 247(60) e-44 |- | [[w:Ampere | Ampere]] | <math>A = \frac{16 V^3}{\alpha P^3}</math> | <math>A^* = \frac{2^7\pi^3\Omega^3}{\alpha}\frac{v^3}{r^6} ,\; u^3 </math> | A<sup>*</sup> = 0.297 221 e25, unit = u<sup>3</sup> | ''e/t<sub>p</sub>'' = 0.297 181 e25 |- | [[w:Quantum Hall effect | Von Klitzing constant ]] | <math>R_K^* = (\frac{h}{e^2})^*</math> | <math>R_K^* = \frac{\alpha^2}{2^{11} \pi^4 \Omega^2} r^7 v ,\; u^{73}</math> | ''R<sub>K</sub><sup>*</sup>'' = 25812.807 455 59, unit = u<sup>73</sup> | ''R<sub>K</sub>'' = 25812.807 455 5(59) |- | [[w:Gyromagnetic ratio | Gyromagnetic ratio]] | | <math>\gamma_e/2\pi = \frac{g l_p^* m_P^*}{2 k_B^* m_e^*},\; unit = u^{-42}</math> | ''γ<sub>e</sub>/2π<sup>*</sup>'' = 28024.953 55, unit = u<sup>-42</sup> | ''γ<sub>e</sub>/2π'' = 28024.951 64(17) |} === Scalars (general)=== :<math>M = m_P = (1)k;\; k = m_P = .217\;672\;817\;58... \;10^{-7},\; u^{15}\; (kg)</math> :<math>T = t_p = {\pi}t;\; t = \frac{t_p}{\pi} = .171\;585\;512\;84... 10^{-43},\; u^{-30}\; (s)</math> :<math>L = l_p = {2\pi^2\Omega^2}l;\; l = \frac{l_p}{2\pi^2\Omega^2} = .203\;220\;869\;48... 10^{-36},\; u^{-13}\; (m)</math> :<math>V = c = {2\pi\Omega^2}v;\; v = \frac{c}{2\pi\Omega^2} = 11\;843\;707.905... ,\; u^{17}\; (m/s)</math> :<math>A = e/t_p = (\frac{2^7 \pi^3 \Omega^3}{a})q = .126\;918\;588\;59... 10^{23},\; u^{3}\; (A)</math> ===== MT to LPVA ===== In this example LPVA are derived from MT. The formulas for MT; :<math>M = (1)k,\; unit = u^{15}</math> :<math>T = (\pi) t,\; unit = u^{-30}</math> Replacing scalars ''pvlq'' with ''kt'' :<math>P = (\Omega)\;\frac{k^{12/15}}{t^{2/15}},\; unit = u^{12/15*15-2/15*(-30)=16}</math> :<math>V = \frac{2 \pi P^2}{M} = (2 \pi \Omega^2)\; \frac{k^{9/15}}{t^{4/15}},\; unit = u^{9/15*15-4/15*(-30)=17} </math> :<math>L = T V = (2 \pi^2 \Omega^2) \; k^{9/15} t^{11/15},\; unit = u^{9/15*15+11/15*(-30)=-13}</math> :<math>A = \frac{2^4 V^3}{a P^3} = \left(\frac{2^7 \pi^3 \Omega^3}{a}\right)\; \frac{1}{k^{3/5} t^{2/5}},\; unit = u^{9/15*(-15)+6/15*30=3} </math> ===== PV to MTLA ===== In this example MLTA are derived from PV. The formulas for PV; :<math>P = (\Omega)p,\; unit = u^{16}</math> :<math>V = (2\pi\Omega^2)v,\; unit = u^{17}</math> Replacing scalars ''kltq'' with ''pv'' :<math>M = \frac{2\pi P^2}{V} = (1)\frac{p^2}{v},\; unit = u^{16*2-17=15} </math> :<math>T = (\pi) \frac{p^{9/2}}{v^6},\; unit = u^{16*9/2-17*6=-30} </math> :<math>L = T V = (2\pi^2\Omega^2)\frac{p^{9/2}}{v^5},\; unit = u^{16*9/2-17*5=-13}</math> :<math>A = \frac{2^4 V^3}{a P^3} = (\frac{2^7 \pi^3 \Omega^3}{a})\frac{v^3}{p^3},\; unit = u^{17*3-16*3=3}</math> ===Wiki series=== * [[User:Platos_Cave_(physics)/Simulation_Hypothesis/Planck_units_(geometrical)]]: Planck units MLTPA as geometrical objects * [[User:Platos_Cave_(physics)/Simulation_Hypothesis/Physical_constant_(anomaly)]]: Anomalies within the physical constants * [[User:Platos_Cave_(physics)/Simulation_Hypothesis/Gravity_via_Atomic_orbitals]]: Gravity as a function of atomic orbitals * [[User:Platos_Cave_(physics)/Simulation_Hypothesis/Relativity]]: Relativity as a translation between 2 co-ordinate systems * [[User:Platos_Cave_(physics)/Simulation_Hypothesis/Planck_unit_scaffolding]]: CMB and a Planck unit universe scaffolding * [[User:Platos_Cave_(physics)/Simulation_Hypothesis/Sqrt_Planck_momentum]]: Link between charge and mass * [[User:Platos_Cave_(physics)/Simulation_Hypothesis/God_(programmer)]]: Introduction to a Planck scale Programmer God Simulation Hypothesis model ===Article series=== * [[https://simulationuniverse.org/ simulationuniverse.org]]: Home page * [[https://simulationuniverse.org/1-Planck-unit-CMB.html 1-Planck-unit-CMB.html]]: Constructs the universe frame from Planck units * [[https://simulationuniverse.org/2-Relativity-hypersphere.html 2-Relativity-hypersphere.html]]: Relativity as the mathematics of perspective * [[https://simulationuniverse.org/3-Gravitational-orbitals.html 3-Gravitational-orbitals.html]]: Gravity as sum of n-body rotating orbital particle-particle pairs * [[https://simulationuniverse.org/4-Atomic-orbitals.html 4-Atomic-orbitals.html]]: Atomic orbitals as single rotating orbital particle-particle pairs * [[https://simulationuniverse.org/5-w_axis.html 5-w_axis.html]]: Imaginary number axis (radiation domain) * [[https://simulationuniverse.org/6-Physical-constant-anomalies.html 6-Physical-constant-anomalies.html]]: Statistical analysis of physical constant anomalies * [[https://simulationuniverse.org/7-Monopole-quarks.html 7-Monopole-quarks.html]]: Quarks as monopoles * [[https://simulationuniverse.org/8-Holographic-universe.html 8-Holographic-universe.html]]: Hypersphere surface as 2-D analogue === External links === * [https://theprogrammergod.com/ Overview of the Programmer God (mathematical electron model)] === References === {{Reflist}} [[Category: Physics]] [[Category: Philosophy of science]] __INDEX__ skc1chxfdqvnhvcz65s46qzhvyqlh1k Motivation and emotion/Assessment/Major project 0 275535 2815362 2720198 2026-06-12T09:23:25Z Jtneill 10242 Update for 2026 2815362 wikitext text/x-wiki The [[Motivation and emotion/Assessment/Major project|major project]] is a [[w:Capstone course|capstone]] experience scaffolded into two stages: * [[Motivation and emotion/Assessment/Topic|Topic development]] * [[Motivation and emotion/Assessment/Chapter|Book chapter]] This project applies psychological science to real-world problems to produce useful [[open educational resources]]. You can showcase this work in your resume and [[w:Electronic portfolio|e-portfolio]].<noinclude> [[Category:Motivation and emotion/Assessment]] </noinclude> qvlutsncz5mw8yj2kxq6aydjgj0g8r1 2815363 2815362 2026-06-12T09:23:55Z Jtneill 10242 2815363 wikitext text/x-wiki The motivation and emotion [[Motivation and emotion/Assessment/Major project|major project]] is a [[w:Capstone course|capstone]] experience scaffolded into two stages: * [[Motivation and emotion/Assessment/Topic|Topic development]] * [[Motivation and emotion/Assessment/Chapter|Book chapter]] This project applies psychological science to real-world problems to produce useful [[open educational resources]]. You can showcase this work in your resume and [[w:Electronic portfolio|e-portfolio]].<noinclude> [[Category:Motivation and emotion/Assessment]] </noinclude> 0slhbta49vq73hs9qj91eztacn82172 2815364 2815363 2026-06-12T09:24:21Z Jtneill 10242 2815364 wikitext text/x-wiki The motivation and emotion [[Motivation and emotion/Assessment/Major project|major project]] is a [[w:Capstone course|capstone]] experience scaffolded into two stages: * [[Motivation and emotion/Assessment/Topic|Topic development]] * [[Motivation and emotion/Assessment/Chapter|Book chapter]] The project applies psychological science to real-world problems to produce useful [[open educational resources]]. You can showcase this work in your resume and [[w:Electronic portfolio|e-portfolio]].<noinclude> [[Category:Motivation and emotion/Assessment]] </noinclude> fefgibm0vnsz5auxjz72antceu2i2t1 Motivation and emotion/Assessment/Chapter/Search for chapters to improve 0 276545 2815332 2755717 2026-06-12T02:51:57Z Jtneill 10242 2815332 wikitext text/x-wiki {{title|Search for chapters to improve}} [[Motivation and emotion/Book|Any chapter]] can be improved, but some have been specifically [[Template:Clarification templates|flagged for improvement]]. <!-- Click on the search button below to list [[Motivation and emotion/Book|motivation and emotion book chapters]]. <inputbox> type=search width=33 default=incategory:"Resources needing clarification" namespaces=Main** prefix=Motivation and emotion/Book searchbuttonlabel=Search book chapters bgcolor=transparent break=no </inputbox> --> As you edit these pages and resolve the issues, remove the corresponding clarification templates. You can also add clarification templates to current and existing book chapters to flag areas for improvement. [[Motivation and emotion/Assessment/Chapter/Summarising social contributions|Summarise and link to the changes]] you make on your user page under the heading '''Social contributions'''. ==See also== * [[:Category:Resources needing clarification|Resources needing clarification]] * [[:Category:Resources needing clarification by why|Resources needing clarification by why]] * [[:Category:Resources needing examples|Resources needing examples]] * [[:Category:Resources needing facts checked|Resources needing facts checked]] * [[:Category:Resources needing improved grammar|Resources needing improved grammar]] * [[:Category:Resources needing rewritten|Resources needing rewritten]] * [[Motivation and emotion/Assessment/Chapter#Socialcontribution|Social contribution]] (Book chapter guidelines) * [[Motivation and emotion/Assessment/Topic#Socialcontribution|Social contribution]] (Topic development guidelines) [[Category:Motivation and emotion/Assessment/Chapter]] 4btw3dnjlew59icfzixjacomcbsp7hq 2815337 2815332 2026-06-12T03:20:40Z Jtneill 10242 + lists of 2025 resources needing improvement 2815337 wikitext text/x-wiki {{title|Search for chapters to improve}} [[Motivation and emotion/Book|Any chapter]] can be improved, but some have been specifically [[Template:Clarification templates|flagged for improvement]]. For example: {{collapse top|2025 book chapters that need grammar improvements}} <dynamicpagelist> category = Resources needing improved grammar category = Motivation and emotion/Book/2025 mode = bullet </dynamicpagelist> {{collapse bottom}} {{collapse top|2025 book chapters that need citations}} <dynamicpagelist> category = Resources needing facts checked category = Motivation and emotion/Book/2025 mode = bullet </dynamicpagelist> {{collapse bottom}} {{collapse top|2025 book chapters that need clarification}} <dynamicpagelist> category = Resources needing clarification category = Motivation and emotion/Book/2025 mode = bullet </dynamicpagelist> {{collapse bottom}} <!-- Click on the search button below to list [[Motivation and emotion/Book|motivation and emotion book chapters]]. <inputbox> type=search width=33 default=incategory:"Resources needing clarification" namespaces=Main** prefix=Motivation and emotion/Book searchbuttonlabel=Search book chapters bgcolor=transparent break=no </inputbox> --> As you edit these pages and resolve the issues, remove the corresponding clarification templates. You can also add clarification templates to current and existing book chapters to flag areas for improvement. [[Motivation and emotion/Assessment/Chapter/Summarising social contributions|Summarise and link to the changes]] you make on your user page under the heading '''Social contributions'''. ==See also== * [[:Category:Resources needing clarification|Resources needing clarification]] * [[:Category:Resources needing clarification by why|Resources needing clarification by why]] * [[:Category:Resources needing examples|Resources needing examples]] * [[:Category:Resources needing facts checked|Resources needing facts checked]] * [[:Category:Resources needing improved grammar|Resources needing improved grammar]] * [[:Category:Resources needing rewritten|Resources needing rewritten]] * [[Motivation and emotion/Assessment/Chapter#Socialcontribution|Social contribution]] (Book chapter guidelines) * [[Motivation and emotion/Assessment/Topic#Socialcontribution|Social contribution]] (Topic development guidelines) [[Category:Motivation and emotion/Assessment/Chapter]] 4wvdy83afkvurv2j41wiwpzcf8ycfqm C language in plain view 0 285380 2815256 2815042 2026-06-11T14:07:23Z Young1lim 21186 /* Applications */ 2815256 wikitext text/x-wiki === Introduction === * Overview ([[Media:C01.Intro1.Overview.1.A.20170925.pdf |A.pdf]], [[Media:C01.Intro1.Overview.1.B.20170901.pdf |B.pdf]], [[Media:C01.Intro1.Overview.1.C.20170904.pdf |C.pdf]]) * Number System ([[Media:C01.Intro2.Number.1.A.20171023.pdf |A.pdf]], [[Media:C01.Intro2.Number.1.B.20170909.pdf |B.pdf]], [[Media:C01.Intro2.Number.1.C.20170914.pdf |C.pdf]]) * Memory System ([[Media:C01.Intro2.Memory.1.A.20170907.pdf |A.pdf]], [[Media:C01.Intro3.Memory.1.B.20170909.pdf |B.pdf]], [[Media:C01.Intro3.Memory.1.C.20170914.pdf |C.pdf]]) === Handling Repetition === * Control ([[Media:C02.Repeat1.Control.1.A.20170925.pdf |A.pdf]], [[Media:C02.Repeat1.Control.1.B.20170918.pdf |B.pdf]], [[Media:C02.Repeat1.Control.1.C.20170926.pdf |C.pdf]]) * Loop ([[Media:C02.Repeat2.Loop.1.A.20170925.pdf |A.pdf]], [[Media:C02.Repeat2.Loop.1.B.20170918.pdf |B.pdf]]) === Handling a Big Work === * Function Overview ([[Media:C03.Func1.Overview.1.A.20171030.pdf |A.pdf]], [[Media:C03.Func1.Oerview.1.B.20161022.pdf |B.pdf]]) * Functions & Variables ([[Media:C03.Func2.Variable.1.A.20161222.pdf |A.pdf]], [[Media:C03.Func2.Variable.1.B.20161222.pdf |B.pdf]]) * Functions & Pointers ([[Media:C03.Func3.Pointer.1.A.20161122.pdf |A.pdf]], [[Media:C03.Func3.Pointer.1.B.20161122.pdf |B.pdf]]) * Functions & Recursions ([[Media:C03.Func4.Recursion.1.A.20161214.pdf |A.pdf]], [[Media:C03.Func4.Recursion.1.B.20161214.pdf |B.pdf]]) === Handling Series of Data === ==== Background ==== * Background ([[Media:C04.Series0.Background.1.A.20180727.pdf |A.pdf]]) ==== Basics ==== * Pointers ([[Media:C04.S1.Pointer.1A.20240524.pdf |A.pdf]], [[Media:C04.Series2.Pointer.1.B.20161115.pdf |B.pdf]]) * Arrays ([[Media:C04.S2.Array.1A.20240514.pdf |A.pdf]], [[Media:C04.Series1.Array.1.B.20161115.pdf |B.pdf]]) * Array Pointers ([[Media:C04.S3.ArrayPointer.1A.20240208.pdf |A.pdf]], [[Media:C04.Series3.ArrayPointer.1.B.20181203.pdf |B.pdf]]) * Multi-dimensional Arrays ([[Media:C04.Series4.MultiDim.1.A.20221130.pdf |A.pdf]], [[Media:C04.Series4.MultiDim.1.B.1111.pdf |B.pdf]]) * Array Access Methods ([[Media:C04.Series4.ArrayAccess.1.A.20190511.pdf |A.pdf]], [[Media:C04.Series3.ArrayPointer.1.B.20181203.pdf |B.pdf]]) * Structures ([[Media:C04.Series3.Structure.1.A.20171204.pdf |A.pdf]], [[Media:C04.Series2.Structure.1.B.20161130.pdf |B.pdf]]) ==== Examples ==== * Spreadsheet Example Programs :: Example 1 ([[Media:C04.Series7.Example.1.A.20171213.pdf |A.pdf]], [[Media:C04.Series7.Example.1.C.20171213.pdf |C.pdf]]) :: Example 2 ([[Media:C04.Series7.Example.2.A.20171213.pdf |A.pdf]], [[Media:C04.Series7.Example.2.C.20171213.pdf |C.pdf]]) :: Example 3 ([[Media:C04.Series7.Example.3.A.20171213.pdf |A.pdf]], [[Media:C04.Series7.Example.3.C.20171213.pdf |C.pdf]]) :: Bubble Sort ([[Media:C04.Series7.BubbleSort.1.A.20171211.pdf |A.pdf]]) ==== Applications ==== * Address-of and de-reference operators ([[Media:C04.SA0.PtrOperator.1A.20260611.pdf |A.pdf]]) * Applications of Pointers ([[Media:C04.SA1.AppPointer.1A.20241121.pdf |A.pdf]]) * Applications of Arrays ([[Media:C04.SA2.AppArray.1A.20240715.pdf |A.pdf]]) * Applications of Array Pointers ([[Media:C04.SA3.AppArrayPointer.1A.20240210.pdf |A.pdf]]) * Applications of Multi-dimensional Arrays ([[Media:C04.Series4App.MultiDim.1.A.20210719.pdf |A.pdf]]) * Applications of Array Access Methods ([[Media:C04.Series9.AppArrAcess.1.A.20190511.pdf |A.pdf]]) * Applications of Structures ([[Media:C04.Series6.AppStruct.1.A.20190423.pdf |A.pdf]]) === Handling Various Kinds of Data === * Types ([[Media:C05.Data1.Type.1.A.20180217.pdf |A.pdf]], [[Media:C05.Data1.Type.1.B.20161212.pdf |B.pdf]]) * Typecasts ([[Media:C05.Data2.TypeCast.1.A.20180217.pdf |A.pdf]], [[Media:C05.Data2.TypeCast.1.B.20161216.pdf |A.pdf]]) * Operators ([[Media:C05.Data3.Operators.1.A.20161219.pdf |A.pdf]], [[Media:C05.Data3.Operators.1.B.20161216.pdf |B.pdf]]) * Files ([[Media:C05.Data4.File.1.A.20161124.pdf |A.pdf]], [[Media:C05.Data4.File.1.B.20161212.pdf |B.pdf]]) === Handling Low Level Operations === * Bitwise Operations ([[Media:BitOp.1.B.20161214.pdf |A.pdf]], [[Media:BitOp.1.B.20161203.pdf |B.pdf]]) * Bit Field ([[Media:BitField.1.A.20161214.pdf |A.pdf]], [[Media:BitField.1.B.20161202.pdf |B.pdf]]) * Union ([[Media:Union.1.A.20161221.pdf |A.pdf]], [[Media:Union.1.B.20161111.pdf |B.pdf]]) * Accessing IO Registers ([[Media:IO.1.A.20141215.pdf |A.pdf]], [[Media:IO.1.B.20161217.pdf |B.pdf]]) === Declarations === * Type Specifiers and Qualifiers ([[Media:C07.Spec1.Type.1.A.20171004.pdf |pdf]]) * Storage Class Specifiers ([[Media:C07.Spec2.Storage.1.A.20171009.pdf |pdf]]) * Scope === Class Notes === * TOC ([[Media:TOC.20171007.pdf |TOC.pdf]]) * Day01 ([[Media:Day01.A.20171007.pdf |A.pdf]], [[Media:Day01.B.20171209.pdf |B.pdf]], [[Media:Day01.C.20171211.pdf |C.pdf]]) ...... Introduction (1) Standard Library * Day02 ([[Media:Day02.A.20171007.pdf |A.pdf]], [[Media:Day02.B.20171209.pdf |B.pdf]], [[Media:Day02.C.20171209.pdf |C.pdf]]) ...... Introduction (2) Basic Elements * Day03 ([[Media:Day03.A.20171007.pdf |A.pdf]], [[Media:Day03.B.20170908.pdf |B.pdf]], [[Media:Day03.C.20171209.pdf |C.pdf]]) ...... Introduction (3) Numbers * Day04 ([[Media:Day04.A.20171007.pdf |A.pdf]], [[Media:Day04.B.20170915.pdf |B.pdf]], [[Media:Day04.C.20171209.pdf |C.pdf]]) ...... Structured Programming (1) Flowcharts * Day05 ([[Media:Day05.A.20171007.pdf |A.pdf]], [[Media:Day05.B.20170915.pdf |B.pdf]], [[Media:Day05.C.20171209.pdf |C.pdf]]) ...... Structured Programming (2) Conditions and Loops * Day06 ([[Media:Day06.A.20171007.pdf |A.pdf]], [[Media:Day06.B.20170923.pdf |B.pdf]], [[Media:Day06.C.20171209.pdf |C.pdf]]) ...... Program Control * Day07 ([[Media:Day07.A.20171007.pdf |A.pdf]], [[Media:Day07.B.20170926.pdf |B.pdf]], [[Media:Day07.C.20171209.pdf |C.pdf]]) ...... Function (1) Definitions * Day08 ([[Media:Day08.A.20171028.pdf |A.pdf]], [[Media:Day08.B.20171016.pdf |B.pdf]], [[Media:Day08.C.20171209.pdf |C.pdf]]) ...... Function (2) Storage Class and Scope * Day09 ([[Media:Day09.A.20171007.pdf |A.pdf]], [[Media:Day09.B.20171017.pdf |B.pdf]], [[Media:Day09.C.20171209.pdf |C.pdf]]) ...... Function (3) Recursion * Day10 ([[Media:Day10.A.20171209.pdf |A.pdf]], [[Media:Day10.B.20171017.pdf |B.pdf]], [[Media:Day10.C.20171209.pdf |C.pdf]]) ...... Arrays (1) Definitions * Day11 ([[Media:Day11.A.20171024.pdf |A.pdf]], [[Media:Day11.B.20171017.pdf |B.pdf]], [[Media:Day11.C.20171212.pdf |C.pdf]]) ...... Arrays (2) Applications * Day12 ([[Media:Day12.A.20171024.pdf |A.pdf]], [[Media:Day12.B.20171020.pdf |B.pdf]], [[Media:Day12.C.20171209.pdf |C.pdf]]) ...... Pointers (1) Definitions * Day13 ([[Media:Day13.A.20171025.pdf |A.pdf]], [[Media:Day13.B.20171024.pdf |B.pdf]], [[Media:Day13.C.20171209.pdf |C.pdf]]) ...... Pointers (2) Applications * Day14 ([[Media:Day14.A.20171226.pdf |A.pdf]], [[Media:Day14.B.20171101.pdf |B.pdf]], [[Media:Day14.C.20171209.pdf |C.pdf]]) ...... C String (1) * Day15 ([[Media:Day15.A.20171209.pdf |A.pdf]], [[Media:Day15.B.20171124.pdf |B.pdf]], [[Media:Day15.C.20171209.pdf |C.pdf]]) ...... C String (2) * Day16 ([[Media:Day16.A.20171208.pdf |A.pdf]], [[Media:Day16.B.20171114.pdf |B.pdf]], [[Media:Day16.C.20171209.pdf |C.pdf]]) ...... C Formatted IO * Day17 ([[Media:Day17.A.20171031.pdf |A.pdf]], [[Media:Day17.B.20171111.pdf |B.pdf]], [[Media:Day17.C.20171209.pdf |C.pdf]]) ...... Structure (1) Definitions * Day18 ([[Media:Day18.A.20171206.pdf |A.pdf]], [[Media:Day18.B.20171128.pdf |B.pdf]], [[Media:Day18.C.20171212.pdf |C.pdf]]) ...... Structure (2) Applications * Day19 ([[Media:Day19.A.20171205.pdf |A.pdf]], [[Media:Day19.B.20171121.pdf |B.pdf]], [[Media:Day19.C.20171209.pdf |C.pdf]]) ...... Union, Bitwise Operators, Enum * Day20 ([[Media:Day20.A.20171205.pdf |A.pdf]], [[Media:Day20.B.20171201.pdf |B.pdf]], [[Media:Day20.C.20171212.pdf |C.pdf]]) ...... Linked List * Day21 ([[Media:Day21.A.20171206.pdf |A.pdf]], [[Media:Day21.B.20171208.pdf |B.pdf]], [[Media:Day21.C.20171212.pdf |C.pdf]]) ...... File Processing * Day22 ([[Media:Day22.A.20171212.pdf |A.pdf]], [[Media:Day22.B.20171213.pdf |B.pdf]], [[Media:Day22.C.20171212.pdf |C.pdf]]) ...... Preprocessing <!----------------------------------------------------------------------> </br> See also https://cprogramex.wordpress.com/ == '''Old Materials '''== until 201201 * Intro.Overview.1.A ([[Media:C.Intro.Overview.1.A.20120107.pdf |pdf]]) * Intro.Memory.1.A ([[Media:C.Intro.Memory.1.A.20120107.pdf |pdf]]) * Intro.Number.1.A ([[Media:C.Intro.Number.1.A.20120107.pdf |pdf]]) * Repeat.Control.1.A ([[Media:C.Repeat.Control.1.A.20120109.pdf |pdf]]) * Repeat.Loop.1.A ([[Media:C.Repeat.Loop.1.A.20120113.pdf |pdf]]) * Work.Function.1.A ([[Media:C.Work.Function.1.A.20120117.pdf |pdf]]) * Work.Scope.1.A ([[Media:C.Work.Scope.1.A.20120117.pdf |pdf]]) * Series.Array.1.A ([[Media:Series.Array.1.A.20110718.pdf |pdf]]) * Series.Pointer.1.A ([[Media:Series.Pointer.1.A.20110719.pdf |pdf]]) * Series.Structure.1.A ([[Media:Series.Structure.1.A.20110805.pdf |pdf]]) * Data.Type.1.A ([[Media:C05.Data2.TypeCast.1.A.20130813.pdf |pdf]]) * Data.TypeCast.1.A ([[Media:Data.TypeCast.1.A.pdf |pdf]]) * Data.Operators.1.A ([[Media:Data.Operators.1.A.20110712.pdf |pdf]]) <br> until 201107 * Intro.1.A ([[Media:Intro.1.A.pdf |pdf]]) * Control.1.A ([[Media:Control.1.A.20110706.pdf |pdf]]) * Iteration.1.A ([[Media:Iteration.1.A.pdf |pdf]]) * Function.1.A ([[Media:Function.1.A.20110705.pdf |pdf]]) * Variable.1.A ([[Media:Variable.1.A.20110708.pdf |pdf]]) * Operators.1.A ([[Media:Operators.1.A.20110712.pdf |pdf]]) * Pointer.1.A ([[Media:Pointer.1.A.pdf |pdf]]) * Pointer.2.A ([[Media:Pointer.2.A.pdf |pdf]]) * Array.1.A ([[Media:Array.1.A.pdf |pdf]]) * Type.1.A ([[Media:Type.1.A.pdf |pdf]]) * Structure.1.A ([[Media:Structure.1.A.pdf |pdf]]) go to [ [[C programming in plain view]] ] [[Category:C programming language]] </br> fdqxwomibzjukhmg8tb5a3jvxlx85p3 2815346 2815256 2026-06-12T07:08:12Z Young1lim 21186 /* Applications */ 2815346 wikitext text/x-wiki === Introduction === * Overview ([[Media:C01.Intro1.Overview.1.A.20170925.pdf |A.pdf]], [[Media:C01.Intro1.Overview.1.B.20170901.pdf |B.pdf]], [[Media:C01.Intro1.Overview.1.C.20170904.pdf |C.pdf]]) * Number System ([[Media:C01.Intro2.Number.1.A.20171023.pdf |A.pdf]], [[Media:C01.Intro2.Number.1.B.20170909.pdf |B.pdf]], [[Media:C01.Intro2.Number.1.C.20170914.pdf |C.pdf]]) * Memory System ([[Media:C01.Intro2.Memory.1.A.20170907.pdf |A.pdf]], [[Media:C01.Intro3.Memory.1.B.20170909.pdf |B.pdf]], [[Media:C01.Intro3.Memory.1.C.20170914.pdf |C.pdf]]) === Handling Repetition === * Control ([[Media:C02.Repeat1.Control.1.A.20170925.pdf |A.pdf]], [[Media:C02.Repeat1.Control.1.B.20170918.pdf |B.pdf]], [[Media:C02.Repeat1.Control.1.C.20170926.pdf |C.pdf]]) * Loop ([[Media:C02.Repeat2.Loop.1.A.20170925.pdf |A.pdf]], [[Media:C02.Repeat2.Loop.1.B.20170918.pdf |B.pdf]]) === Handling a Big Work === * Function Overview ([[Media:C03.Func1.Overview.1.A.20171030.pdf |A.pdf]], [[Media:C03.Func1.Oerview.1.B.20161022.pdf |B.pdf]]) * Functions & Variables ([[Media:C03.Func2.Variable.1.A.20161222.pdf |A.pdf]], [[Media:C03.Func2.Variable.1.B.20161222.pdf |B.pdf]]) * Functions & Pointers ([[Media:C03.Func3.Pointer.1.A.20161122.pdf |A.pdf]], [[Media:C03.Func3.Pointer.1.B.20161122.pdf |B.pdf]]) * Functions & Recursions ([[Media:C03.Func4.Recursion.1.A.20161214.pdf |A.pdf]], [[Media:C03.Func4.Recursion.1.B.20161214.pdf |B.pdf]]) === Handling Series of Data === ==== Background ==== * Background ([[Media:C04.Series0.Background.1.A.20180727.pdf |A.pdf]]) ==== Basics ==== * Pointers ([[Media:C04.S1.Pointer.1A.20240524.pdf |A.pdf]], [[Media:C04.Series2.Pointer.1.B.20161115.pdf |B.pdf]]) * Arrays ([[Media:C04.S2.Array.1A.20240514.pdf |A.pdf]], [[Media:C04.Series1.Array.1.B.20161115.pdf |B.pdf]]) * Array Pointers ([[Media:C04.S3.ArrayPointer.1A.20240208.pdf |A.pdf]], [[Media:C04.Series3.ArrayPointer.1.B.20181203.pdf |B.pdf]]) * Multi-dimensional Arrays ([[Media:C04.Series4.MultiDim.1.A.20221130.pdf |A.pdf]], [[Media:C04.Series4.MultiDim.1.B.1111.pdf |B.pdf]]) * Array Access Methods ([[Media:C04.Series4.ArrayAccess.1.A.20190511.pdf |A.pdf]], [[Media:C04.Series3.ArrayPointer.1.B.20181203.pdf |B.pdf]]) * Structures ([[Media:C04.Series3.Structure.1.A.20171204.pdf |A.pdf]], [[Media:C04.Series2.Structure.1.B.20161130.pdf |B.pdf]]) ==== Examples ==== * Spreadsheet Example Programs :: Example 1 ([[Media:C04.Series7.Example.1.A.20171213.pdf |A.pdf]], [[Media:C04.Series7.Example.1.C.20171213.pdf |C.pdf]]) :: Example 2 ([[Media:C04.Series7.Example.2.A.20171213.pdf |A.pdf]], [[Media:C04.Series7.Example.2.C.20171213.pdf |C.pdf]]) :: Example 3 ([[Media:C04.Series7.Example.3.A.20171213.pdf |A.pdf]], [[Media:C04.Series7.Example.3.C.20171213.pdf |C.pdf]]) :: Bubble Sort ([[Media:C04.Series7.BubbleSort.1.A.20171211.pdf |A.pdf]]) ==== Applications ==== * Address-of and de-reference operators ([[Media:C04.SA0.PtrOperator.1A.20260612.pdf |A.pdf]]) * Applications of Pointers ([[Media:C04.SA1.AppPointer.1A.20241121.pdf |A.pdf]]) * Applications of Arrays ([[Media:C04.SA2.AppArray.1A.20240715.pdf |A.pdf]]) * Applications of Array Pointers ([[Media:C04.SA3.AppArrayPointer.1A.20240210.pdf |A.pdf]]) * Applications of Multi-dimensional Arrays ([[Media:C04.Series4App.MultiDim.1.A.20210719.pdf |A.pdf]]) * Applications of Array Access Methods ([[Media:C04.Series9.AppArrAcess.1.A.20190511.pdf |A.pdf]]) * Applications of Structures ([[Media:C04.Series6.AppStruct.1.A.20190423.pdf |A.pdf]]) === Handling Various Kinds of Data === * Types ([[Media:C05.Data1.Type.1.A.20180217.pdf |A.pdf]], [[Media:C05.Data1.Type.1.B.20161212.pdf |B.pdf]]) * Typecasts ([[Media:C05.Data2.TypeCast.1.A.20180217.pdf |A.pdf]], [[Media:C05.Data2.TypeCast.1.B.20161216.pdf |A.pdf]]) * Operators ([[Media:C05.Data3.Operators.1.A.20161219.pdf |A.pdf]], [[Media:C05.Data3.Operators.1.B.20161216.pdf |B.pdf]]) * Files ([[Media:C05.Data4.File.1.A.20161124.pdf |A.pdf]], [[Media:C05.Data4.File.1.B.20161212.pdf |B.pdf]]) === Handling Low Level Operations === * Bitwise Operations ([[Media:BitOp.1.B.20161214.pdf |A.pdf]], [[Media:BitOp.1.B.20161203.pdf |B.pdf]]) * Bit Field ([[Media:BitField.1.A.20161214.pdf |A.pdf]], [[Media:BitField.1.B.20161202.pdf |B.pdf]]) * Union ([[Media:Union.1.A.20161221.pdf |A.pdf]], [[Media:Union.1.B.20161111.pdf |B.pdf]]) * Accessing IO Registers ([[Media:IO.1.A.20141215.pdf |A.pdf]], [[Media:IO.1.B.20161217.pdf |B.pdf]]) === Declarations === * Type Specifiers and Qualifiers ([[Media:C07.Spec1.Type.1.A.20171004.pdf |pdf]]) * Storage Class Specifiers ([[Media:C07.Spec2.Storage.1.A.20171009.pdf |pdf]]) * Scope === Class Notes === * TOC ([[Media:TOC.20171007.pdf |TOC.pdf]]) * Day01 ([[Media:Day01.A.20171007.pdf |A.pdf]], [[Media:Day01.B.20171209.pdf |B.pdf]], [[Media:Day01.C.20171211.pdf |C.pdf]]) ...... Introduction (1) Standard Library * Day02 ([[Media:Day02.A.20171007.pdf |A.pdf]], [[Media:Day02.B.20171209.pdf |B.pdf]], [[Media:Day02.C.20171209.pdf |C.pdf]]) ...... Introduction (2) Basic Elements * Day03 ([[Media:Day03.A.20171007.pdf |A.pdf]], [[Media:Day03.B.20170908.pdf |B.pdf]], [[Media:Day03.C.20171209.pdf |C.pdf]]) ...... Introduction (3) Numbers * Day04 ([[Media:Day04.A.20171007.pdf |A.pdf]], [[Media:Day04.B.20170915.pdf |B.pdf]], [[Media:Day04.C.20171209.pdf |C.pdf]]) ...... Structured Programming (1) Flowcharts * Day05 ([[Media:Day05.A.20171007.pdf |A.pdf]], [[Media:Day05.B.20170915.pdf |B.pdf]], [[Media:Day05.C.20171209.pdf |C.pdf]]) ...... Structured Programming (2) Conditions and Loops * Day06 ([[Media:Day06.A.20171007.pdf |A.pdf]], [[Media:Day06.B.20170923.pdf |B.pdf]], [[Media:Day06.C.20171209.pdf |C.pdf]]) ...... Program Control * Day07 ([[Media:Day07.A.20171007.pdf |A.pdf]], [[Media:Day07.B.20170926.pdf |B.pdf]], [[Media:Day07.C.20171209.pdf |C.pdf]]) ...... Function (1) Definitions * Day08 ([[Media:Day08.A.20171028.pdf |A.pdf]], [[Media:Day08.B.20171016.pdf |B.pdf]], [[Media:Day08.C.20171209.pdf |C.pdf]]) ...... Function (2) Storage Class and Scope * Day09 ([[Media:Day09.A.20171007.pdf |A.pdf]], [[Media:Day09.B.20171017.pdf |B.pdf]], [[Media:Day09.C.20171209.pdf |C.pdf]]) ...... Function (3) Recursion * Day10 ([[Media:Day10.A.20171209.pdf |A.pdf]], [[Media:Day10.B.20171017.pdf |B.pdf]], [[Media:Day10.C.20171209.pdf |C.pdf]]) ...... Arrays (1) Definitions * Day11 ([[Media:Day11.A.20171024.pdf |A.pdf]], [[Media:Day11.B.20171017.pdf |B.pdf]], [[Media:Day11.C.20171212.pdf |C.pdf]]) ...... Arrays (2) Applications * Day12 ([[Media:Day12.A.20171024.pdf |A.pdf]], [[Media:Day12.B.20171020.pdf |B.pdf]], [[Media:Day12.C.20171209.pdf |C.pdf]]) ...... Pointers (1) Definitions * Day13 ([[Media:Day13.A.20171025.pdf |A.pdf]], [[Media:Day13.B.20171024.pdf |B.pdf]], [[Media:Day13.C.20171209.pdf |C.pdf]]) ...... Pointers (2) Applications * Day14 ([[Media:Day14.A.20171226.pdf |A.pdf]], [[Media:Day14.B.20171101.pdf |B.pdf]], [[Media:Day14.C.20171209.pdf |C.pdf]]) ...... C String (1) * Day15 ([[Media:Day15.A.20171209.pdf |A.pdf]], [[Media:Day15.B.20171124.pdf |B.pdf]], [[Media:Day15.C.20171209.pdf |C.pdf]]) ...... C String (2) * Day16 ([[Media:Day16.A.20171208.pdf |A.pdf]], [[Media:Day16.B.20171114.pdf |B.pdf]], [[Media:Day16.C.20171209.pdf |C.pdf]]) ...... C Formatted IO * Day17 ([[Media:Day17.A.20171031.pdf |A.pdf]], [[Media:Day17.B.20171111.pdf |B.pdf]], [[Media:Day17.C.20171209.pdf |C.pdf]]) ...... Structure (1) Definitions * Day18 ([[Media:Day18.A.20171206.pdf |A.pdf]], [[Media:Day18.B.20171128.pdf |B.pdf]], [[Media:Day18.C.20171212.pdf |C.pdf]]) ...... Structure (2) Applications * Day19 ([[Media:Day19.A.20171205.pdf |A.pdf]], [[Media:Day19.B.20171121.pdf |B.pdf]], [[Media:Day19.C.20171209.pdf |C.pdf]]) ...... Union, Bitwise Operators, Enum * Day20 ([[Media:Day20.A.20171205.pdf |A.pdf]], [[Media:Day20.B.20171201.pdf |B.pdf]], [[Media:Day20.C.20171212.pdf |C.pdf]]) ...... Linked List * Day21 ([[Media:Day21.A.20171206.pdf |A.pdf]], [[Media:Day21.B.20171208.pdf |B.pdf]], [[Media:Day21.C.20171212.pdf |C.pdf]]) ...... File Processing * Day22 ([[Media:Day22.A.20171212.pdf |A.pdf]], [[Media:Day22.B.20171213.pdf |B.pdf]], [[Media:Day22.C.20171212.pdf |C.pdf]]) ...... Preprocessing <!----------------------------------------------------------------------> </br> See also https://cprogramex.wordpress.com/ == '''Old Materials '''== until 201201 * Intro.Overview.1.A ([[Media:C.Intro.Overview.1.A.20120107.pdf |pdf]]) * Intro.Memory.1.A ([[Media:C.Intro.Memory.1.A.20120107.pdf |pdf]]) * Intro.Number.1.A ([[Media:C.Intro.Number.1.A.20120107.pdf |pdf]]) * Repeat.Control.1.A ([[Media:C.Repeat.Control.1.A.20120109.pdf |pdf]]) * Repeat.Loop.1.A ([[Media:C.Repeat.Loop.1.A.20120113.pdf |pdf]]) * Work.Function.1.A ([[Media:C.Work.Function.1.A.20120117.pdf |pdf]]) * Work.Scope.1.A ([[Media:C.Work.Scope.1.A.20120117.pdf |pdf]]) * Series.Array.1.A ([[Media:Series.Array.1.A.20110718.pdf |pdf]]) * Series.Pointer.1.A ([[Media:Series.Pointer.1.A.20110719.pdf |pdf]]) * Series.Structure.1.A ([[Media:Series.Structure.1.A.20110805.pdf |pdf]]) * Data.Type.1.A ([[Media:C05.Data2.TypeCast.1.A.20130813.pdf |pdf]]) * Data.TypeCast.1.A ([[Media:Data.TypeCast.1.A.pdf |pdf]]) * Data.Operators.1.A ([[Media:Data.Operators.1.A.20110712.pdf |pdf]]) <br> until 201107 * Intro.1.A ([[Media:Intro.1.A.pdf |pdf]]) * Control.1.A ([[Media:Control.1.A.20110706.pdf |pdf]]) * Iteration.1.A ([[Media:Iteration.1.A.pdf |pdf]]) * Function.1.A ([[Media:Function.1.A.20110705.pdf |pdf]]) * Variable.1.A ([[Media:Variable.1.A.20110708.pdf |pdf]]) * Operators.1.A ([[Media:Operators.1.A.20110712.pdf |pdf]]) * Pointer.1.A ([[Media:Pointer.1.A.pdf |pdf]]) * Pointer.2.A ([[Media:Pointer.2.A.pdf |pdf]]) * Array.1.A ([[Media:Array.1.A.pdf |pdf]]) * Type.1.A ([[Media:Type.1.A.pdf |pdf]]) * Structure.1.A ([[Media:Structure.1.A.pdf |pdf]]) go to [ [[C programming in plain view]] ] [[Category:C programming language]] </br> m3uqf54019iuittqs4ctd3s68s5rvok Motivation and emotion/Book/2022/Benzodiazepines and emotion 0 285934 2815310 2566537 2026-06-12T02:10:36Z Jtneill 10242 removed [[Category:Motivation and emotion/Book/Drugs]]; added [[Category:Motivation and emotion/Book/Drugs/Benzodiazepines]] using [[Help:Gadget-HotCat|HotCat]] 2815310 wikitext text/x-wiki {{title| Benzodiazepines and emotion:<br>What are the effects of benzodiazepines on emotion?}} {{MECR3|1=https://www.youtube.com/watch?v=KMjavLePwaY}} __TOC__ ==Overview== [[File:Benzodiazépines inconnues du public.png|thumb|''Figure 1''. Benzodiazepines commonly prescribed ]] [[wikipedia:Benzodiazepine|Benzodiazepines,]] also known as benzos, are commonly prescribed drugs aimed at the short-term relief of severe, disabling [[wikipedia:Anxiety|anxiety]] or [[wikipedia:Insomnia|insomnia]]. Long-term use is not only non-effective, but can be problematic because it is related to several negative health effects such as [[wikipedia:Substance_dependence|dependence]], falls, [[wikipedia:Drug_withdrawal|withdrawal]], [[wikipedia:Hip_fracture|hip fractures]], phases of [[wikipedia:Depression_(mood)|depression]], and impaired [[wikipedia:Cognition|cognition.]] As a result, guidelines for general practitioners prescribing benzos have been established. Despite recommendations, many people ignore the warning and education given by their physicians and feel that the potential risks of the drugs are non-existent (Wolde et al., 2008). To understand the unfavourable impact of benzodiazepines on emotion, (see ''Case study 1)'', which describes clinical psychologist [https://www.madinamerica.com/2021/03/beyond-benzos-jordan-peterson/ Jordan Peterson's] experience and Figure 1 which displays types of benzodiazepines commonly prescribed. This book chapter explores the biological, cognitive, behavioural, and social effects of benzodiazepines on emotion, as well as theoretical relevant factors such as emotional regulation and self-efficacy. This chapter also highlights the potential dangers of using benzodiazepines, and conclude with safe, practical alternatives that individuals may choose as a viable alternative. {{RoundBoxTop|theme=4}} Case study 1 - "Trip to hell and back" by Jordan Peterson In 2017, renown{{gr}} clinical psychologist, Jordan Peterson, was prescribed benzodiazepines to treat anxiety and ongoing depression. Peterson continued to use benzodiazepines with little to no side effects for three years, finding that they were beneficial. Unfortunately, several traumatic events culminated in his personal life which resulted in heightened feelings of stress, and Peterson sought out an increase in his prescription. Not understanding the danger of benzodiazapines{{sp}}, he thought this might help him avoid troubling his family members and cope with his emotions. The increased dosage had the opposite effect; Peterson experienced a "marked negative increase in emotion". Which led to him again, seeking a second increase to his dosage{{gr}}. This second increase led to his anxiety increasing even further, and Peterson became unknowingly chemically addicted to the drug. In 2019, he quit benzodiazepines completely, and began to experience acute withdrawal symptoms, which he described as a "trip to hell and back". The withdrawal led to intolerable anxiety, uncontrollable restlessness, akathisia (need to move), overwhelming thoughts of self-destruction, unhappiness, increased appetite and exhaustion. A family friend advised Peterson to return to a small dosage of benzodiazepines to relieve the intense withdrawal symptoms. He followed this advice, and found some relief. Following this, Peterson attended several clinics so he could receive assistance in his withdrawal from benzodiazepines. One clinic placed him into a medically induced coma for several days so that he was not conscious during the worst of the withdrawal symptoms. {{RoundBoxBottom}} {{RoundBoxTop|theme=3}} '''Focus questions:''' * What are benzodiazepines? * How do benzodiazepines influence{{gr}} emotion? * What are the issues related to benzodiazepines? * What are the non-pharmacological applications?{{gr}}. {{RoundBoxBottom}} ==What are benzodiazepines?== [[wikipedia:Benzodiazepine|Benzodiazepines]] are a group of [[wikipedia:Psychoactive_drug|psychoactive]] drugs that enhance the action of the neurotransmitter gamma-aminobutyric acid ([[wikipedia:GABA_receptor|GABA]]), which slows down the [[wikipedia:Central_nervous_system|central nervous system]] CNS. This produces a calming, sedative effect (Ashton, 1994). See Table 2 to understand how various benzodiazepines work. '''Table 2. Summary of how benzodiazepines work''' {| class="wikitable" |+ !Medications !Durations of action (hours) !Effects !Rate of onset !Administrations |- |Alprazolam (Xanax) |6-12 |Anxiolytic |Intermediate |Oral |- |Clonazepam (Klonopin, Rivotril) |18-50 |Anxiolytic, anti-convulsant |Slow |Oral |- |Larazepam (Ativaran) |10-20 |Anxiolytic, alcohol withrawal and preaneasthetic |Intermediate |Oral, IM, IV |- |Diazepam (Valium) |20-100 |Anxiolytic, anticonvulsant (status epilepticus) muscle relaxant) |Fast |Oral, intramuscular (IM), intravenous (IV) and rectal |- |Clorazepam (Tranxene) |36-200 |Anxiolytic, anticonvulsant |Slow |Oral |- |Prazepam (Centrax) |36-200 |Anxiolytic |Slow |Oral |- |Oxazepam (Serax, Serenid, Serepax) |4-15 |Anxiolytic, alcohol withdrawal |Slow |Oral |- |Chlordiazepoxide (Librum) |5-130 |Anxiolytic, alcohol withdrawal and preanesthetic |Intermediate |Oral, IM and IV |} ==What is emotion?== * [[wikipedia:Emotion|Emotions]] are complex patterns of reaction which involve behavioural, psychological, biological, physiological and environmental elements (Reeve, 2018) * Benzodiazepines elicit core emotions that may produce feelings of euphoria but can also cause devastating adverse effects leading to homeostasis breakdown and even death (Koob, 2015). * Benzodiazepines affect the limbic system, responsible for processing emotions * Prolonged use of Benzodiazepines is correlated with rebound anxiety, persistent irritability, mood swings and depression, and insomnia (Ashton, 1994) {{RoundBoxTop|theme=4}} '''Case study 2'''. John felt loved after receiving a birthday present from his friend. Later that day, John received the sad information that his uncle had passed away, which led him to feel sad. Emotions are internal reactions to external stimuli or events. In John's case, his first internal reaction to receiving a present was to an experience of positive emotion, whilst his second internal reaction was based on upsetting news, leading him to feel negative emotion. {{RoundBoxBottom}} Benzodiazepines have both positive and negative effects on emotions. {{ic|Table caption goes here}} {| class="wikitable" |Positive Effects |Negative adverse effects (sensations) |- |Acts on the central nervous system and peripheral organs are not impaired Safe- very low toxicity, unlike barbiturates or alcohol Does not induce metabolic enzymes, or accelerate metabolism '''Sensations includes''' Reduce symptoms of anxiety Feeling of relaxation Peaceful serene Feeling elated Feeling disturbed Feeling careless and not stressed Tranquil feelings |Tolerance Dependence Withdrawal challenges Psychomotor impairment Disinhibition and Paradoxical effects Affective reaction Hangover Rebound insomnia and anxiety Reduce breathing (Ashton, 1994) |} == Psychology of emotions == Biology and cognition play important role{{gr}} in the activation and regulation of emotion, and studies specify two system ways working as parallel emotion systems and a dynamic, dialectical process{{fact}}. === Biology and benzodiazepines === The [[wikipedia:Limbic_system|Limbic system]] is considered a critical region of the brain regarding emotions as its functions include processing information from our environment and determining if the information is associated with threat or reward (Kalat, 2013). The role of benzos is to produce calming effects to the limbic area of the [[wikipedia:Human_brain|brain]]. The amygdala area is responsible in detecting threatening information from our environment and distributing the message to the other parts of the brain. Benzodiazepines {{gr}}: * Damage to the frontal lobe of the brain, leads to disinhibition of the [[wikipedia:Frontal_lobe|frontal cortex]] which impacts self-regulation and control * Act indirectly to reduce [[wikipedia:Serotonin|serotonin]] activity * Increase [[wikipedia:Dopamine|dopamine]] levels through disinhibition and implicate [[wikipedia:GABA_receptor|GABA A receptors]] (Nuss, 2015) * Diazepam can blunt the hyperadrenergic system of serotonin syndrom{{sp}} * Inhibits activity in the limbic system which reduces anxiety, calming the body and brain * Use of benzodiazepines can lead to neurodegenerative disease and permanent brain damage through long-term use (especially dementia) * Benzos and facial expression are correlated through physiological response have direct impact on emotions (Garcez, Fernandes, Barbosa, Pereira, Silveira, Marques-Teixeira, & Gonçalves, 2020) === Cognition and benzodiazepines === Emotions are mostly controlled by [[wikipedia:Cognition|cognition]] (Edelman, 2002). Our thoughts and beliefs about stimuli or events can influence the way we act and do things. Benzodiazepines may influence the following cognitive functions: * Increased objective and subjective sedation * Impaired visuospatial perception and visuomotor abilities due to long-term use * Impairment in attention processing * [[wikipedia:Anterograde_amnesia|Anterograde amnesia]] (Lister, 1985) * Memory impairment (in difficult tasks) (Barbee, 1993) and impaired working and verbal memory * Impaired [[wikipedia:Episodic_memory|episodic memory]] (acquisition of new information) * Decline in general cognitive functioning ability (Barker, Greenwood, Jackson, & Crowe, 2004). * Inability to drive safely due to delayed response time * Impaired psychomotor activities and motor control (Ashton, 1994) * Decreased alertness regarding environmental threat * Increased reaction times (Stone, Corea, Brown, Spurgin, Stikic, Johnson, & Berka, 2015) * Despite the numerous {{missing}} of benzos, alternative research suggests that the cognitive dysfunction (psychomotor function, motor speed, sustained attention and verbal memory) arising from benzodiazepine use is temporary (Steward, 2005). === Social contexts === External social influences may motivate people to rely on benzodiazepines as a coping mechanism. For example, watching family members rely on drugs rather than adaptive behaviours may teach young adults unhealthy coping habits. This could have serious negative consequences later in life as individuals also begin to rely on benzodiazepines when stressed.{{fact}} == What are the effects of benzodiazepines on emotion? == Effects of benzos on emotion can be behavioural, psychological, physical and social (see Figure 2). === Behavioural === [[File:Longing or yearning.jpg|thumb|''Figure 2.'' Feeling deep and unfulfilled desire|445x445px]] * Social withdrawal * Lack of productivity at work or home * Multiple doctor visits for prescriptions * Isolating from family and friends {{fact}} === Psychological === * Intense mood change * Intense hostility especially when experiencing withdrawal * Emotional detachment {{fact}} === Physiological === * Unsteadiness * Blurred vision * Drowsiness * General muscle weakness * Neuroticism * Increased emotional rather than task-based coping mechanisms, particularly for introverted individuals (Konopka, Pełka-Wysiecka, Grzywacz, & Samochowiec, 2013). === Social === * Restlessness * Problem-focused and emotional-focused coping * Altered Expression and suppression of emotion * Sense of lack of personal agency {{fact}} {{RoundBoxTop|theme=3}} '''Example 1'''. Cognition impairment: Nick and his friends are going out to celebrate their graduation. The thought of going out and meeting new people makes Nick anxious. Previously, Nick relied on diazepam to cope with anxiety at social gathering, so this time he decided to take benzodiazepines to calm his nerves and feel more confident. At the social gathering, Nick was involved in an argument which resulted in a fight. His friends tried to stop him but he ignored them. The following morning Nick woke up with a black eye and felt sore all over his body. He asked his friends about what happened the previous night, stating that he had no memory or recollection of what had happened at all. Nick experienced impaired memory functioning and cognitive processes as a result of his use of benzos. {{RoundBoxBottom}} == Theoretically - relevant factors in relation to benzos and emotion == {{expand}} === Emotion regulation === [[wikipedia:Emotional_self-regulation|Emotion regulation]] (ER) refers to ability to effectively manage and respond to an emotional experience. ER is related to use of benzos because it provide individuals with a double ability to avoid drugs{{gr}} use, relapse and assist with control of temptation to encourage in an unhealthy behaviour. Use of emotions and emotions modulation is grounded in the functionality of emotions and paradoxical consequences of efforts to avoid or control emotions.{{fact}} ER is an important part of being a functional adult and also plays a protective role remaining substance free (Chavarria et al., 2012). Ineffective ER in individuals with anxiety disorders may prompt them to seek out alternative means such as benzos to cope with emotional distress. This is because benzos provide sense of calm or feeling of euphoria that counter emotional distress. The negative reinforcement provided by benzos to manage stress eventually contribute to unhealthy dependence (Chavarria, Stevens, Jason, & Ferrari, 2012) === Self-efficacy === [[wikipedia:Self-efficacy|Self-efficacy]] is a belief that an individual holds regarding their capacity to achieve desired outcomes. Self-efficacy determines the amount of energy individuals put into the process of attempting to change undesired behaviour. SE is involved in abstaining from numerous habitual behaviours, including use of prescription drugs like benzos, illicit substances, and excessive drinking. Researchers showed that among individuals who attempt to quit substance use or smoking with higher self-efficacy scores have better outcomes (Chavarria et al., 2012). === Learned helplessness === The theory of [[wikipedia:Learned_helplessness|Learned helplessness]] suggests that a psychological lack of control or mastery presents a critical risk factor for anxiety (Zalta & Chambless, 2012). Chronic exposure to anxiety, and thus perceived uncontrollable situations, enhances expectations that an individual cannot control important events in their environment. This lack of control over one's self leads individuals to seek alternative coping strategies like benzos (Zalta et al., 2012). Research has found that a human's reaction to feeling a lack of control differs both between individuals and between situations, i.e. learned helplessness sometimes remains specific to one situation but at other times generalizes across situation. Individuals who perceived their situation as unchangeable are unlikely to change their unhealthy patterns of behaviour. For example, adults rely on benzos because they produce short-term positive relief when they feel the drug is their only option; these people feel that the situation is out of their control, rather then acknowledging their capacity for alternatives, such as practicing emotional regulation techniques (Maier, & Seligman, 1976). === Impulsivity facets === [[wikipedia:Impulsivity|Impulsivity]] is a multi-faceted construct consisting of negative urgency, failure to consider the consequences of an action before engaging in that action, inability to focus or follow through on difficult tasks and sensation seeking{{fact}}. Because substances such as benzos provide positive outcomes, individuals using the drugs tend not to be seen as signs of impulsivity, but as indicators of quickness and unconventionality. Low perseverance among individuals using benzos may interfere with their ability to follow recommended dose leading to dependence and withdrawal. in additions, impulsivity is a common feature of the conditions of substance abuse, gambling and alcohol addiction (Moeller, Barratt, Dougherty, Schmitz, & Swann, 2001). === [[wikipedia:Opponent-process_theory|The opponent processing theory]] === According to Solomon{{ic|year?}}, emotions and motivation are driving forces in substance use and addiction. The dependence is the result of an emotional pairing of pleasure (euphoria feeling produce by benzos) and emotional symptoms associated with withdrawal. At the start of drug or substance use, there are high levels of pleasure and low levels of withdrawal. Over time, as the levels of pleasure decrease, the levels of withdrawal symptoms increase. The longer individuals uses drugs such as benzos, the greater the negative effects are. It is the desire to avoid these negative effects that makes individuals continue to use the drugs, making it hard for individuals to quit (Solomon & Corbit, 1974). '''Benzodiazepines and older population''' Elderly population are more susceptible to CNS depressant drugs and are commonly prescribed them for insomnia, anxiety disorders, and the behavioral and psychological symptoms of dementia{{gr}}. Use of benzos may develop states of confusion, leading to falls and fracture. Due to their age, older adults have a reduced ability to metabolize the drug, especially long-acting benzodiazepines (Ashton, 1994) '''Benzodiazepines and alcohol use''' Benzodiazepines and alcohol both affect the CNS. They act similarly, although benzodiazepines are sometimes prescribed for patients suffering from alcohol withdrawal. Side effects of both drugs include blurred vision, cravings, poor judgement or passing out. Studies propose that people who drink alcohol regularly are more likely to use benzodiazepine than those who do not drink{{fact}}. Combinations of the two drugs can lead to overdose and can be fatal (Gudin, Mogali, Jones, & Comer, 2013). '''Overdoses''' Overdoses happen when drugs or substances are taken, exceeding recommended dose/limits. Overdoses are serious and can lead to coma or death. An overdose leads to decreased brain activity. For instance, one's heart can stop completely from overdose of any drugs including depressant drugs. The sign and symptoms include decreased respiratory activity, slurred speech, dizziness, poor/lack of co-ordination or movement, general muscle weakness, sedation and death. Flumazenil is an antagonist to benzos, used as a reversal agent in overdoses, and this drug binds to a similar area of the brain to benzos (Sun, Dixit, Humphreys, Darnall, Baker, & Mackey, 2017). == Issues related to benzodiazepines == {{expand}} === Dependence === [[wikipedia:Benzodiazepine_dependence|Dependence]] means reliance on something, and the absence of it can cause physical or psychological withdrawal symptoms. The body depends on the substance because it is used to relying on something to achieve feelings of normality. Psychological dependence emphasizes the mental state caused by addiction that mainly allows a person to attain different thoughts/mind states and can alter a person’s mind resulting in a person engaging in behavior that induces relaxation and pleasure. Individuals become tolerant to benzos because their body is used to the drugs, and the brain becomes accustomed, causing an established pattern of [[wikipedia:Homeostasis|homeostatic]] reactions to the drugs, sometimes called neuroadaptation (Guina, & Merrill, 2018). {{RoundBoxTop|theme=4}} '''Case study 3'''. Jane was anxious about catching a plane, so her doctor recommended benzodiazepines to help with her acute symptoms. Jane took the drugs and felt better. In the future, Jane continued to take benzodiazepines each time she took a plane, train or bus in order to avoid feeling anxious. When Jane thinks about taking a flight without benzodiazepines, she becomes extremely anxious. Jane refuses to travel without taking benzodiazepines because she has developed a reliance on them. {{RoundBoxBottom}} === Withdrawal === Factors affecting the symptoms linked with [[wikipedia:Benzodiazepine_withdrawal_syndrome|benzos withdrawal]] depend on the frequency, amount and duration that the drugs have been used for. Characteristics of withdrawal include irritability, increased anxiety, sleep disturbance, sweating, panic attacks, confusion, shaking, nausea, palpitations, muscle pain, memory impairment, weight loss, hand tremor, hallucinations, psychosis, seizure, suicide ideation, changes in perception, sleeping problems, depression, restlessness and mood swings (Barker, Greenwood, Jackson, & Crowe, 2004). Self-regulation is found to be effective in the process of recovery and relapse (Charvarria et al., 2012) == Non-pharmacological applications and interventions. == Although many people turn to benzodiazepines due to their accessibility there are other methods that provide similar effects and long lasting effects compared to benzos. === Cognitive behavioural therapy === [[File:USMC-04412.jpg|thumb|''Figure 3.'' Example of how CBT session looks like{{gr}]] [[wikipedia:Cognitive_behavioral_therapy|Cognitive behavioural therapy]] (CBT) has been practiced for many years and has been effective in treating anxiety, panic disorders, phobia and other emotional disorders (Guina, & Merrill, 2018). CBT may also help individuals learn to regulate their emotions (see Figure 3). '''tDCS''' - Research found that tDCS improve{{gr}} the behaviour of substance dependent individuals (Zhao, Qiao, Fan, Zhang, Turel, Li, & He, 2017) === Self-management === '''-''' [[wikipedia:Relaxation_(psychology)|Relaxation]] techniques include deep breathing exercises, yoga, meditation, resting in the dark, and long baths to help calm the body and brain (see Figure 4). [[File:Relaxation In Nature (Unsplash).jpg|thumb|''Figure 4.'' Example of relaxation technique]]'''- Stress management techniques''' – learning how to manage stress can reduce future triggers. '''-''' '''Supportive network''' – talk to supporting people, for instance, church members, friends, family, and service groups available in the area. - '''Exercise thoughts''' – replacing negative thoughts with positive ones creates pleasant and successful mental images, a form of mindfulness therapy (Guina, & Merrill, 2018) '''Take home messages:''' * Do not quit benzos cold turkey, rather, one should gradually taper off the drugs. * You can achieve benzos{{gr}} effects without taking the drugs. For example, consider different types of exercise, engage in helping other people, talk to trusted family or friends and practice mindfulness. * Use the drugs when non-medical techniques are not working - benzos could be the last resort. * Benzos can be effective when used in the short-term although patients need to be warned about the risk of tolerance, dependence, withdrawal, and overdose. * Avoid benzos when using other substances or withdrawing from alcohol dependance{{sp}}, as drugs can react with benzos. * The belief that benzos are safe and have no risk is a myth, therefore talk to your health care provider about side effects and risks before taking any drugs. {{RoundBoxTop|theme=2}}<quiz display=simple> Cognitive behavioural therapy can provide the same effects as benzodiazepines. |type="()"} + True - False </quiz> {{RoundBoxBottom}} == Conclusion == Due to the lack of efficacy and presence of many risks, benzos prescription is only recommended in severe, disabling anxiety or insomnia. Until questions about long-term benzos use are satisfactorily addressed, the wise prescriber will limit his prescriptions in number to patients who are severely anxious or insomniac; in dosage to the lowest effective; and in duration to a few weeks rather than months or years. Long-term benzos use has no efficacy and significant harm. The risk/benefit ratio of these drugs becomes less favourable or even adverse as treatment becomes prolonged. Benzodiazepines can be helpful when used to address acute anxiety or depression in the short term. However, research shows that ongoing reliance on the drug may lead to dependence and a deficit in healthy coping mechanisms, adversely impacting one's emotionality (Barker et al., 2004). During dependence, abrupt discontinuation may lead to debilitating side effects such as irritability, panic attacks and depression (Schmitz, 2016). Individuals must always consult their health professionals regarding possible risks of benzodiazepines and seek out alternative treatment options like CBT and self-management techniques where possible. == See also == # [[wikipedia:Anxiolytic|Anxiolytic]] (Wikipedia) # [[wikipedia:Benzodiazepine|Benzodiazepine]] (Wikipedia) # [[Motivation and emotion/Book/2020/Methamphetamine and emotion|Methamphetamine and emotion]] (Book chapter, 2020) # [[Motivation and emotion/Book/2019/Opioid system and human emotion|Opioid system and human emotion]] (Book chapter, 2019) == References == {{Hanging indent|1= Ashton, H. (1994). Guidelines for the rational use of benzodiazepines. ''Drugs, 48''(1), 25-40. https://doi.org/10.2165/00003495-199448010-00004 Barbee, J. G. (1993). Memory, benzodiazepines, and anxiety: integration of theoretical and clinical perspectives. ''The Journal of clinical psychiatry'' Barker, M. J., Greenwood, K. M., Jackson, M., & Crowe, S. F. (2004). Persistence of cognitive effects after withdrawal from long-term benzodiazepine use: a meta-analysis. ''Archives of Clinical Neuropsychology, 19''(3), 437-454. https://doi.org/10.1016/S0887-6177(03)00096-9 Chavarria, J., Stevens, E. B., Jason, L. A., & Ferrari, J. R. (2012). The effects of self-regulation and self-efficacy on substance use abstinence. ''Alcoholism Treatment Quarterly, 30''(4), 422-432. https://doi.org/10.1080/07347324.2012.718960 Edelman, S. (2002). Constraining the neural representation of the visual world. ''Trends in Cognitive Sciences, 6''(3), 125-131. https://doi.org/10.1016/S1364-6613(00)01854-4 Garcez, H., Fernandes, C., Barbosa, F., Pereira, M. R., Silveira, C., Marques-Teixeira, J., & Gonçalves, A. R. (2020). Effects of benzodiazepines administration on identification of facial expressions of emotion: a meta-analysis. ''Psychopharmacology, 237''(1), 1-9. https://doi.org/10.1007/s00213-019-05393y Gonçalves, A. R., Soares, M., Garcez, H., Fernandes, C., Pereira, M. R., Silveira, C., ... & Barbosa, F. (2022). Effects of concomitant benzodiazepines and antidepressants long-term use on perspective-taking. ''F1000Research, 11''(790), 790. https://doi.org/10.12688/f1000research.123119.1 Guina, J., & Merrill, B. (2018). Benzodiazepines I: upping the care on downers: the evidence of risks, benefits and alternatives. ''Journal of clinical medicine, 7''(2), 17. https://doi.org/10.3390/jcm7020017 Kalat, J. W. (2013). Teaching biological psychology to introductory psychology students. ''In The Teaching of Psychology'' (pp. 381-388). Psychology Press Konopka, A., Pełka-Wysiecka, J., Grzywacz, A., & Samochowiec, J. (2013). Psychosocial characteristics of benzodiazepine addicts compared to not addicted benzodiazepine users. ''Progress in Neuro-Psychopharmacology and Biological Psychiatry, 40'', 229-235. https://doi.org/10.1016/j.pnpbp.2012.09.001 Koob, G. F. (2015). The dark side of emotion: the addiction perspective. ''European journal of pharmacology, ''753, 73-87. https://doi.org/10.1016/j.ejphar.2014.11.044 Lister, R. G. (1985). The amnesic action of benzodiazepines in man. ''Neuroscience & Biobehavioral Reviews, 9''(1), 87-94. https://doi.org/10.1016/0149-7634(85)90034-X Maier, S. F., & Seligman, M. E. (1976). Learned helplessness: theory and evidence. ''Journal of experimental psychology: general, 105''(1), 3. https://doi.org/10.1037/0096-3445.105.1.3 Moeller, F. G., Barratt, E. S., Dougherty, D. M., Schmitz, J. M., & Swann, A. C. (2001). Psychiatric aspects of impulsivity. ''American journal of psychiatry, 158''(11), 1783-1793. https://doi.org/10.1176/appi.ajp.158.11.1783 Nuss, P. (2015). Anxiety disorders and GABA neurotransmission: a disturbance of modulation.'' Neuropsychiatric disease and treatment, 11'', 165. https://doi.org/10.2147/NDT.S58841 Schmitz, A. (2016). Benzodiazepine use, misuse, and abuse: a review. ''Mental Health Clinician, 6''(3), 120-126. https://doi.org/10.9740/mhc.2016.05.120 Solomon, R. L., & Corbit, J. D. (1974). An opponent-process theory of motivation: I. Temporal dynamics of affect. ''Psychological review, 81''(2), 119. https://doi.org/10.1037/h0036128 Ten Wolde, G. B., Dijkstra, A., Van Empelen, P., Knuistingh Neven, A., & Zitman, F. G. (2008). Psychological determinants of the intention to educate patients about benzodiazepines. ''Pharmacy World & Science, 30''(4), 336-342. https://doi.org/10.1007/s11096-007-9183-2 Volkow, N. D., & Koob, G. (2015). Brain disease model of addiction: why is it so controversial? ''The Lancet Psychiatry, 2''(8), 677-679. https://doi.org/10.1016/S2215-0366(15)00236-9 Zalta, A. K., & Chambless, D. L. (2012). Confidence appraisals protect against anxiety in response to a transient stressor. ''Psychology, 3''(06), 441. https://doi.org/10.1177/0361684312450004 Zhao, H., Qiao, L., Fan, D., Zhang, S., Turel, O., Li, Y., ... & He, Q. (2017). Modulation of brain activity with noninvasive transcranial direct current stimulation (tDCS): clinical applications and safety concerns. ''Frontiers in psychology, 8'', 685. https://doi.org/10.3389/fpsyg.2017.00685 }} ==External links== * [https://www.youtube.com/watch?v=mLmfLhs0ehk Benzodiazepines (Benzos) Pharmacology: Anxiety Medication Sedative Nursing NCLEX] ( YouTube) * [https://www.psychiatrist.com/read-pdf/5716/ Effects of benzodiazepines on cognition] (Article) * [https://f1000research.com/articles/11-790 Effects of concomitant benzodiazepines and antidepressants long-term use on perspective-taking] (new article on benzodiazepines and emotion) * [https://www.youtube.com/watch?v=xNY0AAUtH3g Emotions and brain] (you Tube) * [https://watermark.silverchair.com/19-3-437.pdf Persistence of cognitive effects after withdrawal from long-term benzodiazepine use: a meta-analysis] (Article) # [https://www.youtube.com/watch?v=eRCmnWD9pms Xanax withdrawal] (You Tube) [[Category:{{#titleparts:{{PAGENAME}}|3}}]] [[Category:Motivation and emotion/Book/Drugs/Benzodiazepines]] e854fj1ne840auqfcfl8q5c8ohifxqw Category:Motivation and emotion/Book/Gamification 14 296172 2815323 2533430 2026-06-12T02:37:25Z Jtneill 10242 {{See also|:Category:Motivation and emotion/Book/Games}} 2815323 wikitext text/x-wiki {{See also|:Category:Motivation and emotion/Book/Games}} [[Category:Motivation and emotion/Book|Gamification]] o09b3hyy3ya3vrbpbf17z3mi97wz46x Motivation and emotion/Book/2023/Psychedelic treatment of anxiety 0 298223 2815309 2577453 2026-06-12T02:08:34Z Jtneill 10242 removed [[Category:Motivation and emotion/Book/Drugs]]; added [[Category:Motivation and emotion/Book/Drugs/Psychedelics]] using [[Help:Gadget-HotCat|HotCat]] 2815309 wikitext text/x-wiki {{title|Psychedelic treatment of anxiety: <br>How can psychedelics be used to help in treating anxiety?}} {{MECR3|1=https://youtu.be/jz1W52Oxj9M}} __TOC__ ==Overview== {{Robelbox|theme={{{theme|10}}}|title=Scenario}} <div style="{{Robelbox/pad}}"> Josh is a 30 year old living with his partner, Charlie in Canberra, Australia. Three months ago, Josh was diagnosed with Stage 3 breast cancer and was told that they could not operate and remove the cancer until the tumour was treated to shrink. Josh did not take the initial diagnosis well and has been incredibly anxious about the possibility of an early death. This anxiety is heavily impacting Josh's day-to-day life as he actively avoids activities he used to enjoy due to the regular panic attacks he experiences. Josh misses going out with his friends and partner, however he feels trapped in the same mental cycles (Figure 1). Two months ago, Josh saw a psychiatrist and was diagnosed with adjustment disorder with anxiety. Despite regular therapy and anti-anxiety medications, Josh is not seeing any improvements in his symptoms, however he has run out of treatment options. </div> {{Robelbox/close}} [[File:Anxiety.jpg|thumb|'''Figure 1.''' A visual representation of feeling trapped within anxious symptoms.]] [[wikipedia:Anxiety|Anxiety]] is one of the most common mental health disorders (Nikolaidis et al., 2023) with a global lifetime prevelency of 13% (Davis et al., 2020). Finding effective treatment methods for anxiety is vital for maintaining the individuals quality of life, not just psychologically but also in the social and financial aspects of ones life (Weston et al., 2020). The current approach for treating anxiety commonly involves a combination of therapeutic interventions and medications, however on average, the medications used today only produce a 50% decrease in anxious symptoms (Nikolaidis et al., 2023). Furthermore, these commonly-prescribed medications produce short-lived results and many individuals quickly build a tolerance to them (Davis et al., 2020). One promising alternative to the current method is psychedelic treatment. Initially researched as a potential western medicine in the 1950s, studies on psychedelic treatment potential were delayed as issues surrounding recreational use began to surge and new legal restrictions were implemented (Doblin et al., 2019). However, in the last 20 years, there has been more research into psychedelic treatment than ever before, with researchers naming this period a "renaissance" of psychedelic research (George et al., 2019). In this chapter, the potential for psychedelics to reduce symptoms of anxiety is explored. First, an outline of psychedelics and the theories underpinning their therapeutic potential are outlined. Next, an analysis on how accessible psychedelic treatment is for patients with anxiety is conducted, before recently answered research questions are addressed. Finally, this chapter outlines what a patient can expect when undergoing psychedelic therapy, including the benefits and risks associated with this treatment method. Our case study, Josh is an example of somebody who could benefit from psychedelic treatment, as he is resistant to the medications that he has been offered thus far. Throughout this chapter we will revisit Josh's story to examine whether psychedelic treatment is a solution for him.{{RoundBoxTop}} '''Focus questions''' * Can psychedelic treatment improve symptoms of anxiety? * What are the underpinning theories to support psychedelic treatment for anxiety? * What are the benefits and risks associated with psychedelic treatment for anxiety? * How are psychedelics used in the treatment of anxiety today? {{RoundBoxBottom}} ==A quick guide to psychedelics== [[File:Gymnopilus purpuratus in New Zealand.jpg|thumb|300x300px|'''Figure 2:''' Gymnopilus purpuratus, one of many mushroom species that contains psilocybin. ]] The word "Psychedelic" originates from the Greek words "psyche" (mind) and "delos" (clear/brough to life), essentially translating to "mind manifesting" (Moreton et a;., 2019). In scientific terms, psychedelics are "compounds that alter consciousness by acting on serotonin receptors in the brain" (Kelmendi et al., 2022, p. 63). These substances can alter various elements of the user's mood, cognition and/or perception including hallucinations, feelings of connectedness to the universe/others, ecstasy and a sense of transcending time and space (Vollenweider & Kometer, 2010). Many psychedelics are derived from natural recourses such as [[wikipedia:Psilocybin|psilocybin]] (Figure 2) and [[wikipedia:LSD|lysergic acid diethylamide]] (LSD). These substances are referred to as classical psychedelics, in contrast to a-typical psychedelics such as [[wikipedia:Ketamine|ketamine]] and [[wikipedia:MDMA#:~:text=3%2C4%2DMethyl%E2%80%8Benedioxy,primarily%20used%20for%20recreational%20purposes.|MDMA]] which are synthesised (Schimmel et al., 2022). Whilst the therapeutic potential of most psychedelic substances is not significantly different, psilocybin is utilised for the majority of experimental trials (Kelmendi et al., 2022). Psychedelics are commonly known for their recreational use in Western culture from the 1960s into the present day (Schenberg, 2018), however they have been used for medicinal and spiritual purposes by Indigenous Nations for over a millennia (Vollenweider & Kometer, 2010). == Psychedelic theory == There is still much to learn about how psychedelics affect the brain, and whilst psychedelics have been shown to have a strong relationship with the reduction of anxious symptoms (Davis et al., 2020; de la Salle et al., 2022; Leger & Unterwald, 2022; Schimmel et al., 2021), the exact mechanisms of these effects are not entirely known. Currently, there are three main hypotheses, all of which are not mutually exclusive: === Serotonin hypothesis === The serotonin hypothesis is the basis of many mood and anxiety medications used today, declaring the root of anxiety to be a deficit in serotonin production in the brain (Lowe et al., 2022; Romeo et al., 2021). Classical psychedelics have been shown to have an affinity with a variety of [[wikipedia:5-HT_receptor|5-HT serotonin receptors]] which are densely located in the prefrontal cortex where anxiety disorders are mediated (Kelmendi et al., 2022; Lowe et al., 2022). When an individual takes a psychedelic substance, it will act as an agonist on the 5-HT receptors, which triggers brain development, explaining the intense learning revelations that psychedelic users have described (Romeo et al., 2021). === Neuroplasticity hypothesis === The neuroplasticity hypothesis explores the lasting effects of psychedelics on anxious symptoms in comparison to other medications. This hypothesis proposes that classical and atypical psychedelics encourage open-mindedness through a regression of learning that is caused by altered brain connectivity (Carhart-Harris et al., 2012). This regression causes psychedelic flexibility to increase and new cognitive pathways to form (Romeo et al., 2021). Davis et al., (2020) found that a person's neuroplasticity was a key mediator for the relationship between the mystical effects of psychedelics and a reduction in anxiety, further supporting this hypothesis. === Anti-inflammatory hypothesis === Psychedelics such as psilocybin have been used to treat pain due to their anti-inflammatory properties (Lowe et al., 2022). The anti-inflammatory hypothesis supports the lasting effects of psychedelic treatment for anxiety, speculating that the anti-inflammatory properties of psychedelics can return the brain to its ideal state of homeostasis and prevent the brain from reverting back to its pre-treatment state (Flanagan & Nichols, 2018). == Accessibility of psychedelic treatment for anxiety == Psychedelic treatment has been explored by scientists since the 1950s, however this was brought to an abrupt halt between the 70s and 90s as [[wikipedia:Richard_Nixon|Richard Nixon]]'s 'War on Drugs' triggered the criminalisation of psychedelic drugs in several countries (Hall, 2022). Whilst a renaissance of psychedelic treatment is well under way (Doblin et al., 2019), there are various limitations, barriers and accessibility issues still to be addressed. === Research limitations === Due to the controversial stigma and criminalisation surrounding psychedelic substances, anonymous survey-based studies are popular in order to gain a substantial sample group (Davis et al., 2020; Nikolaidis et al., 2023). These studies could exclude members of the population who are not confident in using technology, or are not interested in or engaged with online forums that advertise these studies (Davis et al., 2020; de la Salle et al., 2022). Additionally, a survey design depends on each participant's recollection of their experiences, which will typically only give the researchers data on significant and memorable psychedelic experiences (de la Salle et al., 2022). Finally, anonymous surveys also depend on the honesty of participants, as there is no way to confirm responses as factual (Raison et al., 2022). The recent surge in psychedelic findings has brought about a wave of optimism for academics studying psychiatric solutions (Kelmendi et al., 2022). Whilst this can be positive, researchers and readers are cautioned to maintain an awareness of their own positivity bias (Leger & Unterwald, 2022). A dismissal of these potential biases could result in misinterpretations of data and existing research due to favourable and selective attention. The controversies surrounding psychedelics in the medical sector still serve as a significant barrier to ongoing research advancements (Nikolaidis et al., 2023). This stigma could be combatted with further education on psychedelics as well as an increase in empirical support obtained from experimental research designs (Lowe et al., 2022). {{Robelbox|theme={{{theme|10}}}|title=Scenario (continued)}} <div style="{{Robelbox/pad}}"> Josh's anxiety is continuing to worsen and his partner Charlie is concerned that without the proper treatment Josh may lose his quality of life all together. After conducting some research on alternative treatment methods, Charlie learns about psychedelic treatment and is excited to share their findings with Josh. Josh is willing to give the treatment a try, however they soon discover that there are no therapists trained in psychedelic integration within the ACT. On top of this, there a still significant legal restrictions in place and seeking treatment is not only out of budget but also potentially illegal. Josh gives up his search for treatment and returns to his state of perceived helplessness. </div> {{Robelbox/close}} [[File:Ayahuasca prep.JPG|thumb|'''Figure 3.''' Preparation of ayahuasca; a psychedelic drink used in Indigenous South American healing and spiritual rituals.|239x239px]] === Indigenous considerations === Whilst western advancements into psychedelic treatment began in the 1950s (Hall, 2022), classical psychedelics have been used for over a millennia by Indigenous populations across the world (Vollenweider & Kometer, 2010). Mayan, Aztec and South American (Figure 3.) Cultures, to name a few, hold rich and vast understandings of the spiritual, emotional and medicinal benefits of psychedelics (Kelmendi et al., 2022). With the new surge in western psychedelic research, there is concern from some Indigenous communities surrounding the lack of acknowledgement surrounding Indigenous medicinal wisdom, and a possibility of cultural appropriation should researchers fail to learn about the traditional customs and uses of the substances they are studying (Celidwen et al., 2023). Furthermore, there are growing concerns surrounding the inequitable accessibility of psychedelic treatment, with legal and financial restrictions favouring wealthy, typically Caucasian patients and dismissing traditional psychedelic healing in Indigenous communities (George et al., 2019). == Recent research questions == With so much enthusiasm being channelled into psychedelic research, it can be difficult to sift through all of the literature. Through clinical trials, psychedelics have proven to cause a significant decrease in anxiety (Nikolaidis et al., 2023; Raison et al., 2022; Schimmel., 2022), but there is still much to learn surrounding these findings. Below are some of the questions that are beginning to be answered through the literature published in the last three years (as of 2023). === Does psychedelic treatment reduce anxiety outside of western sample groups? === As mentioned above, psychedelics have been used by non-western groups long before clinical research began, however the participant samples in western research tend to lack cultural diversity (Celidwen et al., (2023). de la Salle et al., (2022) sought to address the lack of research on Indigenous Communities by conducting a survey across North America and Canada that asked Indigenous-identifying individuals to share their naturalistic psychedelic experiences. Along with other benefits, the study found that participants noticed a decrease in anxious symptoms that lasted up to 30 days after using a psychedelic substance. These finings could be further fortified with experimental studies that do not rely on memory recall. === Is there are difference in anxiety levels between clinical and naturalistic psychedelic use? === According to self-reported data, individuals who have used psychedelics in a naturalistic setting have experienced purposeful or unintentional prolonged positive effects including a reduction in anxiety levels (de la Salle et al., 2022; George et al., 2019; Raison et al., 2022). However, psychedelic therapy minimises some of the risks associated with substance use by creating a safe space in which the client is supported by a trained professional (Raison et al., 2022) === Do patients need to be physically healthy to receive treatment? === Much of the current literature has explored the benefits of psychedelic treatment for death anxiety in terminally ill patients (Schimmel et al., 2021) and has shown extremely promising results. Aside from eliminating death anxiety, psychedelics are also proving to work as pain medication (Lowe et al., 2022), opening the possibility of psychedelics acting as a multi-solution substance for patients suffering from physical and mental conditions. === What is the ideal treatment model to decrease anxiety? === Researchers are still learning about how to best prescribe psychedelics, however there are some key factors that have been shown to influence results (Table 1). Research has shown clients who undergo multiple sessions yield more significant reductions in anxiety (Leger & Unterwald, 2022). There are limits to this however, with positive results plateauing after 15-20 uses within one's lifetime (Raison et al., 2022). The client's psychedelic experience also influences the treatment results, as a more intense mystical experience predicts higher levels of psychological flexibility (Davis et al., 2020; Romeo et al., 2021). {| class="wikitable" style="margin: auto;" |- ! Affects anxious symptoms !! Does not affect anxious symptoms |- | |Intensity of mystical experience || Source of psychedelic (longevity of effects may vary) |- | | Number of treatment sessions (up to 15) || Natural vs clinical use (however clinical is safer) |- |Patient's pre-existing psychological flexibility |Treatment sessions beyond the 15th session in ones lifetime |- |Individual's response to psychedelics |Comorbid mood disorders |} '''Table 1.''' Influential and non-influential factors of psychedelic treatment for anxiety, according to the current literature (Leger & Unterwald, 2022; Raison et al., 2022; Romeo et al., 2021). == Psychedelic assisted psychotherapy (PAP) - what to expect == [[File:Johns Hopkins psilocybin session room-SessionRm 2176x.jpg|thumb|'''Figure 4'''. Clinical trial of psychedelic therapy being conducted at the Johns Hopkins University|350x350px]]In order to most effectively treat anxiety with psychedelics, a combination of simultaneous psychotherapy and psychedelic use has shown greater results (Weston et al., 2020). Whilst there is some variation in the treatment methods that have been trialled, the following is the most common practice as per systematic literature reviews conducted by Cavarra et al., (2022); Schenberg, (2018) and Weston et al., (2020): Treatment rooms are generally made to feel homely and comfortable (Figure 4) as opposed to clinical to assist in setting the patient at ease. Music is played throughout the treatment and the client is asked to wear a blindfold to encourage introspection without distractions. In most cases, treatment begins with a set-up phase in which the client is informed of the overall process and what they can expect during and after their sessions. During this time, the psychotherapist sets clear goals and intentions, setting their client up for an optimistic and productive session. This phase is important for creating a therapeutic alliance so that a basis of trust can be formed before the patient is under the influence of psychedelics. Next, psychedelic-assisted session begins. These sessions can range from two-eight hours in duration depending on the substance being used. The client is given a clinically prepared substance to control for strength and quantity, regardless of whether the psychedelic is classical or a-typical. During the time that it takes for the substance to take effect, the therapist may re-iterate the goals and strategies of the session, or they may encourage the client to begin practicing introspection in silence. Once the substance has begun to take effect, we begin to see more variety in how treatment is carried out. In some trials, therapists play a reasonably inactive role, acting as a support person through affirmations and physical touch during distressing moments but ultimately facilitating a client-lead experience. The other method that is commonly used is more intentionally directed by the psychotherapist, however this method risks an overstep in how much influence a therapist should have on their client. Finally, as the psychedelic effects begin to wear off, the patient is asked to reflect on their experiences and learnings, in order to integrate their take aways from the experience into their every day lives. Much like the previous phase, there is little consistency across the literature regarding how involved the psychotherapist is in leading this reflection, nor is there consistency in the frequency of treatments following the initial appointment. In some models, psychedelics are used in every session, in others, a mix of traditional psychotherapy and PAP are utilised.{{Robelbox|theme={{{theme|10}}}|title=Scenario (continued)}} <div style="{{Robelbox/pad}}"> Several months later, Josh has successfully had his tumour removed and is in remission for breast cancer, however his debilitating anxiety continues to persist. Josh is invited to participate in a study observing the effects of psilocybin assisted therapy on anxiety. The invitation outlines the time commitments surrounding the study, with sessions lasting eight hours each. Josh accepts the offer with the support of his partner and workplace. Josh arrives for his first session and is greeted by a trained therapist who will be assisting him with his treatment. The therapist shows him into the clinic room which has been outfitted to look like a cosy living room (Figure 4). The therapist explains the process in detail before getting to know Josh and his reasons for seeking therapy, including what has and hasn't worked for him in the past. He is given a small capsule containing psilocybin that has been extracted from its original source in a lab and is asked to lie down comfortably and don a pair of light-blocking shades while he waits for the capsule to take effect. The therapist reminds him that they are expecting him to experience a reduction in anxious symptoms following the session. Josh notices that his perception of the shapes and colours behind his closed eyelids begin to brighten and change. Josh begins to panic and worries that he is dying, until he feels the therapists hand gently press on his arm, as they reassure him he is okay. The therapist reminds Josh of some of the de-escalation techniques he has learned in previous therapy sessions. Once he is calm, Josh begins to look inward and feels as though he is making one life-changing revelation after another. After many hours, the effects of the psilocybin begin to dissipate. Josh is given a notebook and told to reflect upon his experience. He is able to take the notebook home to revisit the messages he has written for himself. </div> {{Robelbox/close}} === Benefits === Arguably, the largest benefit of psychedelic treatment is it's ability to promote psychological flexibility in the patient. Not only do psychedelics produce immediate effects, these changes are longer lasting in comparison to current mainstream medications (Leger & Unterwald, 2022; Moreton et al., 2020). If a client is compatible with psychedelic therapy, they should only have to attend 10 sessions at most across their lifetime (Raison et al., 2022). This could be life-changing for individuals affected by anxiety, freeing up time and mental energy for other pursuits and eliminating the need for daily medication and frequent therapy sessions. Another key benefit to treating anxiety with psychedelics is the lack of side effects in comparison to other anti-anxiety medications when administered correctly (Kelmendi et al., 2022). The side effects associated with current commonly prescribed anxiety medication can be distressing and off-putting for patients eg: weight changes, nausea and issues with sleep (Schendberg, 2018). Psychedelics are unlikely to produce an addictive effect and do not pose high levels of toxicity, especially considering the small number of doses necessary for positive change (Lowe et al., 2022). Additionally, many medications used today aim to reduce the patient's emotionality in order to make the anxiety more manageable, whereas psychedelics allow the patient to feel and process their emotions in full (Romeo et al., 2021). This reduction in potential side effects could encourage more individuals to pursue treatment, as the side effects of commonly prescribed medications to not always outweigh the difference they make on the client's anxiety. Psychedelic treatment is also beneficial for patients who are experiencing comorbid issues such as anxiety and depression, as the treatment can simultaneously reduce multiple mental and physical ailments in the same session (Leger & Unterwald, 2022; Vollenweider & Kometer, 2010). With one substance and therapeutic intervention model, treating comorbid mental health disorders could become a far more simplified experience for practitioners and clients. === Risks === Although the current research proposes a lot of exciting benefits supporting psychedelic treatment, it is important to acknowledge the potential risks that have been identified in recent studies. Firstly, practitioners need to be especially mindful of their choice of wording and vocal tone whilst undergoing psychedelic therapy. While the client begins to re-write their cognitive pathways with the assistance of therapeutic prompts, they become extremely succeptable to influence, making it is vital that the practitioner avoids leading questions or any changes in language or tone that could persuade the client to take on the therapist's personal beliefs (Cavarra et al., 2022). Training in psychedelic integration should strive ensure that the importance of non-biased therapeutic guidance is reinforced to minimise the risk of clients taking on attitudes and beliefs that do not align with them. Whilst psychedelic experiences are generally non-harmful (Kelmendi et al., 2022), there are some cases in which these substances can have adverse effects. Patients who already suffer from anxiety are at greater risk of experiencing a "bad trip" in which anxious symptoms elevate during treatment due to the new sensations and/or lack of perceived control (Butlen-Ducuing et al., 2023). Additionally, in some rare cases, patients have experiences prolonged psychedelic effects throughout the day of treatment (Weston et al., 2020). Clients with a personal or family history of psychosis may also not be eligible for psychedelic treatment as they could potentially develop [[wikipedia:Hallucinogen_persisting_perception_disorder|Hallucinogen Persisting Perceptual Disorder]] or experience ongoing psychotic episodes (Raison et al., 2022). Although they do not carry the same addictive characteristics as other substances, it should be acknowledged that there is still potential for psychedelic treatment to lead to excessive substance use. Pleasure-seeking individuals who enjoy their controlled, therapeutic psychedelic experience may choose to seek psychedelics out illegally for recreational use (Hall, 2022). Furthermore, positive experiences with psychedelics could act as a gateway into the use of more harmful substances, putting patients at physical and mental risk to themselves (Raison et al., 2022). Whilst all of these risk factors have not been found to occur often, further research is necessary to identify at-risk groups and long-term effects of treatment.{{Robelbox|theme={{{theme|10}}}|title=Scenario (continued)}} <div style="{{Robelbox/pad}}"> After two sessions of psilocybin-assisted psychotherapy, Josh is experiencing little to no death anxiety in his life. He is confident in attending social events once more, as he is no longer concerned about potential panic attacks. Reflecting on his experience with psychedelic therapy, Josh recalls many hours of fear and discomfort during sessions, however he is grateful for the end result and is yet to experience any signs of relapse. </div> {{Robelbox/close}} == Test your knowledge == <quiz display="simple"> {The neuroplasticity hypothesis proposes that psychedelics: |type="()"} - Are toxic to brain tissue + Allow cognitive pathways to be re-written - Refortify pre-existing positive cognitions making them resistant to change {Psychedelic treatment is effective on anxious symptoms, as long as the patient is not experiencing depression: |type="()"} - True + False </quiz> ==Conclusion== So, can psychedelics be used to reduce symptoms of anxiety? According to the current literature, there is a lot of evidence to support this method. Whilst the "hows" and "whys" of psychedelic mechanisms are yet to be determined, research suggests that psychedelics can alter anxiety levels through acting on serotonin receptors, increasing neuroplasticity and openness to new ideas, whilst also managing inflammation in order to produce immediate and lasting reductions in anxiety. In rare cases and in some specific groups, psychedelics can prove to produce detrimental effects on the user, however with the correct background assessments and empirically-based administration, psychedelic assisted therapy could be the answer many humans suffering from anxiety have been waiting for. As of now, further experimental research is necessary to gain a thorough understanding of the ongoing risks and benefits of psychedelic use in medicine, however the ongoing findings paired with a rich Indigenous history point towards a hopeful future in psychedelic research. ==See also== *[[wikipedia:Anxiety|Anxiety]] (Wikipedia) *[[Motivation and emotion/Book/2019/Psychedelic drugs and emotion|Psychedelic drugs and emotion]] (Book chapter, 2019) *[[wikipedia:Psychedelic_drug|Psychedelic drug]] (Wikipedia) *[[Motivation and emotion/Book/2021/Psychedelic treatment of depression|Psychedelic treatment of depression]] (Book chapter, 2021) *[[Motivation and emotion/Book/2022/Psilocybin assisted psychotherapy|Psilocybin assisted psychotherapy]] (Book chapter, 2022) * [[Motivation and emotion/Book/2023/Psilocybin assisted therapy and anxiety|Psilocybin assisted therapy and anxiety]] (Book chapter, 2023) ==References== {{Hanging indent|1= Butlen-Ducuing, F., McCulloch, D. E. W., Haberkamp, M., Mattila, T., Bałkowiec-Iskra, E., Aislaitner, G., Balabanov, P., Lundberg, J., Stenbæk, D. S., Elferink, A., Knudsen, G. M., & Thirstrup, S. (2023). The therapeutic potential of psychedelics: the European regulatory perspective. ''The Lancet (British edition)'', 401(10378), 714{{ndash}}16. https://doi.org/10.1016/S0140-6736(23)00264-7 Carhart-Harris, R. L., Erritzoe, D., Williams, T., Stone, J. M., Reed, L. J., Colasanti, A., Tyacke, R. J., Leech, R., Malizia, A. L., Murphy, K., Hobden, P., Evans, J., Feilding, A., Wise, R. G., & Nutt, D. J. (2012). Neural correlates of the psychedelic state as determined by fMRI studies with psilocybin. ''Proceedings of the National Academy of Sciences - PNAS'', 109(6), 2138{{ndash}}2143. https://doi.org/10.1073/pnas.1119598109 Cavarra, M., Falzone, A., Ramaekers, J. G., Kuypers, K. P. C., & Mento, C. (2022). Psychedelic-Assisted Psychotherapy: A Systematic Review of Associated Psychological Interventions. ''Frontiers in psychology'', 13, 887255{{ndash}}887255. https://doi.org/10.3389/fpsyg.2022.887255 Celidwen, Y., Redvers, N., Githaiga, C., Calambás, J., Añaños, K., Chindoy, M. E., Vitale, R., Rojas, J. N., Mondragón, D., Rosalío, Y. V., & Sacbajá, A. (2023). Ethical principles of traditional Indigenous medicine to guide western psychedelic research and practice. ''Lancet Regional Health - Americas (Online)'', 18, 100410{{ndash}}100410. https://doi.org/10.1016/j.lana.2022.100410 Davis, A. K., Barrett, F. S., & Griffiths, R. R. (2020). Psychological flexibility mediates the relations between acute psychedelic effects and subjective decreases in depression and anxiety. ''Journal of contextual behavioral science'', 15, 39{{ndash}}45. https://doi.org/10.1016/j.jcbs.2019.11.004 de la Salle, S., Gran-Ruaz, S., Davis, D. D., Davis, A. K., & Williams, M. T. (2022). Acute and enduring effects of naturalistic psychedelic use among Indigenous peoples in Canada and the United States. ''Canadian psychology = Psychologie canadienne'', 63(4), 589{{ndash}}607. https://doi.org/10.1037/cap0000338 Doblin, R. E., Christiansen, M., Jerome, L., & Burge, B. (2019). The Past and Future of Psychedelic Science: An Introduction to This Issue. ''Journal of psychoactive drugs'', 51(2), 93{{ndash}}97. https://doi.org/10.1080/02791072.2019.1606472 George, J. R., Michaels, T. I., Sevelius, J., & Williams, M. T. (2019). The psychedelic renaissance and the limitations of a White-dominant medical framework: A call for indigenous and ethnic minority inclusion. ''Journal of psychedelic studies'', 4(1), 4{{ndash}}15. https://doi.org/10.1556/2054.2019.015 Hall, W. (2022). Why was early therapeutic research on psychedelic drugs abandoned? ''Psychological medicine'', 52(1), 26{{ndash}}31. https://doi.org/10.1017/S0033291721004207 Kelmendi, B., Kaye, A. P., Pittenger, C., & Kwan, A. C. (2022). Psychedelics. Current biology, 32(2), R63{{ndash}}R67. https://doi.org/10.1016/j.cub.2021.12.009 Leger, R. F., & Unterwald, E. M. (2022). Assessing the effects of methodological differences on outcomes in the use of psychedelics in the treatment of anxiety and depressive disorders: A systematic review and meta-analysis. ''Journal of Psychopharmacology'', 36(1), 20{{ndash}}30. https://doi.org/10.1177/02698811211044688 Lowe, H., Toyang, N., Steele, B., Grant, J., Ali, A., Gordon, L., & Ngwa, W. (2022). Psychedelics: Alternative and Potential Therapeutic Options for Treating Mood and Anxiety Disorders. ''Molecules (Basel, Switzerland)'', 27(8), 2520. https://doi.org/10.3390/molecules27082520 Moreton, S. G., Szalla, L., Menzies, R. E., & Arena, A. F. (2020). Embedding existential psychology within psychedelic science: reduced death anxiety as a mediator of the therapeutic effects of psychedelics. ''Psychopharmacology'', 237(1), 21{{ndash}}32. https://doi.org/10.1007/s00213-019-05391-0 Nikolaidis, A., Lancelotta, R., Gukasyan, N., Griffiths, R. R., Barrett, F. S., & Davis, A. K. (2023). Subtypes of the psychedelic experience have reproducible and predictable effects on depression and anxiety symptoms. ''Journal of affective disorders'', 324, 239{{ndash}}249. https://doi.org/10.1016/j.jad.2022.12.042 Raison, C. L., Jain, R., Penn, A. D., Cole, S. P., & Jain, S. (2022). Effects of Naturalistic Psychedelic Use on Depression, Anxiety, and Well-Being: Associations With Patterns of Use, Reported Harms, and Transformative Mental States. ''Frontiers in psychiatry'', 13, 831092{{ndash}}831092. https://doi.org/10.3389/fpsyt.2022.831092 Romeo, B., Hermand, M., Pétillion, A., Karila, L., & Benyamina, A. (2021). Clinical and biological predictors of psychedelic response in the treatment of psychiatric and addictive disorders: A systematic review. ''Journal of psychiatric research'', 137, 273{{ndash}}282. https://doi.org/10.1016/j.jpsychires.2021.03.002 Schenberg, E. E. (2018). Psychedelic-Assisted Psychotherapy: A Paradigm Shift in Psychiatric Research and Development. ''Frontiers in pharmacology'', 9, 733{{ndash}}733. https://doi.org/10.3389/fphar.2018.00733 Schimmers, N., Breeksema, J. J., Smith-Apeldoorn, S. Y., Veraart, J., van den Brink, W., & Schoevers, R. A. (2022). Psychedelics for the treatment of depression, anxiety, and existential distress in patients with a terminal illness: a systematic review. ''Psychopharmacology'', 239(1), 15{{ndash}}33. https://doi.org/10.1007/s00213-021-06027-y Vollenweider, F. X., & Kometer, M. (2010). The neurobiology of psychedelic drugs: implications for the treatment of mood disorders. ''Nature reviews. Neuroscience'', 11(9), 642{{ndash}}651. https://doi.org/10.1038/nrn2884 Weston, N. M., Gibbs, D., Bird, C. I. V., Daniel, A., Jelen, L. A., Knight, G., Goldsmith, D., Young, A. H., & Rucker, J. J. (2020). Historic psychedelic drug trials and the treatment of anxiety disorders. ''Depression and anxiety'', 37(12), 1261{{ndash}}1279. https://doi.org/10.1002/da.23065 }} {{tip|Suggestions for this section: * Important aspects for APA style include: ** Wrap the set of references in the [[Template:Hanging indent|hanging indent template]]. Use "Edit source": <nowiki>{{Hanging indent|1= the full list of references}}</nowiki> ** Author surname, followed by a comma, then the author initials separated by full stops and spaces ** Year of publication in parentheses ** Title of work in lower case except first letter and proper names, ending in a full-stop ** Journal title in italics, volume number in italics, issue number in parentheses, first and last page numbers separated by an en-dash(–), followed by a full-stop ** Provide the full doi as a URL and working hyperlink * The most common mistakes include: ** Incorrect capitalisation ** Incorrect italicisation ** Citing sources that weren't read or consulted }} ==External links== * [https://youtu.be/sXuhMFH4DfA Could magic mushrooms become medicinal mushrooms?] (Adam Bayes, UNSW) * [https://mindmedicineaustralia.org.au/psychedelic-assisted-therapies-in-australia-and-faqs/ Psychedelic-assisted therapies in Australia FAQs] (Mind Medicine Australia) [[Category:{{#titleparts:{{PAGENAME}}|3}}]] [[Category:Motivation and emotion/Book/Anxiety]] [[Category:Motivation and emotion/Book/Drugs/Psychedelics]] sdihciu2txktj3fhy92nvu79g9qanfk Category:Motivation and emotion/Book/Games 14 302716 2815324 2595953 2026-06-12T02:37:51Z Jtneill 10242 + {{See also|:Category:Motivation and emotion/Book/Gamification}} 2815324 wikitext text/x-wiki {{See also|:Category:Motivation and emotion/Book/Gamification}} [[Category:Motivation and emotion/Book|games]] [[Category:Games]] g8w1mz48tpety03742ccfvdvmztcixe Meditation: An Overview and Analysis 0 303985 2815246 2811217 2026-06-11T12:09:45Z Atcovi 276019 /* Meditation in Sports */ improved wording 2815246 wikitext text/x-wiki __NOTOC__ {{tertiary}} {{complete}} {{psychology}} {{paper}} Aaqib F. Azeez, Old Dominion University ==Abstract== The literature serves as a historical and scientific overview of meditation. The literature first dives into what the practice is, the history of the practice, and the various forms of meditation. In order to understand the current importance of meditation, the literature reviewed meditation's role in sports and religion (Hinduism, Buddhism, Christianity, Islam, and Judaism). Lastly, we reviewed the positive and negative psychological and psychological effects of meditation and extensively analyzed, critiqued, and weighed in a 2017 study highlighting unwanted side effects that were associated with meditation. == Introduction == [[File:Group meditation by East Coast Beach, Singapore.jpg|thumb|left| '''Figure 1''' {{!}} A group of individuals meditate together near a beachfront in Singapore. December 2020.]] '''Meditation''' is a "mindfulness" technique, where an individual trains their mind to focus on the present moment. This focus may be tailored to the individual's breath, surrounding environment, or artificial audio. Meditation can be practiced as an act of worship, mindfulness, or stress relief. On the left, '''Figure 1''' displays a morning exercise group participating in meditation in Singapore. === History === The word "meditate" comes from the Latin word ''meditatum'' ("to ponder"). The French monk [[w:Guigo_II|Guigo II]] was the first one to use the term "meditatum" in the 12th century AD<ref>{{Cite web|url=https://www.news-medical.net/health/Meditation-History.aspx|title=Meditation History|date=2010-05-18|website=News-Medical.net|language=en|access-date=2022-10-06}}</ref>. The art of meditation has been practiced for centuries but was originally established in India. It is believed that the followers of [[w:Vedanta|Vedanta]], a school of Hindu philosophy, were the first documented case of worshippers practicing meditation in about 1500 BCE. Towards the end of the BCE era, meditation was found in various Indian Buddhist & Chinese Taoist philosophies. [[w:Siddhartha_Gautama|Siddhartha Gautama]], a spiritual leader born in modern-day Nepal, preached Buddhism, a philosophy encouraging several prominent elements of "enlightenment" through meditation. The ''[[w:Tao_Te_Ching|Tao Te Ching]]'', a Taoist philosophical text authored by Laozi around 400 BC, commands its readers to "become totally empty", "quiet the restlessness of the mind", and "be still". Laozi affirms that such a practice would "bring[s] enlightenment"<ref>{{Cite web|url=https://www.tm.org/blog/meditation/laozi-and-the-tao-te-ching-the-ancient-wisdom-of-china/|title=Laozi – “His mind becomes as vast and immeasurable as the night sky” {{!}} Transcendental Meditation® Blog|language=en-US|access-date=2022-12-15}}</ref>. Through the Silk Road, Western cultures were exposed to the concept of meditation. Records indicate that meditation was integrated in the Jewish religion, but not so much in Christianity. The [[w:Sefer_Yetzirah|Sefer Yetzirah]], one of the earliest Kabbalist texts in Judaism, mentions meditation as a way of "consciously building up a deep sense of your place in relation to the dimensions"<ref>{{Cite web|url=https://www.bbc.co.uk/religion/religions/judaism/worship/meditation_1.shtml#:~:text=More%20generally,%20Jewish%20meditation%20is,that%20had%20previously%20been%20%27unconscious%27|title=BBC - Religions - Judaism: The essence of Jewish meditation|website=www.bbc.co.uk|language=en-GB|access-date=2022-10-06}}</ref>. As time went on, meditation continued to be incorporated in the daily lives of various cultures throughout the Asian continent. [[File:Swami Vivekananda in London 1895.jpg|thumb| Vivekananda is well known for his speech in the 1893 World's Parliament of Religions convention, where he spoke of Hinduism & religious tolerance<ref>{{Cite web|url=https://www.artic.edu/swami-vivekananda-and-his-1893-speech|title=Swami Vivekananda and His 1893 Speech|website=The Art Institute of Chicago|language=en|access-date=2022-12-15}}</ref>.]] Meditation was introduced in the United States through two prominent Hindu monks, [[w:Swami_Vivekananda|Swami Vivekananda]] (depicted in '''Figure 2''') & [[w:Paramahansa_Yogananda|Paramahansa Yogananda]]. Both monks performed tours across the US, preaching to the Americans about the teachings of Hinduism. The shift in belief that meditation was solely a spiritual practice to a practice that has scientific backing began in the mid-1900s. Starting with clinical studies, meditation opened up the scientific field of [[w:Neuroscience|neuroscience]]. In 2004, a study conducted on Tibetan meditators revealed that meditation had positive effects on neural plasticity<ref>{{Cite journal|last=Lutz|first=Antoine|last2=Greischar|first2=Lawrence L.|last3=Rawlings|first3=Nancy B.|last4=Ricard|first4=Matthieu|last5=Davidson|first5=Richard J.|date=2004-11-16|title=Long-term meditators self-induce high-amplitude gamma synchrony during mental practice|url=https://pubmed.ncbi.nlm.nih.gov/15534199/|journal=Proceedings of the National Academy of Sciences of the United States of America|volume=101|issue=46|pages=16369–16373|doi=10.1073/pnas.0407401101|issn=0027-8424|pmid=15534199}}</ref>. In today's world, meditation is widely known and is practiced by people all around the world. === Forms of Meditation === According to a WebMD.com article (proof-checked by Dan Brennan, MD), the practice of meditation can be broken down into the following: guided meditation, mindfulness meditation, focused meditation, heart-centered meditation & movement meditation<ref name=":1">{{Cite web|url=https://www.webmd.com/balance/what-are-the-different-types-of-meditation|title=What Are the Different Types of Meditation?|website=WebMD|language=en|access-date=2022-12-20}}</ref>. '''Guided meditation''' is where the meditator follows a step-by-step guide led by a teacher or instructor. '''Mindfulness meditation''' is when the meditator focuses solely on their breath. According to New York Times writer David Gelles, the purpose of mindfulness meditation is to center one's focus on the "present moment" and not necessarily to "empty" one's mind<ref>{{Cite web|url=https://www.nytimes.com/guides/well/how-to-meditate|title=How to Meditate|last=Gelles|first=David|website=www.nytimes.com|publisher=New York Times|language=en-us|access-date=2022-12-20}}</ref>. '''Figure 3''' illustrates a man focusing on his breath as mindfulness meditation entails. [[File:1 Sannyasi in yoga meditation on the Ganges, Rishikesh cropped.jpg|left|thumb|An Indian man meditating near the Ganges River.]] '''Focused meditation''', also known as "focused attention meditation" (FAM)<ref name=":0">{{Cite journal|last=Lippelt|first=Dominique P.|last2=Hommel|first2=Bernhard|last3=Colzato|first3=Lorenza S.|date=2014|title=Focused attention, open monitoring and loving kindness meditation: effects on attention, conflict monitoring, and creativity – A review|url=https://www.frontiersin.org/articles/10.3389/fpsyg.2014.01083|journal=Frontiers in Psychology|volume=5|doi=10.3389/fpsyg.2014.01083|issn=1664-1078|pmc=PMC4171985|pmid=25295025}}</ref>, centers one's focus on an external element. An example of an external element may be a candle flame or a chant<ref name=":0" />. An example of a focused meditation is a "body scan meditation", where meditators "visualize" parts of their body (starting from the toes to the head). This is preferable for meditators who have trouble focusing on their breath during mindfulness meditation. According to a 2012 study conducted by Wendy Hasenkamp, FAM can improve one's stamina in focusing on one object - though it is not clear if this is specific to FAM or meditation itself<ref>{{Cite journal|last=Hasenkamp|first=Wendy|last2=Wilson-Mendenhall|first2=Christine D.|last3=Duncan|first3=Erica|last4=Barsalou|first4=Lawrence W.|date=2012-01|title=Mind wandering and attention during focused meditation: A fine-grained temporal analysis of fluctuating cognitive states|url=https://linkinghub.elsevier.com/retrieve/pii/S1053811911007695|journal=NeuroImage|language=en|volume=59|issue=1|pages=750–760|doi=10.1016/j.neuroimage.2011.07.008}}</ref>. The opposite of focused meditation is '''open-minded meditation''' (OM), where the meditator opens his awareness to his surroundings. The "focus" in OM meditation is "awareness itself"<ref name=":2">{{Cite journal|last=Lippelt|first=Dominique P.|last2=Hommel|first2=Bernhard|last3=Colzato|first3=Lorenza S.|date=2014-09-23|title=Focused attention, open monitoring, and loving-kindness meditation: effects on attention, conflict monitoring, and creativity – A review|url=http://journal.frontiersin.org/article/10.3389/fpsyg.2014.01083/abstract|journal=Frontiers in Psychology|volume=5|doi=10.3389/fpsyg.2014.01083|issn=1664-1078|pmc=PMC4171985|pmid=25295025}}</ref>. '''Heart-centered motivation''' or '''loving-kindness meditation''' (LKM<ref name=":2" />) is a form of meditation that is tailored to one's emotions rather than one's mind. One focuses on developing feelings of "self-love". Once the meditator achieves "self-love", they may engage their love to things that the meditator disfavors. '''Movement meditation''' is a great way of meditation for those who have trouble remaining still for elongated periods. Some excerises mentioned in the WebMD.com article include [[w:yoga|yoga]], [[w:tai chi|tai chi]] and even everyday activities - such as [[w:gardening|gardening]] and [[w:cooking|cooking]]<ref name=":1" />. == Meditation in Sports == Mindfulness has proven to positively affect athletic performances as it can reduce stress (through reduced [[w:Cortisol awakening response|salivary cortisol levels]]<ref name=":5">{{Cite journal|last=Nien|first=Jui-Ti|last2=Wu|first2=Chih-Han|last3=Yang|first3=Kao-Teng|last4=Cho|first4=Yu-Min|last5=Chu|first5=Chien-Heng|last6=Chang|first6=Yu-Kai|last7=Zhou|first7=Chenglin|date=2020-08-28|title=Mindfulness Training Enhances Endurance Performance and Executive Functions in Athletes: An Event-Related Potential Study|url=https://www.hindawi.com/journals/np/2020/8213710/|journal=Neural Plasticity|language=en|volume=2020|pages=1–12|doi=10.1155/2020/8213710|issn=2090-5904|pmc=PMC7474752|pmid=32908483}}</ref>), increase concentration levels, and further advance cognitive functions needed to perform (such as the ability to remove distractions)<ref name=":5" /><ref>{{Cite journal|last=Colzato|first=Lorenza S.|last2=Kibele|first2=Armin|date=2017-06-01|title=How Different Types of Meditation Can Enhance Athletic Performance Depending on the Specific Sport Skills|url=https://doi.org/10.1007/s41465-017-0018-3|journal=Journal of Cognitive Enhancement|language=en|volume=1|issue=2|pages=122–126|doi=10.1007/s41465-017-0018-3|issn=2509-3304}}</ref>. [[File:Kobe Bryant 2015.jpg|thumb|Kobe Bryant spoke about meditation and the positive effects that the practice had on his life & his sports performance.]] Meditation increases an athlete's chances of entering into a state of '''flow''' (or '''the zone'''<ref>{{Cite web|url=https://www.ertheo.com/blog/en/mindfulness-meditation-for-athletes/|title=Mindfulness Meditation for Athletes {{!}} How to Get in the Zone|last=Deporte|first=Ertheo Educacion &|date=2019-01-31|website=Soccer summer camps and academies all over the world|language=en|access-date=2023-01-01}}</ref>), the ability to be entirely synchronized with their performance<ref>{{Cite web|url=https://www.podiumsportsjournal.com/2010/10/01/how-to-achieve-the-flow-state-in-athletics-and-life/|title=How to achieve the "Flow State" in Athletics and Life|last=MA|first=Phil Del Vecchio III|date=2010-10-01|website=Podium Sports Journal|language=en-US|access-date=2023-01-01}}</ref>. American golfer [[w:Mark Calcavecchia|Mark Calcavecchia]] explains that during his state of flow, he "[doesn't] think about the shot, or the wind, or the distance, or the gallery, or anything. [He] just pull[s] a club and swing[s].”<ref>{{Cite web|url=https://www.ertheo.com/blog/en/mindfulness-meditation-for-athletes/|title=Mindfulness Meditation for Athletes {{!}} How to Get in the Zone|last=Deporte|first=Ertheo Educacion &|date=2019-01-31|website=Soccer summer camps and academies all over the world|language=en|access-date=2023-01-01}}</ref>. [[w:Kobe Bryant|Kobe Bryant]], regarded as one of the greatest American basketball players of all time, said that he "meditate[d] every day... as that prepares me to face whatever comes next"<ref>{{Cite web|url=https://www.marca.com/en/more-sports/2018/08/08/5b6b082f22601d291e8b45b9.html|title=More Sports: Mindfulness: the secret weapon of Michael Jordan and Kobe Bryant|date=2018-08-08|website=MARCA in English|language=en|access-date=2023-01-01}}</ref>. Bryant felt as if he was "constantly chasing the day" if he skipped out on his habitual meditation practice<ref>{{Cite web|url=https://thesportsrush.com/nba-news-i-always-had-a-hard-time-sleeping-i-couldnt-figure-out-how-to-shut-my-brain-off-kobe-bryant-on-the-importance-of-sleep-meditation/|title="I always had a hard time sleeping, I couldn't figure out how to shut my brain off": Kobe Bryant advises people to take 30 extra minutes of night-time sleep|last=Singh|first=Mahendra Pratap|date=2021-11-01|website=The SportsRush|language=en|access-date=2023-01-01}}</ref>. A study conducted by Baltzell et al., (2014) assigned 7 D1 female footballers through a "mindfulness meditation training session" (MMTS) program. The program lasted 6 weeks and totaled 12 overall sessions. After the MMTS program, the D1 athletes were interviewed on the impact meditation had on their performance. All athletes reported that the MMTS program was the reason for their "positive [..] mental shift" on the field<ref>{{Cite web|url=https://contextualscience.org/publications/mindfulness_meditation_training_for_sport_mmts_intervention_impact_of_mmts|title=Mindfulness Meditation Training for Sport (MMTS) intervention: Impact of MMTS with Division I female athletes {{!}} Association for Contextual Behavioral Science|website=contextualscience.org|access-date=2023-07-19}}</ref>. Similar results were found in a 2016 study, where 10 basketball players were evenly separated into two groups: a group that meditates and a group that does not meditate. The basketball players that meditated found that they became stress-free and less prone to anger or fear during performance<ref>Burns, Janet M. C.. 2016. "Getting to Another Level: Why Basketball Players Use Mindfulness Meditation." ''The International Journal of Health, Wellness, and Society'' 6 (4): 81-95. doi:10.18848/2156-8960/CGP/v06i04/81-95.</ref>. == Meditation in Religion == The practice of meditation can be found throughout the major religions of our time (Hinduism, Buddhism, Islam, Christianity & Judaism). Although it varies based on faith, meditation in religion generally consists of undivided attention on the worship of a supreme deity(s) and to bring the worshipper spiritually closer to said deity. Alongside meditation, being religious is associated with many health benefits. This includes increased longevity, reduced risk of heart diseases, lower blood pressure, and increased immune functionality<ref>{{Cite web|url=https://academic.oup.com/crawlprevention/governor?content=%2fbook%2f11916%2fchapter-abstract%2f161090993%3fredirectedFrom%3dfulltext|title=Community-Based Participatory Research Studies in Faith-Based Settings|website=academic.oup.com|access-date=2023-07-20}}</ref><ref>Oman, D., & Thoresen, C. E. (2005). Do Religion and Spirituality Influence Health? In R. F. Paloutzian & C. L. Park (Eds.), ''Handbook of the psychology of religion and spirituality'' (pp. 435–459). The Guilford Press.</ref>. === Hinduism === Elements of meditative practices are mostly in the form of '''yoga'''. In a religious context, yoga are spiritual practices with the aim of "leading to [a] union [to become [[w:Brahman|Brahman]]]"<ref name=":6">{{Cite web|url=https://philosophy.lander.edu/oriental/yoga.html|title=Hinduism: Forms of Yoga|website=philosophy.lander.edu|access-date=2023-02-15}}</ref>. Meditation and yoga are not regarded as synonymous but are somewhat intertwined and meditation can be considered as a "part of yoga lifestyle"<ref name=":7">{{Cite web|url=https://yogigo.com/yoga-and-meditation-differences/|title=Yoga and Meditation: The Differences|last=Mike|first=Author Gita|date=2021-06-07|website=Yogigo|language=en-us|access-date=2023-02-15}}</ref>. The ultimate goal of both yoga & meditation is to bring a "peace of mind"<ref name=":7" />. Yoga originated in India and has been practiced worldwide for centuries. ==== Yoga ==== [[File:Puja by a Bhakti Yogi.jpg|thumb|A bhakti yogi practicing meditation]] The Sanskrit word for "yoga" derives from the root word [[wikt:Reconstruction:Proto-Indo-European/yewg-|yuj]] ''(युज्),'' meaning "to tie together". Yoga philosophy is considered to be one of the six orthodox (āstika'')'' schools of Hinduism. There are four schools of yoga--all practiced in a process to attain ''[[w:Moksha|moksha]]'' (liberation) & self-realization<ref name=":8">{{Cite web|url=http://www.yogapedia.com/definition/5020/karma-yoga|title=What is Karma Yoga? - Definition from Yogapedia|website=Yogapedia.com|language=en|access-date=2023-02-15}}</ref>. * '''[[w:Jnana_yoga|Jnana yoga]]''' - The yogi aims to understand the insight of his ''Atman'' (soul) vs. the ''Brahman,'' usually with the help of a [[w:guru|guru]]. Jnana yoga consists of three parts: 1) knowledge in the Hinduistic scriptures ([[w:Vedas|Vedas]] & [[w:Upanishad|Upanishads]]) 2) reflection (active awareness) 3) meditation in which one "detaches" himself from "our roles with ourselves". * [[w:Bhakti_Yoga|'''Bhakti yoga''']] - The yogi dedicates love to a personal deity. The diety in question may be Shiva, Krishna or even Jesus Christ. '''Figure 4''' displays a bhakti yogi practicing meditation in front of a body of water. * [[w:Karma_yoga|'''Karma yoga''']] - "Karma" is referred to as the "selfless service towards others"<ref name=":8" />. This type of yoga can be practiced with jnana or bhakti yoga. The main principle of this yoga is to act without any expectations or thoughts about the results of one's tasks. For example, a hunter should not attach himself to the accuracy of his shot, but towards the practice of shooting. As quoted in the [[w:Bhagavad_Gita|''Bhagavad Gita'']]: "To the work you have the right, but not to the fruits thereof". One's undivided focus for each task should be calmy geared towards the task itself in order to avoid suffering. This type of yoga is believed to "purify the mind", an outcome identical with meditation<ref name=":6" /><ref name=":8" />. * [[w:Raja_yoga|'''Raja yoga''']] - The yogi is able to find spiritual, mental & physical peace by emphasizing control over the mind and body. This type of yoga focuses on meditation in order to control and calm the mind. '''Dhyana''' (''ध्यान'', "meditation" in English) is the 7th limb of [[w:Ashtanga_(eight_limbs_of_yoga)|Ashtanga yoga]], a classification of yoga created by ancient Hindu philosopher [[w:Patanjali|Patanjali]]. Dhyana consists of mental training practices involving posture, breath/sense control, and increased concentration. The yogi's final stage is ''jhana'', where the yogi is completely engaged in meditation--to the point that the yogi "can no longer separate the self from it [the practice]"<ref>{{Cite web|url=http://www.yogapedia.com/definition/5284/dhyana|title=What is Dhyana? - Definition from Yogapedia|website=Yogapedia.com|language=en|access-date=2023-01-20}}</ref>. === Buddhism === As mentioned earlier, Guatama revered meditation as a significant practice in his faith. The Sanskrit word भावना ''([[w:Bhavana|bhavana]])'' is coined for meditative practices (translating into English as "mental cultivation<ref name=":9">{{Cite web|url=https://tricycle.org/magazine/vipassana-meditation/|title=What Exactly Is Vipassana Meditation?|last=Gunaratana|first=Bhante Henepola|website=Tricycle: The Buddhist Review|language=en|access-date=2023-03-15}}</ref>"). In [[w:Theravada_Buddhism|Theravada Buddhism]], Buddhism's oldest school, the [[w:Pali_Canon|Pali Canon]] mentions two crucial parts of meditation. * '''Shamatha''' ([[w:Sinhala|Sinhala]]: සමථ, ''concentration'') emphasizes complete focus on a specific object, such as a candle or chant. * '''Vipassana''' (Sinhala: විදර්ශනා, ''insight'') meditation is where the meditator "chip[s] away" distractions in order to achieve "[[w:Nirvana|liberation]]", a "presence of light" and the "goal of all Buddhist practices".<ref name=":9" /> Buddhism practices meditation similar to Hinduism. === Islam === [[File:Eugène Girardet - La Prière.jpg|left|thumb|An Algerian painting of a Sufi engaging in ''muraqabah''.]] Meditation is a broad term and various sources provide differing explanations of meditation's place in Islam. According to [[w:Sunni_Islam|Sunni]] scholar Nabeel Valli, under the approval of [[w:Ebrahim_Desai|Ebrahim Desai]], "meditation" is translated into Arabic as ''[[w:Muraqabah|muraqabah]]'' ([[Arabic]]: مراقبة). ''Muraqabah'' is a practice aimed at strengthening one's relationship with Allah (Arabic: ٱللَّٰه ''God in Islam''). This is done by clearing one's mind of everything except Allah and practicing "silent [[w:dhikr|dhikr]] (mention)".<ref>{{Cite web|url=https://islamqa.org/hanafi/askimam/80399/is-meditation-permissible/|title=Is meditation permissible?|last=IslamQA|date=2014-09-20|website=IslamQA|language=en-GB|access-date=2023-03-16}}</ref> Valli uses Chapter 13, verse 28 of the Qur'an to support his position (showcased below). {{center top}} <blockquote> <big>الَّذِينَ آمَنُوا وَتَطْمَئِنُّ قُلُوبُهُم بِذِكْرِ اللَّهِ ۗ أَلَا بِذِكْرِ اللَّهِ تَطْمَئِنُّ الْقُلُوبُ</big> ''Those who have believed and whose hearts are assured by the remembrance of Allah. Unquestionably, by the remembrance of Allah hearts are assured.''<ref>{{Cite web|url=https://surahquran.com/english-aya-28-sora-13.html|title=Those who have believed and whose hearts are assured by the remembrance {{!}} surah Raad aya 28|website=surahquran.com|access-date=2023-03-16}}</ref> </blockquote> {{center bottom}} However, Valli makes it clear that meditations resembling Hinduistic (yoga, for example) or Buddhist meditations are impermissible and go against the ''[[w:sharia|shariah]]'' (religious law). In the [[w:Sufi_Islam|Sufi sect]], the Sufis extend ''muraqabah'' even further with unique stages - although mainstream Islamic scholars, including [[w:Shaykh_al-Islam|Shaykh al-Islam]], condemned Sufis for their "innovations that constitute [[w:Shirk|shirk]] (associating partners with Allah)"<ref>{{Cite web|url=https://islamqa.info/en/answers/47431/what-is-sufism|title=What Is Sufism? - Islam Question & Answer|website=islamqa.info|language=en|access-date=2023-07-20}}</ref>'''. Figure 5''' displays a painting of a Sufi engaging in ''muraqabah''. === Christianity === An August 2022 article by members of the College of Theology of [[w:Grand_Canyon_University|Grand Canyon University]], titled ''Theology Thursday: A Christian Perspective on Meditation,'' explores meditation within the Christian realm. Michele Pasley and Todd Forrest differentiate between "eastern" (or secular) meditation and Christian meditation, stating that the former is about "detach[ing]" from one's self, whilst the latter is "attach[ing]" one's self to "God and being focused on his words".<ref name=":10">{{Cite web|url=https://www.gcu.edu/blog/theology-ministry/theology-thursday-christian-perspective-meditation|title=Theology Thursday: A Christian Perspective on Meditation|date=2022-08-04|website=GCU|language=en|access-date=2023-05-31}}</ref> Pasley and Forrest claim that Christian meditation allows the worshipper to be full of the "fruit of the Spirit", allowing them to be more "patient", albeit evidence for this claim was not provided.<ref name=":10" /> Pasley and Forrest quote several places in the Bible where meditation is mentioned or encouraged to its believers. * '''Psalm 1''' describes "meditating" on God's words would lead to a life of success. This is because being "fruitful" (Gen. 1:28<ref>{{Cite web|url=https://www.biblegateway.com/passage/?search=Genesis%201%3A28&version=NIV|title=Bible Gateway passage: Genesis 1:28 - New International Version|website=Bible Gateway|language=en|access-date=2023-06-27}}</ref>) was God's first commandment to his creation. This is achieved by the believer being "supplied" the words of God, therefore akin to a tree that is fruit bearing (a tree contains its fruits from an abundance of water).<ref>{{Cite web|url=https://today.bju.edu/president/psalm-1-discovering-true-happiness/|title=Psalm 1: Discovering True Happiness|date=2018-01-22|website=BJUtoday|language=en-US|access-date=2023-06-27}}</ref> * '''Hebrews 3:1'''<ref>{{Cite web|url=https://www.biblegateway.com/passage/?search=Hebrews%203%3A1&version=NIV|title=Bible Gateway passage: Hebrews 3:1 - New International Version|website=Bible Gateway|language=en|access-date=2023-06-27}}</ref> and '''Hebrews 12:2'''<ref>{{Cite web|url=https://www.google.com/search?q=Hebrews+12:2&sourceid=chrome&ie=UTF-8|title=Hebrews 12:2 - Google Search|website=www.google.com|access-date=2023-06-27}}</ref> both allude to the believers to fixate their mind and attention on Jesus, to which Pasley and Forrest claim these passages command the believer to meditate on God. In the end, the pair recommend readers to "be with Jesus" and to engage their focus on the scripture.<ref name=":10" /> === Judaism === Nissan Dovid Dubov, a director of a [[w:Chabad-Lavitch|Chabad-Lavitch]] in the UK, highlights the ignorance of many Jews on the practice of Jewish meditation, despite it being a crucial part of the Jewish religion. According to Dubov, six of the 613 '''mitzvot''' (commandments) in the Torah are connected to the principle of meditation: deep & intentional thinking. These are to believe in God, to unify His name, to love God, to fear Him, to love a fellow Jew, and to not turn astray after one's heart and eyes.[[File:Tfilat18.JPG|thumb|Jews engaging in ''amidah'', a form of Jewish prayer. Worshippers are engaging in deep contemplation over the words and commandments of God.]] When a Jew proclaims his daily recitation twice a day: "Hear O Israel, the L-rd our G‑d, the L-rd is One", one must not recite out of mindless habit, but this recitation must be accompanied by "deep contemplation"<ref name=":11">Dubov, N. D. (n.d.). ''Jewish meditation - chabad.org''. Jewish Meditation. <nowiki>https://www.chabad.org/library/article_cdo/aid/361886/jewish/Jewish-Meditation.htm</nowiki></ref>. This deep meditation would arouse feelings of love and fear for God. To "love God" and to "fear Him" go hand in hand. The believer, out of his deep love for God, would keep strong to the commandments. To fear God (word used is ''yirah'', יראה) is to avoid sin due to a fear of the punishment for committing such sin, but the root cause of the fear is deep admiration of the Lord and to not "contradict" the Divine Will<ref name=":11" />. To love a fellow Jew comes from Rabbi [[w:Baal_Shem_Tov|Yisrael ben Eliezer]]: "the portal to G‑d is the love of a fellow Jew". Deep contemplation of the "G-dly essence" of every Jew leads to a love for that fellow believer<ref name=":11" />. Lastly, the daily prayers serve as a strategy to implement religious meditation. The prayer consists of two parts: deep meditation on one's "attach[ment]" of their soul to God & actively nourishing one's soul to "refine one's character". Dubov credits meditation as a way of "carry[ing] these words [<nowiki/>[[w:Amidah|''amidah,'']] shown in '''Figure 6'''], their meaning[s], into our daily lives when we engage in the day-to-day activities that can sometimes seem far from obvious G‑dliness". Dubov ends off his article with encouraging the believer to exert tunnel-focus in their meditation, as a more "detailed" meditation brings about a stronger effect.<ref name=":11" /> The '''Sefer Yetzirah''', mentioned earlier in this article, is regarded as a "meditation manual" - according to Grand Master [[w:Julie_Scott_(Rosicrucian)|Julie Scott]]<ref>Armstrong, Steven. “Three Kabbalistic Meditations from the Sepher Yetzirah - Grand Master Julie Scott.” ''Rosicrucian Podcasts'', 13 Feb. 2023, rosicrucian-podcasts.org/three-kabbalistic-meditations-from-the-sepher-yetzirah-julie-scott-src/.</ref>. == Effects of Meditation == === Positive Effects === An original research paper conducted in 2019 reports that "hundreds" of scientific literature assert the positive effects on medical conditions and the physiological well-being<ref>{{Cite journal|last=Anderson|first=Thomas|last2=Suresh|first2=Mallika|last3=Farb|first3=Norman AS|date=2019-06|title=Meditation Benefits and Drawbacks: Empirical Codebook and Implications for Teaching|url=http://link.springer.com/10.1007/s41465-018-00119-y|journal=Journal of Cognitive Enhancement|language=en|volume=3|issue=2|pages=207–220|doi=10.1007/s41465-018-00119-y|issn=2509-3290}}</ref>. According to a 2015 study done by Hari Sharma from the College of Medicine of [[w:Ohio_State_University|Ohio State University]], meditation is proven to reduce stress, increase memory and reduce depression. Alongside the psychological benefits, the physiological benefits include an increased blood flow to the brain and decreased blood pressure.<ref>{{Cite journal|last=Sharma|first=Hari|date=2015|title=Meditation: Process and effects|url=http://www.ayujournal.org/text.asp?2015/36/3/233/182756|journal=AYU (An International Quarterly Journal of Research in Ayurveda)|language=en|volume=36|issue=3|pages=233|doi=10.4103/0974-8520.182756|issn=0974-8520|pmc=PMC4895748|pmid=27313408}}</ref> In a 2019 case study completed by scientists in China, 40 healthy individuals were placed in two, 8-week "mindfulness training program(s)". The two programs taught two different types of meditation: FAM meditation and OM meditation. 4 individuals failed to complete the training. The 36 individuals who completed the training exhibited positive changes in regulating mood and depression<ref>{{Cite journal|last=Zhang|first=Qin|last2=Wang|first2=Zheng|last3=Wang|first3=Xinqiang|last4=Liu|first4=Lei|last5=Zhang|first5=Jing|last6=Zhou|first6=Renlai|date=2019|title=The Effects of Different Stages of Mindfulness Meditation Training on Emotion Regulation|url=https://www.frontiersin.org/articles/10.3389/fnhum.2019.00208|journal=Frontiers in Human Neuroscience|volume=13|doi=10.3389/fnhum.2019.00208|issn=1662-5161|pmc=PMC6610260|pmid=31316361}}</ref>. Mograbi GJ, a professor of Philosophy of Science at [[w:Federal University of Mato Grosso|Federal University of Mato Grosso]], concluded in his 2011 study, ''Meditation and the Brain: Attention, Control and Emotion,'' that meditation is a form of "self-control" & very well can contribute to a "better quality of life"<ref>{{Cite journal|last=Mograbi|first=Gabriel JoséCorrêa|date=2011|title=Meditation and the brain: Attention, control and emotionFNx08|url=http://www.msmonographs.org/text.asp?2011/9/1/276/77444|journal=Mens Sana Monographs|language=en|volume=9|issue=1|pages=276|doi=10.4103/0973-1229.77444|issn=0973-1229|pmc=PMC3115297|pmid=21694979}}</ref>. === Negative Effects === Although meditation is a realistic psychological treatment to mood problems & depression levels, it is not recommended for people who suffer with psychiatric issues as it may heighten [[w:psychosis|psychosis]]<ref name=":3">{{Cite journal|last=Cebolla|first=Ausiàs|last2=Demarzo|first2=Marcelo|last3=Martins|first3=Patricia|last4=Soler|first4=Joaquim|last5=Garcia-Campayo|first5=Javier|date=2017-09-05|editor-last=Hills|editor-first=Robert K|title=Unwanted effects: Is there a negative side of meditation? A multicentre survey|url=https://dx.plos.org/10.1371/journal.pone.0183137|journal=PLOS ONE|language=en|volume=12|issue=9|pages=e0183137|doi=10.1371/journal.pone.0183137|issn=1932-6203|pmc=PMC5584749|pmid=28873417}}</ref>. This was suggested from a 1975 case study where a 39-year-old woman experienced "altered reality testing and behavior" after an extended period of time practicing [[w:Transcendental meditation|transcendental meditation]] (a form of focused meditation)<ref>{{Cite journal|last=French|first=A. P.|last2=Schmid|first2=A. C.|last3=Ingalls|first3=E.|date=1975-07|title=Transcendental meditation, altered reality testing, and behavioral change: a case report|url=https://pubmed.ncbi.nlm.nih.gov/1151361/|journal=The Journal of Nervous and Mental Disease|volume=161|issue=1|pages=55–58|doi=10.1097/00005053-197507000-00007|issn=0022-3018|pmid=1151361}}</ref>. Associated undesirable effects of meditation include [[anxiety]], hallucinations, emotional stress & general confusion<ref name=":3" />. The lack of clarity on what the adverse effects of meditation actually result in is due to the vagueness of what constitutes as an "adverse" effect. An "adverse" reaction to meditation is "highly subjective", according to a 2021 article from Brown University conducted by Dr. Willoughby Britton<ref>{{Cite web|url=https://vivo.brown.edu/display/wbritton|title=Britton, Willoughby|website=vivo.brown.edu|language=en|access-date=2022-12-29}}</ref><ref name=":4">{{Cite web|url=https://www.brown.edu/news/2021-05-18/adverse-effects|title=Making mindfulness meditation more helpful starts with understanding how it can be harmful|website=Brown University|language=en|access-date=2022-12-29}}</ref>. Dr. Britton further explains that "re-living of a previous trauma may be healing for some and destabilizing for others", hence one meditator's "re-living of [sic] previous trauma" may be a beneficial thing as opposed to another meditator who may find it traumatizing. Britton also mentions that the lack of reported, unwanted effects of meditation may be incorrectly interpreted as an absence of adverse effects. Dr. Britton conducted a study to explore the adverse effects of meditation programs. Out of 96 participants, 58% of the participants experienced "at least one meditation-related adverse effect", which were symptoms largely in relation to "[[w:Emotional dysregulation|dysregulated arousal]]". Participants reported re-experiencing past traumas and having nightmares. Dr. Britton remarks that focus should be planted on the "impact" of the effect and not the "valence" of it. Britton states that feeling "emotionally-checked out... can provide some relief, especially for a person suffering from intense anxiety". 6% of participants reported "impairments in functioning lasting more than one month", which may serve as a sign that disassociation is harmful in those specific cases. Dr. Britton concludes that her study aims to heighten "harms-monitoring in order to maximize the safety and efficacy of mindfulness-based meditation"<ref name=":4" />. ==== Cebolla et al., 2017 ==== A multilingual 2013 survey was published by a group of researchers from the [[w:University_of_Valencia|University of Valencia]] inviting participants to explore the "unwanted effects" of meditation. The survey was advertised on websites relating to meditation, such as meditation associations. The participants were chosen to be analyzed based on their accurate completion of the survey and their time of meditation practicing (participants who had not meditated for more than two months were not considered in the final analysis). From 914 total people who accessed the survey, n = 509 were excluded due to improper completion of the survey, and n = 57 were excluded due to a lack of meditation experience, leaving only n = 342 participants to assess. The survey was available in Portuguese, Spanish, and English. Participants were asked about their sociodemographic data (age, race, ethnicity, etc.), medical history (anxiety or depression), type of meditation practice, frequency and time of meditation experience, method of learning (self-taught vs. classes), and mentorship (religious context). Participants were then required to detail if they had any adverse side effects as a result of their meditation experience ("yes" or "no"). If the participant answered "yes", participants detailed the side effect, the context of when said side effect took place, form of meditation practice, and time length (Cebolla et. al., 2017<ref name=":12">{{Cite journal|last=Cebolla|first=Ausiàs|last2=Demarzo|first2=Marcelo|last3=Martins|first3=Patricia|last4=Soler|first4=Joaquim|last5=Garcia-Campayo|first5=Javier|date=2017-09-05|editor-last=Hills|editor-first=Robert K|title=Unwanted effects: Is there a negative side of meditation? A multicentre survey|url=https://dx.plos.org/10.1371/journal.pone.0183137|journal=PLOS ONE|language=en|volume=12|issue=9|pages=e0183137|doi=10.1371/journal.pone.0183137|issn=1932-6203|pmc=PMC5584749|pmid=28873417}}</ref>). At the end of the survey, participants completed a "checklist" of 18 possible experiences that may be experienced from meditation (ranging from "less motivation in life" to "feelings of alienation"). The scientists derived this checklist from German psychiatrist [[w:Micheal_Landen|Micheal Landen]]<ref>{{Cite journal|last=Linden|first=Michael|date=2013|title=How to define, find and classify side effects in psychotherapy: from unwanted events to adverse treatment reactions|url=https://pubmed.ncbi.nlm.nih.gov/22253218/|journal=Clinical Psychology & Psychotherapy|volume=20|issue=4|pages=286–296|doi=10.1002/cpp.1765|issn=1099-0879|pmid=22253218}}</ref>. Responses for this checklist were on a scale of 0-10, "0" being "never" and "10" being "frequently" (Cebolla et. al., 2017<ref name=":12" />). ===== Results ===== The majority of participants who were accounted for in this study were women (68.4% vs. 31.6% [men]), Spanish (42.9%), married (48.5%), and/or had ''at least'' the equivalence to a university-level education (54.4%, with 33.3% being individuals who held a masters or a Ph.D.). Throughout the types of meditation practiced, 46.8% of participants practiced informal practice meditation on a daily basis (integrating thoughtfulness and concentration into daily activities, such as walking). When participants were asked if they incurred unwanted side effects, 25.4% of the participants selected "yes". 41.3% of these participants answered that unwanted effects occurred during individual meditation (as opposed to a group or a retreat), 8% of the participants were practicing body scan meditation (focusing on sensations that are felt throughout the body) and 10.3% of these meditators practiced 21+ minute sessions. Table 1 below lists the symptoms experienced by meditators who answered "yes" to incurring unwanted side effects whilst practicing meditation. {{center top}} '''Table 1''' {| class="wikitable" style="margin:0 auto;" |+Symptoms experienced whilst meditating (n, %) ! !Anxiety !Pain !Depersonalization/derealisation !Hypomania/depressive !Emotional lability !Visual focalization problems !Loss of consciousness/dizziness !Other symptoms !No information |- |'''n''' |12 |5 |8 |2 |2 |2 |6 |4 |46 |- |'''%''' |13.8 |5.7 |9.2 |2.3 |2.3 |2.3 |6.9 |4.5 |52.8 |} {{center bottom}} 39% of these symptoms were transitory (vs. 10.3% who reported side effects to be continuous), 37.9% did not need to discontinue medication (as opposed to the 1.1% who discontinued medication due to side effects), whilst 44.8% did not need assistance from a therapist or medical facility (as opposed to the 5.7% who reported that medical assistance was necessary). A one-way ANOVA on ranks test was implemented to observe the differences between the side effects vs. frequency/years of practice. The scientists found a significant difference between side effects and body awareness meditation (X<small><sup>2</sup></small> = 5.335; p < .05) (Cebolla et. al., 2017<ref name=":12" />). Body awareness meditation is a form of focused meditation, where the meditator focuses on their body parts. No significant differences were found for the years of practice. Further analysis was completed on the checklist of 18 possible side effects from meditation in relation to learning styles. A univariate ANOVA test was conducted on the checklist and found two significant differences. Significant differences were found in feelings of "increased emotional pain" [F(3,227) = 2.908; p <.05; η<sup>2</sup> = .037] and "need to prolong meditation" [F(3,225) = 2.793; p <.05; η<sup>2</sup> = .036] (Cebolla et. al., 2017<ref name=":12" />). ===== Limitations ===== [[File:Mahasati Rhythmic Movements.gif|left|thumb|Mahasti meditation, a form of body-awareness meditation in Buddhism. This type of meditation was found to be associated with the least amount of side effects in the study.]] The researchers concluded that although there was a decent number of reports for side effects (25.4% of the respondents reported side effects), almost half of the participants that attempted to answer the questionnaire regarding side effects did not fill out the questionnaire adequately - thus losing more data. The data that was adequate and studied found that the side effects reported were mostly insignificant and didn't cause lasting problems in the meditators. Side effects were found more in individual meditation vs. group meditation and in longer meditation sessions vs. shorter meditation sessions. Focused-attention meditation (FA meditation) was found to bring about more side effects while body-awareness meditation brought out fewer side effects (Cebolla et al., 2017<ref name=":12" />). FA meditation was found to be mostly associated with greater "self-criticism", or a belief that time ''not'' spent meditating was "wasted". The researchers explained this correlation by detailing the nature of FA meditation, stating that since FA meditation is "heavily structured" towards a "unique" object of meditation, it may go against the meditator's "experience" (Cebolla et. al., 2017<ref name=":12" />). The researchers acknowledge that [[w:Correlation_does_not_imply_causation|correlation does not imply causation]] & although unwanted side effects ''could'' be associated with meditation, no definitive evidence has been shown to directly attribute meditation to any unwanted side effects. The researchers highlight various significant limitations the study suffered from, including cultural imbalance (the majority of participants hailing from Spanish or Latina America), obvious bias (biases typically associated with surveys), and the lack of proper responses. == Conclusion == After reviewing the history & religious practices involving meditation, it is evident that meditation has played a significant part in peoples' lives for centuries. With various techniques, those who choose to meditate, despite whatever form of meditation it is, reap several neurological and health benefits. Although meditation has been mostly painted with a positive brush, the idea of meditation bringing out unwanted effects has been researched. Although Dr. Britton's study found over 50% of her participants to have experienced one or more unwanted effects, it seems to be a case-by-case basis and is up to the interpretation of the meditator themselves. In a 2017 study done by a group of researchers of the University of Valencia, their survey ultimately found that 25.4% of participants suffered unwanted side effects of meditation. These effects ranged from self-criticism to greater emotional pain. A significant difference was found between unwanted side effects and body-awareness meditation. Albeit the study brought greater attention to potential negative experiences of meditation, the study fell to many limitations - including bias and a significant amount of data lost in the process. Nonetheless, the researchers recommended that meditation should not be practiced by those with psychotic issues. Overall, the literature reviewed has shown that meditation is an ancient practice that has fully merited its praise and longevity. The use of meditation has been positively observed throughout many different fields - from religion to sports. == Acknowledgements == No thanks given. === Competing interests === The author declares that they have no competing interests. === Ethics statement === This paper does not serve as medical advice. == References == {{reflist|35em}} [[Category:Meditation]] [[Category:Analysis]] g3iqsz909r9f8809ot9vi05wu88mp5x User:U3229789 2 306958 2815331 2685379 2026-06-12T02:49:18Z Jtneill 10242 removed [[Category:Motivation and emotion/Book]] using [[Help:Gadget-HotCat|HotCat]] 2815331 wikitext text/x-wiki __TOC__ == About Me == I am a final year psychology student studying motivation and emotion during semester 2, 2024 at the University of Canberra. == Book Chapter == [[Motivation and emotion/Book/2024/Grit and conscientiousness|Grit and conscientiousness]] - What are the similarities and differences between grit and conscientiousness and what are the implications? == Social Contributions == #15/08/24 - [https://uclearn.canberra.edu.au/courses/15707/discussion_topics/336436 Contribute to the "What motivates you" discussion page on Canvas] (Canvas). #15/8/24 - [https://en.wikiversity.org/w/index.php?title=Motivation_and_emotion%2FBook%2F2023%2FAbusive_supervision&diff=2644778&oldid=2644542 Minor edits to fix grammar and expand headings.] (Book Chapter). #15/8/24 - [[Talk:Motivation and emotion/Book/2024/Aha! experience|Made suggestions on the Aha! Moments chapter talk page to include some examples from films.]] (Talk Page). tjcbvguek92y6repriovs791tj1inst Motivation and emotion/Book/2024/Motivation in retirement 0 307180 2815326 2728538 2026-06-12T02:44:35Z Jtneill 10242 removed [[Category:Motivation and emotion/Book/Work]]; added [[Category:Motivation and emotion/Book/Retirement]] using [[Help:Gadget-HotCat|HotCat]] 2815326 wikitext text/x-wiki {{title|Motivation in retirement:<br>What motivational challenges do retirees face and how can they be addressed?}} {{MECR3|1=https://youtu.be/O-B3A38PCOo}} == Overview == {|style= "background:Gainsboro; border:2px Teal solid; padding:12px;" | [[File:Businessman working and writing notes in office (Unsplash).jpg|thumb|Figure 1. Businessman working and writing notes.]] ; Case study: John's Retirement Journey: John, a 65-year-old former computer analyst, retired from a career he loved after 40 years. Initially, he looked forward to the freedom of retirement, imagining days filled with relaxation and hobbies. However, after a few months, John began to feel a sense of emptiness and lack of purpose. His days, once structured and filled with challenging work, now felt aimless. Social interactions dwindled as he no longer saw his colleagues daily, and his motivation to engage in hobbies he once enjoyed began to wane. |} [[wikipedia:Retirement|Retirement]] is often viewed as a well-earned reward after decades of hard work. Many people find the drive or confidence to retire if they are comfortable in their abilities to sustain themselves for the remainder of their lives (Coxwell, 2024). However, this adjustment can present unforeseen problems, particularly in terms of motivation and emotional well-being. Individuals who leave their occupations sometimes experience a major loss of identity, social relationships, and daily structure. This chapter looks at the motivational obstacles that retirees encounter and offers methods to help them manage this key life change. {{robelbox|theme=9|title=Focus questions|icon=Nuvola_apps_kwrite.png|iconwidth=48px}} <div style="{{Robelbox/pad}}"> * Loss of professional identity * Social isolation * Lack of purpose and direction </div> {{Robelbox/close}} == Problem outline == Retirement can present several challenges that impact a retiree's sense of motivation and overall well-being. Key issues are described in the following sections. === '''Loss of professional identity''' === Many retirees struggle to make the transition from a career-focused lifestyle to retirement, during which their professional identity often a critical element of their self-worth becomes irrelevant. This loss might cause emotions of insignificance and a lack of purpose (Keshmiri et al., 2020). '''Theoretical framework:''' According to Tajfel and Turner's Social Identity Theory (1986), a person's self-concept is heavily influenced by their social identities, such as their occupation (Tajfel et al., 1986). When retirees leave their occupations, they may lose a significant part of their identity, affecting their self-esteem and overall well-being (Tajfel et al., 1986). === '''Social isolation''' === Retirement might lead to fewer everyday social interactions when work-related relationships weaken or vanish. This isolation can lead to loneliness, which is detrimental to both mental and physical health (Winchell et al., 2019). '''Research findings:''' Research suggests that social isolation among seniors can lead to depression and anxiety (Donovan & Blazer, 2020). Retirees who are socially isolated report decreased life satisfaction and increased mortality rates (Donovan & Blazer, 2020). === '''A lack of purpose and direction.''' === Without the daily discipline and goals given by work, retirees may struggle to set new, meaningful goals. This can lead to a loss of motivation to participate in activities, resulting in a reduction in mental and emotional well-being (A Steen et al., 2019). '''Implications:''' According to research by Hill and Turiano (2014), having a sense of purpose in life is associated with improved physical health, more happiness, and a lower chance of death (Hill & Turiano, 2014). Retirees must seek new hobbies or responsibilities that satisfy their desire for purpose and direction. == Retirement challenges == {{expand}} === '''How Can Retirees Find New Sources of Purpose and Direction After Leaving Their Careers?''' === Retirement causes a significant adjustment in a person's daily routine, social connections, and sense of self. The work that formerly gave clear goals, consistent accomplishments, and acknowledgement is no longer available. This lack of structure and perceived loss of purpose can cause emotional and psychological difficulties, such as anxiety, despair, and feelings of worthlessness (Keshmiri et al., 2020). Many retirees struggle to retain motivation and emotional stability in the absence of the sense of accomplishment that comes with professional achievements. '''The Importance of Identity in Motivation and Well-being''' [[File:Old man reading newspaper early in the morning at Basantapur-IMG 6800.jpg|thumb|Figure 2. Old man reading newspaper early in the morning]] Careers frequently have an important role in shaping one's identity. According to Tajfel and Turner's Social Identity Theory (1986), individuals define themselves based on their group affiliations, including their professional jobs (Tajfel et al., 1986). This professional identity can influence how people perceive themselves and how they think others perceive them (Tajfel et al., 1986). The sudden loss of this identity in retirement may result in a crisis of self-esteem. Retirees who do not have the roles of "doctor," "teacher," or "engineer" to fall back on may struggle with a sense of identity. This sensation of "rolelessness" might have an impact on self-esteem and overall well-being, leading to decreased motivation (Henkens et al., 2018). === '''How Does Social Interaction Help You Stay Motivated in Retirement?''' === Social connection is crucial for preserving motivation and well-being after retirement. The employment not only gives income and structure, but it also provides regular social encounters that can help an individual feel like they belong and have a social support network. The unexpected lack of these daily interactions might cause feelings of loneliness, isolation, and a decreased willingness to participate in activities (Hye-Park, 2023). '''The Importance of Social Connection''' Humans are fundamentally social beings, and the desire for social connection does not fade with age. In fact, studies have shown that older persons who maintain strong social relationships had higher levels of life satisfaction, reduced levels of depression, and better overall health (Holt-Lunstad et al., 2010). Social ties provide emotional support, alleviate loneliness, and provide a sense of purpose. Retirees who retain close relationships with family, friends, community groups, or online networks are more likely to remain motivated and involved in life (Winchell et al., 2019). '''Theories about Social Support and Motivation''' Several psychological theories emphasise the significance of social connection in maintaining motivation. For example, Self-Determination Theory (Deci & Ryan, 2000) holds that human motivation is motivated by three essential needs: autonomy, competence, and relatedness (Ryan & Deci, 2000). Retirement heightens the urge for relatedness or social connection when people lose the daily encounters afforded by the working (Ryan and Deci, 2000). Without meeting this demand, retirees may experience a drop in overall motivation and life satisfaction. == Overcoming retirement challenges == {{expand}} === '''How can retirees find new sources of purpose and direction after leaving their careers?''' === Retirement signifies the end of a lengthy career, but it does not have to be the end of personal development or the pursuit of a purpose. Finding new sources of purpose and direction can be a transforming experience for retirees, allowing them to live happy and rewarding lives outside of their professional roles. One useful technique is to look into activities that are compatible with their values, interests, and talents (Winchell et al., 2019). Volunteering, for example, is a popular option that allows retirees to give back to their communities while simultaneously providing a feeling of purpose and duty (Winchell et al., 2019). Volunteering, whether via charity work, mentorship, or community activities, allows retirees to stay active and involved while making a good difference in the lives of others (Winchell et al., 2019). '''Rekindling passions and embracing new hobbies''' In addition to volunteering, hobbies can help retirees add joy and structure to their lives. Hobbies can range from renewing old hobbies like gardening, art, or music to exploring new ones like photography, woodworking, or birdwatching. These activities provide a creative outlet while also giving retirees something to look forward to every day (Winchell et al., 2019). Hobbies provide retirees with a sense of accomplishment and purpose, allowing them to keep a happy attitude and prevent feelings of stagnation or boredom (Winchell et al., 2019). '''Lifelong Learning for Intellectual Growth.''' Lifelong learning is another effective technique that retirees can utilise to further their intellectual development. Retirement is an excellent time to pursue educational interests that may have been put aside during the working years. Retirees can broaden their knowledge, develop new skills, and keep their minds sharp by taking classes, attending seminars, or participating in discussion groups (Winchell et al., 2019). This process not only promotes cognitive progress but also provides a renewed feeling of purpose, particularly when learning is linked to personal objectives or desires, such as obtaining expertise in a new sector or mastering a language (Winchell et al., 2019). '''Setting Personal Goals for Motivation.''' Furthermore, setting personal goals for health, travel, or self-development can give retirees with a distinct sense of purpose. Setting objectives, whether fitness-related, such as committing to a regular exercise program, or travel-related, such as visiting new destinations, can help retirees stay focused and motivated (Yemiscigil et al., 2021). Personal development goals, such as enhancing mental health through mindfulness practices or exploring creative outlets like writing or painting, help to increase overall life pleasure (Yemiscigil et al., 2021). Setting and attaining these goals restores a feeling of purpose and structure to daily living, which is essential after the routine of a career has ended (Yemiscigil et al., 2021). '''Staying open to new experiences''' Staying open to new experiences is critical to prospering in retirement. Retirees who actively pursue opportunities for growth, learning, and social interaction report higher levels of life satisfaction (Henkens et al., 2018). The choices for joining a local club, travelling to new areas, or exploring new passions are unlimited (Henkens et al., 2018). By embracing change and nurturing a curiosity and exploration attitude, retirees can rediscover meaning, stay motivated, and appreciate the freedom and flexibility that this stage of life provides (Henkens et al., 2018). === What strategies can be employed to combat the challenges of social isolation in retirement? === {{expand}} '''Proactive Measures for Engagement''' To combat social isolation, retirees can take a number of proactive steps. Joining community groups or clubs that share their interests is a great way to meet new people and stay socially active (Garcia et al., 2022). These groups can help people feel a feeling of connection and purpose, both of which are important for emotional health. [[File:Attentive à écouter la musique...Woman listens to the music of the good old time played by retired big bands musicians... - panoramio.jpg|thumb|Figure 3. Woman listening to music.]] '''Utilising Technology for Connection''' Technology can also play an important role in alleviating loneliness. Staying in touch with family and friends via social media, video calls, or online communities can help bridge the physical gap that often comes with retirement (Garcia et al., 2022). This digital connectivity allows retirees to maintain their social networks and engage in meaningful conversations, which can greatly improve their emotional health. '''Participate in Community Activities''' Participating in local events, religious services, or neighbourhood activities can all assist to foster a sense of community and reduce feelings of loneliness (Garcia et al., 2022). These engagements not only develop new connections, but also provide retirees with a sense of purpose by allowing them to contribute to their communities. '''Developing Intergenerational Relationships''' Additionally, retirees may consider forming relationships with people of different ages. Intergenerational relationships can bring new perspectives and delightful experiences, enriching the lives of both seniors and young people (Lang, 1998). Engaging with people of different ages allows retirees to share their knowledge and experiences while also learning from the younger generation, which can help to counteract feelings of loneliness and foster a healthy social life (Lang, 1998). === How can lifelong learning and hobbies contribute to a retiree's sense of fulfilment and motivation? === '''Mental Activity and Engagement.''' Lifelong learning and hobbies are critical in keeping retirees mentally active, socially engaged, and emotionally fulfilled (Narushima et al., 2018). Continuous learning, whether through formal education, online courses, or self-directed study, can assist maintain cognitive function and reduce feelings of stagnation (Narushima et al., 2018). Engaging the mind in new subjects or skills keeps retirees fresh and increases intellectual curiosity, which is critical during this transitional period of life. '''Creative outlets and personal achievement.''' Hobbies also serve as important creative and amusing outlets for retirees, adding greatly to their sense of success and fulfilment (Narushima et al., 2018). Whether gardening, painting, or writing, these activities can provide daily goals and a revitalised sense of purpose (Narushima et al., 2018). Participating in these activities not only inspires creativity, but also provides retirees with a sense of achievement as they see tangible outcomes from their work. '''Social Connections through Learning and Hobbies''' Furthermore, both lifelong learning and hobbies usually include social components, such as attendance at classes or organisations (Abney & Baker, 2024). These contacts improve social bonds and reduce feelings of loneliness (Abney & Baker, 2024). Retirees who interact with people in a learning setting or hobby group frequently discover camaraderie and support, which can considerably improve their general well-being. '''Maintaining motivation and a positive outlook''' Finally, retirees who are still curious and passionate about learning and hobbies are more likely to retain high levels of motivation and a positive outlook on life (Tomlinson et al., 2020). The mix of intellectual stimulation, creative expression, and social connection contributes to a satisfying retirement experience, ensuring that this stage of life is full of opportunity for growth and enjoyment (Tomlinson et al., 2020). == Quiz == {{Robelbox|theme=6|title=Review: Quiz|iconwidth=48px|icon=Nuvola_apps_korganizer.svg}}<div style="{{Robelbox/pad}}"> <quiz display=simple> {Which of the following is an effective strategy for retirees to find new sources of purpose and direction after leaving their careers?} - Isolating from social groups + Reigniting old hobbies and volunteering in the community - Focusing solely on financial planning - Avoiding any new learning experiences {How can retirees combat social isolation during retirement?} - Avoiding social events to focus on personal time + Joining community groups, utilising technology to stay connected, and forming intergenerational relationships - Limiting social interaction to immediate family members only - Only engaging in solitary activities like reading or watching TV </quiz> </div> {{Robelbox-close}} {| style="background:Gainsboro; border:2px Teal solid; padding:12px;" | Scenario: John's journey to rediscover motivation in retirement Recognising the need for a change, John contacted a nearby community centre that provided resources for retirees. Through their direction, John began to investigate several options for finding his sense of purpose and rekindling his motivation. Solutions and support John found, # Redefining identity through volunteering # Reconnecting through social groups # Engaging in lifelong learning Within six weeks of obtaining therapy, John had undergone a remarkable turnaround. He now wakes up every day with a purpose, eager to teach students, interact with his social groups, and broaden his knowledge through lifelong learning. The sense of accomplishment he rediscovered recharged him and boosted his general well-being. John's story demonstrates how retirees might experience tremendous motivational hurdles, but with the correct help, they can rediscover their purpose, renew their social relationships, and thrive in this new stage of life. |} == Conclusion == Retirement, which is frequently viewed as a time of loss and transition, is also an opportunity for newfound purpose and fulfilment. For retirees to successfully navigate this big life transition, it is critical that they engage in activities that match with their values and interests, since these pursuits can lead to greater meaning and purpose. Volunteering helps retirees to positively contribute to their communities while also instilling a sense of duty and fulfilment. In addition to volunteering, hobbies play an important role in providing structure and enjoyment. Whether rekindling old passions or exploring new ones, these activities help retirees find a creative outlet and retain a good attitude. Lifelong learning strengthens this path, allowing retirees to continue growing intellectually and psychologically, eventually increasing their lives. To counteract social isolation, retirees are encouraged to take proactive steps, such as joining community groups and using technology to stay in touch with loved ones. Participating in local activities and developing intergenerational relationships can also promote a sense of belonging and community. By remaining open to new experiences and setting personal goals, retirees can stay motivated and enjoy the flexibility that this period of life provides. Finally, the main takeaway message is that retirement should be viewed as an exciting new chapter full of opportunity for growth, connection, and fulfilment. By actively seeking these opportunities, retirees can have rich, fulfilling lives beyond their employment. == See also == [[w:Retirement|Retirement] (Wikipedia) [[Motivation and emotion/Book/2024/Money and motivation|Money and motivation]] (Book, 2024) [[Motivation and emotion/Book/2024/Physical activity tracking and exercise motivation|Physical activity tracking and exercise motivation]] (Book, 2024) [[Motivation and emotion/Book/2023/Freedom and motivation|Freedom and motivation]] (Book, 2023) == References == {{Hanging indent|1= Abney & Baker. (2024, June 25). The key role of socialising in healthy ageing. Abney & Baker. https://abneyandbaker.com/blog/staying-connected-the-key-role-of-socialising-in-healthy-ageing/ Donovan, N. J., & Blazer, D. (2020). Social Isolation and Loneliness in Older Adults: Review and Commentary of a National Academies Report. American Journal of Geriatric Psychiatry, 28(12), 1233–1244. https://doi.org/10.1016/j.jagp.2020.08.005 Henkens, K., Van Dalen, H. P., Ekerdt, D. J., Hershey, D. A., Hyde, M., Radl, J., Van Solinge, H., Wang, M., & Zacher, H. (2017). What We Need to Know About Retirement: Pressing Issues for the Coming Decade. The Gerontologist, 58(5), 805–812. https://doi.org/10.1093/geront/gnx095 Hill, P. L., & Turiano, N. A. (2014). Purpose in Life as a Predictor of Mortality Across Adulthood. Psychological Science, 25(7), 1482–1486. https://doi.org/10.1177/0956797614531799 Holt-Lunstad, J., Smith, T. B., & Layton, J. B. (2010). 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''Healthcare'', ''11''(22), 2951. https://doi.org/10.3390/healthcare11222951 Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066x.55.1.68 Steen, A., Berghuis, H., & Braam, A. (2019). Lack of meaning, purpose and direction in life in personality disorder: A comparative quantitative approach using Livesley’s General Assessment of Personality Disorder. ''Personality and Mental Health'', ''13''(3), 144–154. https://doi.org/10.1002/pmh.1446 Tajfel, H. and Turner, J.C. (1986) The Social Identity Theory of Intergroup Behavior. In Worchel, S. and Austin, W.G., Eds., Psychology of Intergroup Relation, Hall Publishers, Chicago, 7-24. - References - Scientific Research Publishing. (n.d.). https://www.scirp.org/reference/ReferencesPapers?ReferenceID=1584694 Tomlinson, J. M., Feeney, B. C., & Peters, B. J. (2020). Growing into retirement: Longitudinal evidence for the importance of partner support for self-expansion. Psychology and Aging, 35(7), 1041–1049. https://doi.org/10.1037/pag0000560 Yemiscigil, A., Powdthavee, N., & Whillans, A. V. (2021). The Effects of Retirement on Sense of Purpose in Life: Crisis or Opportunity? ''Psychological Science'', ''32''(11), 1856–1864. https://doi.org/10.1177/09567976211024248 Veazie, S., Gilbert, J., Winchell, K., Paynter, R., & Guise, J. M. (2019, February 1). ''Social Isolation and Loneliness Definitions and Measures''. Addressing Social Isolation to Improve the Health of Older Adults: A Rapid Review - NCBI Bookshelf. https://www.ncbi.nlm.nih.gov/books/NBK537897/ }} ==External links== {{expand}} [[Category:{{#titleparts:{{PAGENAME}}|3}}]] [[Category:Motivation and emotion/Book/Ageing]] [[Category:Motivation and emotion/Book/Motivation]] [[Category:Motivation and emotion/Book/Retirement]] f67e5jxttrdsjgfkks023mxpvzb5w63 Probability Dilation Theory 0 321584 2815296 2812729 2026-06-12T00:37:19Z Howie2024 2995240 Rethinking relevance of the PPE naming to PE 2815296 wikitext text/x-wiki {{Research project}} {{Original research}} {{To be peer reviewed}} == Research abstract == '''Probability Dilation Theory (PDT)''' is a measure-theoretic research framework for studying how probability measures transform under '''positive reweighting (dilation)''' while preserving normalization and producing controlled changes in expectation values. The theory is an exploratory framework for iterative probability-measure evolution under positive dilation fields. The framework studies how repeated probabilistic reweighting transformations may generate emergent statistical structure, entropy flow, and multiscale probability dynamics. At its core, PDT studies how repeated positive probability reweighting transformations alter the long-term structure of probability distributions. PDT treats a probability measure as the primary mathematical object and investigates: * invariant identities induced by reweighting, * composition and iteration of dilations, * fixed points and near-fixed behavior, * whether iterative measure updates can generate testable multiscale statistical structure (to be evaluated via explicit models and simulations). PDT is presented as a mathematical framework. Any proposed application to physics or cosmology must be expressed as a concrete model (space, baseline measure, dilation field) and tested against falsifiable predictions. == Overview == PDT is motivated by the observation that some structural information can be recovered from sampling statistics (e.g., [[w:Buffon's needle problem|Buffon’s needle]]). PDT abstracts this idea by focusing on measure transformation itself: a dilation field modifies a baseline probability measure in a way that is: * mathematically well-defined (positivity and normalization), * composable under iteration, * analyzable for invariants and fixed points. === Conceptual interpretation === A simplified conceptual flow of the PDT framework is: <pre> Baseline probability measure P ↓ Positive dilation field D(x) ↓ Reweighted probability measure P~ ↓ Observable statistical changes </pre> Repeated dilation may qualitatively behave as: <pre> Broad initial distribution ↓ Localized reweighting ↓ Probability concentration ↓ Emergent multiscale structure </pre> Different classes of dilation fields may therefore generate qualitatively different long-term probability dynamics. In this interpretation, PDT does not alter the underlying sample space directly. Instead, it modifies how probability mass is distributed across that space through a positive reweighting field. Regions with larger values of the dilation field contribute more strongly to the transformed measure, while normalization preserves total probability. Earlier exploratory formulations of Probability Dilation Theory (PDT) were informally referred to as the Einstein Buffon Process (EBP), reflecting initial probabilistic-geometric interpretations inspired by Buffon-type constructions and Einstein-style scaling analogies. The framework has since evolved toward a broader iterative theory of probability-measure dynamics under positive dilation fields. A simple iterative interpretation may also be visualized as: <pre> P₀ ↓ D₁ P₁ ↓ D₂ P₂ ↓ D₃ P₃ ↓ ⋯ </pre> where each dilation field reweights the probability structure generated by the previous step. Repeated dilation may qualitatively behave as: <pre> Broad initial distribution ↓ Localized reweighting ↓ Probability concentration ↓ Emergent multiscale structure </pre> Different classes of dilation fields may therefore generate qualitatively different long-term probability dynamics. = Mathematical framework = == Definitions and notation == Let <math>(\Omega,\Sigma)</math> be a measurable space. * <math>P</math> denotes a probability measure on <math>(\Omega,\Sigma)</math>. * If <math>P</math> has a density <math>p</math> with respect to a reference measure <math>\mu</math>, then <math>dP=p\,d\mu</math>. * <math>D:\Omega\to(0,\infty)</math> is a measurable '''dilation field''' (a positive weight function). * <math>Z(P,D)</math> is the normalization constant: .<math> Z(P,D)=\int_\Omega D\,dP </math> * For an observable <math>f:\Omega\to\mathbb{R}</math> integrable under the relevant measure, <math> \mathbb{E}_P[f] = \int_\Omega f\,dP </math>. == PDT transformation (probability reweighting) == Given <math>P</math> and <math>D</math> with <math>0<Z(P,D)<\infty</math>, define the '''PDT transform''' <math>\widetilde{P}=\mathrm{PDT}(P;D)</math> by: <math> \widetilde{P}(A) = \frac{ \int_A D\,dP }{ \int_\Omega D\,dP } \quad\text{for all }A\in\Sigma </math> If <math>dP=p\,d\mu</math>, then <math>d\widetilde{P}=\widetilde{p}\,d\mu</math>, where <math> \widetilde{p}(x) = \frac{D(x)\,p(x)}{Z} </math> and <math> Z = \int_\Omega D(x)\,p(x)\,d\mu </math> '''Interpretation:''' the dilation field <math>D</math> shifts probability mass toward regions where <math>D</math> is larger, while renormalization keeps total probability equal to 1. PDT is mathematically related to importance sampling, Gibbs-style reweighting, and Radon–Nikodym measure transformations, although the framework emphasizes compositional and geometric interpretations of probability reweighting rather than only numerical estimation procedures. Unlike conventional importance sampling, however, PDT emphasizes the compositional and potentially dynamical behavior of repeated probability reweighting transformations. A familiar physical example of a strictly positive factor is the Lorentz factor: <math> \gamma(v) = \frac{1}{\sqrt{1-\frac{v^2}{c^2}}} </math> for <math> |v|<c </math> Lorentz contraction for a rod of rest length <math>L_0</math> moving at speed <math>v</math> is: <math> L(v)=\frac{L_0}{\gamma(v)} </math> To connect this idea to PDT (as an illustration only), one may define a positive dilation field based on <math>\gamma</math>. == Worked finite example == Consider a finite probability space: <math> \Omega=\{a,b,c\} </math> with baseline probabilities: <math> P(a)=0.2,\quad P(b)=0.3,\quad P(c)=0.5 </math> Define a positive dilation field: <math> D(a)=1,\quad D(b)=2,\quad D(c)=4 </math> The normalization constant is: <math> Z=\sum_x D(x)P(x) </math> giving: <math> Z=(1)(0.2)+(2)(0.3)+(4)(0.5)=2.8 </math> The PDT-transformed probabilities become: <math> \widetilde{P}(a)=\frac{0.2}{2.8}\approx0.071 </math> <math> \widetilde{P}(b)=\frac{0.6}{2.8}\approx0.214 </math> <math> \widetilde{P}(c)=\frac{2.0}{2.8}\approx0.714 </math> This illustrates how PDT shifts probability mass toward regions with larger dilation weights while preserving normalization. == Composition of dilations == An important structural property of sequential PDT transformations is that compose multiplicatively. Suppose two positive dilation fields: <math> D_1(x)>0 </math> and <math> D_2(x)>0 </math> are applied successively to a baseline probability measure <math>P</math>. The first dilation produces: <math> \widetilde{P}_1(A) = \frac{\int_A D_1\,dP} {\int_\Omega D_1\,dP} </math> Applying the second dilation field to <math>\widetilde{P}_1</math> gives: <math> \widetilde{P}_2(A) = \frac{\int_A D_2\,d\widetilde{P}_1} {\int_\Omega D_2\,d\widetilde{P}_1} </math> Substituting the first transformation into the second yields: <math> \widetilde{P}_2(A) = \frac{ \int_A D_2D_1\,dP }{ \int_\Omega D_2D_1\,dP } </math> This shows that sequential PDT transformations compose through multiplication of the dilation fields. This compositional structure allows iterative probability reweighting to be studied using products of positive fields, potentially generating multiscale or hierarchical probability structures under repeated application showing that sequential PDT transformations compose through multiplication of the dilation fields. This compositional structure allows iterative probability reweighting to be studied using products of positive fields, potentially generating multiscale or hierarchical probability structures under repeated application. == Fixed points and iterative dynamics == An important question in PDT concerns the long-term behavior of repeated PDT transformations. Given an initial probability measure: <math> P_0 </math> and a sequence of positive dilation fields: <math> D_1,D_2,D_3,\dots </math> successive PDT transformations generate a sequence of measures: <math> P_0 \rightarrow P_1 \rightarrow P_2 \rightarrow P_3 \rightarrow \cdots </math> where each transformed measure is obtained by reweighting the previous one. A measure <math>P</math> is called a fixed point of a dilation field <math>D</math> if: <math> \widetilde{P}=P </math> under the PDT transformation. In the simplest case, this requires the dilation field to be constant almost everywhere with respect to <math>P</math>. More general fixed-point behavior may arise when iterative compositions balance probability amplification against normalization. More generally, repeated compositions of nontrivial dilation fields may generate: * hierarchical probability structure; * multiscale statistical behavior; * attractor-like distributions; * approximately stable transformed measures. These questions connect PDT to broader areas of: * dynamical systems; * stochastic processes; * iterative renormalization methods; * probabilistic geometry. At present these iterative properties remain largely unexplored within the PDT framework. == Entropy and iterative probability flow == Repeated PDT transformations may alter the entropy structure of a probability measure. For a discrete probability distribution: <math> P=\{p_i\} </math> the Shannon entropy is: <math> H(P) = -\sum_i p_i \log p_i </math> Under iterative EPD transformation, successive transformed measures: <math> P_0 \rightarrow P_1 \rightarrow P_2 \rightarrow \cdots </math> may exhibit changing entropy behavior depending on the structure of the dilation fields. For example: * strongly localized dilation fields may concentrate probability mass and reduce entropy; * broader or smoothing dilation fields may distribute probability more evenly and increase entropy; * iterative compositions may generate approximately stable entropy profiles. These questions connect PDT to: * information theory, * statistical mechanics, * stochastic dynamics, * and renormalization-style iterative systems. At present the entropy behavior of iterative PDT transformations remains an open area for investigation. == Toy experiment: entropy under repeated dilation == A simple finite-state experiment illustrates how repeated PDT transformations can change the entropy of a probability distribution. Let the initial probability distribution be: <math> P_0=(0.2,0.2,0.2,0.2,0.2) </math> and define a positive dilation field: <math> D=(1,1,2,4,8) </math> At each step, apply the PDT update: <math> P_{n+1}(i) = \frac{D(i)P_n(i)} {\sum_j D(j)P_n(j)} </math> The Shannon entropy is: <math> H(P_n) = -\sum_i P_n(i)\log P_n(i) </math> In this toy model, repeated dilation shifts probability mass toward the highest-weight state. Over ten iterations, the entropy decreases from approximately: <math> H(P_0)\approx1.6094 </math> to: <math> H(P_{10})\approx0.00775 </math> The final distribution is approximately: <math> P_{10} \approx (0.000000001,\;0.000000001,\;0.000000953,\;0.000975609,\;0.999023437) </math> This example demonstrates probability concentration under repeated positive dilation. It is a finite-state toy model and should not be interpreted as physical evidence; its purpose is to illustrate iterative PDT behavior. == Mathematical context == PDT transformations may be viewed as exploratory probability-measure reweighting procedures related conceptually to conditioning behavior, stochastic transformations, entropy evolution, and probabilistic dilation phenomena studied in imprecise probability theory and dynamical systems literature. In PDT, the term ''dilation'' refers to probabilistic reweighting and transformation behavior under localized weighting fields rather than the formal operator-theoretic notion of dilation used in functional analysis. The iterative entropy-flow experiments explored in PDT resemble finite-state dynamical systems in which repeated transformations generate convergence, concentration, and emergent probabilistic structure over successive iterations. === Example entropy evolution === {| class="wikitable" ! Iteration !! Shannon entropy |- | 0 || 1.6094 |- | 1 || 1.2990 |- | 2 || 0.7790 |- | 3 || 0.4399 |- | 5 || 0.1500 |- | 10 || 0.0078 |} Entropy evolution under repeated localized PDT transformation showing entropy reduction and probability concentration under iterative probabilistic reweighting. Programmatically generated using Python in a ChatGPT-assisted workflow. The entropy decreases under repeated application of the dilation field as probability mass becomes increasingly concentrated in the highest-weight states. === Localized dilation fields === A useful class of PDT transformations is generated by localized positive dilation fields. Consider a one-dimensional finite configuration space with states indexed by: <math> x=0,1,2,\dots,N </math> and define a localized dilation field centered at <math>x_0</math>: <math> D(x) = \exp\!\left( \lambda \exp\!\left( -\frac{(x-x_0)^2}{2\sigma^2} \right) \right) </math> where: * <math>\lambda>0</math> controls the strength of the dilation; * <math>\sigma</math> controls the spatial width of the localized field. Narrow values of <math>\sigma</math> produce sharply localized amplification, while broader values produce smoother probability reweighting across the configuration space. Under iterative PDT dynamics: <math> P_{n+1}(x) = \frac{ D(x)P_n(x) }{ \sum_y D(y)P_n(y) } </math> the probability distribution may progressively concentrate near the center of the dilation field. === Example entropy evolution for localized fields === Using an initially uniform distribution over 21 states and iterating the PDT transformation 10 times produces the following representative entropy behavior: {| class="wikitable" ! Field width <math>\sigma</math> ! Final entropy after 10 iterations ! Maximum probability after 10 iterations |- | 1.5 || 0.0352 || 0.9950 |- | 3.0 || 0.8162 || 0.7141 |- | 6.0 || 1.5367 || 0.3595 |} [[File:PDT entropy evolution localized field.png|thumb|center|600px|Entropy evolution under repeated localized PDT transformation showing entropy reduction and probability concentration under iterative probabilistic reweighting.]] [[File:Epd_entropy_evolution.png|thumb|center|600px|Entropy evolution under repeated localized PDT dilation. Narrow localized dilation fields produce rapid entropy reduction and probability concentration under iterative reweighting.]] These results indicate that narrower localized dilation fields generate stronger probability concentration and more rapid entropy reduction. == Comparative entropy-flow experiments == The following finite-state computational experiments illustrate comparative entropy evolution under several classes of PDT dilation fields. Each experiment begins with the same initially uniform probability distribution and applies repeated PDT transformations under different field structures. The experiments are exploratory and intended to illustrate qualitative differences in iterative probabilistic behavior rather than empirical physical predictions. {| class="wikitable" |+ Comparative entropy-flow behavior under PDT field classes ! Field class ! Final entropy ! Entropy decrease ! Final max probability ! Qualitative behavior |- | Localized | 0.3104 | 3.4032 | 0.9275 | Strong probability concentration |- | Oscillatory | 1.5779 | 2.1357 | 0.3418 | Distributed oscillatory structure |- | Multi-peak | 0.2851 | 3.4284 | 0.9425 | Multiple concentration regions |- | Stochastic | 0.7744 | 2.9392 | 0.7413 | Fluctuating concentration behavior |} These experiments suggest that different classes of dilation fields may generate qualitatively distinct entropy-flow and concentration behavior under iterative PDT dynamics. Localized and multi-peak fields produce strong entropy reduction and probability concentration, while oscillatory fields preserve more distributed probabilistic structure. Stochastic fields exhibit fluctuating but still partially concentrating behavior in this finite-state example. In this toy model, repeated localized dilation behaves qualitatively like an attractor centered on the highest-weight region of the configuration space. [[File:Pdt comparative entropy flow.png|thumb|Comparative entropy evolution under localized, oscillatory, multi-peak, and stochastic PDT dilation fields.]] The experiment is intended only as a finite-state demonstration of iterative PDT dynamics and should not be interpreted as physical evidence. === Oscillatory dilation fields === Another useful class of PDT transformations is generated by oscillatory positive dilation fields. One example is: <math> D(x) = \exp(\lambda\sin(kx)) </math> where: * <math>\lambda>0</math> controls the strength of the oscillatory amplification; * <math>k</math> controls the spatial frequency of the oscillation. Because the exponential is always positive, the dilation field remains strictly positive for all states. Unlike localized dilation fields, oscillatory fields may generate multiple competing high-weight regions across the configuration space. Under repeated PDT transformation: <math> P_{n+1}(x) = \frac{ D(x)P_n(x) }{ \sum_y D(y)P_n(y) } </math> probability mass may evolve toward several distributed concentration regions rather than a single dominant attractor. === Example oscillatory-field experiment === A finite-state experiment was performed using: * 41 discrete states; * an initially uniform probability distribution; * a positive oscillatory dilation field with three spatial oscillation cycles; * 10 successive PDT iterations. Representative entropy behavior was: {| class="wikitable" ! Iteration ! Shannon entropy |- | 0 || 3.7136 |- | 2 || 2.8699 |- | 5 || 2.3018 |- | 10 || 1.9335 |} Unlike sharply localized dilation fields, the oscillatory field produced slower entropy reduction and multiple probability concentration peaks distributed across the configuration space. After 10 iterations, the largest probability concentration remained distributed rather than collapsing into a single dominant state. This suggests that different classes of positive dilation fields may generate qualitatively different long-term iterative probability structures. The experiment is intended only as a finite-state demonstration of iterative PDT dynamics and should not be interpreted as physical evidence. === Multi-peak localized dilation fields === A broader class of PDT transformations may be generated using multiple localized dilation peaks distributed across the configuration space. One example is: <math> D(x) = \exp\!\left( \sum_k \lambda_k \exp\!\left( -\frac{(x-x_k)^2}{2\sigma_k^2} \right) \right) </math> where: * <math>x_k</math> are the locations of the dilation peaks; * <math>\lambda_k>0</math> control the amplification strength of each peak; * <math>\sigma_k</math> control the spatial width of each localized region. This construction generates a positive multimodal dilation landscape containing several competing amplification regions. Under repeated PDT iteration: <math> P_{n+1}(x) = \frac{ D(x)P_n(x) }{ \sum_y D(y)P_n(y) } </math> probability mass may evolve toward multiple partially localized concentration regions. Unlike single localized dilation fields, multi-peak fields may generate: * competing attractor-like regions; * hierarchical probability concentration; * partially stabilized multimodal distributions; * multiscale probability structure. Depending on the relative strengths and widths of the peaks, the iterative dynamics may favor: * dominance by a single peak; * coexistence of several concentration regions; * or slowly evolving metastable probability structures. === Conceptual interpretation === A qualitative iterative evolution may be visualized as: <pre> Broad initial distribution ↓ Multiple localized amplifications ↓ Competing concentration regions ↓ Emergent multimodal probability structure </pre> This class of dilation fields suggests that iterative PDT dynamics may generate richer probability organization than either single localized attractors or simple oscillatory fields alone. At present these behaviors remain exploratory computational observations within finite-state toy models. === Random and stochastic dilation fields === Another important class of PDT transformations arises when the dilation field itself varies stochastically. A simple stochastic dilation field may be written schematically as: <math> D_n(x) = \exp\!\left( \sigma \eta_n(x) \right) </math> where: * <math>\eta_n(x)</math> is a random field or stochastic fluctuation at iteration <math>n</math>; * <math>\sigma>0</math> controls the strength of the stochastic variation. Because the exponential is strictly positive, the dilation field remains positive for all realizations of the random process. Under repeated PDT iteration: <math> P_{n+1}(x) = \frac{ D_n(x)P_n(x) }{ \sum_y D_n(y)P_n(y) } </math> the probability landscape itself fluctuates dynamically from one iteration to the next. Unlike deterministic localized or oscillatory dilation fields, stochastic dilation fields may generate: * fluctuating concentration regions; * transient attractor-like structures; * noise-driven entropy evolution; * intermittent probability concentration; * metastable probabilistic configurations. === Conceptual interpretation === A qualitative stochastic evolution may be visualized as: <pre> Broad initial distribution ↓ Random localized amplification ↓ Fluctuating concentration regions ↓ Dynamic probabilistic structure </pre> Depending on the stochastic process used to generate the dilation fields, the long-term dynamics may exhibit: * partial concentration, * persistent fluctuations, * stochastic stabilization, * or continuously evolving probabilistic structure. These ideas connect PDT to broader areas of: * stochastic processes; * random multiplicative systems; * statistical mechanics; * noise-driven dynamical systems; * probabilistic geometry. At present these behaviors remain exploratory computational possibilities within finite-state toy models. == Qualitative classes of iterative PDT behavior == Different classes of positive dilation fields may generate qualitatively different long-term probability dynamics under repeated PDT transformation. The following table summarizes several representative classes explored within finite-state toy models. {| class="wikitable" ! Dilation-field class ! Typical iterative behavior ! Representative qualitative structure |- | Localized fields | Strong entropy reduction and concentration toward a dominant region | Single attractor-like concentration |- | Oscillatory fields | Distributed amplification with slower entropy reduction | Patterned multimodal structure |- | Multi-peak localized fields | Competition between several concentration regions | Hierarchical or metastable probability structure |- | Random and stochastic fields | Fluctuating amplification and noise-driven evolution | Dynamic probabilistic landscapes |} These examples suggest that iterative PDT reweighting may generate a broad spectrum of emergent statistical structures depending on the geometry and dynamics of the dilation field. Within the PDT framework, the iterative behavior of probability measures may therefore depend as strongly on the structure of the dilation field as on the initial probability distribution itself. At present these qualitative behaviors remain exploratory computational observations within finite-state toy models. == Numerical simulation and iterative models == === Simulation model description === In discrete demonstrations, the “state space” may be represented by a finite set such as bins, configurations, or catalog points. Two equivalent discrete implementations are common: * '''weighted evaluation''': retain all points and assign weights proportional to <math>D</math>; * '''importance resampling''': generate a new empirical catalog with sampling probabilities proportional to <math>D</math>. === Demonstration: reweighting mock galaxy catalogs === A simple computational demonstration of PDT may be constructed using synthetic galaxy catalogs in a periodic simulation box. The demonstration pipeline is: # generate a baseline mock catalog; # define a positive dilation field over the configuration space; # perform PDT-style importance resampling; # compute the resulting two-point correlation function <math>\xi(r)</math>; # compare transformed and baseline catalogs. One example dilation field is: <math> D(x)=\exp(\lambda\phi(x)) </math> where: * <math>\lambda>0</math> controls the strength of the dilation; * <math>\phi(x)\ge0</math> is a nonnegative configuration-space field. An example seed-field construction is: <math> \phi(x)=\sum_k \exp\!\left(-\frac{\|x-s_k\|^2}{2\sigma^2}\right) </math> where <math>s_k</math> are seed locations and <math>\sigma</math> controls the width of the seed influence. The two-point correlation function may be estimated using the normalized Landy–Szalay estimator: <math> \xi(r) = \frac{DD(r)-2DR(r)+RR(r)}{RR(r)} </math> where <math>DD</math>, <math>DR</math>, and <math>RR</math> are normalized pair counts. {{Note|Unless observational datasets are explicitly supplied, demonstrations may use synthetic target correlation curves for methodological illustration only. Synthetic demonstrations should not be interpreted as empirical cosmological evidence.}} When run using synthetic target curves, PDT-resampled catalogs may exhibit enhanced small-scale clustering relative to the baseline configuration. === Computational demonstrations === Reference implementations and supplementary simulation notebooks may be maintained on external repositories or supplementary Wikiversity pages. {{collapse top|Python demonstration placeholder}} <syntaxhighlight lang="python"> # Example implementations may be maintained separately # on GitHub, OSF, or supplementary Wikiversity pages. </syntaxhighlight> {{collapse bottom}} '''Scope and Limitations''' PDT is a mathematical framework for measure transformations. It does not claim: * a replacement theory for General Relativity or Quantum Mechanics; * empirical confirmation without explicit predictions and tests; * observational validation without independently reproducible analysis. The following discussion extends beyond the primary mathematical framework developed earlier in the article and explores possible conceptual implications and speculative generalizations. == Speculative Extensions and Geometric Renormalization == ''This section is speculative and exploratory in nature.'' Recent mathematical work published in the ''Journal of Applied Probability'' by Baryshnikov, Cao, Kahle, and Liu suggests a possible connection between probability distributions and intrinsic geometry.<ref> Baryshnikov, Y., Cao, Y., Kahle, M., & Liu, J. (2024). ''Buffon’s problem on curved surfaces and Gaussian curvature''. ''Journal of Applied Probability''. Cambridge University Press. doi:10.1017/jpr.2024.19 </ref> Studies of “Buffon deficits” on curved manifolds indicate that deviations from classical flat-space Buffon probabilities may encode curvature-dependent geometric information. Within the PDT framework, these observations motivate the broader possibility that geometric structure may influence iterative probabilistic dynamics through curvature-dependent statistical weighting effects. Within PDT, these results are conceptually relevant because they suggest that probabilistic weighting structures may encode nontrivial geometric information. In particular, the Cambridge analysis demonstrates that generalized Buffon-type probabilistic constructions can reflect Gaussian curvature in different geometries. PDT extends this probabilistic perspective by exploring how iterative probability-measure transformations under positive dilation fields may generate evolving statistical structure, entropy flow, and geometry-dependent probabilistic behavior under repeated transformation. At present these ideas remain exploratory and heuristic. No direct physical interpretation is presently established within the PDT framework. Within the PDT framework, this motivates the speculative possibility that curvature could act as a statistical weighting mechanism on classes of admissible paths or configurations. == Future directions == * develop canonical families of dilation fields and invariants; * clarify “structure-from-measure” diagnostics; * publish reproducible simulation notebooks and parameter sweeps; * compare multiple dilation families under shared evaluation criteria; * investigate connections between probabilistic geometry and curvature-dependent statistical measures. == Convergence behavior == Iterative PDT transformations may exhibit qualitatively different convergence behavior depending on the structure of the applied dilation field. Repeated probabilistic reweighting can produce entropy reduction, concentration effects, oscillatory behavior, or fluctuating stochastic dynamics over successive iterations. === Qualitative convergence classes === Exploratory finite-state PDT experiments suggest several broad classes of iterative behavior: * '''Concentrating regimes''' — repeated transformations progressively concentrate probability mass into localized regions. * '''Oscillatory regimes''' — probability structure evolves through recurring redistribution patterns without strong concentration. * '''Multi-peak regimes''' — multiple semi-stable concentration regions emerge simultaneously. * '''Stochastic regimes''' — fluctuating probabilistic structure evolves under partially random weighting behavior. In many exploratory PDT experiments, entropy reduction correlates with increasing probability concentration under repeated transformation. However, some oscillatory and stochastic field classes may preserve higher entropy distributions or exhibit fluctuating convergence behavior over time. Some iterative PDT systems may exhibit transient attractor-like probabilistic structure in finite-state computational experiments. These behaviors are presently exploratory and are not established mathematical attractors in the formal dynamical-systems sense. Future investigation of PDT convergence behavior may include stability analysis, entropy-rate classification, stochastic convergence properties, fixed-point structure, and comparison with established dynamical systems and probabilistic evolution frameworks. == Future Directions: Probability Element (PE) == A speculative extension of Probability Dilation Theory (PDT) is the introduction of a minimal invariant scale in probability-state space, referred to as a '''Probability Element (PE)'''. This concept lies outside standard Fisher information geometry and is not part of established physics. The PE hypothesis proposes that probability-state space may not be fully continuous, but may instead admit a smallest distinguishable scale of structure in terms of information-theoretic resolution. This can be expressed in terms of a dimensionless ratio: <math>\eta = \frac{\sigma_P}{\sigma}</math> where: <math>\sigma_P</math> is a hypothesized minimal probability-resolution scale, <math>\sigma</math> is an effective distinguishability scale in probability-state space. === Conceptual motivation === Standard Fisher information geometry treats probability distributions as points on a smooth manifold with arbitrarily fine distinguishability. The PE hypothesis explores the possibility that this distinguishability may have a lower bound, introducing a form of discreteness in probability-state geometry. === Illustrative toy model (not derived physics) === As a heuristic example, one may consider a modification to special relativistic time dilation of the form: <math>d\tau = dt\sqrt{1 - \frac{v^2}{c^2}}\sqrt{1 - \eta^2}</math> where: <math>v</math> is velocity, <math>c</math> is the speed of light, <math>\eta = \sigma_P / \sigma</math> encodes a proposed probability-resolution scale. This expression is constructed such that standard special relativity is recovered exactly in the limit <math>\eta \to 0</math>. === Status === The Probability Element concept is: not part of standard Fisher information geometry not derived from quantum mechanics or general relativity not currently empirically established It is included only as a speculative direction for exploring whether probability-state space admits a minimal geometric resolution scale. === Open questions === Key open research directions include: whether a consistent discrete formulation of probability geometry can be constructed whether a fundamental probability-resolution scale <math>\sigma_P</math> can be derived from known physical principles whether such a structure could lead to measurable deviations from standard statistical or relativistic predictions == Current limitations == PDT presently operates as an exploratory probabilistic and computational framework. The theory does not presently derive known physical laws from first principles, nor does it replace established formulations of quantum mechanics or general relativity. Current PDT investigations primarily focus on iterative probability transformations, entropy evolution, probabilistic weighting behavior, and computationally modeled structure formation. Many proposed physical interpretations associated with PDT remain speculative and exploratory. Existing computational experiments are finite-state toy models intended to illustrate qualitative probabilistic behavior rather than experimentally verified physical mechanisms. Future development of PDT would likely require additional mathematical formalization, convergence analysis, stochastic modeling, and comparison with established probabilistic and dynamical systems frameworks. == See also == * [[w:Buffon's needle problem|Buffon's needle problem]] * [[w:Probability measure|Probability measure]] * [[w:Importance sampling|Importance sampling]] * [[w:Radon–Nikodym theorem|Radon–Nikodym theorem]] * [[w:Dynamical system|Dynamical systems]] * [[w:Entropy (information theory)|Entropy]] * [[w:Information theory|Information theory]] * [[w:Measure theory|Measure theory]] * [[w:Geometric probability|Geometric probability]] ==Related literature on probabilistic dilation, conditioning behavior, geometric probability, and curvature-dependent probabilistic structure includes the following works:== == Related probabilistic and geometric literature == Related literature on probabilistic dilation, conditioning behavior, geometric probability, and curvature-dependent probabilistic structure includes the following works: * Augustin, T.; Coolen, F. P. A.; de Cooman, G.; Troffaes, M. C. M. ''Introduction to Imprecise Probabilities''. Wiley, 2014. * Herron, T.; Seidenfeld, T.; Wasserman, L. ''Divisive Conditioning: Further Results on Dilation''. Philosophy of Science, Vol. 64, No. 3, 1997. * Herron, T.; Seidenfeld, T.; Wasserman, L. ''Distention for Sets of Probabilities''. Annals of Mathematics and Artificial Intelligence, Vol. 45, 2005. * Moral, S.; Wilson, N. ''Dilation Properties of Coherent Nearly-Linear Models''. International Journal of Approximate Reasoning, Vol. 45, 2007. * Baryshnikov, Y.; Cao, Y.; Kahle, M.; Liu, J. (2024). ''Buffon’s problem on curved surfaces and Gaussian curvature''. ''Journal of Applied Probability''. Cambridge University Press. doi:10.1017/jpr.2024.19 == Copyright and licensing == Text and original figures © Howard Richardson. Licensed under the Creative Commons Attribution 4.0 International License (CC BY 4.0). Reuse permitted with attribution. oq3mkev7ywa2lhzk03p4sbv14rqtvsl 2815298 2815296 2026-06-12T01:44:09Z Howie2024 2995240 Edit for clarity addition of links. 2815298 wikitext text/x-wiki {{Research project}} {{Original research}} {{To be peer reviewed}} == Research abstract == '''Probability Dilation Theory (PDT)''' is a measure-theoretic research framework for studying how probability measures transform under '''positive reweighting (dilation)''' while preserving normalization and producing controlled changes in expectation values. The theory is an exploratory framework for iterative probability-measure evolution under positive dilation fields. The framework studies how repeated probabilistic reweighting transformations may generate emergent statistical structure, entropy flow, and multiscale probability dynamics. At its core, PDT studies how repeated positive probability reweighting transformations alter the long-term structure of probability distributions. PDT treats a probability measure as the primary mathematical object and investigates: * invariant identities induced by reweighting, * composition and iteration of dilations, * fixed points and near-fixed behavior, * whether iterative measure updates can generate testable multiscale statistical structure (to be evaluated via explicit models and simulations). PDT is presented as a mathematical framework. Any proposed application to physics or cosmology must be expressed as a concrete model (space, baseline measure, dilation field) and tested against falsifiable predictions. == Overview == PDT is motivated by the observation that some structural information can be recovered from sampling statistics (e.g., [[w:Buffon's needle problem|Buffon’s needle]]). PDT abstracts this idea by focusing on measure transformation itself: a dilation field modifies a baseline probability measure in a way that is: * mathematically well-defined (positivity and normalization), * composable under iteration, * analyzable for invariants and fixed points. === Conceptual interpretation === A simplified conceptual flow of the PDT framework is: <pre> Baseline probability measure P ↓ Positive dilation field D(x) ↓ Reweighted probability measure P~ ↓ Observable statistical changes </pre> Repeated dilation may qualitatively behave as: <pre> Broad initial distribution ↓ Localized reweighting ↓ Probability concentration ↓ Emergent multiscale structure </pre> Different classes of dilation fields may therefore generate qualitatively different long-term probability dynamics. In this interpretation, PDT does not alter the underlying sample space directly. Instead, it modifies how probability mass is distributed across that space through a positive reweighting field. Regions with larger values of the dilation field contribute more strongly to the transformed measure, while normalization preserves total probability. Earlier exploratory formulations of Probability Dilation Theory (PDT) were informally referred to as the Einstein Buffon Process (EBP), reflecting initial probabilistic-geometric interpretations inspired by Buffon-type constructions and Einstein-style scaling analogies. The framework has since evolved toward a broader iterative theory of probability-measure dynamics under positive dilation fields. A simple iterative interpretation may also be visualized as: <pre> P₀ ↓ D₁ P₁ ↓ D₂ P₂ ↓ D₃ P₃ ↓ ⋯ </pre> where each dilation field reweights the probability structure generated by the previous step. Repeated dilation may qualitatively behave as: <pre> Broad initial distribution ↓ Localized reweighting ↓ Probability concentration ↓ Emergent multiscale structure </pre> Different classes of dilation fields may therefore generate qualitatively different long-term probability dynamics. = Mathematical framework = == Definitions and notation == Let <math>(\Omega,\Sigma)</math> be a measurable space. * <math>P</math> denotes a probability measure on <math>(\Omega,\Sigma)</math>. * If <math>P</math> has a density <math>p</math> with respect to a reference measure <math>\mu</math>, then <math>dP=p\,d\mu</math>. * <math>D:\Omega\to(0,\infty)</math> is a measurable '''dilation field''' (a positive weight function). * <math>Z(P,D)</math> is the normalization constant: .<math> Z(P,D)=\int_\Omega D\,dP </math> * For an observable <math>f:\Omega\to\mathbb{R}</math> integrable under the relevant measure, <math> \mathbb{E}_P[f] = \int_\Omega f\,dP </math>. == PDT transformation (probability reweighting) == Given <math>P</math> and <math>D</math> with <math>0<Z(P,D)<\infty</math>, define the '''PDT transform''' <math>\widetilde{P}=\mathrm{PDT}(P;D)</math> by: <math> \widetilde{P}(A) = \frac{ \int_A D\,dP }{ \int_\Omega D\,dP } \quad\text{for all }A\in\Sigma </math> If <math>dP=p\,d\mu</math>, then <math>d\widetilde{P}=\widetilde{p}\,d\mu</math>, where <math> \widetilde{p}(x) = \frac{D(x)\,p(x)}{Z} </math> and <math> Z = \int_\Omega D(x)\,p(x)\,d\mu </math> '''Interpretation:''' the dilation field <math>D</math> shifts probability mass toward regions where <math>D</math> is larger, while renormalization keeps total probability equal to 1. PDT is mathematically related to importance sampling, Gibbs-style reweighting, and Radon–Nikodym measure transformations, although the framework emphasizes compositional and geometric interpretations of probability reweighting rather than only numerical estimation procedures. Unlike conventional importance sampling, however, PDT emphasizes the compositional and potentially dynamical behavior of repeated probability reweighting transformations. A familiar physical example of a strictly positive factor is the Lorentz factor: <math> \gamma(v) = \frac{1}{\sqrt{1-\frac{v^2}{c^2}}} </math> for <math> |v|<c </math> Lorentz contraction for a rod of rest length <math>L_0</math> moving at speed <math>v</math> is: <math> L(v)=\frac{L_0}{\gamma(v)} </math> To connect this idea to PDT (as an illustration only), one may define a positive dilation field based on <math>\gamma</math>. == Worked finite example == Consider a finite probability space: <math> \Omega=\{a,b,c\} </math> with baseline probabilities: <math> P(a)=0.2,\quad P(b)=0.3,\quad P(c)=0.5 </math> Define a positive dilation field: <math> D(a)=1,\quad D(b)=2,\quad D(c)=4 </math> The normalization constant is: <math> Z=\sum_x D(x)P(x) </math> giving: <math> Z=(1)(0.2)+(2)(0.3)+(4)(0.5)=2.8 </math> The PDT-transformed probabilities become: <math> \widetilde{P}(a)=\frac{0.2}{2.8}\approx0.071 </math> <math> \widetilde{P}(b)=\frac{0.6}{2.8}\approx0.214 </math> <math> \widetilde{P}(c)=\frac{2.0}{2.8}\approx0.714 </math> This illustrates how PDT shifts probability mass toward regions with larger dilation weights while preserving normalization. == Composition of dilations == An important structural property of sequential PDT transformations is that compose multiplicatively. Suppose two positive dilation fields: <math> D_1(x)>0 </math> and <math> D_2(x)>0 </math> are applied successively to a baseline probability measure <math>P</math>. The first dilation produces: <math> \widetilde{P}_1(A) = \frac{\int_A D_1\,dP} {\int_\Omega D_1\,dP} </math> Applying the second dilation field to <math>\widetilde{P}_1</math> gives: <math> \widetilde{P}_2(A) = \frac{\int_A D_2\,d\widetilde{P}_1} {\int_\Omega D_2\,d\widetilde{P}_1} </math> Substituting the first transformation into the second yields: <math> \widetilde{P}_2(A) = \frac{ \int_A D_2D_1\,dP }{ \int_\Omega D_2D_1\,dP } </math> This compositional structure allows iterative probability reweighting to be studied using products of positive fields, potentially generating multiscale or hierarchical probability structures under repeated application showing that sequential PDT transformations compose through multiplication of the dilation fields. This compositional structure allows iterative probability reweighting to be studied using products of positive fields. == Fixed points and iterative dynamics == An important question in PDT concerns the long-term behavior of repeated PDT transformations. Given an initial probability measure: <math> P_0 </math> and a sequence of positive dilation fields: <math> D_1,D_2,D_3,\dots </math> successive PDT transformations generate a sequence of measures: <math> P_0 \rightarrow P_1 \rightarrow P_2 \rightarrow P_3 \rightarrow \cdots </math> where each transformed measure is obtained by reweighting the previous one. A measure <math>P</math> is called a fixed point of a dilation field <math>D</math> if: <math> \widetilde{P}=P </math> under the PDT transformation. In the simplest case, this requires the dilation field to be constant almost everywhere with respect to <math>P</math>. More general fixed-point behavior may arise when iterative compositions balance probability amplification against normalization. More generally, repeated compositions of nontrivial dilation fields may generate: * hierarchical probability structure; * multiscale statistical behavior; * attractor-like distributions; * approximately stable transformed measures. These questions connect PDT to broader areas of: * dynamical systems; * stochastic processes; * iterative renormalization methods; * probabilistic geometry. At present these iterative properties remain largely unexplored within the PDT framework. == Entropy and iterative probability flow == Repeated PDT transformations may alter the entropy structure of a probability measure. For a discrete probability distribution: <math> P=\{p_i\} </math> the Shannon entropy is: <math> H(P) = -\sum_i p_i \log p_i </math> Under iterative PDT transformation, successive transformed measures: <math> P_0 \rightarrow P_1 \rightarrow P_2 \rightarrow \cdots </math> may exhibit changing entropy behavior depending on the structure of the dilation fields. For example: * strongly localized dilation fields may concentrate probability mass and reduce entropy; * broader or smoothing dilation fields may distribute probability more evenly and increase entropy; * iterative compositions may generate approximately stable entropy profiles. These questions connect PDT to: * information theory, * statistical mechanics, * stochastic dynamics, * and renormalization-style iterative systems. At present the entropy behavior of iterative PDT transformations remains an open area for investigation. == Toy experiment: entropy under repeated dilation == A simple finite-state experiment illustrates how repeated PDT transformations can change the entropy of a probability distribution. Let the initial probability distribution be: <math> P_0=(0.2,0.2,0.2,0.2,0.2) </math> and define a positive dilation field: <math> D=(1,1,2,4,8) </math> At each step, apply the PDT update: <math> P_{n+1}(i) = \frac{D(i)P_n(i)} {\sum_j D(j)P_n(j)} </math> The Shannon entropy is: <math> H(P_n) = -\sum_i P_n(i)\log P_n(i) </math> In this toy model, repeated dilation shifts probability mass toward the highest-weight state. Over ten iterations, the entropy decreases from approximately: <math> H(P_0)\approx1.6094 </math> to: <math> H(P_{10})\approx0.00775 </math> The final distribution is approximately: <math> P_{10} \approx (0.000000001,\;0.000000001,\;0.000000953,\;0.000975609,\;0.999023437) </math> This example demonstrates probability concentration under repeated positive dilation. It is a finite-state toy model and should not be interpreted as physical evidence; its purpose is to illustrate iterative PDT behavior. == Mathematical context == PDT transformations may be viewed as exploratory probability-measure reweighting procedures related conceptually to conditioning behavior, stochastic transformations, entropy evolution, and probabilistic dilation phenomena studied in imprecise probability theory and dynamical systems literature. In PDT, the term ''dilation'' refers to probabilistic reweighting and transformation behavior under localized weighting fields rather than the formal operator-theoretic notion of dilation used in functional analysis. The iterative entropy-flow experiments explored in PDT resemble finite-state dynamical systems in which repeated transformations generate convergence, concentration, and emergent probabilistic structure over successive iterations. === Example entropy evolution === {| class="wikitable" ! Iteration !! Shannon entropy |- | 0 || 1.6094 |- | 1 || 1.2990 |- | 2 || 0.7790 |- | 3 || 0.4399 |- | 5 || 0.1500 |- | 10 || 0.0078 |} Entropy evolution under repeated localized PDT transformation showing entropy reduction and probability concentration under iterative probabilistic reweighting. Programmatically generated using Python in a ChatGPT-assisted workflow. The entropy decreases under repeated application of the dilation field as probability mass becomes increasingly concentrated in the highest-weight states. === Localized dilation fields === A useful class of PDT transformations is generated by localized positive dilation fields. Consider a one-dimensional finite configuration space with states indexed by: <math> x=0,1,2,\dots,N </math> and define a localized dilation field centered at <math>x_0</math>: <math> D(x) = \exp\!\left( \lambda \exp\!\left( -\frac{(x-x_0)^2}{2\sigma^2} \right) \right) </math> where: * <math>\lambda>0</math> controls the strength of the dilation; * <math>\sigma</math> controls the spatial width of the localized field. Narrow values of <math>\sigma</math> produce sharply localized amplification, while broader values produce smoother probability reweighting across the configuration space. Under iterative PDT dynamics: <math> P_{n+1}(x) = \frac{ D(x)P_n(x) }{ \sum_y D(y)P_n(y) } </math> the probability distribution may progressively concentrate near the center of the dilation field. === Example entropy evolution for localized fields === Using an initially uniform distribution over 21 states and iterating the PDT transformation 10 times produces the following representative entropy behavior: {| class="wikitable" ! Field width <math>\sigma</math> ! Final entropy after 10 iterations ! Maximum probability after 10 iterations |- | 1.5 || 0.0352 || 0.9950 |- | 3.0 || 0.8162 || 0.7141 |- | 6.0 || 1.5367 || 0.3595 |} [[File:PDT entropy evolution localized field.png|thumb|center|600px|Entropy evolution under repeated localized PDT transformation showing entropy reduction and probability concentration under iterative probabilistic reweighting.]] [[File:Epd_entropy_evolution.png|thumb|center|600px|Entropy evolution under repeated localized PDT dilation. Narrow localized dilation fields produce rapid entropy reduction and probability concentration under iterative reweighting.]] These results indicate that narrower localized dilation fields generate stronger probability concentration and more rapid entropy reduction. == Comparative entropy-flow experiments == The following finite-state computational experiments illustrate comparative entropy evolution under several classes of PDT dilation fields. Each experiment begins with the same initially uniform probability distribution and applies repeated PDT transformations under different field structures. The experiments are exploratory and intended to illustrate qualitative differences in iterative probabilistic behavior rather than empirical physical predictions. {| class="wikitable" |+ Comparative entropy-flow behavior under PDT field classes ! Field class ! Final entropy ! Entropy decrease ! Final max probability ! Qualitative behavior |- | Localized | 0.3104 | 3.4032 | 0.9275 | Strong probability concentration |- | Oscillatory | 1.5779 | 2.1357 | 0.3418 | Distributed oscillatory structure |- | Multi-peak | 0.2851 | 3.4284 | 0.9425 | Multiple concentration regions |- | Stochastic | 0.7744 | 2.9392 | 0.7413 | Fluctuating concentration behavior |} These experiments suggest that different classes of dilation fields may generate qualitatively distinct entropy-flow and concentration behavior under iterative PDT dynamics. Localized and multi-peak fields produce strong entropy reduction and probability concentration, while oscillatory fields preserve more distributed probabilistic structure. Stochastic fields exhibit fluctuating but still partially concentrating behavior in this finite-state example. In this toy model, repeated localized dilation behaves qualitatively like an attractor centered on the highest-weight region of the configuration space. [[File:Pdt comparative entropy flow.png|thumb|Comparative entropy evolution under localized, oscillatory, multi-peak, and stochastic PDT dilation fields.]] The experiment is intended only as a finite-state demonstration of iterative PDT dynamics and should not be interpreted as physical evidence. === Oscillatory dilation fields === Another useful class of PDT transformations is generated by oscillatory positive dilation fields. One example is: <math> D(x) = \exp(\lambda\sin(kx)) </math> where: * <math>\lambda>0</math> controls the strength of the oscillatory amplification; * <math>k</math> controls the spatial frequency of the oscillation. Because the exponential is always positive, the dilation field remains strictly positive for all states. Unlike localized dilation fields, oscillatory fields may generate multiple competing high-weight regions across the configuration space. Under repeated PDT transformation: <math> P_{n+1}(x) = \frac{ D(x)P_n(x) }{ \sum_y D(y)P_n(y) } </math> probability mass may evolve toward several distributed concentration regions rather than a single dominant attractor. === Example oscillatory-field experiment === A finite-state experiment was performed using: * 41 discrete states; * an initially uniform probability distribution; * a positive oscillatory dilation field with three spatial oscillation cycles; * 10 successive PDT iterations. Representative entropy behavior was: {| class="wikitable" ! Iteration ! Shannon entropy |- | 0 || 3.7136 |- | 2 || 2.8699 |- | 5 || 2.3018 |- | 10 || 1.9335 |} Unlike sharply localized dilation fields, the oscillatory field produced slower entropy reduction and multiple probability concentration peaks distributed across the configuration space. After 10 iterations, the largest probability concentration remained distributed rather than collapsing into a single dominant state. This suggests that different classes of positive dilation fields may generate qualitatively different long-term iterative probability structures. The experiment is intended only as a finite-state demonstration of iterative PDT dynamics and should not be interpreted as physical evidence. === Multi-peak localized dilation fields === A broader class of PDT transformations may be generated using multiple localized dilation peaks distributed across the configuration space. One example is: <math> D(x) = \exp\!\left( \sum_k \lambda_k \exp\!\left( -\frac{(x-x_k)^2}{2\sigma_k^2} \right) \right) </math> where: * <math>x_k</math> are the locations of the dilation peaks; * <math>\lambda_k>0</math> control the amplification strength of each peak; * <math>\sigma_k</math> control the spatial width of each localized region. This construction generates a positive multimodal dilation landscape containing several competing amplification regions. Under repeated PDT iteration: <math> P_{n+1}(x) = \frac{ D(x)P_n(x) }{ \sum_y D(y)P_n(y) } </math> probability mass may evolve toward multiple partially localized concentration regions. Unlike single localized dilation fields, multi-peak fields may generate: * competing attractor-like regions; * hierarchical probability concentration; * partially stabilized multimodal distributions; * multiscale probability structure. Depending on the relative strengths and widths of the peaks, the iterative dynamics may favor: * dominance by a single peak; * coexistence of several concentration regions; * or slowly evolving metastable probability structures. === Conceptual interpretation === A qualitative iterative evolution may be visualized as: <pre> Broad initial distribution ↓ Multiple localized amplifications ↓ Competing concentration regions ↓ Emergent multimodal probability structure </pre> This class of dilation fields suggests that iterative PDT dynamics may generate richer probability organization than either single localized attractors or simple oscillatory fields alone. At present these behaviors remain exploratory computational observations within finite-state toy models. === Random and stochastic dilation fields === Another important class of PDT transformations arises when the dilation field itself varies stochastically. A simple stochastic dilation field may be written schematically as: <math> D_n(x) = \exp\!\left( \sigma \eta_n(x) \right) </math> where: * <math>\eta_n(x)</math> is a random field or stochastic fluctuation at iteration <math>n</math>; * <math>\sigma>0</math> controls the strength of the stochastic variation. Because the exponential is strictly positive, the dilation field remains positive for all realizations of the random process. Under repeated PDT iteration: <math> P_{n+1}(x) = \frac{ D_n(x)P_n(x) }{ \sum_y D_n(y)P_n(y) } </math> the probability landscape itself fluctuates dynamically from one iteration to the next. Unlike deterministic localized or oscillatory dilation fields, stochastic dilation fields may generate: * fluctuating concentration regions; * transient attractor-like structures; * noise-driven entropy evolution; * intermittent probability concentration; * metastable probabilistic configurations. === Conceptual interpretation === A qualitative stochastic evolution may be visualized as: <pre> Broad initial distribution ↓ Random localized amplification ↓ Fluctuating concentration regions ↓ Dynamic probabilistic structure </pre> Depending on the stochastic process used to generate the dilation fields, the long-term dynamics may exhibit: * partial concentration, * persistent fluctuations, * stochastic stabilization, * or continuously evolving probabilistic structure. These ideas connect PDT to broader areas of: * stochastic processes; * random multiplicative systems; * statistical mechanics; * noise-driven dynamical systems; * probabilistic geometry. At present these behaviors remain exploratory computational possibilities within finite-state toy models. == Qualitative classes of iterative PDT behavior == Different classes of positive dilation fields may generate qualitatively different long-term probability dynamics under repeated PDT transformation. The following table summarizes several representative classes explored within finite-state toy models. {| class="wikitable" ! Dilation-field class ! Typical iterative behavior ! Representative qualitative structure |- | Localized fields | Strong entropy reduction and concentration toward a dominant region | Single attractor-like concentration |- | Oscillatory fields | Distributed amplification with slower entropy reduction | Patterned multimodal structure |- | Multi-peak localized fields | Competition between several concentration regions | Hierarchical or metastable probability structure |- | Random and stochastic fields | Fluctuating amplification and noise-driven evolution | Dynamic probabilistic landscapes |} These examples suggest that iterative PDT reweighting may generate a broad spectrum of emergent statistical structures depending on the geometry and dynamics of the dilation field. Within the PDT framework, the iterative behavior of probability measures may therefore depend as strongly on the structure of the dilation field as on the initial probability distribution itself. At present these qualitative behaviors remain exploratory computational observations within finite-state toy models. == Numerical simulation and iterative models == === Simulation model description === In discrete demonstrations, the “state space” may be represented by a finite set such as bins, configurations, or catalog points. Two equivalent discrete implementations are common: * '''weighted evaluation''': retain all points and assign weights proportional to <math>D</math>; * '''importance resampling''': generate a new empirical catalog with sampling probabilities proportional to <math>D</math>. === Demonstration: reweighting mock galaxy catalogs === A simple computational demonstration of PDT may be constructed using synthetic galaxy catalogs in a periodic simulation box. The demonstration pipeline is: # generate a baseline mock catalog; # define a positive dilation field over the configuration space; # perform PDT-style importance resampling; # compute the resulting two-point correlation function <math>\xi(r)</math>; # compare transformed and baseline catalogs. One example dilation field is: <math> D(x)=\exp(\lambda\phi(x)) </math> where: * <math>\lambda>0</math> controls the strength of the dilation; * <math>\phi(x)\ge0</math> is a nonnegative configuration-space field. An example seed-field construction is: <math> \phi(x)=\sum_k \exp\!\left(-\frac{\|x-s_k\|^2}{2\sigma^2}\right) </math> where <math>s_k</math> are seed locations and <math>\sigma</math> controls the width of the seed influence. The two-point correlation function may be estimated using the normalized Landy–Szalay estimator: <math> \xi(r) = \frac{DD(r)-2DR(r)+RR(r)}{RR(r)} </math> where <math>DD</math>, <math>DR</math>, and <math>RR</math> are normalized pair counts. {{Note|Unless observational datasets are explicitly supplied, demonstrations may use synthetic target correlation curves for methodological illustration only. Synthetic demonstrations should not be interpreted as empirical cosmological evidence.}} When run using synthetic target curves, PDT-resampled catalogs may exhibit enhanced small-scale clustering relative to the baseline configuration. === Computational demonstrations === Reference implementations and supplementary simulation notebooks may be maintained on external repositories or supplementary Wikiversity pages. {{collapse top|Python demonstration placeholder}} <syntaxhighlight lang="python"> # Example implementations may be maintained separately # on GitHub, OSF, or supplementary Wikiversity pages. </syntaxhighlight> {{collapse bottom}} == Scope and Limitations == PDT is a mathematical framework for measure transformations. It does not claim: * a replacement theory for General Relativity or Quantum Mechanics; * empirical confirmation without explicit predictions and tests; * observational validation without independently reproducible analysis. The following discussion extends beyond the primary mathematical framework developed earlier in the article and explores possible conceptual implications and speculative generalizations. == Speculative Extensions and Geometric Renormalization == ''This section is speculative and exploratory in nature.'' Recent mathematical work published in the ''Journal of Applied Probability'' by Baryshnikov, Cao, Kahle, and Liu suggests a possible connection between probability distributions and intrinsic geometry.<ref> Baryshnikov, Y., Cao, Y., Kahle, M., & Liu, J. (2024). ''Buffon’s problem on curved surfaces and Gaussian curvature''. ''Journal of Applied Probability''. Cambridge University Press. doi:10.1017/jpr.2024.19 </ref> Studies of “Buffon deficits” on curved manifolds indicate that deviations from classical flat-space Buffon probabilities may encode curvature-dependent geometric information. Within the PDT framework, these observations motivate the broader possibility that geometric structure may influence iterative probabilistic dynamics through curvature-dependent statistical weighting effects. Within PDT, these results are conceptually relevant because they suggest that probabilistic weighting structures may encode nontrivial geometric information. In particular, the Cambridge analysis demonstrates that generalized Buffon-type probabilistic constructions can reflect Gaussian curvature in different geometries. PDT extends this probabilistic perspective by exploring how iterative probability-measure transformations under positive dilation fields may generate evolving statistical structure, entropy flow, and geometry-dependent probabilistic behavior under repeated transformation. At present these ideas remain exploratory and heuristic. No direct physical interpretation is presently established within the PDT framework. Within the PDT framework, this motivates the speculative possibility that curvature could act as a statistical weighting mechanism on classes of admissible paths or configurations. == Future directions == * develop canonical families of dilation fields and invariants; * clarify “structure-from-measure” diagnostics; * publish reproducible simulation notebooks and parameter sweeps; * compare multiple dilation families under shared evaluation criteria; * investigate connections between probabilistic geometry and curvature-dependent statistical measures. == Convergence behavior == Iterative PDT transformations may exhibit qualitatively different convergence behavior depending on the structure of the applied dilation field. Repeated probabilistic reweighting can produce entropy reduction, concentration effects, oscillatory behavior, or fluctuating stochastic dynamics over successive iterations. === Qualitative convergence classes === Exploratory finite-state PDT experiments suggest several broad classes of iterative behavior: * '''Concentrating regimes''' — repeated transformations progressively concentrate probability mass into localized regions. * '''Oscillatory regimes''' — probability structure evolves through recurring redistribution patterns without strong concentration. * '''Multi-peak regimes''' — multiple semi-stable concentration regions emerge simultaneously. * '''Stochastic regimes''' — fluctuating probabilistic structure evolves under partially random weighting behavior. In many exploratory PDT experiments, entropy reduction correlates with increasing probability concentration under repeated transformation. However, some oscillatory and stochastic field classes may preserve higher entropy distributions or exhibit fluctuating convergence behavior over time. Some iterative PDT systems may exhibit transient attractor-like probabilistic structure in finite-state computational experiments. These behaviors are presently exploratory and are not established mathematical attractors in the formal dynamical-systems sense. Future investigation of PDT convergence behavior may include stability analysis, entropy-rate classification, stochastic convergence properties, fixed-point structure, and comparison with established dynamical systems and probabilistic evolution frameworks. == Future Directions: Probability Element (PE) == A speculative extension of Probability Dilation Theory (PDT) is the introduction of a minimal invariant scale in probability-state space, referred to as a '''Probability Element (PE)'''. This concept lies outside standard Fisher information geometry and is not part of established physics. The PE hypothesis proposes that probability-state space may not be fully continuous, but may instead admit a smallest distinguishable scale of structure in terms of information-theoretic resolution. This can be expressed in terms of a dimensionless ratio: <math>\eta = \frac{\sigma_P}{\sigma}</math> where: <math>\sigma_P</math> is a hypothesized minimal probability-resolution scale, <math>\sigma</math> is an effective distinguishability scale in probability-state space. === Conceptual motivation === Standard Fisher information geometry treats probability distributions as points on a smooth manifold with arbitrarily fine distinguishability. The PE hypothesis explores the possibility that this distinguishability may have a lower bound, introducing a form of discreteness in probability-state geometry. === Illustrative toy model (not derived physics) === As a heuristic example, one may consider a modification to special relativistic time dilation of the form: <math>d\tau = dt\sqrt{1 - \frac{v^2}{c^2}}\sqrt{1 - \eta^2}</math> where: <math>v</math> is velocity, <math>c</math> is the speed of light, <math>\eta = \sigma_P / \sigma</math> encodes a proposed probability-resolution scale. This expression is constructed such that standard special relativity is recovered exactly in the limit <math>\eta \to 0</math>. === Status === The Probability Element concept is: not part of standard Fisher information geometry not derived from quantum mechanics or general relativity not currently empirically established It is included only as a speculative direction for exploring whether probability-state space admits a minimal geometric resolution scale. === Open questions === Key open research directions include: whether a consistent discrete formulation of probability geometry can be constructed whether a fundamental probability-resolution scale <math>\sigma_P</math> can be derived from known physical principles whether such a structure could lead to measurable deviations from standard statistical or relativistic predictions == Current limitations == PDT presently operates as an exploratory probabilistic and computational framework. The theory does not presently derive known physical laws from first principles, nor does it replace established formulations of quantum mechanics or general relativity. Current PDT investigations primarily focus on iterative probability transformations, entropy evolution, probabilistic weighting behavior, and computationally modeled structure formation. Many proposed physical interpretations associated with PDT remain speculative and exploratory. Existing computational experiments are finite-state toy models intended to illustrate qualitative probabilistic behavior rather than experimentally verified physical mechanisms. Future development of PDT would likely require additional mathematical formalization, convergence analysis, stochastic modeling, and comparison with established probabilistic and dynamical systems frameworks. == See also == * [[w:Buffon's needle problem|Buffon's needle problem]] * [[w:Probability measure|Probability measure]] * [[w:Importance sampling|Importance sampling]] * [[w:Radon–Nikodym theorem|Radon–Nikodym theorem]] * [[w:Dynamical system|Dynamical systems]] * [[w:Entropy (information theory)|Entropy]] * [[w:Information theory|Information theory]] * [[w:Measure theory|Measure theory]] * [[w:Geometric probability|Geometric probability]] * [[w:Shannon entropy|Shannon entropy]] * [[w:Stochastic process|Stochastic process]] * [[w:Fixed point (mathematics)|Fixed point]] * [[w:Convergence (mathematics)|Convergence]] ==Related literature on probabilistic dilation, conditioning behavior, geometric probability, and curvature-dependent probabilistic structure includes the following works:== == Related probabilistic and geometric literature == Related literature on probabilistic dilation, conditioning behavior, geometric probability, and curvature-dependent probabilistic structure includes the following works: * Augustin, T.; Coolen, F. P. A.; de Cooman, G.; Troffaes, M. C. M. ''Introduction to Imprecise Probabilities''. Wiley, 2014. * Herron, T.; Seidenfeld, T.; Wasserman, L. ''Divisive Conditioning: Further Results on Dilation''. Philosophy of Science, Vol. 64, No. 3, 1997. * Herron, T.; Seidenfeld, T.; Wasserman, L. ''Distention for Sets of Probabilities''. Annals of Mathematics and Artificial Intelligence, Vol. 45, 2005. * Moral, S.; Wilson, N. ''Dilation Properties of Coherent Nearly-Linear Models''. International Journal of Approximate Reasoning, Vol. 45, 2007. * Baryshnikov, Y.; Cao, Y.; Kahle, M.; Liu, J. (2024). ''Buffon’s problem on curved surfaces and Gaussian curvature''. ''Journal of Applied Probability''. Cambridge University Press. doi:10.1017/jpr.2024.19 == Copyright and licensing == Text and original figures © Howard Richardson. Licensed under the Creative Commons Attribution 4.0 International License (CC BY 4.0). Reuse permitted with attribution. 5t1k3wjxdfqpxwodi4mflt0cdmt8alp Motivation and emotion/Book/2025/Uncanny valley and emotion 0 322900 2815302 2763632 2026-06-12T02:02:32Z Jtneill 10242 removed [[Category:Motivation and emotion/Book/Technology]] using [[Help:Gadget-HotCat|HotCat]] 2815302 wikitext text/x-wiki {{title|Uncanny valley and emotion:<br>What is the uncanny valley phenomenon, what are its consequences, and what can be done about it? }} __TOC__ ==Overview== {{RoundBoxTop|theme=4}}[[File:Robot-human-face onscreen.jpg|thumb|'''Figure 1'''. A humanoid robot head]] ; Imagine this ... It’s late at night, and you’re walking alone around your university campus. You pass the robotics lab and glance through the window. Inside there are a dozen humanoid robots that are half-finished and frozen in various poses. One robot {{g}} in particular catches your attention. Its gaze feels ... human, ''too'' human somehow (see Figure 1). You stop, mesmerised by its face, until a flicker of doubt runs through your mind: ''Did it just blink? Did it just move?!'' In the dim moonlight, its expression seems to shift slightly, almost like a person were sitting there silently ... ''watching'' you. A chill crawls up your back, your shoulders tense, and your heart pounds as fight-or-flight takes over. ''Why do I feel this way? It's just a robot...'' You wonder. {{RoundBoxBottom}} That sense of discomfort, the ''eeriness'', is an example of the [[wikipedia:Uncanny_valley|uncanny valley]] phenomenon. It is the uncomfortable feeling that humans experience when they come across objects or beings that are almost, but not ''quite'', human. Understanding why this phenomenon occurs is important, especially due to the increase of humanoid robots, CGI characters, and AI{{ic|explain abbreviation}} -generated content that are becoming common in humans' lives, and influence their emotional responses, trust, and social behaviour (Wang et al., 2015). The uncanny valley goes beyond just robotics. In the context of horror games, for instance, CGI{{ic|explain abbreviation}} characters that display slightly unnatural movements and facial features can have the ability to trigger players' [[Motivation and emotion/Book/2025/Amygdala and fear motivation|amygdala]], even in situations where there is no real or tangible threat (Ratajczyk, 2022). The eeriness is not the result of actual danger, but rather a subtle discordance between what the brain expects and what it perceives. Similarly, early CGI films such as ''[[wikipedia:The_Polar_Express_(film)|The Polar Express]]'' or [[wikipedia:The_Adventures_of_Tintin_(film)|''The Adventures of Tintin: The Secret of the Unicorn'']] unnerved their audiences, not because the characters were overtly frightening, but because their facial expressions and movements were ''almost'' human, yet ''off'' at the same time (Vukadinović et al., 2023). These slight imperfections creates a sense of unease and discomfort, demonstrating that even a minimal movement that is unnatural from natural human motion can create strong emotional reactions. Beyond digital media, ordinary objects such as hyper-realistic dolls or mannequins can provoke a similar feeling of discomfort or eeriness (Grebot et al., 2022). Across media, technology, and daily life, the uncanny valley shows just how sensitive humans are to stimuli that closely resemble humans without fully replicating human features or behaviours, illustrating the brain’s sensitivity to human likeness and the importance of perceptual congruity (Wang et al., 2015; Mara et al., 2022). {{RoundBoxTop|theme=7}} '''Focus questions''' * What is the uncanny valley? * What are the psychological and evolutionary aspects of the uncanny valley effect on humans? * What are the social and behavioural consequences of the uncanny valley effect? * Where can the uncanny valley appear in (media and physical objects)? * How can the uncanny valley effect be reduced? {{RoundBoxBottom}} == Understanding the uncanny valley == The term “[[wikipedia:Uncanny_valley|uncanny valley]]” was first introduced by [[wikipedia:Masahiro_Mori_(roboticist)|Masahiro Mori]] in 1970 to describe the non-linear relationship between human-likeness and emotional acceptance in humanoid robots (Wang et al., 2015). Masahiro Mori observed that the more robots became human-like, the more people generally felt affinity and grew to feel comforted by them. However, this wouldn't be long. Beyond a certain line of realism, subtle imperfections in appearance or behaviour would cause humans to feel more fearful and uncomfortable, rather than the comfort they felt before, which lead to a dramatic drop in positive emotional responses between humans and robots (Berns & Ashok, 2024). In other words, there exists a “valley” in the relationship between human-likeness and comfort, which is defined by the level of unease when robots appear almost human. === Early observations === Even before the development of advanced robotics, the uncanny valley phenomenon were found in highly realistic dolls, mannequins, and artificial CGI faces. Slight asymmetry in a doll’s facial expression or minor delays in mechanical movement were enough to evoke fight or flight, which indicates that humans are finely attuned to even the smallest deviations from an expected human appearance and motion (Wang et al., 2020). These early observations are important as to understand why near-human anomalies provoke strong emotional responses and laid the groundwork for contemporary research on human-robot interaction and CGI character design (Mathur & Reichling, 2016). [[File:PredictiveCodingX2.svg|thumb|512x512px|'''Figure 2.''' Predictive coding]] === Emotional responses === Engineers and designers developing humanoid robots and prosthetics found that certain technical designs, while impressive its in craftsmanship and realism, often seems to make those who come across them feel uncomfortable. Dolls or artificial faces with hyper-realistic features frequently felt “wrong” and unnerving to viewers despite their lifelike intentions (Ferrey et al., 2015; Seyama & Nagayama, 2007). Essentially, when the human brain detects features that are nearly, but not quite human, it experiences difficulty categorising whether something is human or not. This causes '''[[wikipedia:Cognitive_dissonance|cognitive dissonance]]''', predictive processing errors, and visceral emotional responses to occur (Urgen et al., 2018). [[wikipedia:Predictive_coding|Predictive processing theory, also referred to as predictive coding]] (see Figure 2), posits that the brain continuously generates expectations about any incoming sensory information, including cues from human appearance and movement. When an object that resembles a human being behaves slightly differently than what is its normal prediction, the brain detects it as a mismatch between expectation and perception. This mismatch triggers the amygdala and the feelings of discomfort or eeriness increase (Seyama & Nagayama, 2007; Ferrey et al., 2015; Urgen et al., 2018). This theory also aligns with other theories of the uncanny valley, including conflicting perceptual cues and violations of typical human norms, which occur when near-human anomalies challenge internal mental models of the standard human behaviour (Mathur & Reichling, 2016; Kätsyri et al., 2015). {{robelbox|theme=3|title=Pop Quiz}} <div style="{{Robelbox/pad}}"> <quiz display="simple"> {Masahiro Mori coined the term “uncanny valley” first. |type="()"} + True - False {The uncanny valley refers to a point where objects that are almost human provoke: |type="()"} - Comfort + Eeriness or discomfort - Indifference {Early uncanny valley observations only occurred in robotics. |type="()"} - True + False </quiz> </div> {{RoundBoxBottom}} == Psychological and evolutionary aspects of the uncanny valley == [[File:Cosplayers of Pyramid Head and Bubblehead Nurses, Silent Hill at CWT42 20160213b.jpg|thumb|277x277px|'''Figure 3.''' Fans cosplaying as characters from Silent Hill]] A primary psychological explanation for the uncanny valley involves '''[[wikipedia:Cognitive_dissonance|cognitive dissonance]]'''. The human brain expects consistency between appearance and behaviour, particularly in entities that resemble humans. When a humanoid robot or CGI/ AI character appears human but moves unnaturally or its facial feature appear distorted, this expectation is violated, creating cognitive conflict (Seyama & Nagayama, 2007; Wiese & Weis, 2020). '''[[wikipedia:Predictive_coding|Predictive processing theory]]''' '''[[wikipedia:Predictive_coding|(Predictive coding)]]''' further clarifies that violations such as that produces a '''[https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2012.00548/full prediction error signal]''' in the brain, which triggers discomfort, aversion, or unease (den Ouden et al., 2012; Urgen et al., 2018). Importantly, this reaction can occur even in the absence of actual real danger. For example, horror games like ''[[wikipedia:Silent_Hill_(video_game)|Silent Hill]]'' (see Figure 3) exploit subtle and unnatural movements in human-like enemies, provoking terror precisely because these characters defy expected human behaviour patterns (Ratajczyk, 2022). [[File:Laffing Sal.jpg|thumb|318x318px|'''Figure 4.''' Laffing Sal]] === Sensory mismatch === Humans rely on a multitude of sensory cues to interpret emotions, intentions, and social cues. Near-human entities with slightly unnatural movement, gaze, or facial expression introduce inconsistencies that the brain struggles to accept (Sasaki et al., 2024). According to [[wikipedia:Predictive_coding|predictive processing theory]], the brain generates expectations for motion, facial cues, and auditory signals; any contradiction of these expectations can create perceptual discomfort (Urgen et al., 2018). This is why even small glitches in CGI character movements or facial expressions in films may be perceived as unsettling, despite otherwise realistic rendering (Vukadinović et al., 2023). === Evolutionary perspectives === From an evolutionary standpoint, near-human anomalies may activate innate '''[https://mi-psych.com.au/your-brains-3-emotion-regulation-systems/#:~:text=The%20Threat%20System%20(Detection%20&%20Protection,'). threat-detection systems]'''. Objects or entities that appear almost human, but with subtle deviations, may unconsciously signal injury, disease, or death, situations historically associated with survival risks (Grebot et al., 2022). Predictive processing amplifies this sensitivity, increasing the salience of near-human anomalies and explaining why the uncanny valley elicits such strong, cross-cultural reactions (Hoorn & Huang, 2024). These evolutionary mechanisms shows how discomfort is not arbitrary but is grounded in adaptive processes that have historically promoted safety and avoidance of potential hazards in humans. '''Table 1.''' Psychological and evolutionary mechanisms {{expand}} {| class="wikitable" !Mechanism !Description !Example |- |Cognitive dissonance |Discomfort due to mismatches of appearance and behaviour |Robot with human-like face but jerky unnatural movements |- |Sensory mismatch/ Predictive processing |Inconsistencies across visual, auditory, or motion cues generate predictive processing |CGI character with strange blinking patterns |- |Evolutionary threat detection |Subconscious avoidance of anomalies linked to disease or danger |Hyper-realistic doll triggering fear |} {{robelbox|theme=3|title=Quiz}} <div style="{{Robelbox/pad}}"> <quiz display="simple"> {Cognitive dissonance in the uncanny valley occurs when: |type="()"} + Appearance and behaviour are misaligned - An object matches human expectations perfectly - There is no human-like appearance {True or False: Prediction errors occur when sensory cues from a near-human object do not match brain expectations. |type="()"} + True - False {From an evolutionary standpoint, near-human anomalies may trigger: |type="()"} - Joy and curiosity + Threat detection and avoidance - Indifference </quiz> </div> {{RoundBoxBottom}} == Social and behavioural consequences to the uncanny valley == Human responses to the uncanny valley can range from mild uneasiness to intense fear or even fascination of it (Ratajczyk, 2022). Context, prior experience, familiarity, and the degree of realism all influence the emotional response. Many people actively seek out fear stimuli from novel or thrilling media, such as from horror films or horror games, which explains why creators frequently use uncanny valley in horror media. Films such as [[wikipedia:The_Ring_(2002_film)|The ''Ring'']] and ''[[wikipedia:Annabelle_(film)|Annabelle]]'' use hyper-realistic dolls or CGI human-like figures to provoke suspense and tension, while horror video games use humanoid monsters with subtle human features to enhance immersion and psychological engagement (Ratajczyk, 2022; Grebot et al., 2022). === Social and behavioural impacts === The uncanny valley can also affect social interaction and trust. Humans may demonstrate reduced willingness to engage with humanoid robots in domestic, therapeutic, or workplace environments if the robot’s facial expressions or movements appear almost human but fall short of true realism (Mara et al., 2022; Berns & Ashok, 2024). For example, a robot designed to assist elderly individuals may fail to elicit cooperation or engagement of the elderly if it provokes discomfort in them. However, repeated exposure and familiarity can mitigate negative reactions over time, allowing individuals to get used to these robots and interact with them more comfortably (Yam et al., 2021). In media and gaming, designers balances the games realism carefully to raise engagement without triggering their aversions (Vukadinović et al., 2023). === Cultural and individual differences === Responses to the uncanny valley are also shaped by cultural norms, individual personality traits, and prior experience. Some cultures exhibit higher tolerance for anthropomorphised robots or hyper-realistic dolls, while others are more sensitive to it. Individual differences, including personality traits, previous exposure to horror media, and personal experiences, further influences their reactions (Wang et al., 2015; Hoorn & Huang, 2024). {{robelbox|theme=3|title=Pop Quiz}}<div style="{{Robelbox/pad}}"> <quiz display="simple"> {True or False: The uncanny valley can provoke fascination as well as fear. |type="()"} + True - False {Which of the following is true regarding social interaction with near-human objects? |type="()"} - It always increases trust - It has no social effect + It can decrease willingness to engage {Which factor influences reactions to near-human entities? |type="()"} - Cultural background - Personality traits - Past experiences + All of the above </quiz> </div> {{RoundBoxBottom}} == Where the uncanny valley can appear == [[File:Sophia at the AI for Good Global Summit 2018 (27254369347) (cropped).jpg|thumb|'''Figure 5.''' Sophia (AI-robot)|left|231x231px]] [[File:Robot pepper.jpg|thumb|'''Figure 6.''' Pepper (robot)]] Humanoid robots are becoming prevalent in research labs, homes, and workplaces (Mara et al., 2022). Minor imperfections in movement, gaze, or facial expression can trigger discomfort. Robots such as [[wikipedia:Sophia_(robot)|Sophia]] (see Figure 5) (Berns & Ashok, 2024) or [[wikipedia:Pepper_(robot)|Pepper]] (see Figure 6) might provoke mixed reactions. While some may find them fascinating and engaging, others find them unnerving. Designers often use abstracted or deliberately non-human features to reduce the possibility of triggering human's fears while retaining enough human-like qualities to enable meaningful interactions (Hoorn & Huang, 2024). === CGI, AI, and animation === [[File:Soziale Differenzierung.jpg|thumb|235x235px|'''Figure 7.''' AI-generated people ]] CGI, AI, and animated media are particularly prone to the uncanny valley effect. Even small inconsistencies in facial expression, movement, or gaze can make the characters look and feel “off”, creating discomfort in viewers (Vukadinović et al., 2023). With the rise of artificial intelligence, this effect has become even more noticeable as AI-generated faces (see Figure 7), voices, and gestures often appear almost human, but still looks off, which disrupts the brain’s expectations and triggers fear (Urgen et al., 2018). A clear example of the uncanny valley in CGI is ''[[wikipedia:The_Polar_Express_(film)|The Polar Express]]'', where subtle deviations from natural human movement made the characters feel eerie rather than lifelike. In CGI games and animations, designers often adjust the realism of non-player characters (NPCs), finding that slightly stylised or less human-like designs help maintain the immersion without triggering the effect (Ferrey et al., 2015). [[File:-Arrangement of 12 Female Mannequin Heads, Each with Distinct Physiognomy and Period Hair Style- MET DP106354.jpg|left|thumb|240x240px|'''Figure 8.''' Mannequin Heads]] === Mannequins and dolls === Highly realistic dolls, mannequins (see Figure 8), wax figures, and statues can elicit unease due to subtle imperfections in facial expressions, gaze, or posture (Grebot et al., 2022). Designers may exaggerate certain features intentionally to reduce discomfort. Many horror media creators frequently capitalises on this effect, using dolls and mannequins as central elements to induce suspense and fear (Ratajczyk, 2022). [[File:The-ring-logo.svg|thumb|225x225px|'''Figure 9.''' The Ring (film) logo ]] === Horror media === Horror films and games frequently exploit the uncanny valley to amplify fear and tension. Directors and designers understand that humans are instinctively sensitive to non-human entities that possess human-like features, and they leverage on this to create a suspenseful experience (Ratajczyk, 2022). Films like ''[[wikipedia:Annabelle_(film)|Annabelle]]'' and [[wikipedia:The_Ring_(2002_film)|''The Ring'']] (see Figure 9) have dolls with hyper-realistic facial features and special effects make-up that trigger the effect. Horror games manipulate NPC gaze, movement, and timing to elicit fear into players (Ratajczyk, 2022; Grebot et al., 2022). Even social media users have explored the uncanny valley effect, with makeup or digital filters that exaggerated their facial proportions, provoking viewer's feelings of eeriness. {{robelbox|theme=3|title=Pop Quiz}} <div style="{{Robelbox/pad}}"> <quiz display="simple"> {Which robot might elicit mixed reactions due to near-human features? |type="()"} - Cozmo + Sophia - Bender - C-3PO {Slight inconsistencies in motion of CGI characters can lead to: |type="()"} + Unease or discomfort - Increased empathy - Indifference {True or False: Highly realistic dolls or mannequins can trigger uneasiness? |type="()"} + True - False {Horror media often uses the uncanny valley to: |type="()"} - Make viewers laugh + Induce suspense and fear - Promote social bonding </quiz> </div> {{RoundBoxBottom}} == Solutions to reducing the uncanny valley effect == Stylisation, exaggeration, and deliberate non-human cues can help reduce prediction errors and discomfort. Focusing on enhancing synchrony in movement, gaze, and facial expression will allow the brain to generate accurate predictions, which will improve emotional comfort. Avoiding direct imitation of human features is also particularly important for robots who are meant to be around humans (Mara et al., 2022). In CGI, slightly cartoonish or stylised designs can prevent viewers' discomfort all the while still maintaining emotional engagement and narrative immersion (Vukadinović et al., 2023). [[File:Anki Cozmo.png|thumb|'''Figure 10.''' Cozmo (not turned on)]] === Applications in media and gaming === Animators and game designers often adjust character designs to foster comfort rather than unease. Stylised characters in games such as ''[[wikipedia:Overwatch_(video_game)|Overwatch]]'' or ''[[wikipedia:The_Legend_of_Zelda:_Breath_of_the_Wild|The Legend of Zelda: Breath of the Wild]]'' avoid triggering the effect while maintaining human-like qualities (Vukadinović et al., 2023). Horror games, by contrast, may deliberately leverage almost-human designs to induce fear and anxiety, which demonstrates that the uncanny valley effect can be context-dependent (Ratajczyk, 2022). === Applications in robotics === Human-robot interactions improve when designers account for the uncanny valley. Robots with abstract or stylised features, such as [[wikipedia:Cozmo|Cozmo]] (see Figure 10), are generally perceived as more comfortable and trustworthy (Yam et al., 2021). In contrast, highly human-like robots, such as Sophia, may still provoke discomfort, emphasising the necessity of careful design calibration (Berns & Ashok, 2024). {{robelbox|theme=3|title=Quiz}} <div style="{{Robelbox/pad}}"> <quiz display="simple"> {True or False: Using slightly abstract or stylised features in robots helps reduce the uncanny valley effect. |type="()"} + True - False {In animation and video games, ''avoiding'' overly realistic characters helps: |type="()"} - Increase viewer discomfort + Promote empathy and engagement - Confuse the audience {One effective way to reduce the uncanny valley in robots is to: |type="()"} - Make them as human-like as possible - Ignore human reactions entirely + Use slightly abstract or stylised features </quiz> </div> {{RoundBoxBottom}} == Conclusion == The uncanny valley phenomenon shows the complex interactions between human perception, emotion, and near-human realism. Subtle mismatches in appearance or behaviour trigger discomfort through mechanisms including cognitive dissonance, sensory mismatch, predictive processing, and evolutionary threat sensitivity (Seyama & Nagayama, 2007; Urgen et al., 2018; Grebot et al., 2022). These reactions influence social interaction, trust, and engagement with near-human entities, ranging from AI/ robots to CGI characters. Understanding the psychological and evolutionary foundations of these responses can help designers, animators, and roboticists create robots and characters that people find socially and emotionally comfortable. They can do this by utilising stylisation, deliberate non-human cues, and cautiously using realism, helping to reduce the phenomenon (Mara et al., 2022; Vukadinović et al., 2023). Though, in horror media and gaming, the uncanny valley can also be leveraged to create tension, suspense, and immersive experiences, showing that the phenomenon is context-dependent and not inherently a negative thing in terms of creativity (Ratajczyk, 2022; Ferrey et al., 2015){{g}}. {{robelbox|theme=2|title=Quiz}} <div style="{{Robelbox/pad}}"> <quiz display="simple"> {True or False: The uncanny valley is the uncomfortable feeling people experience when encountering objects that are almost, but not quite, human. |type="()"} +True - False {Who first introduced the term “uncanny valley”? |type="()"} - Sigmund Freud - Isaac Asimov + Masahiro Mori {Which of the following best explains why near-human objects induce discomfort? |type="()"} - The size of the object - Lack of colour or texture + Cognitive dissonance, sensory mismatch/ predictive processing, and evolutionary threat detection {True or False: The uncanny valley only appears in robots. |type="()"} - True + False {What is one effective way to reduce the uncanny valley effect in robots, AI, or CGI characters? |type="()"} - Make them perfectly human-like + Use stylised or deliberately non-human features - Ignore human reactions entirely </quiz> </div> {{RoundBoxBottom}} ==See also== * [[Motivation and emotion/Book/2025/Amygdala and fear motivation|Amygdala and fear motivation]] (Book chapter, 2025) * [[Motivation and emotion/Book/2019/Emotional responses to social robots|Emotional responses to social robots: What emotional responses do people have to social robots?]] (Book chapter, 2019) * [[wikipedia:Annabelle_(film)|Annabelle (Film)]] (Wikipedia) * [[wikipedia:Cozmo|Cozmo (Robot)]] (Wikipedia) * [[wikipedia:Cognitive_dissonance|Cognitive dissonance]] (Wikipedia) * [[wikipedia:Masahiro_Mori_(roboticist)|Masahiro Mori (roboticist)]] (Wikipedia) * [[wikipedia:Overwatch_(video_game)|Overwatch (video game)]](Wikipedia) * [[wikipedia:Pepper_(robot)|Pepper (robot)]] (Wikipedia) * [[wikipedia:Predictive_coding|Predictive coding (predictive processing)]](Wikipedia) * [[wikipedia:The_Legend_of_Zelda:_Breath_of_the_Wild|The Legend of Zelda: Breath of the Wild]] (Wikipedia) * [[wikipedia:The_Ring_(2002_film)|The Ring (Film)]] (Wikipedia) * [[wikipedia:Silent_Hill_(video_game)|Silent Hill (Video game)]] (Wikipedia) * [[wikipedia:Sophia_(robot)|Sophia (robot)]] (Wikipedia) * [[wikipedia:The_Adventures_of_Tintin_(film)|The Adventures of Tintin (Film)]] (Wikipedia) * [[wikipedia:The_Polar_Express_(film)|The Polar Express (Film)]] (Wikipedia) * [[wikipedia:Uncanny_valley|Uncanny valley]] (Wikipedia) ==References== {{Hanging indent|1= Berns, K., & Ashok, A. (2024). “You scare me”: The effects of humanoid robot appearance, emotion, and interaction skills on uncanny valley phenomenon. ''Actuators'', ''13''(10), 419–419. https://doi.org/10.3390/act13100419 Ferrey, A. E., Burleigh, T. J., & Fenske, M. J. (2015). Stimulus-category competition, inhibition, and affective devaluation: a novel account of the uncanny valley. Frontiers in Psychology, 6. https://doi.org/10.3389/fpsyg.2015.00249 Grebot, I. B. d. F., Cintra, P. H. P., de Lima, E. F. F., de Castro, M. V., & de Moraes, R., Jr (2022). Uncanny valley hypothesis and hierarchy of facial features in the human likeness continua: An eye-tracking approach. ''Psychology & Neuroscience'', ''15''(1), 28–42. https://doi.org/10.1037/pne0000281 Hoorn, J. F., & Huang, I. S. (2024). The media inequality, uncanny mountain, and the singularity is far from near: Iwaa and Sophia robot versus a real human being. 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On the ugliness and distortedness: The observers’ perception of the "uncanny valley" phenomenon in photorealistic computer animated faces. ''Studia Psychologica'', ''65''(4), 364–377. https://doi.org/10.31577/sp.2023.04.886 Wang, S., Cheong, Y. F., Dilks, D. D., & Rochat, P. (2020). The uncanny valley phenomenon and the temporal dynamics of face animacy perception. ''Perception'', ''49''(10), 030100662095261. https://doi.org/10.1177/0301006620952611 Wang, S., Lilienfeld, S. O., & Rochat, P. (2015). The uncanny valley: Existence and explanations. ''Review of General Psychology'', ''19''(4), 393–407. https://doi.org/10.1037/gpr0000056 Wiese, E., & Weis, P. P. (2020). It matters to me if you are human - Examining categorical perception in human and nonhuman agents. ''International Journal of Human-Computer Studies'', ''133'', 1–12. https://doi.org/10.1016/j.ijhcs.2019.08.002 Yam, K. C., Bigman, Y., & Gray, K. (2021). Reducing the uncanny valley by dehumanizing humanoid robots. ''Computers in Human Behavior'', ''125'', 106945. https://doi.org/10.1016/j.chb.2021.106945 }} ==External links== * [https://www.simplypsychology.org/uncanny-valley.html Uncanny Valley: Examples, Effects, and Theory] (Simply Psychology) * [http://youtube.com/watch?v=YF8gc1jBiFM Uncanny valley explained | why robots, dolls and mannequins are creepy] (YouTube) * [https://www.verywellmind.com/what-is-the-uncanny-valley-4846247 What to know about the uncanny valley] (Verywell Mind) * [https://www.sciencefocus.com/news/uncanny-valley-what-is-it-and-why-do-we-experience-it Uncanny valley: what is it and why do we experience it?] (BBC Science Focus Magazine) * __TOC__[https://www.forbes.com/sites/ariannajohnson/2023/11/13/what-is-the-uncanny-valley-the-theory-behind-a-popular-tiktok-makeup-trend/ What Is The Uncanny Valley? The Theory Behind A Popular TikTok Makeup Trend.] (Forbes) * [https://mi-psych.com.au/your-brains-3-emotion-regulation-systems/#:~:text=The%20Threat%20System%20(Detection%20&%20Protection,'). Your Brain’s 3 Emotion Regulation Systems] (Psychology Solutions) [[Category:{{#titleparts:{{PAGENAME}}|3}}]] [[Category:Motivation and emotion/Book/Emotion]] b9b5o831zb4029jql4jym5cwoui5p36 2815303 2815302 2026-06-12T02:02:50Z Jtneill 10242 added [[Category:Motivation and emotion/Book/Robots]] using [[Help:Gadget-HotCat|HotCat]] 2815303 wikitext text/x-wiki {{title|Uncanny valley and emotion:<br>What is the uncanny valley phenomenon, what are its consequences, and what can be done about it? }} __TOC__ ==Overview== {{RoundBoxTop|theme=4}}[[File:Robot-human-face onscreen.jpg|thumb|'''Figure 1'''. A humanoid robot head]] ; Imagine this ... It’s late at night, and you’re walking alone around your university campus. You pass the robotics lab and glance through the window. Inside there are a dozen humanoid robots that are half-finished and frozen in various poses. One robot {{g}} in particular catches your attention. Its gaze feels ... human, ''too'' human somehow (see Figure 1). You stop, mesmerised by its face, until a flicker of doubt runs through your mind: ''Did it just blink? Did it just move?!'' In the dim moonlight, its expression seems to shift slightly, almost like a person were sitting there silently ... ''watching'' you. A chill crawls up your back, your shoulders tense, and your heart pounds as fight-or-flight takes over. ''Why do I feel this way? It's just a robot...'' You wonder. {{RoundBoxBottom}} That sense of discomfort, the ''eeriness'', is an example of the [[wikipedia:Uncanny_valley|uncanny valley]] phenomenon. It is the uncomfortable feeling that humans experience when they come across objects or beings that are almost, but not ''quite'', human. Understanding why this phenomenon occurs is important, especially due to the increase of humanoid robots, CGI characters, and AI{{ic|explain abbreviation}} -generated content that are becoming common in humans' lives, and influence their emotional responses, trust, and social behaviour (Wang et al., 2015). The uncanny valley goes beyond just robotics. In the context of horror games, for instance, CGI{{ic|explain abbreviation}} characters that display slightly unnatural movements and facial features can have the ability to trigger players' [[Motivation and emotion/Book/2025/Amygdala and fear motivation|amygdala]], even in situations where there is no real or tangible threat (Ratajczyk, 2022). The eeriness is not the result of actual danger, but rather a subtle discordance between what the brain expects and what it perceives. Similarly, early CGI films such as ''[[wikipedia:The_Polar_Express_(film)|The Polar Express]]'' or [[wikipedia:The_Adventures_of_Tintin_(film)|''The Adventures of Tintin: The Secret of the Unicorn'']] unnerved their audiences, not because the characters were overtly frightening, but because their facial expressions and movements were ''almost'' human, yet ''off'' at the same time (Vukadinović et al., 2023). These slight imperfections creates a sense of unease and discomfort, demonstrating that even a minimal movement that is unnatural from natural human motion can create strong emotional reactions. Beyond digital media, ordinary objects such as hyper-realistic dolls or mannequins can provoke a similar feeling of discomfort or eeriness (Grebot et al., 2022). Across media, technology, and daily life, the uncanny valley shows just how sensitive humans are to stimuli that closely resemble humans without fully replicating human features or behaviours, illustrating the brain’s sensitivity to human likeness and the importance of perceptual congruity (Wang et al., 2015; Mara et al., 2022). {{RoundBoxTop|theme=7}} '''Focus questions''' * What is the uncanny valley? * What are the psychological and evolutionary aspects of the uncanny valley effect on humans? * What are the social and behavioural consequences of the uncanny valley effect? * Where can the uncanny valley appear in (media and physical objects)? * How can the uncanny valley effect be reduced? {{RoundBoxBottom}} == Understanding the uncanny valley == The term “[[wikipedia:Uncanny_valley|uncanny valley]]” was first introduced by [[wikipedia:Masahiro_Mori_(roboticist)|Masahiro Mori]] in 1970 to describe the non-linear relationship between human-likeness and emotional acceptance in humanoid robots (Wang et al., 2015). Masahiro Mori observed that the more robots became human-like, the more people generally felt affinity and grew to feel comforted by them. However, this wouldn't be long. Beyond a certain line of realism, subtle imperfections in appearance or behaviour would cause humans to feel more fearful and uncomfortable, rather than the comfort they felt before, which lead to a dramatic drop in positive emotional responses between humans and robots (Berns & Ashok, 2024). In other words, there exists a “valley” in the relationship between human-likeness and comfort, which is defined by the level of unease when robots appear almost human. === Early observations === Even before the development of advanced robotics, the uncanny valley phenomenon were found in highly realistic dolls, mannequins, and artificial CGI faces. Slight asymmetry in a doll’s facial expression or minor delays in mechanical movement were enough to evoke fight or flight, which indicates that humans are finely attuned to even the smallest deviations from an expected human appearance and motion (Wang et al., 2020). These early observations are important as to understand why near-human anomalies provoke strong emotional responses and laid the groundwork for contemporary research on human-robot interaction and CGI character design (Mathur & Reichling, 2016). [[File:PredictiveCodingX2.svg|thumb|512x512px|'''Figure 2.''' Predictive coding]] === Emotional responses === Engineers and designers developing humanoid robots and prosthetics found that certain technical designs, while impressive its in craftsmanship and realism, often seems to make those who come across them feel uncomfortable. Dolls or artificial faces with hyper-realistic features frequently felt “wrong” and unnerving to viewers despite their lifelike intentions (Ferrey et al., 2015; Seyama & Nagayama, 2007). Essentially, when the human brain detects features that are nearly, but not quite human, it experiences difficulty categorising whether something is human or not. This causes '''[[wikipedia:Cognitive_dissonance|cognitive dissonance]]''', predictive processing errors, and visceral emotional responses to occur (Urgen et al., 2018). [[wikipedia:Predictive_coding|Predictive processing theory, also referred to as predictive coding]] (see Figure 2), posits that the brain continuously generates expectations about any incoming sensory information, including cues from human appearance and movement. When an object that resembles a human being behaves slightly differently than what is its normal prediction, the brain detects it as a mismatch between expectation and perception. This mismatch triggers the amygdala and the feelings of discomfort or eeriness increase (Seyama & Nagayama, 2007; Ferrey et al., 2015; Urgen et al., 2018). This theory also aligns with other theories of the uncanny valley, including conflicting perceptual cues and violations of typical human norms, which occur when near-human anomalies challenge internal mental models of the standard human behaviour (Mathur & Reichling, 2016; Kätsyri et al., 2015). {{robelbox|theme=3|title=Pop Quiz}} <div style="{{Robelbox/pad}}"> <quiz display="simple"> {Masahiro Mori coined the term “uncanny valley” first. |type="()"} + True - False {The uncanny valley refers to a point where objects that are almost human provoke: |type="()"} - Comfort + Eeriness or discomfort - Indifference {Early uncanny valley observations only occurred in robotics. |type="()"} - True + False </quiz> </div> {{RoundBoxBottom}} == Psychological and evolutionary aspects of the uncanny valley == [[File:Cosplayers of Pyramid Head and Bubblehead Nurses, Silent Hill at CWT42 20160213b.jpg|thumb|277x277px|'''Figure 3.''' Fans cosplaying as characters from Silent Hill]] A primary psychological explanation for the uncanny valley involves '''[[wikipedia:Cognitive_dissonance|cognitive dissonance]]'''. The human brain expects consistency between appearance and behaviour, particularly in entities that resemble humans. When a humanoid robot or CGI/ AI character appears human but moves unnaturally or its facial feature appear distorted, this expectation is violated, creating cognitive conflict (Seyama & Nagayama, 2007; Wiese & Weis, 2020). '''[[wikipedia:Predictive_coding|Predictive processing theory]]''' '''[[wikipedia:Predictive_coding|(Predictive coding)]]''' further clarifies that violations such as that produces a '''[https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2012.00548/full prediction error signal]''' in the brain, which triggers discomfort, aversion, or unease (den Ouden et al., 2012; Urgen et al., 2018). Importantly, this reaction can occur even in the absence of actual real danger. For example, horror games like ''[[wikipedia:Silent_Hill_(video_game)|Silent Hill]]'' (see Figure 3) exploit subtle and unnatural movements in human-like enemies, provoking terror precisely because these characters defy expected human behaviour patterns (Ratajczyk, 2022). [[File:Laffing Sal.jpg|thumb|318x318px|'''Figure 4.''' Laffing Sal]] === Sensory mismatch === Humans rely on a multitude of sensory cues to interpret emotions, intentions, and social cues. Near-human entities with slightly unnatural movement, gaze, or facial expression introduce inconsistencies that the brain struggles to accept (Sasaki et al., 2024). According to [[wikipedia:Predictive_coding|predictive processing theory]], the brain generates expectations for motion, facial cues, and auditory signals; any contradiction of these expectations can create perceptual discomfort (Urgen et al., 2018). This is why even small glitches in CGI character movements or facial expressions in films may be perceived as unsettling, despite otherwise realistic rendering (Vukadinović et al., 2023). === Evolutionary perspectives === From an evolutionary standpoint, near-human anomalies may activate innate '''[https://mi-psych.com.au/your-brains-3-emotion-regulation-systems/#:~:text=The%20Threat%20System%20(Detection%20&%20Protection,'). threat-detection systems]'''. Objects or entities that appear almost human, but with subtle deviations, may unconsciously signal injury, disease, or death, situations historically associated with survival risks (Grebot et al., 2022). Predictive processing amplifies this sensitivity, increasing the salience of near-human anomalies and explaining why the uncanny valley elicits such strong, cross-cultural reactions (Hoorn & Huang, 2024). These evolutionary mechanisms shows how discomfort is not arbitrary but is grounded in adaptive processes that have historically promoted safety and avoidance of potential hazards in humans. '''Table 1.''' Psychological and evolutionary mechanisms {{expand}} {| class="wikitable" !Mechanism !Description !Example |- |Cognitive dissonance |Discomfort due to mismatches of appearance and behaviour |Robot with human-like face but jerky unnatural movements |- |Sensory mismatch/ Predictive processing |Inconsistencies across visual, auditory, or motion cues generate predictive processing |CGI character with strange blinking patterns |- |Evolutionary threat detection |Subconscious avoidance of anomalies linked to disease or danger |Hyper-realistic doll triggering fear |} {{robelbox|theme=3|title=Quiz}} <div style="{{Robelbox/pad}}"> <quiz display="simple"> {Cognitive dissonance in the uncanny valley occurs when: |type="()"} + Appearance and behaviour are misaligned - An object matches human expectations perfectly - There is no human-like appearance {True or False: Prediction errors occur when sensory cues from a near-human object do not match brain expectations. |type="()"} + True - False {From an evolutionary standpoint, near-human anomalies may trigger: |type="()"} - Joy and curiosity + Threat detection and avoidance - Indifference </quiz> </div> {{RoundBoxBottom}} == Social and behavioural consequences to the uncanny valley == Human responses to the uncanny valley can range from mild uneasiness to intense fear or even fascination of it (Ratajczyk, 2022). Context, prior experience, familiarity, and the degree of realism all influence the emotional response. Many people actively seek out fear stimuli from novel or thrilling media, such as from horror films or horror games, which explains why creators frequently use uncanny valley in horror media. Films such as [[wikipedia:The_Ring_(2002_film)|The ''Ring'']] and ''[[wikipedia:Annabelle_(film)|Annabelle]]'' use hyper-realistic dolls or CGI human-like figures to provoke suspense and tension, while horror video games use humanoid monsters with subtle human features to enhance immersion and psychological engagement (Ratajczyk, 2022; Grebot et al., 2022). === Social and behavioural impacts === The uncanny valley can also affect social interaction and trust. Humans may demonstrate reduced willingness to engage with humanoid robots in domestic, therapeutic, or workplace environments if the robot’s facial expressions or movements appear almost human but fall short of true realism (Mara et al., 2022; Berns & Ashok, 2024). For example, a robot designed to assist elderly individuals may fail to elicit cooperation or engagement of the elderly if it provokes discomfort in them. However, repeated exposure and familiarity can mitigate negative reactions over time, allowing individuals to get used to these robots and interact with them more comfortably (Yam et al., 2021). In media and gaming, designers balances the games realism carefully to raise engagement without triggering their aversions (Vukadinović et al., 2023). === Cultural and individual differences === Responses to the uncanny valley are also shaped by cultural norms, individual personality traits, and prior experience. Some cultures exhibit higher tolerance for anthropomorphised robots or hyper-realistic dolls, while others are more sensitive to it. Individual differences, including personality traits, previous exposure to horror media, and personal experiences, further influences their reactions (Wang et al., 2015; Hoorn & Huang, 2024). {{robelbox|theme=3|title=Pop Quiz}}<div style="{{Robelbox/pad}}"> <quiz display="simple"> {True or False: The uncanny valley can provoke fascination as well as fear. |type="()"} + True - False {Which of the following is true regarding social interaction with near-human objects? |type="()"} - It always increases trust - It has no social effect + It can decrease willingness to engage {Which factor influences reactions to near-human entities? |type="()"} - Cultural background - Personality traits - Past experiences + All of the above </quiz> </div> {{RoundBoxBottom}} == Where the uncanny valley can appear == [[File:Sophia at the AI for Good Global Summit 2018 (27254369347) (cropped).jpg|thumb|'''Figure 5.''' Sophia (AI-robot)|left|231x231px]] [[File:Robot pepper.jpg|thumb|'''Figure 6.''' Pepper (robot)]] Humanoid robots are becoming prevalent in research labs, homes, and workplaces (Mara et al., 2022). Minor imperfections in movement, gaze, or facial expression can trigger discomfort. Robots such as [[wikipedia:Sophia_(robot)|Sophia]] (see Figure 5) (Berns & Ashok, 2024) or [[wikipedia:Pepper_(robot)|Pepper]] (see Figure 6) might provoke mixed reactions. While some may find them fascinating and engaging, others find them unnerving. Designers often use abstracted or deliberately non-human features to reduce the possibility of triggering human's fears while retaining enough human-like qualities to enable meaningful interactions (Hoorn & Huang, 2024). === CGI, AI, and animation === [[File:Soziale Differenzierung.jpg|thumb|235x235px|'''Figure 7.''' AI-generated people ]] CGI, AI, and animated media are particularly prone to the uncanny valley effect. Even small inconsistencies in facial expression, movement, or gaze can make the characters look and feel “off”, creating discomfort in viewers (Vukadinović et al., 2023). With the rise of artificial intelligence, this effect has become even more noticeable as AI-generated faces (see Figure 7), voices, and gestures often appear almost human, but still looks off, which disrupts the brain’s expectations and triggers fear (Urgen et al., 2018). A clear example of the uncanny valley in CGI is ''[[wikipedia:The_Polar_Express_(film)|The Polar Express]]'', where subtle deviations from natural human movement made the characters feel eerie rather than lifelike. In CGI games and animations, designers often adjust the realism of non-player characters (NPCs), finding that slightly stylised or less human-like designs help maintain the immersion without triggering the effect (Ferrey et al., 2015). [[File:-Arrangement of 12 Female Mannequin Heads, Each with Distinct Physiognomy and Period Hair Style- MET DP106354.jpg|left|thumb|240x240px|'''Figure 8.''' Mannequin Heads]] === Mannequins and dolls === Highly realistic dolls, mannequins (see Figure 8), wax figures, and statues can elicit unease due to subtle imperfections in facial expressions, gaze, or posture (Grebot et al., 2022). Designers may exaggerate certain features intentionally to reduce discomfort. Many horror media creators frequently capitalises on this effect, using dolls and mannequins as central elements to induce suspense and fear (Ratajczyk, 2022). [[File:The-ring-logo.svg|thumb|225x225px|'''Figure 9.''' The Ring (film) logo ]] === Horror media === Horror films and games frequently exploit the uncanny valley to amplify fear and tension. Directors and designers understand that humans are instinctively sensitive to non-human entities that possess human-like features, and they leverage on this to create a suspenseful experience (Ratajczyk, 2022). Films like ''[[wikipedia:Annabelle_(film)|Annabelle]]'' and [[wikipedia:The_Ring_(2002_film)|''The Ring'']] (see Figure 9) have dolls with hyper-realistic facial features and special effects make-up that trigger the effect. Horror games manipulate NPC gaze, movement, and timing to elicit fear into players (Ratajczyk, 2022; Grebot et al., 2022). Even social media users have explored the uncanny valley effect, with makeup or digital filters that exaggerated their facial proportions, provoking viewer's feelings of eeriness. {{robelbox|theme=3|title=Pop Quiz}} <div style="{{Robelbox/pad}}"> <quiz display="simple"> {Which robot might elicit mixed reactions due to near-human features? |type="()"} - Cozmo + Sophia - Bender - C-3PO {Slight inconsistencies in motion of CGI characters can lead to: |type="()"} + Unease or discomfort - Increased empathy - Indifference {True or False: Highly realistic dolls or mannequins can trigger uneasiness? |type="()"} + True - False {Horror media often uses the uncanny valley to: |type="()"} - Make viewers laugh + Induce suspense and fear - Promote social bonding </quiz> </div> {{RoundBoxBottom}} == Solutions to reducing the uncanny valley effect == Stylisation, exaggeration, and deliberate non-human cues can help reduce prediction errors and discomfort. Focusing on enhancing synchrony in movement, gaze, and facial expression will allow the brain to generate accurate predictions, which will improve emotional comfort. Avoiding direct imitation of human features is also particularly important for robots who are meant to be around humans (Mara et al., 2022). In CGI, slightly cartoonish or stylised designs can prevent viewers' discomfort all the while still maintaining emotional engagement and narrative immersion (Vukadinović et al., 2023). [[File:Anki Cozmo.png|thumb|'''Figure 10.''' Cozmo (not turned on)]] === Applications in media and gaming === Animators and game designers often adjust character designs to foster comfort rather than unease. Stylised characters in games such as ''[[wikipedia:Overwatch_(video_game)|Overwatch]]'' or ''[[wikipedia:The_Legend_of_Zelda:_Breath_of_the_Wild|The Legend of Zelda: Breath of the Wild]]'' avoid triggering the effect while maintaining human-like qualities (Vukadinović et al., 2023). Horror games, by contrast, may deliberately leverage almost-human designs to induce fear and anxiety, which demonstrates that the uncanny valley effect can be context-dependent (Ratajczyk, 2022). === Applications in robotics === Human-robot interactions improve when designers account for the uncanny valley. Robots with abstract or stylised features, such as [[wikipedia:Cozmo|Cozmo]] (see Figure 10), are generally perceived as more comfortable and trustworthy (Yam et al., 2021). In contrast, highly human-like robots, such as Sophia, may still provoke discomfort, emphasising the necessity of careful design calibration (Berns & Ashok, 2024). {{robelbox|theme=3|title=Quiz}} <div style="{{Robelbox/pad}}"> <quiz display="simple"> {True or False: Using slightly abstract or stylised features in robots helps reduce the uncanny valley effect. |type="()"} + True - False {In animation and video games, ''avoiding'' overly realistic characters helps: |type="()"} - Increase viewer discomfort + Promote empathy and engagement - Confuse the audience {One effective way to reduce the uncanny valley in robots is to: |type="()"} - Make them as human-like as possible - Ignore human reactions entirely + Use slightly abstract or stylised features </quiz> </div> {{RoundBoxBottom}} == Conclusion == The uncanny valley phenomenon shows the complex interactions between human perception, emotion, and near-human realism. Subtle mismatches in appearance or behaviour trigger discomfort through mechanisms including cognitive dissonance, sensory mismatch, predictive processing, and evolutionary threat sensitivity (Seyama & Nagayama, 2007; Urgen et al., 2018; Grebot et al., 2022). These reactions influence social interaction, trust, and engagement with near-human entities, ranging from AI/ robots to CGI characters. Understanding the psychological and evolutionary foundations of these responses can help designers, animators, and roboticists create robots and characters that people find socially and emotionally comfortable. They can do this by utilising stylisation, deliberate non-human cues, and cautiously using realism, helping to reduce the phenomenon (Mara et al., 2022; Vukadinović et al., 2023). Though, in horror media and gaming, the uncanny valley can also be leveraged to create tension, suspense, and immersive experiences, showing that the phenomenon is context-dependent and not inherently a negative thing in terms of creativity (Ratajczyk, 2022; Ferrey et al., 2015){{g}}. {{robelbox|theme=2|title=Quiz}} <div style="{{Robelbox/pad}}"> <quiz display="simple"> {True or False: The uncanny valley is the uncomfortable feeling people experience when encountering objects that are almost, but not quite, human. |type="()"} +True - False {Who first introduced the term “uncanny valley”? |type="()"} - Sigmund Freud - Isaac Asimov + Masahiro Mori {Which of the following best explains why near-human objects induce discomfort? |type="()"} - The size of the object - Lack of colour or texture + Cognitive dissonance, sensory mismatch/ predictive processing, and evolutionary threat detection {True or False: The uncanny valley only appears in robots. |type="()"} - True + False {What is one effective way to reduce the uncanny valley effect in robots, AI, or CGI characters? |type="()"} - Make them perfectly human-like + Use stylised or deliberately non-human features - Ignore human reactions entirely </quiz> </div> {{RoundBoxBottom}} ==See also== * [[Motivation and emotion/Book/2025/Amygdala and fear motivation|Amygdala and fear motivation]] (Book chapter, 2025) * [[Motivation and emotion/Book/2019/Emotional responses to social robots|Emotional responses to social robots: What emotional responses do people have to social robots?]] (Book chapter, 2019) * [[wikipedia:Annabelle_(film)|Annabelle (Film)]] (Wikipedia) * [[wikipedia:Cozmo|Cozmo (Robot)]] (Wikipedia) * [[wikipedia:Cognitive_dissonance|Cognitive dissonance]] (Wikipedia) * [[wikipedia:Masahiro_Mori_(roboticist)|Masahiro Mori (roboticist)]] (Wikipedia) * [[wikipedia:Overwatch_(video_game)|Overwatch (video game)]](Wikipedia) * [[wikipedia:Pepper_(robot)|Pepper (robot)]] (Wikipedia) * [[wikipedia:Predictive_coding|Predictive coding (predictive processing)]](Wikipedia) * [[wikipedia:The_Legend_of_Zelda:_Breath_of_the_Wild|The Legend of Zelda: Breath of the Wild]] (Wikipedia) * [[wikipedia:The_Ring_(2002_film)|The Ring (Film)]] (Wikipedia) * [[wikipedia:Silent_Hill_(video_game)|Silent Hill (Video game)]] (Wikipedia) * [[wikipedia:Sophia_(robot)|Sophia (robot)]] (Wikipedia) * [[wikipedia:The_Adventures_of_Tintin_(film)|The Adventures of Tintin (Film)]] (Wikipedia) * [[wikipedia:The_Polar_Express_(film)|The Polar Express (Film)]] (Wikipedia) * [[wikipedia:Uncanny_valley|Uncanny valley]] (Wikipedia) ==References== {{Hanging indent|1= Berns, K., & Ashok, A. (2024). “You scare me”: The effects of humanoid robot appearance, emotion, and interaction skills on uncanny valley phenomenon. ''Actuators'', ''13''(10), 419–419. https://doi.org/10.3390/act13100419 Ferrey, A. E., Burleigh, T. J., & Fenske, M. J. (2015). Stimulus-category competition, inhibition, and affective devaluation: a novel account of the uncanny valley. Frontiers in Psychology, 6. https://doi.org/10.3389/fpsyg.2015.00249 Grebot, I. B. d. F., Cintra, P. H. P., de Lima, E. F. F., de Castro, M. V., & de Moraes, R., Jr (2022). Uncanny valley hypothesis and hierarchy of facial features in the human likeness continua: An eye-tracking approach. ''Psychology & Neuroscience'', ''15''(1), 28–42. https://doi.org/10.1037/pne0000281 Hoorn, J. F., & Huang, I. S. (2024). The media inequality, uncanny mountain, and the singularity is far from near: Iwaa and Sophia robot versus a real human being. International Journal of Human-Computer Studies, 181, 103142–103142. https://doi.org/10.1016/j.ijhcs.2023.103142 Kätsyri, J., Förger, K., Mäkäräinen, M., & Takala, T. (2015). A review of empirical evidence on different uncanny valley hypotheses: Support for perceptual mismatch as one road to the valley of eeriness. ''Frontiers in Psychology'', ''6''(1). https://doi.org/10.3389/fpsyg.2015.00390 Mara, M., Appel, M., & Gnambs, T. (2022). Human-like robots and the uncanny valley. ''Zeitschrift Für Psychologie'', ''230''(1), 33–46. https://doi.org/10.1027/2151-2604/a000486 Mathur, M. B., & Reichling, D. B. (2016). Navigating a social world with robot partners: A quantitative cartography of the Uncanny Valley. Cognition, 146, 22–32. https://doi.org/10.1016/j.cognition.2015.09.008 Ratajczyk, D. (2022). Shape of the uncanny valley and emotional attitudes toward robots assessed by an analysis of youtube comments. ''International Journal of Social Robotics'', ''14'', 1787–1803. https://doi.org/10.1007/s12369-022-00905-x Sasaki, K., Yonemitsu, F., & Ariga, A. (2024). The uncanny valley phenomenon can be explained by categorization failure rather than categorization difficulty. ''Visual Cognition'', ''32''(5), 388–399. https://doi.org/10.1080/13506285.2024.2448697 Seyama, J., & Nagayama, R. S. (2007). The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces. PRESENCE: Teleoperators & Virtual Environments, 16(4), 337–351. https://doi-org.ezproxy.canberra.edu.au/10.1162/pres.16.4.337 Urgen, B. A., Kutas, M., & Saygin, A. P. (2018). Uncanny valley as a window into predictive processing in the social brain. Neuropsychologia, 114, 181–185. https://doi.org/10.1016/j.neuropsychologia.2018.04.027 Vukadinović, M., Ratković Njegovan, B., & Njegovan, M. (2023). On the ugliness and distortedness: The observers’ perception of the "uncanny valley" phenomenon in photorealistic computer animated faces. ''Studia Psychologica'', ''65''(4), 364–377. https://doi.org/10.31577/sp.2023.04.886 Wang, S., Cheong, Y. F., Dilks, D. D., & Rochat, P. (2020). The uncanny valley phenomenon and the temporal dynamics of face animacy perception. ''Perception'', ''49''(10), 030100662095261. https://doi.org/10.1177/0301006620952611 Wang, S., Lilienfeld, S. O., & Rochat, P. (2015). The uncanny valley: Existence and explanations. ''Review of General Psychology'', ''19''(4), 393–407. https://doi.org/10.1037/gpr0000056 Wiese, E., & Weis, P. P. (2020). It matters to me if you are human - Examining categorical perception in human and nonhuman agents. ''International Journal of Human-Computer Studies'', ''133'', 1–12. https://doi.org/10.1016/j.ijhcs.2019.08.002 Yam, K. C., Bigman, Y., & Gray, K. (2021). Reducing the uncanny valley by dehumanizing humanoid robots. ''Computers in Human Behavior'', ''125'', 106945. https://doi.org/10.1016/j.chb.2021.106945 }} ==External links== * [https://www.simplypsychology.org/uncanny-valley.html Uncanny Valley: Examples, Effects, and Theory] (Simply Psychology) * [http://youtube.com/watch?v=YF8gc1jBiFM Uncanny valley explained | why robots, dolls and mannequins are creepy] (YouTube) * [https://www.verywellmind.com/what-is-the-uncanny-valley-4846247 What to know about the uncanny valley] (Verywell Mind) * [https://www.sciencefocus.com/news/uncanny-valley-what-is-it-and-why-do-we-experience-it Uncanny valley: what is it and why do we experience it?] (BBC Science Focus Magazine) * __TOC__[https://www.forbes.com/sites/ariannajohnson/2023/11/13/what-is-the-uncanny-valley-the-theory-behind-a-popular-tiktok-makeup-trend/ What Is The Uncanny Valley? The Theory Behind A Popular TikTok Makeup Trend.] (Forbes) * [https://mi-psych.com.au/your-brains-3-emotion-regulation-systems/#:~:text=The%20Threat%20System%20(Detection%20&%20Protection,'). Your Brain’s 3 Emotion Regulation Systems] (Psychology Solutions) [[Category:{{#titleparts:{{PAGENAME}}|3}}]] [[Category:Motivation and emotion/Book/Emotion]] [[Category:Motivation and emotion/Book/Robots]] t5rpo5jxwfypq1krlo2sxbmeg49ojgd Motivation and emotion/Book/2026 0 323153 2815292 2815235 2026-06-11T22:53:38Z Jtneill 10242 /* Motivation */ + [[/Volunteer counsellor motivation/]] - What motivates people to become and remain volunteer counsellors? 2815292 wikitext text/x-wiki {{/Banner}} ==Motivation== # [[/Adolescent risk-taking and reward-system development/]] - How does reward circuit maturation influence adolescent sensation-seeking and impulsive behaviours? {{ME-By|User Name}} # [[/Akrasia/]] - Why do people act against their better judgement? {{ME-By|User Name}} # [[/Artificial intelligence and academic motivation/]] - How does artificial intelligence influence students’ motivation to learn, engage, and achieve? {{ME-By|User Name}} # [[/Attachment styles and relatedness motivation/]] - How do attachment styles affect the need for relatedness? {{ME-By|User Name}} # [[/Automaticity and goal pursuit/]] - How do habits and environmental cues drive unconscious goal pursuit? {{ME-By|User Name}} # [[/Basal ganglia and motivation/]] - What is the role of the basal ganglia in motivated behaviour? {{ME-By|User Name}} # [[/Charismatic leadership and follower motivation/]] - How does charismatic leadership inspire follower motivation? {{ME-By|User Name}} # [[/Citizen science motivation/]] - What motivates participation in citizen science projects? {{ME-By|User Name}} # [[/Competence motivation in self-determination theory/]] - How does the need for competence function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Consumer emotion measurement/]] - How can consumer emotion be measured? {{ME-By|User Name}} # [[/Creative inspiration and effort/]] - How do inspiration and effort interact during the creative process? {{ME-By|User Name}} # [[/Deliberative vs implemental mindset/]] - What are the motivational and cognitive differences between deliberative and implemental mindsets? {{ME-By|User Name}} # [[/Developing a growth mindset/]] - How can a growth mindset be cultivated and sustained? {{ME-By|User Name}} # [[/Dopamine and reward prediction/]] - How does dopamine affect the anticipation of rewards and subsequent emotional responses? {{ME-By|U3228742}} # [[/Effort regulation and cost-benefit decision-making/]] - How is effort dynamically adjusted based on changing cost-benefit analysis during goal pursuit? {{ME-By|User Name}} # [[/End-of-history illusion and motivation/]] - How does the EOHI influence motivation and what strategies mitigate its impact? {{ME-By|User Name}} # [[/ERG theory and motivation/]] - What is Alderfer's ERG theory and how does it explain human motivation? {{ME-By|User Name}} # [[/Epistemic motivation and the need for cognitive closure/]] - How does epistematic motivation and the need for cognitive closure influence our lives? {{ME-By|User Name}} # [[/Extended process model of emotion regulation/]] – What is the extended process model and how does it explain how people regulate emotions? {{ME-By|User Name}} # [[/Feedback literacy/]] - What is feedback literacy, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Fogg behaviour model/]] - How can the FBM be applied to understanding and changing behaviour? {{ME-By|User Name}} # [[/Functional motives theory and environmental activism/]] - How does functional motives theory explain the motivations behind environmental activism? {{ME-By|User Name}} # [[/Future orientation and criminal behaviour/]] - How does future orientation influence the risk of criminal activity? {{ME-By|User Name}} # [[/Game of dice task and decision-making/]] - What does the game of dice task reveal about risk-based decision-making? {{ME-By|User Name}} # [[/Gender and achievement motivation/]] - How does gender shape where, how, and under what conditions achievement motivation is expressed? {{ME-By|User Name}} # [[/Generativity/]] - What is generativity and how does it impact behaviour and life outcomes? {{ME-By|User Name}} # [[/Getting started/]] - Why is task initiation difficult and how to overcome it? {{ME-By|User Name}} # [[/Goal striving dynamics/]] - What is the role of pushing and coasting in goal striving? {{ME-By|User Name}} # [[/Hygiene motivation/]] - What motivates maintenance of personal hygiene? {{ME-By|User Name}} # [[/Hypothalamus and homeostatic motivation/]] - How do hypothalamic circuits regulate hunger, thirst, and other survival-related motivations? {{ME-By|User Name}} # [[/Impulsivity versus sensation-seeking/]] - What is the distinction between impulsivity and sensation-seeking and how does this affect behaviour? {{ME-By|User Name}} # [[/Indigenous Australian role models and motivation/]] - How do role models influence aspirations, identity development, and motivation among Indigenous Australians? {{ME-By|User Name}} # [[/Interrogation and compliance/]] - What psychological processes influence resistance and compliance during interrogation? {{ME-By|User Name}} # [[/Investment model of commitment and social motivation/]] - How does the investment model of commitment relate to social motivation? {{ME-By|User Name}} # [[/Lifelong learning motivation/]] - What motivates lifelong learning? {{ME-By|User Name}} # [[/Machiavellian motivation/]] - What is the motivational role of Machiavellianism? {{ME-By|User Name}} # [[/Mesolimbic pathway and addiction motivation/]] - What role does the ventral tegmental area to nucleus accumbens pathway play in addictive behaviours? {{ME-By|User Name}} # [[/Metacognitive monitoring and productivity/]] - How does metacognitive monitoring influence goal attainment and productivity? {{ME-By|User Name}} # [[/Mindsets and stigma/]] - What role do growth versus fixed mindsets play in prejudice and stigma? {{ME-By|User Name}} # [[/Motivating virtual teams/]] – How can motivation in virtual teams be optimised? {{ME-By|User Name}} # [[/Motivational effects of incarceration on Indigenous Australians/]] - What are the motivational effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Need to love and be loved/]] - How does the desire to give and receive love influence motivation? {{ME-By|User Name}} # [[/Non-residential energy conservation motivation/]] - How can non-residential building energy conservation be motivated and behaviour changed? {{ME-By|User Name}} # [[/Occupational violence, emotion, and coping/]] - What are the emotional impacts of occupational violence and how can employees cope? {{ME-By|User Name}} # [[/Overconfidence in decision-making/]] - How does overconfidence bias affect judgement and decision-making? {{ME-By|User Name}} # [[/Parental educational aspirations and student achievement/]] - How do parental aspirations shape children’s academic motivation and performance? {{ME-By|User Name}} # [[/Parental motivations for homeschooling/]] - What motivates parents to homeschool their children? {{ME-By|User Name}} # [[/Perfectionism and procrastination/]] - What is the role of perfectionism in procrastination and what can be done about it? {{ME-By|User Name}} # [[/Pleasure anticipation and dopamine/]] - How does the brain's reward system generate motivation through expected rather than experienced pleasure? {{ME-By|User Name}} # [[/Possible selves and goal pursuit/]] - How do possible selves influence motivation and goal-directed behaviour? {{ME-By|User Name}} # [[/Power motivation in leadership/]] - How does power motivation influence leadership styles and effectiveness? {{ME-By|User Name}} # [[/Prevention versus promotion mindset/]] - What are the motivational differences between prevention and promotion mindsets? {{ME-By|User Name}} # [[/Protection motivation theory and environmental behaviour/]] - How does protection motivation theory explain engagement in pro-environmental behaviour? {{ME-By|User Name}} # [[/Relatedness motivation in self-determination theory/]] - How does the need for relatedness function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Role-play and communication skills training/]] - How does role-play facilitate the development of effective communication skills? {{ME-By|User Name}} # [[/Scarcity versus abundance mindset/]] - How do scarcity and abundance mindsets develop and what are the motivational consequences? {{ME-By|User Name}} # [[/Self-concept and motivation/]] - How does self-concept relate to motivation? {{ME-By|User Name}} # [[/Self-determination theory and military veteran reintegration/]] - How do autonomy, competence, and relatedness shape psychological adjustment after military service? {{ME-By|User Name}} # [[/Self-determination theory and physical activity/]] - How do autonomy, competence, and relatedness predict engagement in physical activity and exercise adherence? {{ME-By|User Name}} # [[/Self-determination theory and social media use/]] - How do basic psychological needs explain patterns of social media engagement? {{ME-By|User Name}} # [[/Sensation-seeking and dopamine/]] - What is the neurobiological relationship between sensation-seeking and dopamine? {{ME-By|User Name}} # [[/Sex differences in sexual arousal patterns/]] - How do patterns of sexual arousal differ between males and females? {{ME-By|User Name}} # [[/Sex work motivation/]] - What motivates sex work and how does this impact worker experiences? {{ME-By|User Name}} # [[/Social dominance and power motivation/]] - What is the relationship between social dominance and power motivation? {{ME-By|User Name}} # [[/Subcortical structures and motivational drive/]] - How do subcortical brain regions generate basic motivational impulses and energy? {{ME-By|User Name}} # [[/Sun exposure and protection motivation/]] - What motivates sun exposure and protection behaviours? {{ME-By|User Name}} # [[/Surrender motivation/]] - What is the motivational state of surrender and what are its impacts? {{ME-By|User Name}} # [[/Thermoregulation and motivation/]] - How does the drive to maintain body temperature influence behaviour? {{ME-By|User Name}} # [[/Tonic-phasic model of dopamine regulation/]] - What is the tonic/phasic model of dopamine regulation and how does affect behaviour? {{ME-By|User Name}} # [[/Types of impulsivity/]] - What are the different types of impulsivity and how do they affect motivation? {{ME-By|User Name}} # [[/Value congruence and motivation/]] - How does alignment between personal and situational values influence motivation? {{ME-By|User Name}} # [[/Volunteer counsellor motivation/]] - What motivates people to become and remain volunteer counsellors? {{ME-By|User Name}} # [[/Windfall gain effect/]] - How doe unexpected wealth influence behaviour and decision-making? {{ME-By|User Name}} # [[/Youth environmental activism motivation/]] - What motivates young people to engage in environmental activism? {{ME-By|User Name}} ==Emotion== # [[/Active versus passive social media use/]] - How do different patterns of social media engagement influence emotions and psychological wellbeing? {{ME-By|User Name}} # [[/Affect heuristic/]] - What is the affect heuristic and how does it influence decision making? {{ME-By|User Name}} # [[/Alcohol use for emotion regulation/]] - Why and how do people use alcohol to regulate their emotions? {{ME-By|User Name}} # [[/Apocalyptic fear/]] - What is apocalyptic fear, what are its consequences, and how can it be dealt with? {{ME-By|User Name}} # [[/Awe and the diminished self/]] - How does awe diminish the self and how can this be applied? {{ME-By|User Name}} # [[/Awe and nature/]] - What is the relationship between awe and nature? {{ME-By|User Name}} # [[/Biofeedback and emotion regulation/]] - How does biofeedback help individuals monitor and regulate their emotional states? {{ME-By|User Name}} # [[/Body neutrality and emotional well-being/]] - How does a body-neutral perspective affect emotional well-being? {{ME-By|User Name}} # [[/Breathing exercises and relaxation/]] - How can breathing exercises promote relaxation? {{ME-By|User Name}} # [[/Cancer screening and emotion/]] - How do emotions such as fear, anxiety, and relief influence cancer screening uptake? {{ME-By|User Name}} # [[/Cognitive hardiness and stress resilience/]] – How does cognitive hardiness promote resilience to stress and adversity? {{ME-By|User Name}} # [[/Cognitive versus affective empathy/]] - What are the differences between cognitive and affective empathy and how do they contribute to prosociality? {{ME-By|User Name}} # [[/Dark empathy/]] - What is dark empathy, what are its consequences, and what can be done to address it? {{ME-By|User Name}} # [[/Dreams and emotional problem-solving/]] - How do REM dreams contribute to emotional processing and adaptive coping? {{ME-By|User Name}} # [[/Durability bias in affective forecasting/]] - What role does durability bias play in affective forecasting? {{ME-By|User Name}} # [[/Eco-emotions/]] - What are eco-emotions, how do they influence behaviour, and how can they be managed? {{ME-By|User Name}} # [[/Emotional effects of incarceration on Indigenous Australians/]] - What are the emotional effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Emotional expressivity/]] – What is emotional expressivity, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Emotional flooding in relationships/]] - Why does emotional flooding occur, how does it affect relationships, and what can be done about it? {{ME-By|User Name}} # [[/Emotional intelligence and emotional wellbeing/]] - How does emotional intelligence affect emotional wellbeing? {{ME-By|User Name}} # [[/Emotional role-playing/]] - How does role-playing influence emotional experience, expression, and regulation? {{ME-By|User Name}} # [[/Emotion detection using artificial intelligence/]] - How can emotion be detected using artificial intelligence? {{ME-By|User Name}} # [[/Emotion dysregulation/]] – What is emotion dysregulation, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Emotion regulation ability and strategy/]] – How do ability and strategy differ in shaping emotion regulation? {{ME-By|User Name}} # [[/Emotion regulation through exercise/]] - How do people use exercise to regulate their emotional states? {{ME-By|User Name}} # [[/Emotions in activism/]] - How do emotions motivate, shape, and sustain activism? {{ME-By|User Name}} # [[/Empathy fatigue and emotional exhaustion/]] - How does sustained empathic engagement contribute to emotional exhaustion? {{ME-By|User Name}} # [[/Enjoyment and learning/]] - How does enjoyment influence learning? {{ME-By|User Name}} # [[/Environmental volunteering and wellbeing/]] - How does participation in environmental volunteering influence volunteers' subjective wellbeing? {{ME-By|User Name}} # [[/Excitement as an emotion/]] - What is the emotional excitement and how does it influence behaviour and wellbeing? {{ME-By|User Name}} # [[/Fear extinction/]] - What psychological and neural processes underlie the extinction of fear responses? {{ME-By|User Name}} # [[/Focalism in affective forecasting/]] - What is focalism and how does it bias predictions about future emotional experiences? {{ME-By|User Name}} # [[/Gloatrage/]] - What is gloatrage, what causes it, and what are its consequences? {{ME-By|User Name}} # [[/Human trust of robots/]] - What psychological factors shape human trust of robots? {{ME-By|User Name}} # [[/Indigenous Australian funeral practices and grieving/]] - How do Indigenous Australian funeral practices assist with grieving? {{ME-By|User Name}} # [[/Identify exploration through role-playing games/]] - How do role-playing games facilitate identity exploration and self-discovery? {{ME-By|User Name}} # [[/Introjection and guilt-based motivation/]] - What role do shame and guilt play in introjected forms of behavioural regulation? {{ME-By|User Name}} # [[/Love styles and relationships/]] - How do love styles influence relationship satisfaction and stability? {{ME-By|User Name}} # [[/Melatonin and seasonal mood/]] - What role does melatonin play in seasonal mood changes? {{ME-By|User Name}} # [[/Mindfulness and nature connectedness/]] - How does mindfulness influence nature connectedness? {{ME-By|User Name}} # [[/Mood and cognitive performance/]] – How do different mood states impact attention, memory, and problem solving? {{ME-By|User Name}} # [[/Moodiness/]] - What is moodiness, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Neurobiology of love/]] - What neural systems and biochemical processes underlie love? {{ME-By|User Name}} # [[/Neurofeedback and emotional regulation/]] - How can neurofeedback influence enhance emotional regulation? {{ME-By|User Name}} # [[/Nitrous oxide and emotion/]] - How does nitrous oxide influence emotional experience and mood? {{ME-By|User Name}} # [[/Noise and emotion/]] - How do different types of noise affect emotional experience and wellbeing? {{ME-By|User Name}} # [[/Opponent process theory and emotion/]] - What role do opposing affective states play in emotional experience? {{ME-By|User Name}} # [[/Phubbing and emotion/]] - What are the emotional causes and consequences of phubbing? {{ME-By|User Name}} # [[/Positive emotion dysregulation/]] - What is positive emotion dysregulation and how does it affect psychological functioning? {{ME-By|User Name}} # [[/Psychological preparation for natural disasters/]] - How can people psychologically prepare for natural disasters? {{ME-By|User Name}} # [[/Psychological safety and feedback uptake/]] - How does psychological safety influence openness to feedback? {{ME-By|User Name}} # [[/Reflected glory/]] - What is reflected glory and what are its pros and cons? {{ME-By|Username}} # [[/Remote work and well-being/]] - How does remote work influence employee well-being? {{ME-By|Username}} # [[/Responsiveness and interpersonal trust/]] - How does responsiveness foster trust in relationships? {{ME-By|User Name}} # [[/Romantic jealousy/]] - Why does romantic jealousy occur, what are its impacts, and how can it be managed? {{ME-By|User Name}} # [[/Secondary trauma in healthcare workers/]] - What are the emotional consequences of secondary trauma in healthcare settings? {{ME-By|User Name}} # [[/Seasonal affective disorder/]] - What is SAD, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Self-blame and emotion/]] – How does self-blame influence emotional responses to negative events? {{ME-By|User Name}} # [[/Self-disclosure and emotional intimacy/]] – How does self-disclosure foster emotional closeness in relationships? {{ME-By|User Name}} # [[/Self-stigma and emotion/]] - How does self-stigma impact emotional well-being? {{ME-By|User Name}} # [[/Social connection and emotion regulation/]] - How do social relationships help people emotions? {{ME-By|User Name}} # [[/Socioemotional selectivity theory and wellbeing in ageing/]] - How do social and emotional experiences affect wellbeing as people age? {{ME-By|User Name}} # [[/Spirituality and resilience/]] - What is the relationship between spirituality and psychological resilience? {{ME-By|User Name}} # [[/Subjective wellbeing homeostasis theory/]] - How does homeostatic theory explain the stability and regulation of subjective wellbeing? {{ME-By|User Name}} # [[/Technology-based pain management/]] - How can technology-based tools alter pain perception and pain management? {{ME-By|User Name}} # [[/Theory of positive disintegration and personal growth/]] - What is the TPD and how can it be applied to personal growth? {{ME-By|User Name}} # [[/Time perception in mood disorders/]] - How do anxiety and depression alter the subjective experience of time? {{ME-By|User Name}} # [[/Trust in artificial intelligence/]] - What psychological factors shape human trust of artificial intelligence systems? {{ME-By|User Name}} # [[/Trust rebuilding after trauma/]] - How can trauma survivors develop trust in similar situations again? {{ME-By|User Name}} # [[/Volunteer wellbeing/]] - How does volunteering affect volunteer's subjective wellbeing? {{ME-By|User Name}} # [[/Wayfinding and affective experience/]] - How do emotions influence navigation and spatial behaviour? {{ME-By|User Name}} ==Motivation and emotion== # [[/Boredom and interest/]] - How do boredom and interest shape emotional and motivational states? {{ME-By|User Name}} # [[/Falling in love/]] - What motivational and emotional processes underlie romantic attraction and falling in love? {{ME-By|User Name}} # [[/Life purpose and well-being/]] - How does a sense of purpose contribute to well-being and how can it be cultivated? {{ME-By|User Name}} # [[/Moral emotions and ethical behaviour/]] - How do moral emotions motivate ethical and prosocial action? {{ME-By|User Name}} # [[/Oxytocin as a neuromodulator/]] - What are the motivational and emotional effects of oxytocin as a neuromodulator? {{ME-By|User Name}} # [[/Reward prediction error/]] - How does discrepancy between expected and actual rewards influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Reinforcement sensitivity theory/]] – How does reinforcement sensitivity theory explain individual differences in motivation and emotion? {{ME-By|User Name}} # [[/Reward prediction error/]] - How do reward prediction errors influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Social and emotional well-being in Indigenous Australians/]] - How does the holistic social and emotional well-being model reframe Indigenous Australian health and well-being? {{ME-By|User Name}} # [[/Strengths-based Indigenous Australian psychology/]] - How can strengths-based perspectives enhance understanding of Indigenous motivation and emotion? {{ME-By|User Name}} # [[/Warm-glow giving/]] - Why does giving feel good and how does this influence prosocial behaviour? {{ME-By|User Name}} # [[/Wisdom, motivation, and emotion/]] - How do motivational and emotional processes contribute to wisdom? {{ME-By|User Name}} [[Category:Motivation and emotion/Book]] bzkqqe6psmc4zb2dvz0s2ac2wqcqahe 2815293 2815292 2026-06-12T00:19:43Z Jtneill 10242 /* Emotion */ + [[/Irritability/]] - What is irritability, what causes it, what are its consequences, and how can it be managed? 2815293 wikitext text/x-wiki {{/Banner}} ==Motivation== # [[/Adolescent risk-taking and reward-system development/]] - How does reward circuit maturation influence adolescent sensation-seeking and impulsive behaviours? {{ME-By|User Name}} # [[/Akrasia/]] - Why do people act against their better judgement? {{ME-By|User Name}} # [[/Artificial intelligence and academic motivation/]] - How does artificial intelligence influence students’ motivation to learn, engage, and achieve? {{ME-By|User Name}} # [[/Attachment styles and relatedness motivation/]] - How do attachment styles affect the need for relatedness? {{ME-By|User Name}} # [[/Automaticity and goal pursuit/]] - How do habits and environmental cues drive unconscious goal pursuit? {{ME-By|User Name}} # [[/Basal ganglia and motivation/]] - What is the role of the basal ganglia in motivated behaviour? {{ME-By|User Name}} # [[/Charismatic leadership and follower motivation/]] - How does charismatic leadership inspire follower motivation? {{ME-By|User Name}} # [[/Citizen science motivation/]] - What motivates participation in citizen science projects? {{ME-By|User Name}} # [[/Competence motivation in self-determination theory/]] - How does the need for competence function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Consumer emotion measurement/]] - How can consumer emotion be measured? {{ME-By|User Name}} # [[/Creative inspiration and effort/]] - How do inspiration and effort interact during the creative process? {{ME-By|User Name}} # [[/Deliberative vs implemental mindset/]] - What are the motivational and cognitive differences between deliberative and implemental mindsets? {{ME-By|User Name}} # [[/Developing a growth mindset/]] - How can a growth mindset be cultivated and sustained? {{ME-By|User Name}} # [[/Dopamine and reward prediction/]] - How does dopamine affect the anticipation of rewards and subsequent emotional responses? {{ME-By|U3228742}} # [[/Effort regulation and cost-benefit decision-making/]] - How is effort dynamically adjusted based on changing cost-benefit analysis during goal pursuit? {{ME-By|User Name}} # [[/End-of-history illusion and motivation/]] - How does the EOHI influence motivation and what strategies mitigate its impact? {{ME-By|User Name}} # [[/ERG theory and motivation/]] - What is Alderfer's ERG theory and how does it explain human motivation? {{ME-By|User Name}} # [[/Epistemic motivation and the need for cognitive closure/]] - How does epistematic motivation and the need for cognitive closure influence our lives? {{ME-By|User Name}} # [[/Extended process model of emotion regulation/]] – What is the extended process model and how does it explain how people regulate emotions? {{ME-By|User Name}} # [[/Feedback literacy/]] - What is feedback literacy, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Fogg behaviour model/]] - How can the FBM be applied to understanding and changing behaviour? {{ME-By|User Name}} # [[/Functional motives theory and environmental activism/]] - How does functional motives theory explain the motivations behind environmental activism? {{ME-By|User Name}} # [[/Future orientation and criminal behaviour/]] - How does future orientation influence the risk of criminal activity? {{ME-By|User Name}} # [[/Game of dice task and decision-making/]] - What does the game of dice task reveal about risk-based decision-making? {{ME-By|User Name}} # [[/Gender and achievement motivation/]] - How does gender shape where, how, and under what conditions achievement motivation is expressed? {{ME-By|User Name}} # [[/Generativity/]] - What is generativity and how does it impact behaviour and life outcomes? {{ME-By|User Name}} # [[/Getting started/]] - Why is task initiation difficult and how to overcome it? {{ME-By|User Name}} # [[/Goal striving dynamics/]] - What is the role of pushing and coasting in goal striving? {{ME-By|User Name}} # [[/Hygiene motivation/]] - What motivates maintenance of personal hygiene? {{ME-By|User Name}} # [[/Hypothalamus and homeostatic motivation/]] - How do hypothalamic circuits regulate hunger, thirst, and other survival-related motivations? {{ME-By|User Name}} # [[/Impulsivity versus sensation-seeking/]] - What is the distinction between impulsivity and sensation-seeking and how does this affect behaviour? {{ME-By|User Name}} # [[/Indigenous Australian role models and motivation/]] - How do role models influence aspirations, identity development, and motivation among Indigenous Australians? {{ME-By|User Name}} # [[/Interrogation and compliance/]] - What psychological processes influence resistance and compliance during interrogation? {{ME-By|User Name}} # [[/Investment model of commitment and social motivation/]] - How does the investment model of commitment relate to social motivation? {{ME-By|User Name}} # [[/Lifelong learning motivation/]] - What motivates lifelong learning? {{ME-By|User Name}} # [[/Machiavellian motivation/]] - What is the motivational role of Machiavellianism? {{ME-By|User Name}} # [[/Mesolimbic pathway and addiction motivation/]] - What role does the ventral tegmental area to nucleus accumbens pathway play in addictive behaviours? {{ME-By|User Name}} # [[/Metacognitive monitoring and productivity/]] - How does metacognitive monitoring influence goal attainment and productivity? {{ME-By|User Name}} # [[/Mindsets and stigma/]] - What role do growth versus fixed mindsets play in prejudice and stigma? {{ME-By|User Name}} # [[/Motivating virtual teams/]] – How can motivation in virtual teams be optimised? {{ME-By|User Name}} # [[/Motivational effects of incarceration on Indigenous Australians/]] - What are the motivational effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Need to love and be loved/]] - How does the desire to give and receive love influence motivation? {{ME-By|User Name}} # [[/Non-residential energy conservation motivation/]] - How can non-residential building energy conservation be motivated and behaviour changed? {{ME-By|User Name}} # [[/Occupational violence, emotion, and coping/]] - What are the emotional impacts of occupational violence and how can employees cope? {{ME-By|User Name}} # [[/Overconfidence in decision-making/]] - How does overconfidence bias affect judgement and decision-making? {{ME-By|User Name}} # [[/Parental educational aspirations and student achievement/]] - How do parental aspirations shape children’s academic motivation and performance? {{ME-By|User Name}} # [[/Parental motivations for homeschooling/]] - What motivates parents to homeschool their children? {{ME-By|User Name}} # [[/Perfectionism and procrastination/]] - What is the role of perfectionism in procrastination and what can be done about it? {{ME-By|User Name}} # [[/Pleasure anticipation and dopamine/]] - How does the brain's reward system generate motivation through expected rather than experienced pleasure? {{ME-By|User Name}} # [[/Possible selves and goal pursuit/]] - How do possible selves influence motivation and goal-directed behaviour? {{ME-By|User Name}} # [[/Power motivation in leadership/]] - How does power motivation influence leadership styles and effectiveness? {{ME-By|User Name}} # [[/Prevention versus promotion mindset/]] - What are the motivational differences between prevention and promotion mindsets? {{ME-By|User Name}} # [[/Protection motivation theory and environmental behaviour/]] - How does protection motivation theory explain engagement in pro-environmental behaviour? {{ME-By|User Name}} # [[/Relatedness motivation in self-determination theory/]] - How does the need for relatedness function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Role-play and communication skills training/]] - How does role-play facilitate the development of effective communication skills? {{ME-By|User Name}} # [[/Scarcity versus abundance mindset/]] - How do scarcity and abundance mindsets develop and what are the motivational consequences? {{ME-By|User Name}} # [[/Self-concept and motivation/]] - How does self-concept relate to motivation? {{ME-By|User Name}} # [[/Self-determination theory and military veteran reintegration/]] - How do autonomy, competence, and relatedness shape psychological adjustment after military service? {{ME-By|User Name}} # [[/Self-determination theory and physical activity/]] - How do autonomy, competence, and relatedness predict engagement in physical activity and exercise adherence? {{ME-By|User Name}} # [[/Self-determination theory and social media use/]] - How do basic psychological needs explain patterns of social media engagement? {{ME-By|User Name}} # [[/Sensation-seeking and dopamine/]] - What is the neurobiological relationship between sensation-seeking and dopamine? {{ME-By|User Name}} # [[/Sex differences in sexual arousal patterns/]] - How do patterns of sexual arousal differ between males and females? {{ME-By|User Name}} # [[/Sex work motivation/]] - What motivates sex work and how does this impact worker experiences? {{ME-By|User Name}} # [[/Social dominance and power motivation/]] - What is the relationship between social dominance and power motivation? {{ME-By|User Name}} # [[/Subcortical structures and motivational drive/]] - How do subcortical brain regions generate basic motivational impulses and energy? {{ME-By|User Name}} # [[/Sun exposure and protection motivation/]] - What motivates sun exposure and protection behaviours? {{ME-By|User Name}} # [[/Surrender motivation/]] - What is the motivational state of surrender and what are its impacts? {{ME-By|User Name}} # [[/Thermoregulation and motivation/]] - How does the drive to maintain body temperature influence behaviour? {{ME-By|User Name}} # [[/Tonic-phasic model of dopamine regulation/]] - What is the tonic/phasic model of dopamine regulation and how does affect behaviour? {{ME-By|User Name}} # [[/Types of impulsivity/]] - What are the different types of impulsivity and how do they affect motivation? {{ME-By|User Name}} # [[/Value congruence and motivation/]] - How does alignment between personal and situational values influence motivation? {{ME-By|User Name}} # [[/Volunteer counsellor motivation/]] - What motivates people to become and remain volunteer counsellors? {{ME-By|User Name}} # [[/Windfall gain effect/]] - How doe unexpected wealth influence behaviour and decision-making? {{ME-By|User Name}} # [[/Youth environmental activism motivation/]] - What motivates young people to engage in environmental activism? {{ME-By|User Name}} ==Emotion== # [[/Active versus passive social media use/]] - How do different patterns of social media engagement influence emotions and psychological wellbeing? {{ME-By|User Name}} # [[/Affect heuristic/]] - What is the affect heuristic and how does it influence decision making? {{ME-By|User Name}} # [[/Alcohol use for emotion regulation/]] - Why and how do people use alcohol to regulate their emotions? {{ME-By|User Name}} # [[/Apocalyptic fear/]] - What is apocalyptic fear, what are its consequences, and how can it be dealt with? {{ME-By|User Name}} # [[/Awe and the diminished self/]] - How does awe diminish the self and how can this be applied? {{ME-By|User Name}} # [[/Awe and nature/]] - What is the relationship between awe and nature? {{ME-By|User Name}} # [[/Biofeedback and emotion regulation/]] - How does biofeedback help individuals monitor and regulate their emotional states? {{ME-By|User Name}} # [[/Body neutrality and emotional well-being/]] - How does a body-neutral perspective affect emotional well-being? {{ME-By|User Name}} # [[/Breathing exercises and relaxation/]] - How can breathing exercises promote relaxation? {{ME-By|User Name}} # [[/Cancer screening and emotion/]] - How do emotions such as fear, anxiety, and relief influence cancer screening uptake? {{ME-By|User Name}} # [[/Cognitive hardiness and stress resilience/]] – How does cognitive hardiness promote resilience to stress and adversity? {{ME-By|User Name}} # [[/Cognitive versus affective empathy/]] - What are the differences between cognitive and affective empathy and how do they contribute to prosociality? {{ME-By|User Name}} # [[/Dark empathy/]] - What is dark empathy, what are its consequences, and what can be done to address it? {{ME-By|User Name}} # [[/Dreams and emotional problem-solving/]] - How do REM dreams contribute to emotional processing and adaptive coping? {{ME-By|User Name}} # [[/Durability bias in affective forecasting/]] - What role does durability bias play in affective forecasting? {{ME-By|User Name}} # [[/Eco-emotions/]] - What are eco-emotions, how do they influence behaviour, and how can they be managed? {{ME-By|User Name}} # [[/Emotional effects of incarceration on Indigenous Australians/]] - What are the emotional effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Emotional expressivity/]] – What is emotional expressivity, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Emotional flooding in relationships/]] - Why does emotional flooding occur, how does it affect relationships, and what can be done about it? {{ME-By|User Name}} # [[/Emotional intelligence and emotional wellbeing/]] - How does emotional intelligence affect emotional wellbeing? {{ME-By|User Name}} # [[/Emotional role-playing/]] - How does role-playing influence emotional experience, expression, and regulation? {{ME-By|User Name}} # [[/Emotion detection using artificial intelligence/]] - How can emotion be detected using artificial intelligence? {{ME-By|User Name}} # [[/Emotion dysregulation/]] – What is emotion dysregulation, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Emotion regulation ability and strategy/]] – How do ability and strategy differ in shaping emotion regulation? {{ME-By|User Name}} # [[/Emotion regulation through exercise/]] - How do people use exercise to regulate their emotional states? {{ME-By|User Name}} # [[/Emotions in activism/]] - How do emotions motivate, shape, and sustain activism? {{ME-By|User Name}} # [[/Empathy fatigue and emotional exhaustion/]] - How does sustained empathic engagement contribute to emotional exhaustion? {{ME-By|User Name}} # [[/Enjoyment and learning/]] - How does enjoyment influence learning? {{ME-By|User Name}} # [[/Environmental volunteering and wellbeing/]] - How does participation in environmental volunteering influence volunteers' subjective wellbeing? {{ME-By|User Name}} # [[/Excitement as an emotion/]] - What is the emotional excitement and how does it influence behaviour and wellbeing? {{ME-By|User Name}} # [[/Fear extinction/]] - What psychological and neural processes underlie the extinction of fear responses? {{ME-By|User Name}} # [[/Focalism in affective forecasting/]] - What is focalism and how does it bias predictions about future emotional experiences? {{ME-By|User Name}} # [[/Gloatrage/]] - What is gloatrage, what causes it, and what are its consequences? {{ME-By|User Name}} # [[/Human trust of robots/]] - What psychological factors shape human trust of robots? {{ME-By|User Name}} # [[/Indigenous Australian funeral practices and grieving/]] - How do Indigenous Australian funeral practices assist with grieving? {{ME-By|User Name}} # [[/Identify exploration through role-playing games/]] - How do role-playing games facilitate identity exploration and self-discovery? {{ME-By|User Name}} # [[/Introjection and guilt-based motivation/]] - What role do shame and guilt play in introjected forms of behavioural regulation? {{ME-By|User Name}} # [[/Irritability/]] - What is irritability, what causes it, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Love styles and relationships/]] - How do love styles influence relationship satisfaction and stability? {{ME-By|User Name}} # [[/Melatonin and seasonal mood/]] - What role does melatonin play in seasonal mood changes? {{ME-By|User Name}} # [[/Mindfulness and nature connectedness/]] - How does mindfulness influence nature connectedness? {{ME-By|User Name}} # [[/Mood and cognitive performance/]] – How do different mood states impact attention, memory, and problem solving? {{ME-By|User Name}} # [[/Moodiness/]] - What is moodiness, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Neurobiology of love/]] - What neural systems and biochemical processes underlie love? {{ME-By|User Name}} # [[/Neurofeedback and emotional regulation/]] - How can neurofeedback influence enhance emotional regulation? {{ME-By|User Name}} # [[/Nitrous oxide and emotion/]] - How does nitrous oxide influence emotional experience and mood? {{ME-By|User Name}} # [[/Noise and emotion/]] - How do different types of noise affect emotional experience and wellbeing? {{ME-By|User Name}} # [[/Opponent process theory and emotion/]] - What role do opposing affective states play in emotional experience? {{ME-By|User Name}} # [[/Phubbing and emotion/]] - What are the emotional causes and consequences of phubbing? {{ME-By|User Name}} # [[/Positive emotion dysregulation/]] - What is positive emotion dysregulation and how does it affect psychological functioning? {{ME-By|User Name}} # [[/Psychological preparation for natural disasters/]] - How can people psychologically prepare for natural disasters? {{ME-By|User Name}} # [[/Psychological safety and feedback uptake/]] - How does psychological safety influence openness to feedback? {{ME-By|User Name}} # [[/Reflected glory/]] - What is reflected glory and what are its pros and cons? {{ME-By|Username}} # [[/Remote work and well-being/]] - How does remote work influence employee well-being? {{ME-By|Username}} # [[/Responsiveness and interpersonal trust/]] - How does responsiveness foster trust in relationships? {{ME-By|User Name}} # [[/Romantic jealousy/]] - Why does romantic jealousy occur, what are its impacts, and how can it be managed? {{ME-By|User Name}} # [[/Secondary trauma in healthcare workers/]] - What are the emotional consequences of secondary trauma in healthcare settings? {{ME-By|User Name}} # [[/Seasonal affective disorder/]] - What is SAD, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Self-blame and emotion/]] – How does self-blame influence emotional responses to negative events? {{ME-By|User Name}} # [[/Self-disclosure and emotional intimacy/]] – How does self-disclosure foster emotional closeness in relationships? {{ME-By|User Name}} # [[/Self-stigma and emotion/]] - How does self-stigma impact emotional well-being? {{ME-By|User Name}} # [[/Social connection and emotion regulation/]] - How do social relationships help people emotions? {{ME-By|User Name}} # [[/Socioemotional selectivity theory and wellbeing in ageing/]] - How do social and emotional experiences affect wellbeing as people age? {{ME-By|User Name}} # [[/Spirituality and resilience/]] - What is the relationship between spirituality and psychological resilience? {{ME-By|User Name}} # [[/Subjective wellbeing homeostasis theory/]] - How does homeostatic theory explain the stability and regulation of subjective wellbeing? {{ME-By|User Name}} # [[/Technology-based pain management/]] - How can technology-based tools alter pain perception and pain management? {{ME-By|User Name}} # [[/Theory of positive disintegration and personal growth/]] - What is the TPD and how can it be applied to personal growth? {{ME-By|User Name}} # [[/Time perception in mood disorders/]] - How do anxiety and depression alter the subjective experience of time? {{ME-By|User Name}} # [[/Trust in artificial intelligence/]] - What psychological factors shape human trust of artificial intelligence systems? {{ME-By|User Name}} # [[/Trust rebuilding after trauma/]] - How can trauma survivors develop trust in similar situations again? {{ME-By|User Name}} # [[/Volunteer wellbeing/]] - How does volunteering affect volunteer's subjective wellbeing? {{ME-By|User Name}} # [[/Wayfinding and affective experience/]] - How do emotions influence navigation and spatial behaviour? {{ME-By|User Name}} ==Motivation and emotion== # [[/Boredom and interest/]] - How do boredom and interest shape emotional and motivational states? {{ME-By|User Name}} # [[/Falling in love/]] - What motivational and emotional processes underlie romantic attraction and falling in love? {{ME-By|User Name}} # [[/Life purpose and well-being/]] - How does a sense of purpose contribute to well-being and how can it be cultivated? {{ME-By|User Name}} # [[/Moral emotions and ethical behaviour/]] - How do moral emotions motivate ethical and prosocial action? {{ME-By|User Name}} # [[/Oxytocin as a neuromodulator/]] - What are the motivational and emotional effects of oxytocin as a neuromodulator? {{ME-By|User Name}} # [[/Reward prediction error/]] - How does discrepancy between expected and actual rewards influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Reinforcement sensitivity theory/]] – How does reinforcement sensitivity theory explain individual differences in motivation and emotion? {{ME-By|User Name}} # [[/Reward prediction error/]] - How do reward prediction errors influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Social and emotional well-being in Indigenous Australians/]] - How does the holistic social and emotional well-being model reframe Indigenous Australian health and well-being? {{ME-By|User Name}} # [[/Strengths-based Indigenous Australian psychology/]] - How can strengths-based perspectives enhance understanding of Indigenous motivation and emotion? {{ME-By|User Name}} # [[/Warm-glow giving/]] - Why does giving feel good and how does this influence prosocial behaviour? {{ME-By|User Name}} # [[/Wisdom, motivation, and emotion/]] - How do motivational and emotional processes contribute to wisdom? {{ME-By|User Name}} [[Category:Motivation and emotion/Book]] 3w8gsr949flktg61a9bh8fjuapg58za 2815299 2815293 2026-06-12T01:55:51Z Jtneill 10242 /* Motivation */ + [[/Self-determination theory and dementia care/]] - How can autonomy, competence, and relatedness be supported in people living with dementia? 2815299 wikitext text/x-wiki {{/Banner}} ==Motivation== # [[/Adolescent risk-taking and reward-system development/]] - How does reward circuit maturation influence adolescent sensation-seeking and impulsive behaviours? {{ME-By|User Name}} # [[/Akrasia/]] - Why do people act against their better judgement? {{ME-By|User Name}} # [[/Artificial intelligence and academic motivation/]] - How does artificial intelligence influence students’ motivation to learn, engage, and achieve? {{ME-By|User Name}} # [[/Attachment styles and relatedness motivation/]] - How do attachment styles affect the need for relatedness? {{ME-By|User Name}} # [[/Automaticity and goal pursuit/]] - How do habits and environmental cues drive unconscious goal pursuit? {{ME-By|User Name}} # [[/Basal ganglia and motivation/]] - What is the role of the basal ganglia in motivated behaviour? {{ME-By|User Name}} # [[/Charismatic leadership and follower motivation/]] - How does charismatic leadership inspire follower motivation? {{ME-By|User Name}} # [[/Citizen science motivation/]] - What motivates participation in citizen science projects? {{ME-By|User Name}} # [[/Competence motivation in self-determination theory/]] - How does the need for competence function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Consumer emotion measurement/]] - How can consumer emotion be measured? {{ME-By|User Name}} # [[/Creative inspiration and effort/]] - How do inspiration and effort interact during the creative process? {{ME-By|User Name}} # [[/Deliberative vs implemental mindset/]] - What are the motivational and cognitive differences between deliberative and implemental mindsets? {{ME-By|User Name}} # [[/Developing a growth mindset/]] - How can a growth mindset be cultivated and sustained? {{ME-By|User Name}} # [[/Dopamine and reward prediction/]] - How does dopamine affect the anticipation of rewards and subsequent emotional responses? {{ME-By|U3228742}} # [[/Effort regulation and cost-benefit decision-making/]] - How is effort dynamically adjusted based on changing cost-benefit analysis during goal pursuit? {{ME-By|User Name}} # [[/End-of-history illusion and motivation/]] - How does the EOHI influence motivation and what strategies mitigate its impact? {{ME-By|User Name}} # [[/ERG theory and motivation/]] - What is Alderfer's ERG theory and how does it explain human motivation? {{ME-By|User Name}} # [[/Epistemic motivation and the need for cognitive closure/]] - How does epistematic motivation and the need for cognitive closure influence our lives? {{ME-By|User Name}} # [[/Extended process model of emotion regulation/]] – What is the extended process model and how does it explain how people regulate emotions? {{ME-By|User Name}} # [[/Feedback literacy/]] - What is feedback literacy, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Fogg behaviour model/]] - How can the FBM be applied to understanding and changing behaviour? {{ME-By|User Name}} # [[/Functional motives theory and environmental activism/]] - How does functional motives theory explain the motivations behind environmental activism? {{ME-By|User Name}} # [[/Future orientation and criminal behaviour/]] - How does future orientation influence the risk of criminal activity? {{ME-By|User Name}} # [[/Game of dice task and decision-making/]] - What does the game of dice task reveal about risk-based decision-making? {{ME-By|User Name}} # [[/Gender and achievement motivation/]] - How does gender shape where, how, and under what conditions achievement motivation is expressed? {{ME-By|User Name}} # [[/Generativity/]] - What is generativity and how does it impact behaviour and life outcomes? {{ME-By|User Name}} # [[/Getting started/]] - Why is task initiation difficult and how to overcome it? {{ME-By|User Name}} # [[/Goal striving dynamics/]] - What is the role of pushing and coasting in goal striving? {{ME-By|User Name}} # [[/Hygiene motivation/]] - What motivates maintenance of personal hygiene? {{ME-By|User Name}} # [[/Hypothalamus and homeostatic motivation/]] - How do hypothalamic circuits regulate hunger, thirst, and other survival-related motivations? {{ME-By|User Name}} # [[/Impulsivity versus sensation-seeking/]] - What is the distinction between impulsivity and sensation-seeking and how does this affect behaviour? {{ME-By|User Name}} # [[/Indigenous Australian role models and motivation/]] - How do role models influence aspirations, identity development, and motivation among Indigenous Australians? {{ME-By|User Name}} # [[/Interrogation and compliance/]] - What psychological processes influence resistance and compliance during interrogation? {{ME-By|User Name}} # [[/Investment model of commitment and social motivation/]] - How does the investment model of commitment relate to social motivation? {{ME-By|User Name}} # [[/Lifelong learning motivation/]] - What motivates lifelong learning? {{ME-By|User Name}} # [[/Machiavellian motivation/]] - What is the motivational role of Machiavellianism? {{ME-By|User Name}} # [[/Mesolimbic pathway and addiction motivation/]] - What role does the ventral tegmental area to nucleus accumbens pathway play in addictive behaviours? {{ME-By|User Name}} # [[/Metacognitive monitoring and productivity/]] - How does metacognitive monitoring influence goal attainment and productivity? {{ME-By|User Name}} # [[/Mindsets and stigma/]] - What role do growth versus fixed mindsets play in prejudice and stigma? {{ME-By|User Name}} # [[/Motivating virtual teams/]] – How can motivation in virtual teams be optimised? {{ME-By|User Name}} # [[/Motivational effects of incarceration on Indigenous Australians/]] - What are the motivational effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Need to love and be loved/]] - How does the desire to give and receive love influence motivation? {{ME-By|User Name}} # [[/Non-residential energy conservation motivation/]] - How can non-residential building energy conservation be motivated and behaviour changed? {{ME-By|User Name}} # [[/Occupational violence, emotion, and coping/]] - What are the emotional impacts of occupational violence and how can employees cope? {{ME-By|User Name}} # [[/Overconfidence in decision-making/]] - How does overconfidence bias affect judgement and decision-making? {{ME-By|User Name}} # [[/Parental educational aspirations and student achievement/]] - How do parental aspirations shape children’s academic motivation and performance? {{ME-By|User Name}} # [[/Parental motivations for homeschooling/]] - What motivates parents to homeschool their children? {{ME-By|User Name}} # [[/Perfectionism and procrastination/]] - What is the role of perfectionism in procrastination and what can be done about it? {{ME-By|User Name}} # [[/Pleasure anticipation and dopamine/]] - How does the brain's reward system generate motivation through expected rather than experienced pleasure? {{ME-By|User Name}} # [[/Possible selves and goal pursuit/]] - How do possible selves influence motivation and goal-directed behaviour? {{ME-By|User Name}} # [[/Power motivation in leadership/]] - How does power motivation influence leadership styles and effectiveness? {{ME-By|User Name}} # [[/Prevention versus promotion mindset/]] - What are the motivational differences between prevention and promotion mindsets? {{ME-By|User Name}} # [[/Protection motivation theory and environmental behaviour/]] - How does protection motivation theory explain engagement in pro-environmental behaviour? {{ME-By|User Name}} # [[/Relatedness motivation in self-determination theory/]] - How does the need for relatedness function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Role-play and communication skills training/]] - How does role-play facilitate the development of effective communication skills? {{ME-By|User Name}} # [[/Scarcity versus abundance mindset/]] - How do scarcity and abundance mindsets develop and what are the motivational consequences? {{ME-By|User Name}} # [[/Self-concept and motivation/]] - How does self-concept relate to motivation? {{ME-By|User Name}} # [[/Self-determination theory and dementia care/]] - How can autonomy, competence, and relatedness be supported in people living with dementia? {{ME-By|User Name}} # [[/Self-determination theory and military veteran reintegration/]] - How do autonomy, competence, and relatedness shape psychological adjustment after military service? {{ME-By|User Name}} # [[/Self-determination theory and physical activity/]] - How do autonomy, competence, and relatedness predict engagement in physical activity and exercise adherence? {{ME-By|User Name}} # [[/Self-determination theory and social media use/]] - How do basic psychological needs explain patterns of social media engagement? {{ME-By|User Name}} # [[/Sensation-seeking and dopamine/]] - What is the neurobiological relationship between sensation-seeking and dopamine? {{ME-By|User Name}} # [[/Sex differences in sexual arousal patterns/]] - How do patterns of sexual arousal differ between males and females? {{ME-By|User Name}} # [[/Sex work motivation/]] - What motivates sex work and how does this impact worker experiences? {{ME-By|User Name}} # [[/Social dominance and power motivation/]] - What is the relationship between social dominance and power motivation? {{ME-By|User Name}} # [[/Subcortical structures and motivational drive/]] - How do subcortical brain regions generate basic motivational impulses and energy? {{ME-By|User Name}} # [[/Sun exposure and protection motivation/]] - What motivates sun exposure and protection behaviours? {{ME-By|User Name}} # [[/Surrender motivation/]] - What is the motivational state of surrender and what are its impacts? {{ME-By|User Name}} # [[/Thermoregulation and motivation/]] - How does the drive to maintain body temperature influence behaviour? {{ME-By|User Name}} # [[/Tonic-phasic model of dopamine regulation/]] - What is the tonic/phasic model of dopamine regulation and how does affect behaviour? {{ME-By|User Name}} # [[/Types of impulsivity/]] - What are the different types of impulsivity and how do they affect motivation? {{ME-By|User Name}} # [[/Value congruence and motivation/]] - How does alignment between personal and situational values influence motivation? {{ME-By|User Name}} # [[/Volunteer counsellor motivation/]] - What motivates people to become and remain volunteer counsellors? {{ME-By|User Name}} # [[/Windfall gain effect/]] - How doe unexpected wealth influence behaviour and decision-making? {{ME-By|User Name}} # [[/Youth environmental activism motivation/]] - What motivates young people to engage in environmental activism? {{ME-By|User Name}} ==Emotion== # [[/Active versus passive social media use/]] - How do different patterns of social media engagement influence emotions and psychological wellbeing? {{ME-By|User Name}} # [[/Affect heuristic/]] - What is the affect heuristic and how does it influence decision making? {{ME-By|User Name}} # [[/Alcohol use for emotion regulation/]] - Why and how do people use alcohol to regulate their emotions? {{ME-By|User Name}} # [[/Apocalyptic fear/]] - What is apocalyptic fear, what are its consequences, and how can it be dealt with? {{ME-By|User Name}} # [[/Awe and the diminished self/]] - How does awe diminish the self and how can this be applied? {{ME-By|User Name}} # [[/Awe and nature/]] - What is the relationship between awe and nature? {{ME-By|User Name}} # [[/Biofeedback and emotion regulation/]] - How does biofeedback help individuals monitor and regulate their emotional states? {{ME-By|User Name}} # [[/Body neutrality and emotional well-being/]] - How does a body-neutral perspective affect emotional well-being? {{ME-By|User Name}} # [[/Breathing exercises and relaxation/]] - How can breathing exercises promote relaxation? {{ME-By|User Name}} # [[/Cancer screening and emotion/]] - How do emotions such as fear, anxiety, and relief influence cancer screening uptake? {{ME-By|User Name}} # [[/Cognitive hardiness and stress resilience/]] – How does cognitive hardiness promote resilience to stress and adversity? {{ME-By|User Name}} # [[/Cognitive versus affective empathy/]] - What are the differences between cognitive and affective empathy and how do they contribute to prosociality? {{ME-By|User Name}} # [[/Dark empathy/]] - What is dark empathy, what are its consequences, and what can be done to address it? {{ME-By|User Name}} # [[/Dreams and emotional problem-solving/]] - How do REM dreams contribute to emotional processing and adaptive coping? {{ME-By|User Name}} # [[/Durability bias in affective forecasting/]] - What role does durability bias play in affective forecasting? {{ME-By|User Name}} # [[/Eco-emotions/]] - What are eco-emotions, how do they influence behaviour, and how can they be managed? {{ME-By|User Name}} # [[/Emotional effects of incarceration on Indigenous Australians/]] - What are the emotional effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Emotional expressivity/]] – What is emotional expressivity, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Emotional flooding in relationships/]] - Why does emotional flooding occur, how does it affect relationships, and what can be done about it? {{ME-By|User Name}} # [[/Emotional intelligence and emotional wellbeing/]] - How does emotional intelligence affect emotional wellbeing? {{ME-By|User Name}} # [[/Emotional role-playing/]] - How does role-playing influence emotional experience, expression, and regulation? {{ME-By|User Name}} # [[/Emotion detection using artificial intelligence/]] - How can emotion be detected using artificial intelligence? {{ME-By|User Name}} # [[/Emotion dysregulation/]] – What is emotion dysregulation, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Emotion regulation ability and strategy/]] – How do ability and strategy differ in shaping emotion regulation? {{ME-By|User Name}} # [[/Emotion regulation through exercise/]] - How do people use exercise to regulate their emotional states? {{ME-By|User Name}} # [[/Emotions in activism/]] - How do emotions motivate, shape, and sustain activism? {{ME-By|User Name}} # [[/Empathy fatigue and emotional exhaustion/]] - How does sustained empathic engagement contribute to emotional exhaustion? {{ME-By|User Name}} # [[/Enjoyment and learning/]] - How does enjoyment influence learning? {{ME-By|User Name}} # [[/Environmental volunteering and wellbeing/]] - How does participation in environmental volunteering influence volunteers' subjective wellbeing? {{ME-By|User Name}} # [[/Excitement as an emotion/]] - What is the emotional excitement and how does it influence behaviour and wellbeing? {{ME-By|User Name}} # [[/Fear extinction/]] - What psychological and neural processes underlie the extinction of fear responses? {{ME-By|User Name}} # [[/Focalism in affective forecasting/]] - What is focalism and how does it bias predictions about future emotional experiences? {{ME-By|User Name}} # [[/Gloatrage/]] - What is gloatrage, what causes it, and what are its consequences? {{ME-By|User Name}} # [[/Human trust of robots/]] - What psychological factors shape human trust of robots? {{ME-By|User Name}} # [[/Indigenous Australian funeral practices and grieving/]] - How do Indigenous Australian funeral practices assist with grieving? {{ME-By|User Name}} # [[/Identify exploration through role-playing games/]] - How do role-playing games facilitate identity exploration and self-discovery? {{ME-By|User Name}} # [[/Introjection and guilt-based motivation/]] - What role do shame and guilt play in introjected forms of behavioural regulation? {{ME-By|User Name}} # [[/Irritability/]] - What is irritability, what causes it, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Love styles and relationships/]] - How do love styles influence relationship satisfaction and stability? {{ME-By|User Name}} # [[/Melatonin and seasonal mood/]] - What role does melatonin play in seasonal mood changes? {{ME-By|User Name}} # [[/Mindfulness and nature connectedness/]] - How does mindfulness influence nature connectedness? {{ME-By|User Name}} # [[/Mood and cognitive performance/]] – How do different mood states impact attention, memory, and problem solving? {{ME-By|User Name}} # [[/Moodiness/]] - What is moodiness, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Neurobiology of love/]] - What neural systems and biochemical processes underlie love? {{ME-By|User Name}} # [[/Neurofeedback and emotional regulation/]] - How can neurofeedback influence enhance emotional regulation? {{ME-By|User Name}} # [[/Nitrous oxide and emotion/]] - How does nitrous oxide influence emotional experience and mood? {{ME-By|User Name}} # [[/Noise and emotion/]] - How do different types of noise affect emotional experience and wellbeing? {{ME-By|User Name}} # [[/Opponent process theory and emotion/]] - What role do opposing affective states play in emotional experience? {{ME-By|User Name}} # [[/Phubbing and emotion/]] - What are the emotional causes and consequences of phubbing? {{ME-By|User Name}} # [[/Positive emotion dysregulation/]] - What is positive emotion dysregulation and how does it affect psychological functioning? {{ME-By|User Name}} # [[/Psychological preparation for natural disasters/]] - How can people psychologically prepare for natural disasters? {{ME-By|User Name}} # [[/Psychological safety and feedback uptake/]] - How does psychological safety influence openness to feedback? {{ME-By|User Name}} # [[/Reflected glory/]] - What is reflected glory and what are its pros and cons? {{ME-By|Username}} # [[/Remote work and well-being/]] - How does remote work influence employee well-being? {{ME-By|Username}} # [[/Responsiveness and interpersonal trust/]] - How does responsiveness foster trust in relationships? {{ME-By|User Name}} # [[/Romantic jealousy/]] - Why does romantic jealousy occur, what are its impacts, and how can it be managed? {{ME-By|User Name}} # [[/Secondary trauma in healthcare workers/]] - What are the emotional consequences of secondary trauma in healthcare settings? {{ME-By|User Name}} # [[/Seasonal affective disorder/]] - What is SAD, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Self-blame and emotion/]] – How does self-blame influence emotional responses to negative events? {{ME-By|User Name}} # [[/Self-disclosure and emotional intimacy/]] – How does self-disclosure foster emotional closeness in relationships? {{ME-By|User Name}} # [[/Self-stigma and emotion/]] - How does self-stigma impact emotional well-being? {{ME-By|User Name}} # [[/Social connection and emotion regulation/]] - How do social relationships help people emotions? {{ME-By|User Name}} # [[/Socioemotional selectivity theory and wellbeing in ageing/]] - How do social and emotional experiences affect wellbeing as people age? {{ME-By|User Name}} # [[/Spirituality and resilience/]] - What is the relationship between spirituality and psychological resilience? {{ME-By|User Name}} # [[/Subjective wellbeing homeostasis theory/]] - How does homeostatic theory explain the stability and regulation of subjective wellbeing? {{ME-By|User Name}} # [[/Technology-based pain management/]] - How can technology-based tools alter pain perception and pain management? {{ME-By|User Name}} # [[/Theory of positive disintegration and personal growth/]] - What is the TPD and how can it be applied to personal growth? {{ME-By|User Name}} # [[/Time perception in mood disorders/]] - How do anxiety and depression alter the subjective experience of time? {{ME-By|User Name}} # [[/Trust in artificial intelligence/]] - What psychological factors shape human trust of artificial intelligence systems? {{ME-By|User Name}} # [[/Trust rebuilding after trauma/]] - How can trauma survivors develop trust in similar situations again? {{ME-By|User Name}} # [[/Volunteer wellbeing/]] - How does volunteering affect volunteer's subjective wellbeing? {{ME-By|User Name}} # [[/Wayfinding and affective experience/]] - How do emotions influence navigation and spatial behaviour? {{ME-By|User Name}} ==Motivation and emotion== # [[/Boredom and interest/]] - How do boredom and interest shape emotional and motivational states? {{ME-By|User Name}} # [[/Falling in love/]] - What motivational and emotional processes underlie romantic attraction and falling in love? {{ME-By|User Name}} # [[/Life purpose and well-being/]] - How does a sense of purpose contribute to well-being and how can it be cultivated? {{ME-By|User Name}} # [[/Moral emotions and ethical behaviour/]] - How do moral emotions motivate ethical and prosocial action? {{ME-By|User Name}} # [[/Oxytocin as a neuromodulator/]] - What are the motivational and emotional effects of oxytocin as a neuromodulator? {{ME-By|User Name}} # [[/Reward prediction error/]] - How does discrepancy between expected and actual rewards influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Reinforcement sensitivity theory/]] – How does reinforcement sensitivity theory explain individual differences in motivation and emotion? {{ME-By|User Name}} # [[/Reward prediction error/]] - How do reward prediction errors influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Social and emotional well-being in Indigenous Australians/]] - How does the holistic social and emotional well-being model reframe Indigenous Australian health and well-being? {{ME-By|User Name}} # [[/Strengths-based Indigenous Australian psychology/]] - How can strengths-based perspectives enhance understanding of Indigenous motivation and emotion? {{ME-By|User Name}} # [[/Warm-glow giving/]] - Why does giving feel good and how does this influence prosocial behaviour? {{ME-By|User Name}} # [[/Wisdom, motivation, and emotion/]] - How do motivational and emotional processes contribute to wisdom? {{ME-By|User Name}} [[Category:Motivation and emotion/Book]] ac5ld3v5y0q9wa8vgcqma0n60lfyoo5 2815312 2815299 2026-06-12T02:18:25Z Jtneill 10242 /* Motivation */ + [[/Motivations for using sex work services/]] - What motivates use of sex work services? 2815312 wikitext text/x-wiki {{/Banner}} ==Motivation== # [[/Adolescent risk-taking and reward-system development/]] - How does reward circuit maturation influence adolescent sensation-seeking and impulsive behaviours? {{ME-By|User Name}} # [[/Akrasia/]] - Why do people act against their better judgement? {{ME-By|User Name}} # [[/Artificial intelligence and academic motivation/]] - How does artificial intelligence influence students’ motivation to learn, engage, and achieve? {{ME-By|User Name}} # [[/Attachment styles and relatedness motivation/]] - How do attachment styles affect the need for relatedness? {{ME-By|User Name}} # [[/Automaticity and goal pursuit/]] - How do habits and environmental cues drive unconscious goal pursuit? {{ME-By|User Name}} # [[/Basal ganglia and motivation/]] - What is the role of the basal ganglia in motivated behaviour? {{ME-By|User Name}} # [[/Charismatic leadership and follower motivation/]] - How does charismatic leadership inspire follower motivation? {{ME-By|User Name}} # [[/Citizen science motivation/]] - What motivates participation in citizen science projects? {{ME-By|User Name}} # [[/Competence motivation in self-determination theory/]] - How does the need for competence function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Consumer emotion measurement/]] - How can consumer emotion be measured? {{ME-By|User Name}} # [[/Creative inspiration and effort/]] - How do inspiration and effort interact during the creative process? {{ME-By|User Name}} # [[/Deliberative vs implemental mindset/]] - What are the motivational and cognitive differences between deliberative and implemental mindsets? {{ME-By|User Name}} # [[/Developing a growth mindset/]] - How can a growth mindset be cultivated and sustained? {{ME-By|User Name}} # [[/Dopamine and reward prediction/]] - How does dopamine affect the anticipation of rewards and subsequent emotional responses? {{ME-By|U3228742}} # [[/Effort regulation and cost-benefit decision-making/]] - How is effort dynamically adjusted based on changing cost-benefit analysis during goal pursuit? {{ME-By|User Name}} # [[/End-of-history illusion and motivation/]] - How does the EOHI influence motivation and what strategies mitigate its impact? {{ME-By|User Name}} # [[/ERG theory and motivation/]] - What is Alderfer's ERG theory and how does it explain human motivation? {{ME-By|User Name}} # [[/Epistemic motivation and the need for cognitive closure/]] - How does epistematic motivation and the need for cognitive closure influence our lives? {{ME-By|User Name}} # [[/Extended process model of emotion regulation/]] – What is the extended process model and how does it explain how people regulate emotions? {{ME-By|User Name}} # [[/Feedback literacy/]] - What is feedback literacy, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Fogg behaviour model/]] - How can the FBM be applied to understanding and changing behaviour? {{ME-By|User Name}} # [[/Functional motives theory and environmental activism/]] - How does functional motives theory explain the motivations behind environmental activism? {{ME-By|User Name}} # [[/Future orientation and criminal behaviour/]] - How does future orientation influence the risk of criminal activity? {{ME-By|User Name}} # [[/Game of dice task and decision-making/]] - What does the game of dice task reveal about risk-based decision-making? {{ME-By|User Name}} # [[/Gender and achievement motivation/]] - How does gender shape where, how, and under what conditions achievement motivation is expressed? {{ME-By|User Name}} # [[/Generativity/]] - What is generativity and how does it impact behaviour and life outcomes? {{ME-By|User Name}} # [[/Getting started/]] - Why is task initiation difficult and how to overcome it? {{ME-By|User Name}} # [[/Goal striving dynamics/]] - What is the role of pushing and coasting in goal striving? {{ME-By|User Name}} # [[/Hygiene motivation/]] - What motivates maintenance of personal hygiene? {{ME-By|User Name}} # [[/Hypothalamus and homeostatic motivation/]] - How do hypothalamic circuits regulate hunger, thirst, and other survival-related motivations? {{ME-By|User Name}} # [[/Impulsivity versus sensation-seeking/]] - What is the distinction between impulsivity and sensation-seeking and how does this affect behaviour? {{ME-By|User Name}} # [[/Indigenous Australian role models and motivation/]] - How do role models influence aspirations, identity development, and motivation among Indigenous Australians? {{ME-By|User Name}} # [[/Interrogation and compliance/]] - What psychological processes influence resistance and compliance during interrogation? {{ME-By|User Name}} # [[/Investment model of commitment and social motivation/]] - How does the investment model of commitment relate to social motivation? {{ME-By|User Name}} # [[/Lifelong learning motivation/]] - What motivates lifelong learning? {{ME-By|User Name}} # [[/Machiavellian motivation/]] - What is the motivational role of Machiavellianism? {{ME-By|User Name}} # [[/Mesolimbic pathway and addiction motivation/]] - What role does the ventral tegmental area to nucleus accumbens pathway play in addictive behaviours? {{ME-By|User Name}} # [[/Metacognitive monitoring and productivity/]] - How does metacognitive monitoring influence goal attainment and productivity? {{ME-By|User Name}} # [[/Mindsets and stigma/]] - What role do growth versus fixed mindsets play in prejudice and stigma? {{ME-By|User Name}} # [[/Motivations for using sex work services/]] - What motivates use of sex work services? {{ME-By|User Name}} # [[/Motivating virtual teams/]] – How can motivation in virtual teams be optimised? {{ME-By|User Name}} # [[/Motivational effects of incarceration on Indigenous Australians/]] - What are the motivational effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Need to love and be loved/]] - How does the desire to give and receive love influence motivation? {{ME-By|User Name}} # [[/Non-residential energy conservation motivation/]] - How can non-residential building energy conservation be motivated and behaviour changed? {{ME-By|User Name}} # [[/Occupational violence, emotion, and coping/]] - What are the emotional impacts of occupational violence and how can employees cope? {{ME-By|User Name}} # [[/Overconfidence in decision-making/]] - How does overconfidence bias affect judgement and decision-making? {{ME-By|User Name}} # [[/Parental educational aspirations and student achievement/]] - How do parental aspirations shape children’s academic motivation and performance? {{ME-By|User Name}} # [[/Parental motivations for homeschooling/]] - What motivates parents to homeschool their children? {{ME-By|User Name}} # [[/Perfectionism and procrastination/]] - What is the role of perfectionism in procrastination and what can be done about it? {{ME-By|User Name}} # [[/Pleasure anticipation and dopamine/]] - How does the brain's reward system generate motivation through expected rather than experienced pleasure? {{ME-By|User Name}} # [[/Possible selves and goal pursuit/]] - How do possible selves influence motivation and goal-directed behaviour? {{ME-By|User Name}} # [[/Power motivation in leadership/]] - How does power motivation influence leadership styles and effectiveness? {{ME-By|User Name}} # [[/Prevention versus promotion mindset/]] - What are the motivational differences between prevention and promotion mindsets? {{ME-By|User Name}} # [[/Protection motivation theory and environmental behaviour/]] - How does protection motivation theory explain engagement in pro-environmental behaviour? {{ME-By|User Name}} # [[/Relatedness motivation in self-determination theory/]] - How does the need for relatedness function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Role-play and communication skills training/]] - How does role-play facilitate the development of effective communication skills? {{ME-By|User Name}} # [[/Scarcity versus abundance mindset/]] - How do scarcity and abundance mindsets develop and what are the motivational consequences? {{ME-By|User Name}} # [[/Self-concept and motivation/]] - How does self-concept relate to motivation? {{ME-By|User Name}} # [[/Self-determination theory and dementia care/]] - How can autonomy, competence, and relatedness be supported in people living with dementia? {{ME-By|User Name}} # [[/Self-determination theory and military veteran reintegration/]] - How do autonomy, competence, and relatedness shape psychological adjustment after military service? {{ME-By|User Name}} # [[/Self-determination theory and physical activity/]] - How do autonomy, competence, and relatedness predict engagement in physical activity and exercise adherence? {{ME-By|User Name}} # [[/Self-determination theory and social media use/]] - How do basic psychological needs explain patterns of social media engagement? {{ME-By|User Name}} # [[/Sensation-seeking and dopamine/]] - What is the neurobiological relationship between sensation-seeking and dopamine? {{ME-By|User Name}} # [[/Sex differences in sexual arousal patterns/]] - How do patterns of sexual arousal differ between males and females? {{ME-By|User Name}} # [[/Sex work motivation/]] - What motivates sex work and how does this impact worker experiences? {{ME-By|User Name}} # [[/Social dominance and power motivation/]] - What is the relationship between social dominance and power motivation? {{ME-By|User Name}} # [[/Subcortical structures and motivational drive/]] - How do subcortical brain regions generate basic motivational impulses and energy? {{ME-By|User Name}} # [[/Sun exposure and protection motivation/]] - What motivates sun exposure and protection behaviours? {{ME-By|User Name}} # [[/Surrender motivation/]] - What is the motivational state of surrender and what are its impacts? {{ME-By|User Name}} # [[/Thermoregulation and motivation/]] - How does the drive to maintain body temperature influence behaviour? {{ME-By|User Name}} # [[/Tonic-phasic model of dopamine regulation/]] - What is the tonic/phasic model of dopamine regulation and how does affect behaviour? {{ME-By|User Name}} # [[/Types of impulsivity/]] - What are the different types of impulsivity and how do they affect motivation? {{ME-By|User Name}} # [[/Value congruence and motivation/]] - How does alignment between personal and situational values influence motivation? {{ME-By|User Name}} # [[/Volunteer counsellor motivation/]] - What motivates people to become and remain volunteer counsellors? {{ME-By|User Name}} # [[/Windfall gain effect/]] - How doe unexpected wealth influence behaviour and decision-making? {{ME-By|User Name}} # [[/Youth environmental activism motivation/]] - What motivates young people to engage in environmental activism? {{ME-By|User Name}} ==Emotion== # [[/Active versus passive social media use/]] - How do different patterns of social media engagement influence emotions and psychological wellbeing? {{ME-By|User Name}} # [[/Affect heuristic/]] - What is the affect heuristic and how does it influence decision making? {{ME-By|User Name}} # [[/Alcohol use for emotion regulation/]] - Why and how do people use alcohol to regulate their emotions? {{ME-By|User Name}} # [[/Apocalyptic fear/]] - What is apocalyptic fear, what are its consequences, and how can it be dealt with? {{ME-By|User Name}} # [[/Awe and the diminished self/]] - How does awe diminish the self and how can this be applied? {{ME-By|User Name}} # [[/Awe and nature/]] - What is the relationship between awe and nature? {{ME-By|User Name}} # [[/Biofeedback and emotion regulation/]] - How does biofeedback help individuals monitor and regulate their emotional states? {{ME-By|User Name}} # [[/Body neutrality and emotional well-being/]] - How does a body-neutral perspective affect emotional well-being? {{ME-By|User Name}} # [[/Breathing exercises and relaxation/]] - How can breathing exercises promote relaxation? {{ME-By|User Name}} # [[/Cancer screening and emotion/]] - How do emotions such as fear, anxiety, and relief influence cancer screening uptake? {{ME-By|User Name}} # [[/Cognitive hardiness and stress resilience/]] – How does cognitive hardiness promote resilience to stress and adversity? {{ME-By|User Name}} # [[/Cognitive versus affective empathy/]] - What are the differences between cognitive and affective empathy and how do they contribute to prosociality? {{ME-By|User Name}} # [[/Dark empathy/]] - What is dark empathy, what are its consequences, and what can be done to address it? {{ME-By|User Name}} # [[/Dreams and emotional problem-solving/]] - How do REM dreams contribute to emotional processing and adaptive coping? {{ME-By|User Name}} # [[/Durability bias in affective forecasting/]] - What role does durability bias play in affective forecasting? {{ME-By|User Name}} # [[/Eco-emotions/]] - What are eco-emotions, how do they influence behaviour, and how can they be managed? {{ME-By|User Name}} # [[/Emotional effects of incarceration on Indigenous Australians/]] - What are the emotional effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Emotional expressivity/]] – What is emotional expressivity, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Emotional flooding in relationships/]] - Why does emotional flooding occur, how does it affect relationships, and what can be done about it? {{ME-By|User Name}} # [[/Emotional intelligence and emotional wellbeing/]] - How does emotional intelligence affect emotional wellbeing? {{ME-By|User Name}} # [[/Emotional role-playing/]] - How does role-playing influence emotional experience, expression, and regulation? {{ME-By|User Name}} # [[/Emotion detection using artificial intelligence/]] - How can emotion be detected using artificial intelligence? {{ME-By|User Name}} # [[/Emotion dysregulation/]] – What is emotion dysregulation, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Emotion regulation ability and strategy/]] – How do ability and strategy differ in shaping emotion regulation? {{ME-By|User Name}} # [[/Emotion regulation through exercise/]] - How do people use exercise to regulate their emotional states? {{ME-By|User Name}} # [[/Emotions in activism/]] - How do emotions motivate, shape, and sustain activism? {{ME-By|User Name}} # [[/Empathy fatigue and emotional exhaustion/]] - How does sustained empathic engagement contribute to emotional exhaustion? {{ME-By|User Name}} # [[/Enjoyment and learning/]] - How does enjoyment influence learning? {{ME-By|User Name}} # [[/Environmental volunteering and wellbeing/]] - How does participation in environmental volunteering influence volunteers' subjective wellbeing? {{ME-By|User Name}} # [[/Excitement as an emotion/]] - What is the emotional excitement and how does it influence behaviour and wellbeing? {{ME-By|User Name}} # [[/Fear extinction/]] - What psychological and neural processes underlie the extinction of fear responses? {{ME-By|User Name}} # [[/Focalism in affective forecasting/]] - What is focalism and how does it bias predictions about future emotional experiences? {{ME-By|User Name}} # [[/Gloatrage/]] - What is gloatrage, what causes it, and what are its consequences? {{ME-By|User Name}} # [[/Human trust of robots/]] - What psychological factors shape human trust of robots? {{ME-By|User Name}} # [[/Indigenous Australian funeral practices and grieving/]] - How do Indigenous Australian funeral practices assist with grieving? {{ME-By|User Name}} # [[/Identify exploration through role-playing games/]] - How do role-playing games facilitate identity exploration and self-discovery? {{ME-By|User Name}} # [[/Introjection and guilt-based motivation/]] - What role do shame and guilt play in introjected forms of behavioural regulation? {{ME-By|User Name}} # [[/Irritability/]] - What is irritability, what causes it, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Love styles and relationships/]] - How do love styles influence relationship satisfaction and stability? {{ME-By|User Name}} # [[/Melatonin and seasonal mood/]] - What role does melatonin play in seasonal mood changes? {{ME-By|User Name}} # [[/Mindfulness and nature connectedness/]] - How does mindfulness influence nature connectedness? {{ME-By|User Name}} # [[/Mood and cognitive performance/]] – How do different mood states impact attention, memory, and problem solving? {{ME-By|User Name}} # [[/Moodiness/]] - What is moodiness, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Neurobiology of love/]] - What neural systems and biochemical processes underlie love? {{ME-By|User Name}} # [[/Neurofeedback and emotional regulation/]] - How can neurofeedback influence enhance emotional regulation? {{ME-By|User Name}} # [[/Nitrous oxide and emotion/]] - How does nitrous oxide influence emotional experience and mood? {{ME-By|User Name}} # [[/Noise and emotion/]] - How do different types of noise affect emotional experience and wellbeing? {{ME-By|User Name}} # [[/Opponent process theory and emotion/]] - What role do opposing affective states play in emotional experience? {{ME-By|User Name}} # [[/Phubbing and emotion/]] - What are the emotional causes and consequences of phubbing? {{ME-By|User Name}} # [[/Positive emotion dysregulation/]] - What is positive emotion dysregulation and how does it affect psychological functioning? {{ME-By|User Name}} # [[/Psychological preparation for natural disasters/]] - How can people psychologically prepare for natural disasters? {{ME-By|User Name}} # [[/Psychological safety and feedback uptake/]] - How does psychological safety influence openness to feedback? {{ME-By|User Name}} # [[/Reflected glory/]] - What is reflected glory and what are its pros and cons? {{ME-By|Username}} # [[/Remote work and well-being/]] - How does remote work influence employee well-being? {{ME-By|Username}} # [[/Responsiveness and interpersonal trust/]] - How does responsiveness foster trust in relationships? {{ME-By|User Name}} # [[/Romantic jealousy/]] - Why does romantic jealousy occur, what are its impacts, and how can it be managed? {{ME-By|User Name}} # [[/Secondary trauma in healthcare workers/]] - What are the emotional consequences of secondary trauma in healthcare settings? {{ME-By|User Name}} # [[/Seasonal affective disorder/]] - What is SAD, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Self-blame and emotion/]] – How does self-blame influence emotional responses to negative events? {{ME-By|User Name}} # [[/Self-disclosure and emotional intimacy/]] – How does self-disclosure foster emotional closeness in relationships? {{ME-By|User Name}} # [[/Self-stigma and emotion/]] - How does self-stigma impact emotional well-being? {{ME-By|User Name}} # [[/Social connection and emotion regulation/]] - How do social relationships help people emotions? {{ME-By|User Name}} # [[/Socioemotional selectivity theory and wellbeing in ageing/]] - How do social and emotional experiences affect wellbeing as people age? {{ME-By|User Name}} # [[/Spirituality and resilience/]] - What is the relationship between spirituality and psychological resilience? {{ME-By|User Name}} # [[/Subjective wellbeing homeostasis theory/]] - How does homeostatic theory explain the stability and regulation of subjective wellbeing? {{ME-By|User Name}} # [[/Technology-based pain management/]] - How can technology-based tools alter pain perception and pain management? {{ME-By|User Name}} # [[/Theory of positive disintegration and personal growth/]] - What is the TPD and how can it be applied to personal growth? {{ME-By|User Name}} # [[/Time perception in mood disorders/]] - How do anxiety and depression alter the subjective experience of time? {{ME-By|User Name}} # [[/Trust in artificial intelligence/]] - What psychological factors shape human trust of artificial intelligence systems? {{ME-By|User Name}} # [[/Trust rebuilding after trauma/]] - How can trauma survivors develop trust in similar situations again? {{ME-By|User Name}} # [[/Volunteer wellbeing/]] - How does volunteering affect volunteer's subjective wellbeing? {{ME-By|User Name}} # [[/Wayfinding and affective experience/]] - How do emotions influence navigation and spatial behaviour? {{ME-By|User Name}} ==Motivation and emotion== # [[/Boredom and interest/]] - How do boredom and interest shape emotional and motivational states? {{ME-By|User Name}} # [[/Falling in love/]] - What motivational and emotional processes underlie romantic attraction and falling in love? {{ME-By|User Name}} # [[/Life purpose and well-being/]] - How does a sense of purpose contribute to well-being and how can it be cultivated? {{ME-By|User Name}} # [[/Moral emotions and ethical behaviour/]] - How do moral emotions motivate ethical and prosocial action? {{ME-By|User Name}} # [[/Oxytocin as a neuromodulator/]] - What are the motivational and emotional effects of oxytocin as a neuromodulator? {{ME-By|User Name}} # [[/Reward prediction error/]] - How does discrepancy between expected and actual rewards influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Reinforcement sensitivity theory/]] – How does reinforcement sensitivity theory explain individual differences in motivation and emotion? {{ME-By|User Name}} # [[/Reward prediction error/]] - How do reward prediction errors influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Social and emotional well-being in Indigenous Australians/]] - How does the holistic social and emotional well-being model reframe Indigenous Australian health and well-being? {{ME-By|User Name}} # [[/Strengths-based Indigenous Australian psychology/]] - How can strengths-based perspectives enhance understanding of Indigenous motivation and emotion? {{ME-By|User Name}} # [[/Warm-glow giving/]] - Why does giving feel good and how does this influence prosocial behaviour? {{ME-By|User Name}} # [[/Wisdom, motivation, and emotion/]] - How do motivational and emotional processes contribute to wisdom? {{ME-By|User Name}} [[Category:Motivation and emotion/Book]] r8a2x1bluprk1x5yrmm5nw71xekwls5 2815322 2815312 2026-06-12T02:34:18Z Jtneill 10242 /* Motivation */ + [[/Exercise gamification motivation/]] - How can gamification affect exercise motivation and behaviour? 2815322 wikitext text/x-wiki {{/Banner}} ==Motivation== # [[/Adolescent risk-taking and reward-system development/]] - How does reward circuit maturation influence adolescent sensation-seeking and impulsive behaviours? {{ME-By|User Name}} # [[/Akrasia/]] - Why do people act against their better judgement? {{ME-By|User Name}} # [[/Artificial intelligence and academic motivation/]] - How does artificial intelligence influence students’ motivation to learn, engage, and achieve? {{ME-By|User Name}} # [[/Attachment styles and relatedness motivation/]] - How do attachment styles affect the need for relatedness? {{ME-By|User Name}} # [[/Automaticity and goal pursuit/]] - How do habits and environmental cues drive unconscious goal pursuit? {{ME-By|User Name}} # [[/Basal ganglia and motivation/]] - What is the role of the basal ganglia in motivated behaviour? {{ME-By|User Name}} # [[/Charismatic leadership and follower motivation/]] - How does charismatic leadership inspire follower motivation? {{ME-By|User Name}} # [[/Citizen science motivation/]] - What motivates participation in citizen science projects? {{ME-By|User Name}} # [[/Competence motivation in self-determination theory/]] - How does the need for competence function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Consumer emotion measurement/]] - How can consumer emotion be measured? {{ME-By|User Name}} # [[/Creative inspiration and effort/]] - How do inspiration and effort interact during the creative process? {{ME-By|User Name}} # [[/Deliberative vs implemental mindset/]] - What are the motivational and cognitive differences between deliberative and implemental mindsets? {{ME-By|User Name}} # [[/Developing a growth mindset/]] - How can a growth mindset be cultivated and sustained? {{ME-By|User Name}} # [[/Dopamine and reward prediction/]] - How does dopamine affect the anticipation of rewards and subsequent emotional responses? {{ME-By|U3228742}} # [[/Effort regulation and cost-benefit decision-making/]] - How is effort dynamically adjusted based on changing cost-benefit analysis during goal pursuit? {{ME-By|User Name}} # [[/End-of-history illusion and motivation/]] - How does the EOHI influence motivation and what strategies mitigate its impact? {{ME-By|User Name}} # [[/ERG theory and motivation/]] - What is Alderfer's ERG theory and how does it explain human motivation? {{ME-By|User Name}} # [[/Epistemic motivation and the need for cognitive closure/]] - How does epistematic motivation and the need for cognitive closure influence our lives? {{ME-By|User Name}} # [[/Exercise gamification motivation/]] - How can gamification affect exercise motivation and behaviour? {{ME-By|User Name}} # [[/Extended process model of emotion regulation/]] – What is the extended process model and how does it explain how people regulate emotions? {{ME-By|User Name}} # [[/Feedback literacy/]] - What is feedback literacy, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Fogg behaviour model/]] - How can the FBM be applied to understanding and changing behaviour? {{ME-By|User Name}} # [[/Functional motives theory and environmental activism/]] - How does functional motives theory explain the motivations behind environmental activism? {{ME-By|User Name}} # [[/Future orientation and criminal behaviour/]] - How does future orientation influence the risk of criminal activity? {{ME-By|User Name}} # [[/Game of dice task and decision-making/]] - What does the game of dice task reveal about risk-based decision-making? {{ME-By|User Name}} # [[/Gender and achievement motivation/]] - How does gender shape where, how, and under what conditions achievement motivation is expressed? {{ME-By|User Name}} # [[/Generativity/]] - What is generativity and how does it impact behaviour and life outcomes? {{ME-By|User Name}} # [[/Getting started/]] - Why is task initiation difficult and how to overcome it? {{ME-By|User Name}} # [[/Goal striving dynamics/]] - What is the role of pushing and coasting in goal striving? {{ME-By|User Name}} # [[/Hygiene motivation/]] - What motivates maintenance of personal hygiene? {{ME-By|User Name}} # [[/Hypothalamus and homeostatic motivation/]] - How do hypothalamic circuits regulate hunger, thirst, and other survival-related motivations? {{ME-By|User Name}} # [[/Impulsivity versus sensation-seeking/]] - What is the distinction between impulsivity and sensation-seeking and how does this affect behaviour? {{ME-By|User Name}} # [[/Indigenous Australian role models and motivation/]] - How do role models influence aspirations, identity development, and motivation among Indigenous Australians? {{ME-By|User Name}} # [[/Interrogation and compliance/]] - What psychological processes influence resistance and compliance during interrogation? {{ME-By|User Name}} # [[/Investment model of commitment and social motivation/]] - How does the investment model of commitment relate to social motivation? {{ME-By|User Name}} # [[/Lifelong learning motivation/]] - What motivates lifelong learning? {{ME-By|User Name}} # [[/Machiavellian motivation/]] - What is the motivational role of Machiavellianism? {{ME-By|User Name}} # [[/Mesolimbic pathway and addiction motivation/]] - What role does the ventral tegmental area to nucleus accumbens pathway play in addictive behaviours? {{ME-By|User Name}} # [[/Metacognitive monitoring and productivity/]] - How does metacognitive monitoring influence goal attainment and productivity? {{ME-By|User Name}} # [[/Mindsets and stigma/]] - What role do growth versus fixed mindsets play in prejudice and stigma? {{ME-By|User Name}} # [[/Motivations for using sex work services/]] - What motivates use of sex work services? {{ME-By|User Name}} # [[/Motivating virtual teams/]] – How can motivation in virtual teams be optimised? {{ME-By|User Name}} # [[/Motivational effects of incarceration on Indigenous Australians/]] - What are the motivational effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Need to love and be loved/]] - How does the desire to give and receive love influence motivation? {{ME-By|User Name}} # [[/Non-residential energy conservation motivation/]] - How can non-residential building energy conservation be motivated and behaviour changed? {{ME-By|User Name}} # [[/Occupational violence, emotion, and coping/]] - What are the emotional impacts of occupational violence and how can employees cope? {{ME-By|User Name}} # [[/Overconfidence in decision-making/]] - How does overconfidence bias affect judgement and decision-making? {{ME-By|User Name}} # [[/Parental educational aspirations and student achievement/]] - How do parental aspirations shape children’s academic motivation and performance? {{ME-By|User Name}} # [[/Parental motivations for homeschooling/]] - What motivates parents to homeschool their children? {{ME-By|User Name}} # [[/Perfectionism and procrastination/]] - What is the role of perfectionism in procrastination and what can be done about it? {{ME-By|User Name}} # [[/Pleasure anticipation and dopamine/]] - How does the brain's reward system generate motivation through expected rather than experienced pleasure? {{ME-By|User Name}} # [[/Possible selves and goal pursuit/]] - How do possible selves influence motivation and goal-directed behaviour? {{ME-By|User Name}} # [[/Power motivation in leadership/]] - How does power motivation influence leadership styles and effectiveness? {{ME-By|User Name}} # [[/Prevention versus promotion mindset/]] - What are the motivational differences between prevention and promotion mindsets? {{ME-By|User Name}} # [[/Protection motivation theory and environmental behaviour/]] - How does protection motivation theory explain engagement in pro-environmental behaviour? {{ME-By|User Name}} # [[/Relatedness motivation in self-determination theory/]] - How does the need for relatedness function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Role-play and communication skills training/]] - How does role-play facilitate the development of effective communication skills? {{ME-By|User Name}} # [[/Scarcity versus abundance mindset/]] - How do scarcity and abundance mindsets develop and what are the motivational consequences? {{ME-By|User Name}} # [[/Self-concept and motivation/]] - How does self-concept relate to motivation? {{ME-By|User Name}} # [[/Self-determination theory and dementia care/]] - How can autonomy, competence, and relatedness be supported in people living with dementia? {{ME-By|User Name}} # [[/Self-determination theory and military veteran reintegration/]] - How do autonomy, competence, and relatedness shape psychological adjustment after military service? {{ME-By|User Name}} # [[/Self-determination theory and physical activity/]] - How do autonomy, competence, and relatedness predict engagement in physical activity and exercise adherence? {{ME-By|User Name}} # [[/Self-determination theory and social media use/]] - How do basic psychological needs explain patterns of social media engagement? {{ME-By|User Name}} # [[/Sensation-seeking and dopamine/]] - What is the neurobiological relationship between sensation-seeking and dopamine? {{ME-By|User Name}} # [[/Sex differences in sexual arousal patterns/]] - How do patterns of sexual arousal differ between males and females? {{ME-By|User Name}} # [[/Sex work motivation/]] - What motivates sex work and how does this impact worker experiences? {{ME-By|User Name}} # [[/Social dominance and power motivation/]] - What is the relationship between social dominance and power motivation? {{ME-By|User Name}} # [[/Subcortical structures and motivational drive/]] - How do subcortical brain regions generate basic motivational impulses and energy? {{ME-By|User Name}} # [[/Sun exposure and protection motivation/]] - What motivates sun exposure and protection behaviours? {{ME-By|User Name}} # [[/Surrender motivation/]] - What is the motivational state of surrender and what are its impacts? {{ME-By|User Name}} # [[/Thermoregulation and motivation/]] - How does the drive to maintain body temperature influence behaviour? {{ME-By|User Name}} # [[/Tonic-phasic model of dopamine regulation/]] - What is the tonic/phasic model of dopamine regulation and how does affect behaviour? {{ME-By|User Name}} # [[/Types of impulsivity/]] - What are the different types of impulsivity and how do they affect motivation? {{ME-By|User Name}} # [[/Value congruence and motivation/]] - How does alignment between personal and situational values influence motivation? {{ME-By|User Name}} # [[/Volunteer counsellor motivation/]] - What motivates people to become and remain volunteer counsellors? {{ME-By|User Name}} # [[/Windfall gain effect/]] - How doe unexpected wealth influence behaviour and decision-making? {{ME-By|User Name}} # [[/Youth environmental activism motivation/]] - What motivates young people to engage in environmental activism? {{ME-By|User Name}} ==Emotion== # [[/Active versus passive social media use/]] - How do different patterns of social media engagement influence emotions and psychological wellbeing? {{ME-By|User Name}} # [[/Affect heuristic/]] - What is the affect heuristic and how does it influence decision making? {{ME-By|User Name}} # [[/Alcohol use for emotion regulation/]] - Why and how do people use alcohol to regulate their emotions? {{ME-By|User Name}} # [[/Apocalyptic fear/]] - What is apocalyptic fear, what are its consequences, and how can it be dealt with? {{ME-By|User Name}} # [[/Awe and the diminished self/]] - How does awe diminish the self and how can this be applied? {{ME-By|User Name}} # [[/Awe and nature/]] - What is the relationship between awe and nature? {{ME-By|User Name}} # [[/Biofeedback and emotion regulation/]] - How does biofeedback help individuals monitor and regulate their emotional states? {{ME-By|User Name}} # [[/Body neutrality and emotional well-being/]] - How does a body-neutral perspective affect emotional well-being? {{ME-By|User Name}} # [[/Breathing exercises and relaxation/]] - How can breathing exercises promote relaxation? {{ME-By|User Name}} # [[/Cancer screening and emotion/]] - How do emotions such as fear, anxiety, and relief influence cancer screening uptake? {{ME-By|User Name}} # [[/Cognitive hardiness and stress resilience/]] – How does cognitive hardiness promote resilience to stress and adversity? {{ME-By|User Name}} # [[/Cognitive versus affective empathy/]] - What are the differences between cognitive and affective empathy and how do they contribute to prosociality? {{ME-By|User Name}} # [[/Dark empathy/]] - What is dark empathy, what are its consequences, and what can be done to address it? {{ME-By|User Name}} # [[/Dreams and emotional problem-solving/]] - How do REM dreams contribute to emotional processing and adaptive coping? {{ME-By|User Name}} # [[/Durability bias in affective forecasting/]] - What role does durability bias play in affective forecasting? {{ME-By|User Name}} # [[/Eco-emotions/]] - What are eco-emotions, how do they influence behaviour, and how can they be managed? {{ME-By|User Name}} # [[/Emotional effects of incarceration on Indigenous Australians/]] - What are the emotional effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Emotional expressivity/]] – What is emotional expressivity, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Emotional flooding in relationships/]] - Why does emotional flooding occur, how does it affect relationships, and what can be done about it? {{ME-By|User Name}} # [[/Emotional intelligence and emotional wellbeing/]] - How does emotional intelligence affect emotional wellbeing? {{ME-By|User Name}} # [[/Emotional role-playing/]] - How does role-playing influence emotional experience, expression, and regulation? {{ME-By|User Name}} # [[/Emotion detection using artificial intelligence/]] - How can emotion be detected using artificial intelligence? {{ME-By|User Name}} # [[/Emotion dysregulation/]] – What is emotion dysregulation, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Emotion regulation ability and strategy/]] – How do ability and strategy differ in shaping emotion regulation? {{ME-By|User Name}} # [[/Emotion regulation through exercise/]] - How do people use exercise to regulate their emotional states? {{ME-By|User Name}} # [[/Emotions in activism/]] - How do emotions motivate, shape, and sustain activism? {{ME-By|User Name}} # [[/Empathy fatigue and emotional exhaustion/]] - How does sustained empathic engagement contribute to emotional exhaustion? {{ME-By|User Name}} # [[/Enjoyment and learning/]] - How does enjoyment influence learning? {{ME-By|User Name}} # [[/Environmental volunteering and wellbeing/]] - How does participation in environmental volunteering influence volunteers' subjective wellbeing? {{ME-By|User Name}} # [[/Excitement as an emotion/]] - What is the emotional excitement and how does it influence behaviour and wellbeing? {{ME-By|User Name}} # [[/Fear extinction/]] - What psychological and neural processes underlie the extinction of fear responses? {{ME-By|User Name}} # [[/Focalism in affective forecasting/]] - What is focalism and how does it bias predictions about future emotional experiences? {{ME-By|User Name}} # [[/Gloatrage/]] - What is gloatrage, what causes it, and what are its consequences? {{ME-By|User Name}} # [[/Human trust of robots/]] - What psychological factors shape human trust of robots? {{ME-By|User Name}} # [[/Indigenous Australian funeral practices and grieving/]] - How do Indigenous Australian funeral practices assist with grieving? {{ME-By|User Name}} # [[/Identify exploration through role-playing games/]] - How do role-playing games facilitate identity exploration and self-discovery? {{ME-By|User Name}} # [[/Introjection and guilt-based motivation/]] - What role do shame and guilt play in introjected forms of behavioural regulation? {{ME-By|User Name}} # [[/Irritability/]] - What is irritability, what causes it, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Love styles and relationships/]] - How do love styles influence relationship satisfaction and stability? {{ME-By|User Name}} # [[/Melatonin and seasonal mood/]] - What role does melatonin play in seasonal mood changes? {{ME-By|User Name}} # [[/Mindfulness and nature connectedness/]] - How does mindfulness influence nature connectedness? {{ME-By|User Name}} # [[/Mood and cognitive performance/]] – How do different mood states impact attention, memory, and problem solving? {{ME-By|User Name}} # [[/Moodiness/]] - What is moodiness, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Neurobiology of love/]] - What neural systems and biochemical processes underlie love? {{ME-By|User Name}} # [[/Neurofeedback and emotional regulation/]] - How can neurofeedback influence enhance emotional regulation? {{ME-By|User Name}} # [[/Nitrous oxide and emotion/]] - How does nitrous oxide influence emotional experience and mood? {{ME-By|User Name}} # [[/Noise and emotion/]] - How do different types of noise affect emotional experience and wellbeing? {{ME-By|User Name}} # [[/Opponent process theory and emotion/]] - What role do opposing affective states play in emotional experience? {{ME-By|User Name}} # [[/Phubbing and emotion/]] - What are the emotional causes and consequences of phubbing? {{ME-By|User Name}} # [[/Positive emotion dysregulation/]] - What is positive emotion dysregulation and how does it affect psychological functioning? {{ME-By|User Name}} # [[/Psychological preparation for natural disasters/]] - How can people psychologically prepare for natural disasters? {{ME-By|User Name}} # [[/Psychological safety and feedback uptake/]] - How does psychological safety influence openness to feedback? {{ME-By|User Name}} # [[/Reflected glory/]] - What is reflected glory and what are its pros and cons? {{ME-By|Username}} # [[/Remote work and well-being/]] - How does remote work influence employee well-being? {{ME-By|Username}} # [[/Responsiveness and interpersonal trust/]] - How does responsiveness foster trust in relationships? {{ME-By|User Name}} # [[/Romantic jealousy/]] - Why does romantic jealousy occur, what are its impacts, and how can it be managed? {{ME-By|User Name}} # [[/Secondary trauma in healthcare workers/]] - What are the emotional consequences of secondary trauma in healthcare settings? {{ME-By|User Name}} # [[/Seasonal affective disorder/]] - What is SAD, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Self-blame and emotion/]] – How does self-blame influence emotional responses to negative events? {{ME-By|User Name}} # [[/Self-disclosure and emotional intimacy/]] – How does self-disclosure foster emotional closeness in relationships? {{ME-By|User Name}} # [[/Self-stigma and emotion/]] - How does self-stigma impact emotional well-being? {{ME-By|User Name}} # [[/Social connection and emotion regulation/]] - How do social relationships help people emotions? {{ME-By|User Name}} # [[/Socioemotional selectivity theory and wellbeing in ageing/]] - How do social and emotional experiences affect wellbeing as people age? {{ME-By|User Name}} # [[/Spirituality and resilience/]] - What is the relationship between spirituality and psychological resilience? {{ME-By|User Name}} # [[/Subjective wellbeing homeostasis theory/]] - How does homeostatic theory explain the stability and regulation of subjective wellbeing? {{ME-By|User Name}} # [[/Technology-based pain management/]] - How can technology-based tools alter pain perception and pain management? {{ME-By|User Name}} # [[/Theory of positive disintegration and personal growth/]] - What is the TPD and how can it be applied to personal growth? {{ME-By|User Name}} # [[/Time perception in mood disorders/]] - How do anxiety and depression alter the subjective experience of time? {{ME-By|User Name}} # [[/Trust in artificial intelligence/]] - What psychological factors shape human trust of artificial intelligence systems? {{ME-By|User Name}} # [[/Trust rebuilding after trauma/]] - How can trauma survivors develop trust in similar situations again? {{ME-By|User Name}} # [[/Volunteer wellbeing/]] - How does volunteering affect volunteer's subjective wellbeing? {{ME-By|User Name}} # [[/Wayfinding and affective experience/]] - How do emotions influence navigation and spatial behaviour? {{ME-By|User Name}} ==Motivation and emotion== # [[/Boredom and interest/]] - How do boredom and interest shape emotional and motivational states? {{ME-By|User Name}} # [[/Falling in love/]] - What motivational and emotional processes underlie romantic attraction and falling in love? {{ME-By|User Name}} # [[/Life purpose and well-being/]] - How does a sense of purpose contribute to well-being and how can it be cultivated? {{ME-By|User Name}} # [[/Moral emotions and ethical behaviour/]] - How do moral emotions motivate ethical and prosocial action? {{ME-By|User Name}} # [[/Oxytocin as a neuromodulator/]] - What are the motivational and emotional effects of oxytocin as a neuromodulator? {{ME-By|User Name}} # [[/Reward prediction error/]] - How does discrepancy between expected and actual rewards influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Reinforcement sensitivity theory/]] – How does reinforcement sensitivity theory explain individual differences in motivation and emotion? {{ME-By|User Name}} # [[/Reward prediction error/]] - How do reward prediction errors influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Social and emotional well-being in Indigenous Australians/]] - How does the holistic social and emotional well-being model reframe Indigenous Australian health and well-being? {{ME-By|User Name}} # [[/Strengths-based Indigenous Australian psychology/]] - How can strengths-based perspectives enhance understanding of Indigenous motivation and emotion? {{ME-By|User Name}} # [[/Warm-glow giving/]] - Why does giving feel good and how does this influence prosocial behaviour? {{ME-By|User Name}} # [[/Wisdom, motivation, and emotion/]] - How do motivational and emotional processes contribute to wisdom? {{ME-By|User Name}} [[Category:Motivation and emotion/Book]] 25dr1tyxeaznxkctf72cm3wj8e2e8ov 2815325 2815322 2026-06-12T02:42:43Z Jtneill 10242 /* Motivation */ [[/Retirement motivation/]] - What motivates retirement from work? 2815325 wikitext text/x-wiki {{/Banner}} ==Motivation== # [[/Adolescent risk-taking and reward-system development/]] - How does reward circuit maturation influence adolescent sensation-seeking and impulsive behaviours? {{ME-By|User Name}} # [[/Akrasia/]] - Why do people act against their better judgement? {{ME-By|User Name}} # [[/Artificial intelligence and academic motivation/]] - How does artificial intelligence influence students’ motivation to learn, engage, and achieve? {{ME-By|User Name}} # [[/Attachment styles and relatedness motivation/]] - How do attachment styles affect the need for relatedness? {{ME-By|User Name}} # [[/Automaticity and goal pursuit/]] - How do habits and environmental cues drive unconscious goal pursuit? {{ME-By|User Name}} # [[/Basal ganglia and motivation/]] - What is the role of the basal ganglia in motivated behaviour? {{ME-By|User Name}} # [[/Charismatic leadership and follower motivation/]] - How does charismatic leadership inspire follower motivation? {{ME-By|User Name}} # [[/Citizen science motivation/]] - What motivates participation in citizen science projects? {{ME-By|User Name}} # [[/Competence motivation in self-determination theory/]] - How does the need for competence function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Consumer emotion measurement/]] - How can consumer emotion be measured? {{ME-By|User Name}} # [[/Creative inspiration and effort/]] - How do inspiration and effort interact during the creative process? {{ME-By|User Name}} # [[/Deliberative vs implemental mindset/]] - What are the motivational and cognitive differences between deliberative and implemental mindsets? {{ME-By|User Name}} # [[/Developing a growth mindset/]] - How can a growth mindset be cultivated and sustained? {{ME-By|User Name}} # [[/Dopamine and reward prediction/]] - How does dopamine affect the anticipation of rewards and subsequent emotional responses? {{ME-By|U3228742}} # [[/Effort regulation and cost-benefit decision-making/]] - How is effort dynamically adjusted based on changing cost-benefit analysis during goal pursuit? {{ME-By|User Name}} # [[/End-of-history illusion and motivation/]] - How does the EOHI influence motivation and what strategies mitigate its impact? {{ME-By|User Name}} # [[/ERG theory and motivation/]] - What is Alderfer's ERG theory and how does it explain human motivation? {{ME-By|User Name}} # [[/Epistemic motivation and the need for cognitive closure/]] - How does epistematic motivation and the need for cognitive closure influence our lives? {{ME-By|User Name}} # [[/Exercise gamification motivation/]] - How can gamification affect exercise motivation and behaviour? {{ME-By|User Name}} # [[/Extended process model of emotion regulation/]] – What is the extended process model and how does it explain how people regulate emotions? {{ME-By|User Name}} # [[/Feedback literacy/]] - What is feedback literacy, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Fogg behaviour model/]] - How can the FBM be applied to understanding and changing behaviour? {{ME-By|User Name}} # [[/Functional motives theory and environmental activism/]] - How does functional motives theory explain the motivations behind environmental activism? {{ME-By|User Name}} # [[/Future orientation and criminal behaviour/]] - How does future orientation influence the risk of criminal activity? {{ME-By|User Name}} # [[/Game of dice task and decision-making/]] - What does the game of dice task reveal about risk-based decision-making? {{ME-By|User Name}} # [[/Gender and achievement motivation/]] - How does gender shape where, how, and under what conditions achievement motivation is expressed? {{ME-By|User Name}} # [[/Generativity/]] - What is generativity and how does it impact behaviour and life outcomes? {{ME-By|User Name}} # [[/Getting started/]] - Why is task initiation difficult and how to overcome it? {{ME-By|User Name}} # [[/Goal striving dynamics/]] - What is the role of pushing and coasting in goal striving? {{ME-By|User Name}} # [[/Hygiene motivation/]] - What motivates maintenance of personal hygiene? {{ME-By|User Name}} # [[/Hypothalamus and homeostatic motivation/]] - How do hypothalamic circuits regulate hunger, thirst, and other survival-related motivations? {{ME-By|User Name}} # [[/Impulsivity versus sensation-seeking/]] - What is the distinction between impulsivity and sensation-seeking and how does this affect behaviour? {{ME-By|User Name}} # [[/Indigenous Australian role models and motivation/]] - How do role models influence aspirations, identity development, and motivation among Indigenous Australians? {{ME-By|User Name}} # [[/Interrogation and compliance/]] - What psychological processes influence resistance and compliance during interrogation? {{ME-By|User Name}} # [[/Investment model of commitment and social motivation/]] - How does the investment model of commitment relate to social motivation? {{ME-By|User Name}} # [[/Lifelong learning motivation/]] - What motivates lifelong learning? {{ME-By|User Name}} # [[/Machiavellian motivation/]] - What is the motivational role of Machiavellianism? {{ME-By|User Name}} # [[/Mesolimbic pathway and addiction motivation/]] - What role does the ventral tegmental area to nucleus accumbens pathway play in addictive behaviours? {{ME-By|User Name}} # [[/Metacognitive monitoring and productivity/]] - How does metacognitive monitoring influence goal attainment and productivity? {{ME-By|User Name}} # [[/Mindsets and stigma/]] - What role do growth versus fixed mindsets play in prejudice and stigma? {{ME-By|User Name}} # [[/Motivations for using sex work services/]] - What motivates use of sex work services? {{ME-By|User Name}} # [[/Motivating virtual teams/]] – How can motivation in virtual teams be optimised? {{ME-By|User Name}} # [[/Motivational effects of incarceration on Indigenous Australians/]] - What are the motivational effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Need to love and be loved/]] - How does the desire to give and receive love influence motivation? {{ME-By|User Name}} # [[/Non-residential energy conservation motivation/]] - How can non-residential building energy conservation be motivated and behaviour changed? {{ME-By|User Name}} # [[/Occupational violence, emotion, and coping/]] - What are the emotional impacts of occupational violence and how can employees cope? {{ME-By|User Name}} # [[/Overconfidence in decision-making/]] - How does overconfidence bias affect judgement and decision-making? {{ME-By|User Name}} # [[/Parental educational aspirations and student achievement/]] - How do parental aspirations shape children’s academic motivation and performance? {{ME-By|User Name}} # [[/Parental motivations for homeschooling/]] - What motivates parents to homeschool their children? {{ME-By|User Name}} # [[/Perfectionism and procrastination/]] - What is the role of perfectionism in procrastination and what can be done about it? {{ME-By|User Name}} # [[/Pleasure anticipation and dopamine/]] - How does the brain's reward system generate motivation through expected rather than experienced pleasure? {{ME-By|User Name}} # [[/Possible selves and goal pursuit/]] - How do possible selves influence motivation and goal-directed behaviour? {{ME-By|User Name}} # [[/Power motivation in leadership/]] - How does power motivation influence leadership styles and effectiveness? {{ME-By|User Name}} # [[/Prevention versus promotion mindset/]] - What are the motivational differences between prevention and promotion mindsets? {{ME-By|User Name}} # [[/Protection motivation theory and environmental behaviour/]] - How does protection motivation theory explain engagement in pro-environmental behaviour? {{ME-By|User Name}} # [[/Relatedness motivation in self-determination theory/]] - How does the need for relatedness function within self-determination theory to shape motivation and behaviour? {{ME-By|User Name}} # [[/Retirement motivation/]] - What motivates retirement from work? {{ME-By|User Name}} # [[/Role-play and communication skills training/]] - How does role-play facilitate the development of effective communication skills? {{ME-By|User Name}} # [[/Scarcity versus abundance mindset/]] - How do scarcity and abundance mindsets develop and what are the motivational consequences? {{ME-By|User Name}} # [[/Self-concept and motivation/]] - How does self-concept relate to motivation? {{ME-By|User Name}} # [[/Self-determination theory and dementia care/]] - How can autonomy, competence, and relatedness be supported in people living with dementia? {{ME-By|User Name}} # [[/Self-determination theory and military veteran reintegration/]] - How do autonomy, competence, and relatedness shape psychological adjustment after military service? {{ME-By|User Name}} # [[/Self-determination theory and physical activity/]] - How do autonomy, competence, and relatedness predict engagement in physical activity and exercise adherence? {{ME-By|User Name}} # [[/Self-determination theory and social media use/]] - How do basic psychological needs explain patterns of social media engagement? {{ME-By|User Name}} # [[/Sensation-seeking and dopamine/]] - What is the neurobiological relationship between sensation-seeking and dopamine? {{ME-By|User Name}} # [[/Sex differences in sexual arousal patterns/]] - How do patterns of sexual arousal differ between males and females? {{ME-By|User Name}} # [[/Sex work motivation/]] - What motivates sex work and how does this impact worker experiences? {{ME-By|User Name}} # [[/Social dominance and power motivation/]] - What is the relationship between social dominance and power motivation? {{ME-By|User Name}} # [[/Subcortical structures and motivational drive/]] - How do subcortical brain regions generate basic motivational impulses and energy? {{ME-By|User Name}} # [[/Sun exposure and protection motivation/]] - What motivates sun exposure and protection behaviours? {{ME-By|User Name}} # [[/Surrender motivation/]] - What is the motivational state of surrender and what are its impacts? {{ME-By|User Name}} # [[/Thermoregulation and motivation/]] - How does the drive to maintain body temperature influence behaviour? {{ME-By|User Name}} # [[/Tonic-phasic model of dopamine regulation/]] - What is the tonic/phasic model of dopamine regulation and how does affect behaviour? {{ME-By|User Name}} # [[/Types of impulsivity/]] - What are the different types of impulsivity and how do they affect motivation? {{ME-By|User Name}} # [[/Value congruence and motivation/]] - How does alignment between personal and situational values influence motivation? {{ME-By|User Name}} # [[/Volunteer counsellor motivation/]] - What motivates people to become and remain volunteer counsellors? {{ME-By|User Name}} # [[/Windfall gain effect/]] - How doe unexpected wealth influence behaviour and decision-making? {{ME-By|User Name}} # [[/Youth environmental activism motivation/]] - What motivates young people to engage in environmental activism? {{ME-By|User Name}} ==Emotion== # [[/Active versus passive social media use/]] - How do different patterns of social media engagement influence emotions and psychological wellbeing? {{ME-By|User Name}} # [[/Affect heuristic/]] - What is the affect heuristic and how does it influence decision making? {{ME-By|User Name}} # [[/Alcohol use for emotion regulation/]] - Why and how do people use alcohol to regulate their emotions? {{ME-By|User Name}} # [[/Apocalyptic fear/]] - What is apocalyptic fear, what are its consequences, and how can it be dealt with? {{ME-By|User Name}} # [[/Awe and the diminished self/]] - How does awe diminish the self and how can this be applied? {{ME-By|User Name}} # [[/Awe and nature/]] - What is the relationship between awe and nature? {{ME-By|User Name}} # [[/Biofeedback and emotion regulation/]] - How does biofeedback help individuals monitor and regulate their emotional states? {{ME-By|User Name}} # [[/Body neutrality and emotional well-being/]] - How does a body-neutral perspective affect emotional well-being? {{ME-By|User Name}} # [[/Breathing exercises and relaxation/]] - How can breathing exercises promote relaxation? {{ME-By|User Name}} # [[/Cancer screening and emotion/]] - How do emotions such as fear, anxiety, and relief influence cancer screening uptake? {{ME-By|User Name}} # [[/Cognitive hardiness and stress resilience/]] – How does cognitive hardiness promote resilience to stress and adversity? {{ME-By|User Name}} # [[/Cognitive versus affective empathy/]] - What are the differences between cognitive and affective empathy and how do they contribute to prosociality? {{ME-By|User Name}} # [[/Dark empathy/]] - What is dark empathy, what are its consequences, and what can be done to address it? {{ME-By|User Name}} # [[/Dreams and emotional problem-solving/]] - How do REM dreams contribute to emotional processing and adaptive coping? {{ME-By|User Name}} # [[/Durability bias in affective forecasting/]] - What role does durability bias play in affective forecasting? {{ME-By|User Name}} # [[/Eco-emotions/]] - What are eco-emotions, how do they influence behaviour, and how can they be managed? {{ME-By|User Name}} # [[/Emotional effects of incarceration on Indigenous Australians/]] - What are the emotional effects of incarcertation on Indigenous Australians?{{ME-By|User Name}} # [[/Emotional expressivity/]] – What is emotional expressivity, why does it matter, and how can it be developed? {{ME-By|User Name}} # [[/Emotional flooding in relationships/]] - Why does emotional flooding occur, how does it affect relationships, and what can be done about it? {{ME-By|User Name}} # [[/Emotional intelligence and emotional wellbeing/]] - How does emotional intelligence affect emotional wellbeing? {{ME-By|User Name}} # [[/Emotional role-playing/]] - How does role-playing influence emotional experience, expression, and regulation? {{ME-By|User Name}} # [[/Emotion detection using artificial intelligence/]] - How can emotion be detected using artificial intelligence? {{ME-By|User Name}} # [[/Emotion dysregulation/]] – What is emotion dysregulation, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Emotion regulation ability and strategy/]] – How do ability and strategy differ in shaping emotion regulation? {{ME-By|User Name}} # [[/Emotion regulation through exercise/]] - How do people use exercise to regulate their emotional states? {{ME-By|User Name}} # [[/Emotions in activism/]] - How do emotions motivate, shape, and sustain activism? {{ME-By|User Name}} # [[/Empathy fatigue and emotional exhaustion/]] - How does sustained empathic engagement contribute to emotional exhaustion? {{ME-By|User Name}} # [[/Enjoyment and learning/]] - How does enjoyment influence learning? {{ME-By|User Name}} # [[/Environmental volunteering and wellbeing/]] - How does participation in environmental volunteering influence volunteers' subjective wellbeing? {{ME-By|User Name}} # [[/Excitement as an emotion/]] - What is the emotional excitement and how does it influence behaviour and wellbeing? {{ME-By|User Name}} # [[/Fear extinction/]] - What psychological and neural processes underlie the extinction of fear responses? {{ME-By|User Name}} # [[/Focalism in affective forecasting/]] - What is focalism and how does it bias predictions about future emotional experiences? {{ME-By|User Name}} # [[/Gloatrage/]] - What is gloatrage, what causes it, and what are its consequences? {{ME-By|User Name}} # [[/Human trust of robots/]] - What psychological factors shape human trust of robots? {{ME-By|User Name}} # [[/Indigenous Australian funeral practices and grieving/]] - How do Indigenous Australian funeral practices assist with grieving? {{ME-By|User Name}} # [[/Identify exploration through role-playing games/]] - How do role-playing games facilitate identity exploration and self-discovery? {{ME-By|User Name}} # [[/Introjection and guilt-based motivation/]] - What role do shame and guilt play in introjected forms of behavioural regulation? {{ME-By|User Name}} # [[/Irritability/]] - What is irritability, what causes it, what are its consequences, and how can it be managed? {{ME-By|User Name}} # [[/Love styles and relationships/]] - How do love styles influence relationship satisfaction and stability? {{ME-By|User Name}} # [[/Melatonin and seasonal mood/]] - What role does melatonin play in seasonal mood changes? {{ME-By|User Name}} # [[/Mindfulness and nature connectedness/]] - How does mindfulness influence nature connectedness? {{ME-By|User Name}} # [[/Mood and cognitive performance/]] – How do different mood states impact attention, memory, and problem solving? {{ME-By|User Name}} # [[/Moodiness/]] - What is moodiness, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Neurobiology of love/]] - What neural systems and biochemical processes underlie love? {{ME-By|User Name}} # [[/Neurofeedback and emotional regulation/]] - How can neurofeedback influence enhance emotional regulation? {{ME-By|User Name}} # [[/Nitrous oxide and emotion/]] - How does nitrous oxide influence emotional experience and mood? {{ME-By|User Name}} # [[/Noise and emotion/]] - How do different types of noise affect emotional experience and wellbeing? {{ME-By|User Name}} # [[/Opponent process theory and emotion/]] - What role do opposing affective states play in emotional experience? {{ME-By|User Name}} # [[/Phubbing and emotion/]] - What are the emotional causes and consequences of phubbing? {{ME-By|User Name}} # [[/Positive emotion dysregulation/]] - What is positive emotion dysregulation and how does it affect psychological functioning? {{ME-By|User Name}} # [[/Psychological preparation for natural disasters/]] - How can people psychologically prepare for natural disasters? {{ME-By|User Name}} # [[/Psychological safety and feedback uptake/]] - How does psychological safety influence openness to feedback? {{ME-By|User Name}} # [[/Reflected glory/]] - What is reflected glory and what are its pros and cons? {{ME-By|Username}} # [[/Remote work and well-being/]] - How does remote work influence employee well-being? {{ME-By|Username}} # [[/Responsiveness and interpersonal trust/]] - How does responsiveness foster trust in relationships? {{ME-By|User Name}} # [[/Romantic jealousy/]] - Why does romantic jealousy occur, what are its impacts, and how can it be managed? {{ME-By|User Name}} # [[/Secondary trauma in healthcare workers/]] - What are the emotional consequences of secondary trauma in healthcare settings? {{ME-By|User Name}} # [[/Seasonal affective disorder/]] - What is SAD, why does it occur, and how can it be managed? {{ME-By|User Name}} # [[/Self-blame and emotion/]] – How does self-blame influence emotional responses to negative events? {{ME-By|User Name}} # [[/Self-disclosure and emotional intimacy/]] – How does self-disclosure foster emotional closeness in relationships? {{ME-By|User Name}} # [[/Self-stigma and emotion/]] - How does self-stigma impact emotional well-being? {{ME-By|User Name}} # [[/Social connection and emotion regulation/]] - How do social relationships help people emotions? {{ME-By|User Name}} # [[/Socioemotional selectivity theory and wellbeing in ageing/]] - How do social and emotional experiences affect wellbeing as people age? {{ME-By|User Name}} # [[/Spirituality and resilience/]] - What is the relationship between spirituality and psychological resilience? {{ME-By|User Name}} # [[/Subjective wellbeing homeostasis theory/]] - How does homeostatic theory explain the stability and regulation of subjective wellbeing? {{ME-By|User Name}} # [[/Technology-based pain management/]] - How can technology-based tools alter pain perception and pain management? {{ME-By|User Name}} # [[/Theory of positive disintegration and personal growth/]] - What is the TPD and how can it be applied to personal growth? {{ME-By|User Name}} # [[/Time perception in mood disorders/]] - How do anxiety and depression alter the subjective experience of time? {{ME-By|User Name}} # [[/Trust in artificial intelligence/]] - What psychological factors shape human trust of artificial intelligence systems? {{ME-By|User Name}} # [[/Trust rebuilding after trauma/]] - How can trauma survivors develop trust in similar situations again? {{ME-By|User Name}} # [[/Volunteer wellbeing/]] - How does volunteering affect volunteer's subjective wellbeing? {{ME-By|User Name}} # [[/Wayfinding and affective experience/]] - How do emotions influence navigation and spatial behaviour? {{ME-By|User Name}} ==Motivation and emotion== # [[/Boredom and interest/]] - How do boredom and interest shape emotional and motivational states? {{ME-By|User Name}} # [[/Falling in love/]] - What motivational and emotional processes underlie romantic attraction and falling in love? {{ME-By|User Name}} # [[/Life purpose and well-being/]] - How does a sense of purpose contribute to well-being and how can it be cultivated? {{ME-By|User Name}} # [[/Moral emotions and ethical behaviour/]] - How do moral emotions motivate ethical and prosocial action? {{ME-By|User Name}} # [[/Oxytocin as a neuromodulator/]] - What are the motivational and emotional effects of oxytocin as a neuromodulator? {{ME-By|User Name}} # [[/Reward prediction error/]] - How does discrepancy between expected and actual rewards influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Reinforcement sensitivity theory/]] – How does reinforcement sensitivity theory explain individual differences in motivation and emotion? {{ME-By|User Name}} # [[/Reward prediction error/]] - How do reward prediction errors influence learning, emotion, and motivation? {{ME-By|User Name}} # [[/Social and emotional well-being in Indigenous Australians/]] - How does the holistic social and emotional well-being model reframe Indigenous Australian health and well-being? {{ME-By|User Name}} # [[/Strengths-based Indigenous Australian psychology/]] - How can strengths-based perspectives enhance understanding of Indigenous motivation and emotion? {{ME-By|User Name}} # [[/Warm-glow giving/]] - Why does giving feel good and how does this influence prosocial behaviour? {{ME-By|User Name}} # [[/Wisdom, motivation, and emotion/]] - How do motivational and emotional processes contribute to wisdom? {{ME-By|User Name}} [[Category:Motivation and emotion/Book]] ijzwls7dehdcuyqjwlzyka9f0vf8kms Motivation and emotion/Book/2026/Banner 0 325872 2815294 2776075 2026-06-12T00:24:28Z Jtneill 10242 Update 2815294 wikitext text/x-wiki __NOTOC__ <!-- __NOEDITSECTION__ --> <!-- Title - Box --> {{RoundBoxTop|theme=2}} <div style="text-align: center;"> <!-- Book title --> {{title|[[Motivation and emotion/Book/2026|<big><big>Motivation and emotion</big></big>]]:}} <!-- Book sub-title and year --> <div style="color: purple; font-size: large; font-weight: bold;"> Understanding and improving our motivational and emotional lives using psychological science (2026) </div> <!-- Initial development --> {{notice|<!-- Aiming for approximately ~150 topics - more coming.<br> -->The topics on this page will be<!-- being developed--> developed by [[emerging scholar]]s as part of [[Motivation and emotion]] starting in August, 2026.}} <!-- Training resources --><!-- {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Training resources [[Motivation and emotion/Assessment/Topic|Topic development]] | [[Motivation and emotion/Assessment/Chapter|Book chapter]] [[Motivation and emotion/Lectures/Introduction|Lecture 01]] | [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] | [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] | [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] {{center bottom}} |- |} --><!-- Initial message --> <!-- {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Topic selection Pre-approved topics are listed below.<br><!-- To sign up:<br> [[Motivation and emotion/Wikiversity/Creating an account|create an account]]<br> click "Edit" or "Edit source"<br> replace "User Name" with your Wikiversity user name<br>publish this page.<br> Or [[Motivation and emotion/Assessment/Selection#New topics|negotiate a new topic]]. {{center bottom}} |- |} --> <!-- Drafting message --> <!-- These pages are undergoing a massive transformation.<br>~150 [[emerging scholar]]s who are studying [[Motivation and emotion|motivation and emotion]] are each authoring a resource about how psychological science can be used to understand and improve our lives.<br>Feel free to comment or contribute. --> <!-- Marking message --> <!--Most of the ~150 chapters have been submitted and are now undergoing expert review.<br>Feel free to continue improving and commenting.--> </div> {{RoundBoxBottom}}<!-- {{Motivation and emotion/Book/Quality3}} --><noinclude>[[Category:Motivation and emotion|{{SUBPAGENAME}}]]</noinclude> d3f2q7kh9u1u6sad94zybv9v6ya08sk 2815313 2815294 2026-06-12T02:20:30Z Jtneill 10242 2815313 wikitext text/x-wiki __NOTOC__ <!-- __NOEDITSECTION__ --> <!-- Title - Box --> {{RoundBoxTop|theme=2}} <div style="text-align: center;"> <!-- Book title --> {{title|[[Motivation and emotion/Book/2026|<big><big>Motivation and emotion</big></big>]]:}} <!-- Book sub-title and year --> <div style="color: purple; font-size: large; font-weight: bold;"> Understanding and improving our motivational and emotional lives using psychological science (2026) </div> <!-- Initial development --> {{notice|<!-- Aiming for approximately ~150 topics - more coming.<br> -->The topics on this page will be<!-- are being developed--> developed by ~150 [[emerging scholar]]s as part of [[Motivation and emotion]] starting in August, 2026.}} <!-- Training resources --><!-- {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Training resources [[Motivation and emotion/Assessment/Topic|Topic development]] | [[Motivation and emotion/Assessment/Chapter|Book chapter]] [[Motivation and emotion/Lectures/Introduction|Lecture 01]] | [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] | [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] | [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] {{center bottom}} |- |} --><!-- Initial message --> <!-- {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Topic selection Pre-approved topics are listed below.<br><!-- To sign up:<br> [[Motivation and emotion/Wikiversity/Creating an account|create an account]]<br> click "Edit" or "Edit source"<br> replace "User Name" with your Wikiversity user name<br>publish this page.<br> Or [[Motivation and emotion/Assessment/Selection#New topics|negotiate a new topic]]. {{center bottom}} |- |} --> <!-- Drafting message --> <!-- These pages are undergoing a massive transformation.<br>~150 [[emerging scholar]]s who are studying [[Motivation and emotion|motivation and emotion]] are each authoring a resource about how psychological science can be used to understand and improve our lives.<br>Feel free to comment or contribute. --> <!-- Marking message --> <!--Most of the ~150 chapters have been submitted and are now undergoing expert review.<br>Feel free to continue improving and commenting.--> </div> {{RoundBoxBottom}}<!-- {{Motivation and emotion/Book/Quality3}} --><noinclude>[[Category:Motivation and emotion|{{SUBPAGENAME}}]]</noinclude> gtrosrzy9u8pym2jvwhrv91b5n3w14f 2815357 2815313 2026-06-12T09:02:41Z Jtneill 10242 2815357 wikitext text/x-wiki __NOTOC__ <!-- __NOEDITSECTION__ --> <!-- Title - Box --> {{RoundBoxTop|theme=2}} <div style="text-align: center;"> <!-- Book title --> {{title|[[Motivation and emotion/Book/2026|<big><big>Motivation and emotion</big></big>]]:}} <!-- Book sub-title and year --> <div style="color: purple; font-size: large; font-weight: bold;"> Understanding and improving our motivational and emotional lives using psychological science (2026) </div> <!-- Initial development --> {{notice|<!-- Aiming for approximately ~150 topics - more coming.<br> -->These topics will be<!-- are being developed--> developed by ~150 [[emerging scholar]]s as part of [[Motivation and emotion]] starting in August, 2026.}} <!-- Training resources --><!-- {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Training resources [[Motivation and emotion/Assessment/Topic|Topic development]] | [[Motivation and emotion/Assessment/Chapter|Book chapter]] [[Motivation and emotion/Lectures/Introduction|Lecture 01]] | [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] | [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] | [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] {{center bottom}} |- |} --><!-- Initial message --> <!-- {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Topic selection Pre-approved topics are listed below.<br><!-- To sign up:<br> [[Motivation and emotion/Wikiversity/Creating an account|create an account]]<br> click "Edit" or "Edit source"<br> replace "User Name" with your Wikiversity user name<br>publish this page.<br> Or [[Motivation and emotion/Assessment/Selection#New topics|negotiate a new topic]]. {{center bottom}} |- |} --> <!-- Drafting message --> <!-- These pages are undergoing a massive transformation.<br>~150 [[emerging scholar]]s who are studying [[Motivation and emotion|motivation and emotion]] are each authoring a resource about how psychological science can be used to understand and improve our lives.<br>Feel free to comment or contribute. --> <!-- Marking message --> <!--Most of the ~150 chapters have been submitted and are now undergoing expert review.<br>Feel free to continue improving and commenting.--> </div> {{RoundBoxBottom}}<!-- {{Motivation and emotion/Book/Quality3}} --><noinclude>[[Category:Motivation and emotion|{{SUBPAGENAME}}]]</noinclude> bykoee5g47kwh2x0h6vidjgppt4oe54 2815358 2815357 2026-06-12T09:03:23Z Jtneill 10242 2815358 wikitext text/x-wiki __NOTOC__ <!-- __NOEDITSECTION__ --> <!-- Title - Box --> {{RoundBoxTop|theme=2}} <div style="text-align: center;"> <!-- Book title --> {{title|[[Motivation and emotion/Book/2026|<big><big>Motivation and emotion</big></big>]]:}} <!-- Book sub-title and year --> <div style="color: purple; font-size: large; font-weight: bold;"> Understanding and improving our motivational and emotional lives using psychological science (2026) </div> <!-- Initial development --> {{notice|<!-- Aiming for approximately ~150 topics - more coming.<br> -->These topics will be<!-- are being developed--> developed by ~150 [[emerging scholar]]s as part of [[Motivation and emotion]], starting in August, 2026.}} <!-- Training resources --><!-- {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Training resources [[Motivation and emotion/Assessment/Topic|Topic development]] | [[Motivation and emotion/Assessment/Chapter|Book chapter]] [[Motivation and emotion/Lectures/Introduction|Lecture 01]] | [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] | [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] | [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] {{center bottom}} |- |} --><!-- Initial message --> <!-- {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Topic selection Pre-approved topics are listed below.<br><!-- To sign up:<br> [[Motivation and emotion/Wikiversity/Creating an account|create an account]]<br> click "Edit" or "Edit source"<br> replace "User Name" with your Wikiversity user name<br>publish this page.<br> Or [[Motivation and emotion/Assessment/Selection#New topics|negotiate a new topic]]. {{center bottom}} |- |} --> <!-- Drafting message --> <!-- These pages are undergoing a massive transformation.<br>~150 [[emerging scholar]]s who are studying [[Motivation and emotion|motivation and emotion]] are each authoring a resource about how psychological science can be used to understand and improve our lives.<br>Feel free to comment or contribute. --> <!-- Marking message --> <!--Most of the ~150 chapters have been submitted and are now undergoing expert review.<br>Feel free to continue improving and commenting.--> </div> {{RoundBoxBottom}}<!-- {{Motivation and emotion/Book/Quality3}} --><noinclude>[[Category:Motivation and emotion|{{SUBPAGENAME}}]]</noinclude> daoyly1fujifcbdjtelknkw8ygk436w 2815373 2815358 2026-06-12T10:49:09Z Jtneill 10242 Update for 2026 2815373 wikitext text/x-wiki __NOTOC__ <!-- __NOEDITSECTION__ --> <!-- Title - Box --> {{RoundBoxTop|theme=2}} <div style="text-align: center;"> <!-- Title --> {{title|[[Motivation and emotion/Book/2026|<big><big>Motivation and emotion</big></big>]]:}} <!-- Sub-title and year --> <div style="color: purple; font-size: large; font-weight: bold;"> Understanding and improving our motivational and emotional lives using psychological science (2026) </div> <!-- Initial development --> {{notice|<!-- Aiming for approximately ~150 topics - more coming.<br> -->These topics will be<!-- are being developed--> developed by ~150 [[emerging scholar]]s as part of [[Motivation and emotion]], starting in August, 2026.}} <!-- Training resources --> {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Training resources [[Motivation and emotion/Assessment/Topic|Topic development]] | [[Motivation and emotion/Assessment/Chapter|Book chapter]] [[Motivation and emotion/Lectures/Introduction|Lecture 01]] | [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] | [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] | [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] {{center bottom}} |- |} <!-- Initial message --> {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Topic selection <!-- Pre-approved topics are listed below.<br> --> To sign up:<br> 1. [[Motivation and emotion/Wikiversity/Creating an account|Create an account and login]],<br> 2. Click "Edit" or "Edit source",<br> 3. Replace "User Name" with your Wikiversity user name,<br>4. Publish this page.<br><br> Alternatively, [[Motivation and emotion/Assessment/Selection#New topics|negotiate a new topic]]. {{center bottom}} |- |} <!-- Drafting message --> <!-- These pages are undergoing a massive transformation.<br>~150 [[emerging scholar]]s who are studying [[Motivation and emotion|motivation and emotion]] are each authoring a resource about how psychological science can be used to understand and improve our lives.<br>Feel free to comment or contribute. --> <!-- Marking message --> <!--Most of the ~150 chapters have been submitted and are now undergoing expert review.<br>Feel free to continue improving and commenting.--> </div> {{RoundBoxBottom}}<!-- {{Motivation and emotion/Book/Quality3}} --><noinclude>[[Category:Motivation and emotion|{{SUBPAGENAME}}]]</noinclude> pd419eh1yvki6t63j13kb0u03wh13m1 2815374 2815373 2026-06-12T10:52:40Z Jtneill 10242 2815374 wikitext text/x-wiki __NOTOC__ <!-- __NOEDITSECTION__ --> <!-- Title - Box --> {{RoundBoxTop|theme=2}} <div style="text-align: center;"> <!-- Title --> {{title|[[Motivation and emotion/Book/2026|<big><big>Motivation and emotion</big></big>]]:}} <!-- Sub-title and year --> <div style="color: purple; font-size: large; font-weight: bold;"> Understanding and improving our motivational and emotional lives using psychological science (2026) </div> <!-- Initial development --> {{notice|<!-- Aiming for approximately ~150 topics - more coming.<br> -->These topics will be<!-- are being developed--> developed by ~150 [[emerging scholar]]s as part of [[Motivation and emotion]], starting in August, 2026.}} <!-- Training resources --> {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;Training resources [[Motivation and emotion/Assessment/Topic|Topic development]] | [[Motivation and emotion/Assessment/Chapter|Book chapter]] [[Motivation and emotion/Lectures/Introduction|Lecture 01]] | [[Motivation and emotion/Tutorials/Topic selection|Tutorial 01]] | [[Motivation and emotion/Lectures/Historical development and assessment skills|Lecture 02]] | [[Motivation and emotion/Tutorials/Wiki editing|Tutorial 02]] {{center bottom}} |- |} <!-- Initial message --> {| style="border:2px solid #616F7C;background-color:WhiteSmoke;padding:2px;width:80%;margin: 0 auto 1em auto;" |- |{{center top}} ;How to select a topic <!-- Pre-approved topics are listed below.<br> --> 1. [[Motivation and emotion/Wikiversity/Creating an account|Create an account and login]]<br> 2. Click "Edit" or "Edit source"<br> 3. For the topic of choice, replace "User Name" with your Wikiversity user name<br>4. Publish the page<br><br> Alternatively, [[Motivation and emotion/Assessment/Selection#New topics|negotiate a new topic]] {{center bottom}} |- |} <!-- Drafting message --> <!-- These pages are undergoing a massive transformation.<br>~150 [[emerging scholar]]s who are studying [[Motivation and emotion|motivation and emotion]] are each authoring a resource about how psychological science can be used to understand and improve our lives.<br>Feel free to comment or contribute. --> <!-- Marking message --> <!--Most of the ~150 chapters have been submitted and are now undergoing expert review.<br>Feel free to continue improving and commenting.--> </div> {{RoundBoxBottom}}<!-- {{Motivation and emotion/Book/Quality3}} --><noinclude>[[Category:Motivation and emotion|{{SUBPAGENAME}}]]</noinclude> 72rxui5xb8u5bquy987fe4bgwrvpfzg User:Dc.samizdat/Golden chords of the 120-cell 2 326765 2815275 2815106 2026-06-11T21:41:09Z Dc.samizdat 2856930 /* The 600-cell */ 2815275 wikitext text/x-wiki = Golden chords of the 120-cell = {{align|center|David Brooks Christie}} {{align|center|dc@samizdat.org}} {{align|center|Draft in progress}} {{align|center|January 2026 - June 2026}} <blockquote>Steinbach discovered the formula for the ratios of diagonal to side in the regular polygons. Fontaine and Hurley extended this result, discovering a formula for the reciprocal of a regular polygon chord derived geometrically from the chord's star polygon. We observe that these findings in plane geometry apply more generally, to polytopes of any dimensionality. Fontaine and Hurley's geometric procedure for finding the reciprocals of the chords of a regular polygon from their star polygons also finds the rotational geodesics of any polytope of any dimensionality.</blockquote> == Introduction == Steinbach discovered the Diagonal Product Formula and the Golden Fields family of ratios of diagonal to side in the regular polygons. He showed how this family extends beyond the pentagon {5} with its well-known golden bisection proportional to 𝜙, finding that the heptagon {7} has an analogous trisection, the nonagon {9} has an analogous quadrasection, and the hendecagon {11} has an analogous pentasection, an extended family of golden proportions with quasiperiodic properties. Kappraff and Adamson extended these findings in plane geometry to a theory of Generalized Fibonacci Sequences, showing that the Golden Fields not only do not end with the hendecagon, they form an infinite number of periodic trajectories when operated on by the Mandelbrot operator. They found a relation between the edges of star polygons and dynamical systems in the state of chaos, revealing a connection between chaos theory, number, and rotations in Coxeter Euclidean geometry. Fontaine and Hurley examined Steinbach's finding that the length of each chord of a regular polygon is both the product of two chords and the sum of a set of smaller chords, so that in rotations to add is to multiply. They illustrated Steinbach's sets of additive chords lying parallel to each other in the plane (pointing in the same direction), and by applying Steinbach's formula more generally they found another summation relation of signed parallel chords (pointing in opposite directions) which relates each chord length to its reciprocal, and relates the summation to a distinct star polygon rotation. We examine these remarkable findings (which stem from study of the chords of humble regular polygons) in higher-dimensional spaces, specifically in the chords, polygons and rotations of the [[120-cell]], the largest four-dimensional regular convex polytope. == Visualizing the 120-cell == {| class="wikitable floatright" width="400" |style="vertical-align:top"|[[File:120-cell.gif|200px]]<br>Orthographic projection of the 600-point 120-cell <small><math>\{5,3,3\}</math></small> performing a [[W:SO(4)#Geometry of 4D rotations|simple rotation]].{{Sfn|Hise|2011|loc=File:120-cell.gif|ps=; "Created by Jason Hise with Maya and Macromedia Fireworks. A 3D projection of a 120-cell performing a [[W:SO(4)#Geometry of 4D rotations|simple rotation]]."}} In this simplified rendering only the 120-cell's own edges are shown; its 29 interior chords are not rendered. Therefore even though it is translucent, only its outer surface is visible. The complex interior parts of the 120-cell, all its inscribed 5-cells, 16-cells, 8-cells, 24-cells, 600-cells and its much larger inventory of polyhedra, are completely invisible in this view, as none of their edges are rendered at all. |style="vertical-align:top"|[[File:Ortho solid 016-uniform polychoron p33-t0.png|200px]]<br>Orthographic projection of the 600-point [[W:Great grand stellated 120-cell|great grand stellated 120-cell]] <small><math>\{\tfrac{5}{2},3,3\}</math></small>.{{Sfn|Ruen: Great grand stellated 120-cell|2007}} The 120-cell is its convex hull. The projection to the left renders only the 120-cell's shortest chord, its 1200 edges. The projection above also renders only one of the 120-cell's 30 chords, the edges of its 120 inscribed regular 5-cells. The 120-cell itself (the convex hull) is invisible in this view, as its edges are not rendered. |} [[120-cell#Geometry|The 120-cell is the maximally complex regular 4-polytope]], containing inscribed instances of every regular 1-, 2-, 3-, and 4-polytope, except the regular polygons of more than {15} sides. The 120-cell is the convex hull of a regular [[120-cell#Relationships among interior polytopes|compound of each of the 6 regular convex 4-polytopes]]. They are the [[5-cell|5-point (5-cell) 4-simplex]], the [[16-cell|8-point (16-cell) 4-orthoplex]], the [[W:Tesseract|16-point (8-cell) tesseract]], the [[24-cell|24-point (24-cell)]], the [[600-cell|120-point (600-cell)]], and the [[120-cell|600-point (120-cell)]]. The 120-cell is the convex hull of a compound of 120 disjoint regular 5-cells, of 75 disjoint 16-cells, of 25 disjoint 24-cells, and of 5 disjoint 600-cells. The 120-cell contains an even larger inventory of irregular polytopes, created by the intersection of multiple instances of these component regular 4-polytopes. Many are quite unexpected, because they do not occur as components of any regular polytope smaller than the 120-cell. As just one example among the [[120-cell#Concentric hulls|sections of the 120-cell]], there is an irregular 24-point polyhedron with 16 triangle faces and 4 nonagon {9} faces.{{Sfn|Moxness|}} Most renderings of the 120-cell, like the rotating projection here, only illustrate its outer surface, which is a honeycomb of face-bonded dodecahedral cells. Only the objects in its 3-dimensional surface are rendered, namely the 120 dodecahedra, their pentagon faces, and their edges. Although the 120-cell has chords of 30 distinct lengths, in this kind of simplified rendering only the 120-cell's own edges (its shortest chord) are shown. Its 29 interior chords, the edges of objects in the interior of the 120-cell, are not rendered, so interior objects are not visible at all. Visualizing the complete interior of the 600-vertex 120-cell in a single image is impractical because of its complexity. Only four 120-cell edges are incident at each vertex, but [[120-cell#Chords|600 chords (of all 30 lengths)]] are incident at ''each'' vertex. == Compounds in the 120-cell == The 8-point (16-cell), not the 5-point (5-cell), is the smallest building block; it compounds to every larger regular 4-polytope. The 5-point (5-cell) does compound to the 600-point (120-cell), but it does not fit into any smaller regular 4-polytope. The 8-point (16-cell) compounds by 2 in the 16-point (8-cell), and by 3 in the 24-point (24-cell). The 16-point (8-cell) compounds in the 24-point (24-cell) by 3 non-disjoint instances of itself, with each of the 24 vertices shared by two 16-point (8-cells). The 24-point (24-cell) compounds by 5 disjoint instances of itself in the 120-point (600-cell), and the 120-point (600-cell) compounds by 5 disjoint instances of itself in the 600-point (120-cell). The 24-point (24-cell) also compounds by 5<sup>2</sup> non-disjoint instances of itself in the 120-point (600-cell); it compounds in 5 disjoint instances of itself, 10 (not 5) different ways. Whichever set of 5 disjoint 24-point (24-cells) are assembled, the resulting 120-point (600-cell) contains 25 distinct 24-point (24-cells), not just 5 (or 10). This implies that 15 disjoint 8-point (16-cells) will construct a 120-point (600-cell), which will contain 75 distinct 8-point (16-cells). The 600-point (120-cell) is 5 disjoint 120-point (600-cells), just 2 different ways (not 5 or 10 ways), so it is 10 distinct 120-point (600-cells). This implies that the 8-point (16-cell) compounds by 3 times 5<sup>2</sup> (75) disjoint instances of itself in the 600-point (120-cell), which contains 3<sup>2</sup> times 5<sup>2</sup> (225) distinct instances of the 24-point (24-cell), and 3<sup>3</sup> times 5<sup>2</sup> (675) distinct instances of the 8-point (16-cell). These facts were discovered painstakingly by various researchers, and no one has found a general rule governing subsumption relations among regular polytopes. The reasons for some of their numeric incidence relations are far from obvious. [[W:Pieter Hendrik Schoute|Schoute]] was the first to see that the 120-point (600-cell) is a compound of 5 24-point (24-cells) ''10 different ways'', and after he saw it a hundred years lapsed until Denney, Hooker, Johnson, Robinson, Butler & Claiborne proved his result, and showed why.{{Sfn|Denney, Hooker, Johnson, Robinson, Butler & Claiborne|2020|loc=''The geometry of H4 polytopes''}} So much for the compounds of 16-cells. The 120-cell is also the convex hull of the compound of 120 disjoint regular 5-cells. That stellated compound (without its convex hull of 120-cell edges) is the [[w:Great_grand_stellated_120-cell|great grand stellated 120-cell]] illustrated above, the final regular [[W:Stellation|stellation]] of the 120-cell, and the only [[W:Schläfli-Hess polychoron|regular star 4-polytope]] to have the 120-cell for its convex hull. The edges of the great grand stellated 120-cell are <math>\phi^6</math> as long as those of its 120-cell [[W:List of polyhedral stellations#Stellation process|stellation core]] deep inside. The compound of 120 disjoint 5-point (5-cells) can be seen to be equivalent to the compound of 5 disjoint 120-point (600-cells), as follows. Beginning with a single 120-point (600-cell), expand each vertex into a regular 5-cell, by adding 4 new equidistant vertices, such that the 5 vertices form a regular 5-cell inscribed in the 3-sphere. The 120 5-cells are disjoint, and the 600 vertices form 5 disjoint 120-point (600-cells): a 120-cell. == Thirty distinguished distances == The 30 numbers listed in the table are all-important in Euclidean geometry. A case can be made on symmetry grounds that their squares are the 30 most important numbers between 0 and 4. The 30 rows of the table are the 30 distinct [[120-cell#Geodesic rectangles|chord lengths of the unit-radius 120-cell]], the largest regular convex 4-polytope. Since the 120-cell subsumes all smaller regular polytopes, its 30 chords are the complete chord set of all the regular polytopes that can be constructed in the first four dimensions of Euclidean space, except for regular polygons of more than 15 sides. {| class="wikitable" style="white-space:nowrap;text-align:center" !rowspan=2|<math>c_t</math> !rowspan=2|arc !rowspan=2|<small><math>\left\{\frac{30}{n}\right\}</math></small> !rowspan=2|<math>\left\{p\right\}</math> !rowspan=2|<small><math>m\left\{\frac{k}{d}\right\}</math></small> !rowspan=2|Steinbach roots !colspan=7|Chord lengths of the unit 120-cell |- !colspan=5|unit-radius length <math>c_t</math> !colspan=2|unit-edge length <math>c_t/c_1</math><br>in 120-cell of radius <math>c_8=\sqrt{2}\phi^2</math> |- |<small><math>c_{1,1}</math></small> |<small><math>15.5{}^{\circ}</math></small> |<small><math>\left\{30\right\}</math></small> |<small><math></math></small> |<small><math>\left\{30\right\}</math></small> |<small><math>c_{4,1}-c_{2,1}</math></small> |<small><math>\frac{1}{2} \sqrt{7-3 \sqrt{5}}</math></small> |<small><math>0.270091</math></small> |<small><math>\frac{1}{\sqrt{2} \phi ^2}</math></small> |<small><math>\sqrt{\frac{1}{2 \phi ^4}}</math></small> |<small><math>\sqrt{0.072949}</math></small> |<small><math>1</math></small> |<small><math>1.</math></small> |- |<small><math>c_{2,1}</math></small> |<small><math>25.2{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{2}\right\}</math></small> |<small><math></math></small> |<small><math>2 \left\{15\right\}</math></small> |<small><math>\frac{1}{2} \left(c_{18,1}-c_{4,1}\right)</math></small> |<small><math>\frac{\sqrt{3-\sqrt{5}}}{2}</math></small> |<small><math>0.437016</math></small> |<small><math>\frac{1}{\sqrt{2} \phi }</math></small> |<small><math>\sqrt{\frac{1}{2 \phi ^2}}</math></small> |<small><math>\sqrt{0.190983}</math></small> |<small><math>\phi </math></small> |<small><math>1.61803</math></small> |- |<small><math>c_{3,1}</math></small> |<small><math>36{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{3}\right\}</math></small> |<small><math>\left\{10\right\}</math></small> |<small><math>3 \left\{\frac{10}{3}\right\}</math></small> |<small><math>\frac{1}{2} \left(\sqrt{5}-1\right) c_{8,1}</math></small> |<small><math>\frac{1}{2} \left(\sqrt{5}-1\right)</math></small> |<small><math>0.618034</math></small> |<small><math>\frac{1}{\phi }</math></small> |<small><math>\sqrt{\frac{1}{\phi ^2}}</math></small> |<small><math>\sqrt{0.381966}</math></small> |<small><math>\sqrt{2} \phi </math></small> |<small><math>2.28825</math></small> |- |<small><math>c_{4,1}</math></small> |<small><math>41.4{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{7}\right\}</math></small> |<small><math>\frac{c_{8,1}}{\sqrt{2}}</math></small> |<small><math>\frac{1}{\sqrt{2}}</math></small> |<small><math>0.707107</math></small> |<small><math>\frac{1}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{1}{2}}</math></small> |<small><math>\sqrt{0.5}</math></small> |<small><math>\phi ^2</math></small> |<small><math>2.61803</math></small> |- |<small><math>c_{5,1}</math></small> |<small><math>44.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{4}\right\}</math></small> |<small><math></math></small> |<small><math>2 \left\{\frac{15}{2}\right\}</math></small> |<small><math>\sqrt{3} c_{2,1}</math></small> |<small><math>\frac{1}{2} \sqrt{9-3 \sqrt{5}}</math></small> |<small><math>0.756934</math></small> |<small><math>\frac{\sqrt{\frac{3}{2}}}{\phi }</math></small> |<small><math>\sqrt{\frac{3}{2 \phi ^2}}</math></small> |<small><math>\sqrt{0.572949}</math></small> |<small><math>\sqrt{3} \phi </math></small> |<small><math>2.80252</math></small> |- |<small><math>c_{6,1}</math></small> |<small><math>49.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{17}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{5-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{5-\sqrt{5}}}{2}</math></small> |<small><math>0.831254</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\frac{1}{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\sqrt{5}}{2 \phi }}</math></small> |<small><math>\sqrt{0.690983}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\phi ^3}</math></small> |<small><math>3.07768</math></small> |- |<small><math>c_{7,1}</math></small> |<small><math>56.0{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{20}{3}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{\phi }} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>0.93913</math></small> |<small><math>\frac{\sqrt{\frac{\psi }{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{0.881966}</math></small> |<small><math>\sqrt{\psi \phi ^3}</math></small> |<small><math>3.47709</math></small> |- |<small><math>c_{8,1}</math></small> |<small><math>60{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{5}\right\}</math></small> |<small><math>\left\{6\right\}</math></small> |<small><math>\left\{6\right\}</math></small> |<small><math>1</math></small> |<small><math>1</math></small> |<small><math>1.</math></small> |<small><math>1</math></small> |<small><math>\sqrt{1}</math></small> |<small><math>\sqrt{1.}</math></small> |<small><math>\sqrt{2} \phi ^2</math></small> |<small><math>3.70246</math></small> |- |<small><math>c_{9,1}</math></small> |<small><math>66.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{40}{7}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{2 \phi }} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>1.09132</math></small> |<small><math>\frac{\sqrt{\frac{\chi }{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\chi }{2 \phi }}</math></small> |<small><math>\sqrt{1.19098}</math></small> |<small><math>\sqrt{\chi \phi ^3}</math></small> |<small><math>4.04057</math></small> |- |<small><math>c_{10,1}</math></small> |<small><math>69.8{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{11}\right\}</math></small> |<small><math>\phi c_{4,1}</math></small> |<small><math>\frac{1+\sqrt{5}}{2 \sqrt{2}}</math></small> |<small><math>1.14412</math></small> |<small><math>\frac{\phi }{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\phi ^2}{2}}</math></small> |<small><math>\sqrt{1.30902}</math></small> |<small><math>\phi ^3</math></small> |<small><math>4.23607</math></small> |- |<small><math>c_{11,1}</math></small> |<small><math>72{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{6}\right\}</math></small> |<small><math>\left\{5\right\}</math></small> |<small><math>\left\{5\right\}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\frac{1}{\phi }} c_{8,1}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>1.17557</math></small> |<small><math>\sqrt{3-\phi }</math></small> |<small><math>\sqrt{3-\phi }</math></small> |<small><math>\sqrt{1.38197}</math></small> |<small><math>\sqrt{2} \sqrt{3-\phi } \phi ^2</math></small> |<small><math>4.3525</math></small> |- |<small><math>c_{12,1}</math></small> |<small><math>75.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{24}{5}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>1.22474</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>\sqrt{1.5}</math></small> |<small><math>\sqrt{3} \phi ^2</math></small> |<small><math>4.53457</math></small> |- |<small><math>c_{13,1}</math></small> |<small><math>81.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{13}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{9-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{9-\sqrt{5}}}{2}</math></small> |<small><math>1.30038</math></small> |<small><math>\frac{\sqrt{9-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(9-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{1.69098}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(9-\sqrt{5}\right)} \phi ^2</math></small> |<small><math>4.8146</math></small> |- |<small><math>c_{14,1}</math></small> |<small><math>84.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{40}{9}\right\}</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\phi } c_{8,1}}{\sqrt{2}}</math></small> |<small><math>\frac{1}{2} \sqrt[4]{5} \sqrt{1+\sqrt{5}}</math></small> |<small><math>1.345</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\phi }}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\sqrt{5} \phi }{2}}</math></small> |<small><math>\sqrt{1.80902}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\phi ^5}</math></small> |<small><math>4.9798</math></small> |- |<small><math>c_{15,1}</math></small> |<small><math>90.0{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{7}\right\}</math></small> |<small><math>\left\{4\right\}</math></small> |<small><math>\left\{4\right\}</math></small> |<small><math>2 c_{4,1}</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>1.41421</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>\sqrt{2.}</math></small> |<small><math>2 \phi ^2</math></small> |<small><math>5.23607</math></small> |- |<small><math>c_{16,1}</math></small> |<small><math>95.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{29}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{11-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{11-\sqrt{5}}}{2}</math></small> |<small><math>1.4802</math></small> |<small><math>\frac{\sqrt{11-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(11-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.19098}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(11-\sqrt{5}\right)} \phi ^2</math></small> |<small><math>5.48037</math></small> |- |<small><math>c_{17,1}</math></small> |<small><math>98.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{31}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{7+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{7+\sqrt{5}}}{2}</math></small> |<small><math>1.51954</math></small> |<small><math>\frac{\sqrt{7+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(7+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.30902}</math></small> |<small><math>\sqrt{\psi \phi ^5}</math></small> |<small><math>5.62605</math></small> |- |<small><math>c_{18,1}</math></small> |<small><math>104.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{8}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{15}{4}\right\}</math></small> |<small><math>\sqrt{\frac{5}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>1.58114</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>\sqrt{2.5}</math></small> |<small><math>\sqrt{5} \sqrt{\phi ^4}</math></small> |<small><math>5.8541</math></small> |- |<small><math>c_{19,1}</math></small> |<small><math>108.0{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{9}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{10}{3}\right\}</math></small> |<small><math>c_{3,1}+c_{8,1}</math></small> |<small><math>\frac{1}{2} \left(1+\sqrt{5}\right)</math></small> |<small><math>1.61803</math></small> |<small><math>\phi </math></small> |<small><math>\sqrt{1+\phi }</math></small> |<small><math>\sqrt{2.61803}</math></small> |<small><math>\sqrt{2} \phi ^3</math></small> |<small><math>5.9907</math></small> |- |<small><math>c_{20,1}</math></small> |<small><math>110.2{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{7}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{13-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{13-\sqrt{5}}}{2}</math></small> |<small><math>1.64042</math></small> |<small><math>\frac{\sqrt{13-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(13-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.69098}</math></small> |<small><math>\phi ^2 \sqrt{8-\phi ^2}</math></small> |<small><math>6.07359</math></small> |- |<small><math>c_{21,1}</math></small> |<small><math>113.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{19}\right\}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>1.67601</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>\sqrt{2.80902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{\chi }{\phi }}</math></small> |<small><math>6.20537</math></small> |- |<small><math>c_{22,1}</math></small> |<small><math>120{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{10}\right\}</math></small> |<small><math>\left\{3\right\}</math></small> |<small><math>\left\{3\right\}</math></small> |<small><math>\sqrt{3} c_{8,1}</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>1.73205</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>\sqrt{3.}</math></small> |<small><math>\sqrt{6} \phi ^2</math></small> |<small><math>6.41285</math></small> |- |<small><math>c_{23,1}</math></small> |<small><math>124.0{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{41}\right\}</math></small> |<small><math>\sqrt{\frac{1}{\phi }+\frac{5}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>1.7658</math></small> |<small><math>\sqrt{4-\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{4-\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{3.11803}</math></small> |<small><math>\sqrt{\chi \phi ^5}</math></small> |<small><math>6.53779</math></small> |- |<small><math>c_{24,1}</math></small> |<small><math>130.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{20}{7}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{11+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{11+\sqrt{5}}}{2}</math></small> |<small><math>1.81907</math></small> |<small><math>\frac{\sqrt{11+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(11+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{3.30902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{\sqrt{5}}{\phi }}</math></small> |<small><math>6.73503</math></small> |- |<small><math>c_{25,1}</math></small> |<small><math>135.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{11}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{30}{11}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{7+3 \sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{1}{2} \sqrt{7+3 \sqrt{5}}</math></small> |<small><math>1.85123</math></small> |<small><math>\frac{\phi ^2}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\phi ^4}{2}}</math></small> |<small><math>\sqrt{3.42705}</math></small> |<small><math>\phi ^4</math></small> |<small><math>6.8541</math></small> |- |<small><math>c_{26,1}</math></small> |<small><math>138.6{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{12}{5}\right\}</math></small> |<small><math>\sqrt{\frac{7}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>1.87083</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>\sqrt{3.5}</math></small> |<small><math>\sqrt{7} \phi ^2</math></small> |<small><math>6.92667</math></small> |- |<small><math>c_{27,1}</math></small> |<small><math>144{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{12}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{5}{2}\right\}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(5+\sqrt{5}\right)} c_{8,1}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(5+\sqrt{5}\right)}</math></small> |<small><math>1.90211</math></small> |<small><math>\sqrt{\phi +2}</math></small> |<small><math>\sqrt{2+\phi }</math></small> |<small><math>\sqrt{3.61803}</math></small> |<small><math>\phi ^2 \sqrt{2 \phi +4}</math></small> |<small><math>7.0425</math></small> |- |<small><math>c_{28,1}</math></small> |<small><math>154.8{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{13}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{30}{13}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{13+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{13+\sqrt{5}}}{2}</math></small> |<small><math>1.95167</math></small> |<small><math>\frac{\sqrt{13+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(13+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{3.80902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{1}{\phi ^2}}</math></small> |<small><math>7.22598</math></small> |- |<small><math>c_{29,1}</math></small> |<small><math>164.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{14}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{15}{7}\right\}</math></small> |<small><math>\phi c_{12,1}</math></small> |<small><math>\frac{1}{2} \sqrt{\frac{3}{2}} \left(1+\sqrt{5}\right)</math></small> |<small><math>1.98168</math></small> |<small><math>\sqrt{\frac{3}{2}} \phi </math></small> |<small><math>\sqrt{\frac{3 \phi ^2}{2}}</math></small> |<small><math>\sqrt{3.92705}</math></small> |<small><math>\sqrt{3} \phi ^3</math></small> |<small><math>7.33708</math></small> |- |<small><math>c_{30,1}</math></small> |<small><math>180{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{15}\right\}</math></small> |<small><math>\left\{2\right\}</math></small> |<small><math>\left\{2\right\}</math></small> |<small><math>2 c_{8,1}</math></small> |<small><math>2</math></small> |<small><math>2.</math></small> |<small><math>2</math></small> |<small><math>\sqrt{4}</math></small> |<small><math>\sqrt{4.}</math></small> |<small><math>2 \sqrt{2} \phi ^2</math></small> |<small><math>7.40492</math></small> |- |rowspan=4 colspan=6| |rowspan=4 colspan=4| <small><math>\phi</math></small> is the golden ratio:<br> <small><math>\phi ^2-\phi -1=0</math></small><br> <small><math>\frac{1}{\phi }+1=\phi</math></small>, and: <small><math>\phi+1=\phi^2</math></small><br> <small><math>\frac{1}{\phi }::1::\phi ::\phi ^2</math></small><br> <small><math>1/\phi</math></small> and <small><math>\phi</math></small> are the golden sections of <small><math>\sqrt{5}</math></small>:<br> <small><math>\phi +\frac{1}{\phi }=\sqrt{5}</math></small> |colspan=2|<small><math>\phi = (\sqrt{5} + 1)/2</math></small> |<small><math>1.618034</math></small> |- |colspan=2|<small><math>\chi = (3\sqrt{5} + 1)/2</math></small> |<small><math>3.854102</math></small> |- |colspan=2|<small><math>\psi = (3\sqrt{5} - 1)/2</math></small> |<small><math>2.854102</math></small> |- |colspan=2|<small><math>\psi = 11/\chi = 22/(3\sqrt{5} + 1)</math></small> |<small><math>2.854102</math></small> |} == Complementary chord pairs and sections == The list of 30 chords <math>c_{t}</math> can be rearranged into a table of 16 rows and 2 columns with a pair of 180° complements in each row. This table first appears in [[w:Regular_Polytopes_(book)|''Regular Polytopes'']] (1947),{{Sfn|Coxeter|1973|loc=Table V(v): Simplified sections of {5,3,3} beginning with a vertex|pp=300-301}} where Coxeter identified each row with a distinct pair of congruent [[w:120-cell#Concentric_hulls|polyhedral sections of the 120-cell]] beginning with a vertex. In spherical [[w:3-sphere|3-dimensional space <math>\mathbb{S}^3</math>]], every vertex is the center of a set of 29 concentric polyhedra of increasing radii that nest like [[w:Matryoshka_doll|Russian dolls.]] The smallest polyhedral section of radius <math>c_1</math> is a tetrahedron vertex figure, and the largest section of radius <math>c_{15}</math> is a central section bisecting the 120-cell[[w:Rhombicosidodecahedron|.]] At radial distances greater than <math>c_{15}</math> the successive complement-radius polyhedra decrease in size, to the antipodal tetrahedron vertex figure at distance <math>c_{29}</math>. Each section lies parallel to a congruent complement-radius section (or coincident with it, in the case of the central section). Each section also lies completely orthogonal to a congruent section. In Euclidean 4-dimensional space <math>\mathbb{R}^4</math>, every vertex is the apex of 29 [[w:Hyperpyramid|polyhedral pyramids]] of lateral edge length <math>c_{t}</math>. {| class="wikitable" style="white-space:nowrap;text-align:center" ! colspan="13" |30 chords (15 180° pairs) make 15 kinds of section polyhedron |- ! colspan="5" |Short chord ! 4-polytope ! Polyhedron ! Rectangles ! colspan="5" |Long chord |- style="background: palegreen;" | | rowspan="3" |<math>c_0</math> |0° | | | rowspan="3" |600 vertices<br>(300 axes) | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Regular_star_figure_15(2,1).svg|100px|{30/15}=15{2}]] |180° | | | rowspan="3" |<math>c_{30}</math> |- style="background: palegreen;" | |{{radic|0}} | | |{{radic|4}} | | |- style="background: palegreen;" | |0 | | |2 | | |- style="background: palegreen;" | | rowspan="3" |<math>c_1</math> |15.5~° | | | rowspan="3" |[[File:Regular_polygon_30.svg|100px|{30/1}]] | rowspan="3" |[[File:120-cell_graph_H4.svg|100px|120-cell]] | rowspan="3" | | rowspan="3" |[[File:Irregular_great_hexagons_of_the_120-cell.png|100px]] | rowspan="3" |[[File:Regular_star_figure_2(15,7).svg|100px|{30/14}]] |164.5~° | | | rowspan="3" |<math>c_{29}</math> |- style="background: palegreen;" | |{{radic|0.073~}} | | |{{radic|3.927~}} | | |- style="background: palegreen;" | |0.270~ | | |1.982~ | | |- style="background: gainsboro;" | | rowspan="3" |<math>c_2</math> |25.2~° | | | rowspan="3" |[[File:Regular_star_figure_2(15,1).svg|100px|{30/2}=2{15}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:25.2°_×_154.8°_chords_great_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-13.svg|100px|{30/13}]] |154.8~° | | | rowspan="3" |<math>c_{28}</math> |- style="background: gainsboro;" | |{{radic|0.191~}} | | |{{radic|3.809~}} | | |- style="background: gainsboro;" | |0.437~ | | |1.952~ | | |- style="background: yellow;" | | rowspan="3" |<math>c_3</math> |36° | | | rowspan="3" |[[File:Regular_star_figure_3(10,1).svg|100px|{30/3}=3{10}]] | rowspan="3" |[[File:600-cell_graph_H4.svg|100px|600-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_decagon_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_6(5,2).svg|100px|{30/12}=6{5/2}]] |144° | | | rowspan="3" |<math>c_{27}</math> |- style="background: yellow;" | |{{radic|0.382~}} | | |{{radic|3.618~}} | | |- style="background: yellow;" | |0.618~ | | |1.902~ | | |- style="background: gainsboro;" | | rowspan="3" |<math>c_4</math> |41.4~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:√0.5_×_√3.5_great_rectangle.png|100px]] | rowspan="3" | |138.6~° | | | rowspan="3" |<math>c_{26}</math> |- style="background: gainsboro;" | |{{radic|0.5}} | | |{{radic|3.5}} | | |- style="background: gainsboro;" | |0.707~ | | |1.871~ | | |- style="background: palegreen;" | | rowspan="3" |<math>c_5</math> |44.5~° | | | rowspan="3" |[[File:Regular_star_figure_2(15,2).svg|100px|{30/4}=2{15/2}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Irregular_great_dodecagon.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-11.svg|100px|{30/11}]] |135.5~° | | | rowspan="3" |<math>c_{25}</math> |- style="background: palegreen;" | |{{radic|0.573~}} | | |{{radic|3.427~}} | | |- style="background: palegreen;" | |0.757~ | | |1.851~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_6</math> |49.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:49.1° × 130.9° great rectangle.png|100px]] | rowspan="3" | |130.9~° | | | rowspan="3" |<math>c_{24}</math> |- style="background: gainsboro;" | |{{radic|0.691~}} | | |{{radic|3.309~}} | | |- style="background: gainsboro;" | |0.831~ | | |1.819~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_7</math> |56° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:56° × 124° great rectangle.png|100px]] | rowspan="3" | |124° | | | rowspan="3" |<math>c_{23}</math> |- style="background: gainsboro;" | |{{radic|0.882~}} | | |{{radic|3.118~}} | | |- style="background: gainsboro;" | |0.939~ | | |1.766~ | | |- style="background: palegreen;" | | rowspan="3" |<math>c_8</math> |60° | | | rowspan="3" |[[File:Regular_star_figure_5(6,1).svg|100px|{30/5}=5{6}]] | rowspan="3" |[[File:24-cell_t0_F4.svg|100px|24-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_hexagon.png|100px]] | rowspan="3" |[[File:Regular_star_figure_10(3,1).svg|100px|{30/10}=10{3}]] |120° | | | rowspan="3" |<math>c_{22}</math> |- style="background: palegreen;" | |{{radic|1}} | | |{{radic|3}} | | |- style="background: palegreen;" | |1 | | |1.732~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_9</math> |66.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:66.1° × 113.9° great rectangle.png|100px]] | rowspan="3" | |113.9~° | | | rowspan="3" |<math>c_{21}</math> |- style="background: gainsboro;" | |{{radic|1.191~}} | | |{{radic|2.809~}} | | |- style="background: gainsboro;" | |1.091~ | | |1.676~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{10}</math> |69.8~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:69.8° × 110.2° great rectangle.png|100px]] | rowspan="3" | |110.2~° | | | rowspan="3" |<math>c_{20}</math> |- style="background: gainsboro;" | |{{radic|1.309~}} | | |{{radic|2.691~}} | | |- style="background: gainsboro;" | |1.144~ | | |1.640~ | | |- style="background: yellow;" | | rowspan="3" |<math>c_{11}</math> |72° | | | rowspan="3" |[[File:Regular_star_figure_6(5,1).svg|100px|{30/6}=6{5}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Great_pentagons_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_3(10,3).svg|100px|{30/9}=3{10/3}]] |108° | | | rowspan="3" |<math>c_{19}</math> |- style="background: yellow;" | |{{radic|1.382~}} | | |{{radic|2.618~}} | | |- style="background: yellow;" | |1.176~ | | |1.618~ | | |- style="background: palegreen; height:50px" | | rowspan="3" |<math>c_{12}</math> |75.5~° | | | rowspan="3" | | rowspan="3" |[[File:4-simplex_t0.svg|100px|5-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_5-cell_digons_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_2(15,4).svg|100px|{30/8}=2{15/4}]] |104.5~° | | | rowspan="3" |<math>c_{18}</math> |- style="background: palegreen;" | |{{radic|1.5}} | | |{{radic|2.5}} | | |- style="background: palegreen;" | |1.224~ | | |1.581~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{13}</math> |81.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:81.1° × 98.9° great rectangle.png|100px]] | rowspan="3" | |98.9~° | | | rowspan="3" |<math>c_{17}</math> |- style="background: gainsboro;" | |{{radic|1.691~}} | | |{{radic|2.309~}} | | |- style="background: gainsboro;" | |1.300~ | | |1.520~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{14}</math> |84.5~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:84.5° × 95.5° great rectangle.png|100px]] | rowspan="3" | |95.5~° | | | rowspan="3" |<math>c_{16}</math> |- style="background: gainsboro;" | |{{radic|0.809~}} | | |{{radic|2.191~}} | | |- style="background: gainsboro;" | |1.345~ | | |1.480~ | | |- style="background: seashell;" | | rowspan="3" |<math>c_{15}</math> |90° | | | rowspan="3" |[[File:Regular_star_polygon_30-7.svg|100px|{30/7}]] | rowspan="3" |[[File:4-cube_t3.svg|100px|16-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_square_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-7.svg|100px|{30/7}]] |90° | | | rowspan="3" |<math>c_{15}</math> |- style="background: seashell;" | |{{radic|2}} | | |{{radic|2}} | | |- style="background: seashell;" | |1.414~ | | |1.414~ | | |} == The 8-point regular polytopes == In 2-space we have the regular 8-point octagon, in 3-space the regular 8-point cube, and in 4-space the regular 8-point [[16-cell]]. A planar octagon with rigid edges of unit length has chords of length: :<math>r_1=1,r_2=\sqrt{2+\sqrt{2}} \approx 1.848,r_3=\sqrt{2}+1 \approx 2.414,r_4=\sqrt{4 + \sqrt{8}} \approx 2.613</math> The chord ratio <math>r_3=\sqrt{2}+1</math> is a geometrical proportion, the [[W:Silver ratio|silver ratio]]. Fontaine and Hurley's procedure for obtaining the reciprocal of a chord tells us that: :<math>r_3-r_1-r_1=1/r_3 \approx 0.414</math> Note that <math>r_3-2=1/r_3=\sqrt{2}-1</math>. The procedure rotates counterclockwise over three <math>r_3</math> chords of an {8/3} octagram. Over the first <math>r_3</math> chord the displacement is <math>\sqrt{2}+r_1</math>. Over the second <math>r_3</math> chord it moves in the opposite direction a distance of <math>-r_1</math> . Over the third <math>r_3</math> chord it moves a distance of <math>-r_1</math>. If we embed the planar octagon in 3-space, we can make it skew, repositioning its vertices so that each is one unit-edge length distant from three others instead of two others, at the vertices of a unit-edge cube with chords of length: :<math>r_1=1, r_2=\sqrt{2}, r_3=\sqrt{3}, r_4=\sqrt{2}</math> If we embed this cube in 4-space, we can skew it some more, repositioning its vertices so that each is one unit-edge length distant from six others instead of three others, at the vertices of a unit-edge 4-polytope with chords of length: :<math>r_1=1,r_2=1,r_3=1,r_4=\sqrt{2}</math> All of its chords except its long diameters are the same unit length as its edge. In fact they are its 24 edges, and it is a 16-cell of radius <math>1/\sqrt{2}</math>. [[File:octagon16cell.png|thumb|Orthogonal projection of a regular 16-cell to the [[16-cell#Projections|B<sub>4</sub> Coxeter plane]]. Only its edges are shown; its long diameter chords are not drawn. All 24 edges are the same length and none lie parallel to the projection plane. The octagon circumference is a Petrie polygon. The two disjoint squares lie in completely orthogonal central planes. The blue octagram is a Clifford polygon. ]] The [[16-cell]] is the [[W:Regular convex 4-polytope|regular convex 4-polytope]] with [[W:Schläfli symbol|Schläfli symbol]] <small><math>\{3,3,4\}</math></small>. It has 8 vertices, 24 edges, 32 equilateral triangle faces, and 16 regular tetrahedron cells. It is the [[16-cell#Octahedral dipyramid|four-dimensional analogue of the octahedron]], and each of its four orthogonal central hyperplanes is an octahedron. The only planar regular polygons found in the 16-cell are face triangles and central plane squares, but the 16-cell also contains a skew regular octagon, its [[W:Petrie polygon|Petrie polygon]].{{Efn|name=Petrie polygon of a honeycomb}} The chords of this regular octagon, which lies skew in 4-space, are those given above for the 16-cell, as opposed to those for the cube or the regular octagon in the plane. The 16-cell is a construct of 3 Petrie octagons which share the same 8 vertices but have disjoint sets of 8 edges each. The regular octad has higher symmetry in 4-space than it does in 2-space. The 16-cell is the 4-[[w:Cross-polytope|orthoplex]], the simplest regular 4-polytope after the [[5-cell|4-simplex]]. All the larger regular convex 4-polytopes are compounds of the 16-cell. The regular octagon exhibits this high symmetry only when embedded in 4-space at the vertices of the 16-cell. The 16-cell constitutes an [[W:Orthonormal basis|orthonormal basis]] for the choice of a 4-dimensional Cartesian reference frame, because its vertices define four orthogonal axes. The eight vertices of a unit-radius 16-cell are (±1, 0, 0, 0), (0, ±1, 0, 0), (0, 0, ±1, 0), (0, 0, 0, ±1). All vertices are connected by <math>\sqrt{2}</math> edges except opposite pairs. The vertex coordinates of the 16-cell form 6 central squares lying in 6 pairwise [[W:Orthogonal|orthogonal]] coordinate planes. Great squares in opposite planes that do not share an axis (e.g. in the ''xy'' and ''wz'' planes) are completely disjoint (they do not intersect at any vertices). These planes are [[W:Completely orthogonal|completely orthogonal]].{{Efn|name=Six orthogonal planes of the Cartesian basis}} Since the unit-radius coordinate system is convenient, let us derive the unit-radius 16-cell by skewing a unit-radius planar octagon, which has chords of length: :<math>r_1=\sqrt{2-\sqrt{2}} \approx 0.765,r_2=\sqrt{2},r_3=\sqrt{2+\sqrt{2}} \approx 1.848,r_4=2</math> We will need a planar octagon with rigid <math>r_2</math> chords, rather than one with rigid <math>r_1</math> edges. The octagon's <math>r_2</math> chords form two disjoint great squares, visible in the orthogonal projection, which we can reposition in 3-space to form a cube by making them parallel, and in 4-space to form a 16-cell by making them completely orthogonal. Since the edges of the 16-cell are all the same length <math>r_1=\sqrt{2},r_2=\sqrt{2},r_3=\sqrt{2}</math>, those chords are distinct only in the context of a rotation. Each chord is a 4-vector with a length and a direction. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 45° turns. [[File:16-cell-orig.gif|thumb|Orthographic projection of the 8-point 16-cell <small><math>\{3,3,4\}</math></small> performing a double rotation.{{Sfn|Hise|2007}}]] [[W:Rotations in 4-dimensional Euclidean space|Rotations in 4-dimensional Euclidean space]] can be seen as the composition of two 2-dimensional rotations in completely orthogonal planes. The general rotation in 4-space is a [[W:SO(4)#Double rotations|double rotation]] in pairs of completely orthogonal planes. Two completely orthogonal planes are called invariant planes of the rotation when all points in the plane rotate on circles that remain in the plane, even as the whole plane tilts sideways (like a coin flipping) into another plane. The two completely orthogonal rotations of each plane (like a wheel, and like a coin flipping) are simultaneous but independent, in that they are not geometrically constrained to turn at the same rate. However, the most circular kind of rotation (as opposed to an elliptical double rotation of a rigid spherical object) occurs when the completely orthogonal planes do rotate through the same angle in the same time interval. Such equi-angled double rotations are called [[w:SO(4)#Isoclinic_rotations|isoclinic]], also [[w:William_Kingdon_Clifford|Clifford]] displacements. The <math>r_1</math> chords of the 16-cell form a Petrie polygon which zig-zags back and forth, in the left and right rotational directions, between two completely orthogonal great squares formed by <math>r_2</math> chords. The <math>r_2</math> chords of two completely orthogonal great squares lie parallel and perpendicular to each other. A ''simple'' rotation of the 16-cell in ''one'' of those two square central planes rotates that square like a wheel, while the other square does not move.{{Efn|name=simple rotations}} The four vertices of the rotating square orbit on a great circle in the plane. The <math>r_3</math> chords of the 16-cell form a circular helix, visible as a blue {8/3} octagram in the orthogonal projection. A ''double'' rotation of the 16-cell, in both of two completely orthogonal invariant <math>r_2</math> square planes at once by equal angles, moves the eight vertices along the circular helix over the <math>r_3</math> chords. The vertex motion is a [[w:Geodesic|geodesic]] circle orbit on the 3-sphere of a special kind: it does not lie in a central plane, its [[w:Winding_number|winding number]] is not 1 (it is 3 in this case), its circumference is not <math>2\pi</math>, and it moves in either a left or right handed circular spiral. We shall refer to such a chiral geodesic orbit as an ''isocline'', and to the skew polygram of its rotational chords as a ''Clifford polygon''. The 16-cell is the simplest possible frame in which to [[16-cell#Rotations|observe 4-dimensional rotations]] because its characteristic rotations feature a single pair of invariant rotation planes. In the 16-cell an isoclinic rotation by 90° in any pair of invariant completely orthogonal square central planes takes every great square to its completely orthogonal great square in a twisting displacement, as the invariant planes tilt sideways 90° into each other's plane while rotating 90° internally. All the vertices move at once along the same circular helix geodesic isocline of <math>r_3</math> chords, displaced 90° in 8 orthogonal directions, and the rigid 16-cell assumes a new orientation in 4-space. When the 90° isoclinic rotation is continued in the same rotational direction through an additional 90°, each vertex is again displaced 90°, but from the new orientation in a direction orthogonal to its first 90° displacement. The rotational curve over each 90° <math>r_3</math> chord makes three 45° turns. In 360° of isoclinic rotation over four <math>r_3</math> chords, each vertex makes six 90° turns and reaches its antipodal position. The trajectory of each vertex over each 90° isoclinic rotational displacement is a one-eighth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space of circumference <math>6\pi</math> over eight <math>r_3</math> chords, and also traces an ordinary great circle in the plane twice, over the four <math>r_2</math> edges of a great square in one of the two moving invariant rotation planes. In the course of a 720° isoclinic rotation each vertex departs from all 8 vertex positions just once and returns to its original position, and the 16-cell returns to its original orientation. Because this is the isoclinic rotation of the 16-cell in invariant planes containing its edges, we shall refer to it as the ''characteristic rotation'' of the 16-cell, and note once again that it is Fontaine and Hurley's rotation over the <math>r_3</math> star polygon which constructs <math>1/r_3</math>. == Hypercubes == The long diameter of the unit-edge [[W:Hypercube|hypercube]] of dimension <math>n</math> is <math>\sqrt{n}</math>, so the unit-edge [[w:Tesseract|4-hypercube, the 16-point (8-cell) tesseract,]] has chords: :<math>r_1=\sqrt{1},r_2=\sqrt{2},r_3=\sqrt{3},r_4=\sqrt{4}</math> Uniquely in its 4-dimensional case, the hypercube's edge length equals its radius, like the hexagon. We call such polytopes ''radially equilateral'', because they can be constructed from equilateral triangles which meet at their center, each contributing two radii and an edge. The [[w:Cuboctahedron|cuboctahedron]] and the 24-cell are also radially equilateral. [[File:8-cell.gif|thumb|Orthographic projection of the 16-point (8-cell) tesseract <small><math>\{4,3,3\}</math></small> performing a simple rotation about a plane in 4-space.{{Sfn|Hise|2007}} The stationary plane bisects the figure from front-left to back-right and top to bottom.]] The [[W:Tesseract|tesseract]] is the [[W:Regular convex 4-polytope|regular convex 4-polytope]] with [[W:Schläfli symbol|Schläfli symbol]] <small><math>\{4,3,3\}</math></small>. It has 16 vertices, 32 edges, 24 square faces, and 8 cube cells. It is the four-dimensional analogue of the cube. The 16-point tesseract is the convex hull of a compound of two 8-point 16-cells, in exact dimensional analogy to the way the 8-point cube is the convex hull of a [[W:Stellated octahedron|compound of two 4-point regular tetrahedra]]. The [[W:Demihypercube|demihypercubes]] occupy alternate vertices of the hypercubes. The diagonals of the square faces of the unit-edge, unit-radius tesseract are the <math>\sqrt{2}</math> edges of two unit-radius 16-cells, also the edges of the square central planes. We can rotate the tesseract isoclinically the way we rotated the 16-cell, by 90° in two completely orthogonal invariant square central planes, with the same effect on both alternate-position 16-cells. In the course of a 720° isoclinic rotation in invariant square central planes each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it does not visit the vertex positions of the other 16-cell. The two skew {8/3} octagram Clifford polygons lie on two disjoint isoclines of the same chirality. Two [[w:Clifford_parallel|Clifford parallel]] octagon geodesic isoclines of circumference <math>6\pi</math> over <math>\sqrt{2}</math> chords form a circular double helix which visits each vertex once. The tesseract is the [[W:Dual polytope|dual polytope]] of the 16-cell. They have the same Petrie polygon, the regular skew octagon, but the tesseract is a construct of 4 Petrie octagons with disjoint sets of 8 tesseract edges each. We can construct the tesseract by skewing two planar octagons. Because the tesseract is radially equilateral (unlike the 16-cell), we use two octagons of unit-edge length to build the unit-radius tesseract. To start we embed the planar octagons in 4-space at the same point and make them completely orthogonal. Then we skew each planar octagon into a cube, so we have a compound of two completely orthogonal cubes, provided we skewed them both in the same direction. The 16 vertices will be the vertices of a tesseract with half its 32 edges missing. Because the tesseract contains two 16-cells in alternate positions it has two sets of 6 orthogonal square central planes. Two angles are required to specify the relationship between two planes in 4-space. Pairs of square central planes within each 16-cell are 90° apart in one angle, and either 0° or 90° apart in the other angle. They are 90° apart in both angles if and only if they are completely orthogonal planes, 90° apart by isoclinic rotation, with no vertices in common. Otherwise they are 0° apart in one of the angles, 90° apart by simple rotation, and they intersect in one axis and lie in a common 3-dimensional hyperplane.{{Efn|A double rotation in which one of the two angles of rotation is 0°, so that one of the completely orthogonal invariant planes does not rotate, is called a simple rotation. Ordinary rotations observed in a 3-dimensional space are simple rotations.|name=simple rotations}} A pair of square central planes from alternate-position 16-cells are 60° apart by isoclinic rotation, with their corresponding vertices 120° apart. The planes are not orthogonal or parallel, so they intersect in a line somewhere, but they have no vertices in common, they have no 3-dimensional hyperplane in common, and they cannot reach each other by simple rotation. Such pairs of objects are called [[W:Clifford parallel|Clifford parallel]] because all their corresponding pairs of vertices are the same distance apart, although they are not parallel in the usual sense, because they have a common center. Not only the alternate-position 16-cells' corresponding square central planes, but also the 16-cells themselves, are Clifford parallel objects. More generally, multiple disjoint instances of a 4-polytope which compound to make a larger 4-polytope are Clifford parallel objects. == The 24-cell == [[File:24-cell vertex geometry.png|thumb|Planar geometry of the radially equilateral 24-cell, showing its 3 great circle polygons and its 4 chord lengths.]] In 2-space we have the radially equilateral 6-point hexagon. In 3-space we have the radially equilateral 12-point cuboctahedron, with 4 hexagonal central planes. In 4-space we have the radially equilateral 24-point 24-cell, with 12 cuboctahedron central hyperplanes and 16 hexagonal central planes. The [[24-cell]] is the regular convex 4-polytope with Schläfli symbol <small><math>\{3,4,3\}</math></small>. It has 24 vertices, 96 edges, 96 equilateral triangle faces, and 24 octahedron cells. It is the four-dimensional analogue of the cuboctahedron. The 24-cell has the same chord set as the 4-hypercube tesseract: :<math>r_1=\sqrt{1},r_2=\sqrt{2},r_3=\sqrt{3},r_4=\sqrt{4}</math> [[Image:24-cell.gif|thumb|Orthographic projection of the 24-point 24-cell <small><math>\{3,4,3\}</math></small> performing a simple rotation.{{Sfn|Hise|2007}} The 3-dimensional surface made of 24 octahedra is visible.]] The 24-cell is [[W:Dual polytope|self-dual]], like the regular polygons and regular simplexes. It is the maximal regular construct of triangles and squares (with no pentagons). It is the convex hull of a compound of three disjoint 8-point 16-cells, rotated 60° isoclinically with respect to each other. Each of the three pairs of 16-cells is a tesseract. Each 24-cell edge is also a tesseract edge. The corresponding vertices of two 16-cells or two tesseracts are 120° apart by a <math>\sqrt{3}</math> chord. Each tesseract has 8 cube cells, and each cube has four <math>\sqrt{3}</math> long diameters. The <math>\sqrt{3}</math> chords joining the corresponding vertices of two tesseracts belong to the third tesseract as cell long diameters. The 24-cell's Petrie polygon is the regular dodecagon {12}, which has chords: :<math>r_1=\tfrac{\sqrt{3}-1}{\sqrt{2}} \approx 0.518,r_2=\sqrt{1},r_3=\sqrt{2},r_4=\sqrt{3},r_5=\tfrac{\sqrt{3}+1}{\sqrt{2}} \approx 1.932,r_6=\sqrt{4}</math> Fontaine and Hurley's procedure for obtaining the reciprocal of a chord tells us that: :<math>r_5-r_3+r_1+r_1-r_3=1/r_5</math> when <math>r_1=1</math>. In the system of unit-radius coordinates <math>r_1=1/r_5</math>. The procedure rotates counterclockwise over five <math>r_5</math> chords of a {12/5} dodecagram. The <math>r_1</math> and <math>r_5</math> chords of the planar dodecagon do not occur in the 24-cell, which is a construct of eight skew dodecagons with disjoint sets of twelve <math>\sqrt{1}</math> edges each. In the skew dodecagons the chord lengths are: :<math>r_1=\sqrt{1},r_2=\sqrt{1},r_3=\sqrt{2},r_4=\sqrt{3},r_5=\sqrt{3},r_6=\sqrt{4}</math> Where chords are the same length, they are distinct only in the context of a rotation. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 30° turns. [[File:dodecagon24cell.png|thumb|Orthogonal projection of half a 24-cell to the [[24-cell#Geodesics|F<sub>4</sub> Coxeter plane]]. Only one Petrie dodecagon {12} of the 24-cell is shown. In a unit-radius 24-cell, all black lines are 24-cell edges of unit length, also tesseract edges. The two disjoint hexagons lie in Clifford parallel central planes. Blue chords are <math>\sqrt{2}</math> 16-cell edges, also isocline chords in square rotations. Green chords are <math>\sqrt{3}</math> distances between corresponding vertices of two 16-cells, also isocline chords in hexagonal rotations.]] [[File:Regular_star_figure_3(8,3).svg|thumb|left|150px|{24/9}=3{8/3} skew Clifford polygons of <math>\sqrt{2}</math> great square edges in the 24-cell.]] We can rotate the 24-cell isoclinically in the characteristic rotation of the 16-cell, by 90° in two completely orthogonal invariant square central planes, with the same effect on all three 16-cells. In the course of a 720° isoclinic rotation in invariant square central planes each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it does not visit the vertex positions of the other 16-cells. Three Clifford parallel octagon geodesic isoclines of circumference <math>6\pi</math> over <math>\sqrt{2}</math> chords form a circular triple helix {24/9}=3{8/3} that visits each 24-cell vertex once. [[File:Regular star figure 2(12,5).svg|thumb|left|150px|{24/10}=2{12/5} skew Clifford polygons of <math>\sqrt{3}</math> great hexagon diagonals in the 24-cell.]] We can also rotate the 24-cell isoclinically by 60° in an invariant hexagon central plane and its completely orthogonal invariant central plane. A complete hexagonal isoclinic revolution requires 720° like a complete square isoclinic revolution, but it is completed in 12 isoclinic displacements of 60° each rather than 8 isoclinic displacements of 90° each. The Clifford polygon of the hexagon rotation is a skew {12/5} dodecagram of <math>r_5</math> chords. The rotational curve over each 120° <math>r_5</math> chord makes five 30° turns. Two Clifford parallel dodecagon geodesic isoclines of circumference <math>10\pi</math> over <math>\sqrt{3}</math> chords form a circular double helix {24/10}=2{12/5} that visits each 24-cell vertex once. Fontaine and Hurley's rotation over the <math>r_5</math> star polygon which constructs <math>1/r_5</math> is the ''characteristic rotation of the 24-cell,'' the isoclinic rotation in invariant planes containing its edges. In the 24-cell an isoclinic rotation by 60° in any invariant hexagon central plane takes every great hexagon to a Clifford parallel great hexagon in a twisting displacement, as all the central planes tilt sideways 60° while rotating 60° internally. It also takes every great square to a Clifford parallel great square in a different 16-cell. All 24 vertices move at once on two Clifford parallel geodesic isoclines, displaced 120° in different directions. The trajectory of each vertex over each 60° isoclinic rotational displacement is a one-twelfth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space of circumference <math>10\pi</math> over twelve <math>\sqrt{3}</math> chords, and also traces an ordinary great circle in the plane twice, over the six <math>\sqrt{1}</math> edges of a great hexagon in a moving invariant rotation plane. In the course of a 720° isoclinic rotation each vertex departs from 12 vertex positions just once and returns to its original position, and the 24-cell returns to its original orientation. == The 600-cell == The [[600-cell]] is the regular convex 4-polytope with Schläfli symbol <small><math>\{3,3,5\}</math></small>. It has 120 vertices, 720 edges, 1200 equilateral triangle faces, and 600 tetrahedron cells. It is the four-dimensional analogue of the icosahedron. The 600-cell rounds out the 24-cell by adding 96 more vertices between the 24-cell's existing 24 vertices, in effect adding twenty-four more 24-cells inscribed in the 600-cell. The new surface thus formed is a honeycomb of smaller, more numerous cells: tetrahedra of edge length <math>\phi^{-1} \approx 0.618</math> instead of octahedra of edge length <math>\sqrt{1}</math>. It encloses the <math>\sqrt{1}</math> edges of the 24-cells, which become invisible interior chords in the 600-cell, like the <math>\sqrt{2}</math> and <math>\sqrt{3}</math> chords. Since the tetrahedra are made of shorter triangle edges than the octahedra (by a factor of <math>\phi^{-1}</math>, the inverse golden ratio), the 600-cell is not radially equilateral like the 24-cell and the tesseract. Like them it is radially triangular in a special way, but one in which [[w:Golden_triangle_(mathematics)|golden triangles]] rather than equilateral triangles meet at the center. In 2-space we have the ''radially golden'' [[W:Decagon#The golden ratio in decagon|regular decagon]]. In 3-space we have the radially golden 30-point [[W:icosidodecahedron|icosidodecahedron]], with 6 decagon central planes. In 4-space we have the radially golden 120-point 600-cell, with 60 icosidodecahedron central hyperplanes and 72 decagon central planes. [[File:600-cell vertex geometry.png|thumb|Planar geometry of the 600-cell, showing its 5 regular great circle polygons and its 8 chord lengths with angles of arc. The golden ratio governs the fractional roots of every other chord, and the radial golden triangles which meet at the center.|400x400px]] The 600-cell's Petrie polygon is the regular [[w:Triacontagon|triacontagon {30}]]. The unit-radius planar {30}-gon has these distinct chords: :<math>r_1=2 \sin (\tfrac{\pi}{15}/2) \approx 0.209</math> :<math>r_2=2 \sin (\tfrac{2\pi}{15}/2) \approx 0.416</math> :<math>r_3=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_4=2 \sin (\tfrac{4\pi}{15}/2) \approx 0.813</math> :<math>r_5=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_6=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{3-\phi} \approx 1.176</math> :<math>r_7=2 \sin (\tfrac{7\pi}{15}/2) \approx 1.338</math> :<math>r_8=2 \cos (\tfrac{7\pi}{15}/2) \approx 1.486</math> :<math>r_9=2 \sin (\tfrac{3\pi}{5}/2)=\phi \approx 1.618</math> :<math>r_{10}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{11}=2 \cos (\tfrac{4\pi}{15}/2) \approx 1.827</math> :<math>r_{12}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{13}=2 \cos (\tfrac{2\pi}{15}/2) \approx 1.956</math> :<math>r_{14}=2 \cos (\tfrac{\pi}{15}/2) \approx 1.989</math> :<math>r_{15}=2 \sin (\pi/2)=\sqrt{4}</math> Only the chord lengths <math>r_3</math>, <math>r_5</math>, <math>r_6</math>, <math>\sqrt{2}</math>, <math>r_9</math>, <math>r_{10}</math>, <math>r_{12}</math>, <math>r_{15}</math> occur in the 600-cell, which is a construct of 24 Petrie {30}-gons of edge length <math>r_3</math>, six of which intersect in each icosahedral vertex figure. The skew {30}-gons have these chords: :<math>r_1=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_2=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_3=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_4=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_5=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_6=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{3-\phi} \approx 1.176</math> :<math>r_7=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{3-\phi} \approx 1.176</math> :<math>r_8=2 \sin (\tfrac{\pi}{2}/2)=\sqrt{2}</math> :<math>r_9=2 \sin (\tfrac{3\pi}{5}/2)=\phi \approx 1.618</math> :<math>r_{10}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{11}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{12}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{13}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{14}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{15}=2 \sin (\pi/2)=\sqrt{4}</math> Where chords are the same length, they are distinct only in the context of a rotation. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 12° turns. [[Image:600-cell.gif|thumb|Orthographic projection of the 120-point 600-cell <small><math>\{3,3,5\}</math></small> performing a simple rotation.{{Sfn|Hise|2011}} The 3-dimensional surface made of 600 tetrahedra is visible. Invisible in this rendering are 25 inscribed instances of the 24-cell (above), which occur in the 600-cell as interior boundary envelopes.]] [[File:Regular_star_polygon_30-7.svg|thumb|left|150px|{30/7} of <math>r_7</math> edges.]] We can rotate the 600-cell isoclinically in square planes containing 16-cell edges, by 90° in two completely orthogonal invariant square central planes, with the same effect on 15 disjoint 16-cells. In the course of a 720° isoclinic rotation each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it also intersects vertex positions of other 16-cells. Four Clifford parallel {30}-gon geodesic isoclines of circumference <math>6\pi</math> over <math>r_7</math> chords form a circular quadruple helix that visits each 600-cell vertex once. Fontaine and Hurley's rotation over the <math>r_7</math> chord is the rotation of the 600-cell by the rotation characteristic of the 16-cell'','' its isoclinic rotation in invariant planes containing 16-cell edges. [Conflating two distinct isoclinic rotations here. The 16-cell's characteristic rotation in two completely orthogonal square planes must be 15 circuits of period 8, 5{24/9}=15{8/3} over 16-cell <math>r_3</math> chords. The {30/7} rotation must also be in two completely orthogonal square planes over <math>\sqrt{2}</math> chords, but they must be the 16-cell <math>r_1</math> chords. In the 600-cell there is a period 30 circuit that way.] [[File:Regular_star_figure_3(10,3).svg|thumb|left|150px|{30/9}=3{10/3} of <math>r_9</math> edges.]] We can also rotate the 600-cell isoclinically in hexagon planes containing 24-cell edges, by 60° in an invariant hexagon central plane and its completely orthogonal invariant central plane, with the same effect on 5 disjoint 24-cells. In the course of a 720° isoclinic rotation each vertex departs from 12 vertex positions of its 24-cell just once and returns to its original position, but it does not visit other 24-cell vertex positions. Ten Clifford parallel dodecagon geodesic isoclines of circumference <math>10\pi</math> over <math>\sqrt{3}</math> chords form a circular helix of ten twisted strands that visits each 600-cell vertex once. [The hexagon rotation characteristic of the 24-cell must be 5{24/10}=10{12/5} over <math>r_{10}=\sqrt{3}</math> chords. Four {30/9}=3{10/3} over <math>r_9=\phi</math> chords in the illustration is a distinct rotation arising in the 600-cell, one we shouldn't be illustrating here, unless we're going to illustrate all the non-edge 24-cell and 600-cell rotations.] Fontaine and Hurley's rotation over the <math>r_5</math> chord is the rotation of the 600-cell by the rotation characteristic of the 24-cell'','' its isoclinic rotation in hexagon invariant planes. [[File:Regular_star_figure_2(15,4).svg|thumb|left|150px|{30/8}=2{15/4} of <math>r_4</math> edges.]] We can also rotate the 600-cell isoclinically in decagon planes containing its own edges, by 36° in an invariant decagon central plane and its completely orthogonal invariant central plane. The Clifford polygon of the decagon rotation is a skew {15/4} pentadecagram of <math>r_4</math> chords. Successive <math>r_4</math> chords are edges of different 24-cells. The rotational curve over each <math>r_4</math> chord makes five 12° turns. Eight Clifford parallel pentadecagon geodesic isoclines of circumference <math>5\pi</math> over <math>\sqrt{1}</math> chords form a circular helix of eight twisted strands that visits each 600-cell vertex once. Fontaine and Hurley's rotation over the <math>r_4</math> star polygon {30/8}=2{15/4} which constructs <math>1/r_4</math> is the characteristic rotation of the 600-cell, the isoclinic rotation in invariant planes containing its edges. In the 600-cell an isoclinic rotation by 36° in any invariant decagon central plane takes every great decagon to a Clifford parallel great decagon in a twisting displacement, as all the central planes tilt sideways 36° while rotating 36° internally. It also takes every great hexagon to a Clifford parallel great hexagon, and every great square to a Clifford parallel great square. All 120 vertices move at once on eight Clifford parallel geodesic isoclines, displaced 60° in different directions. The trajectory of each vertex over each 36° isoclinic rotational displacement is a one-fifteenth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space over 15 <math>\sqrt{1}</math> chords, and also traces an ordinary great circle in the plane 3 times, over the 5 edges of a great pentagon in a moving invariant rotation plane. In the course of a 720° isoclinic rotation each vertex departs from 15 vertex positions just once and returns to its original position, and the 600-cell returns to its original orientation. == The 5-point (5-cell) 4-simplex == In [[User:Dc.samizdat/Golden chords of the 120-cell#Complementary chord pairs|the table above]] Coxeter showed that the 120-cell has 30 distinct chords in 180° complementary pairs. Only 8 of those 30 chords occur in the 600-cell and the planar {30)-gon. What do the 120-cell's additional chords arise from? Originally, from the regular 5-cell, in its interaction with the other 4-polytopes that compound to make the 120-cell. Since the 120-cell and the 600-cell have the same symmetry group, the 5-cell's symmetry group is what's new in the 120-cell. ... == Finally the 120-cell == The 120-cell is the [[W:Dual polytope|dual polytope]] of the 600-cell. They have the same Petrie polygon, the regular skew triacontagon {30}, but the 120-cell is a construct of 40 Petrie {30}-gons of edge length <math>c_1</math>, two of which intersect in each tetrahedral vertex figure. ... == Conclusions == Fontaine and Hurley's discovery is more than a geometric formula for the reciprocal of a regular ''n''-polygon diagonal. It also yields the discrete sequence of isocline chords of the isocclinic rotation characteristic of a ''d''-dimensional polytope. The characteristic rotational chord sequence of the ''d''-polytope can be represented geometrically in two dimensions on a distinct star polygon, but it lies on a geodesic circle through ''d''-dimensional space. Fontaine and Hurley discovered the geodesic topology of polytopes generally. Their procedure will reveal the geodesics of arbitrary non-uniform polytopes, since it can be applied to a polytope of any dimensionality and irregularity, by first fitting the polytope to the smallest regular polygon whose chords include its chords. [If what is meant by this is its Petrie polygon, it is not quite necessary or possible with respect to the planar polygon chords, e.g. the planar Petrie polygon of the 600-cell does not contain the <math>\sqrt{2}</math> chord. But perhaps it would work if the fit is to the smallest regular skew polygon in the ''d''-space.] The discovery of a chordal construction for discrete isoclinic rotations generally closes the circuit on Kappraff and Adamson's discovery of a rotational connection between dynamical systems, Steinbach's golden fields, and Coxeter's Euclidean geometry of ''n'' dimensions. Application of the Fontaine and Hurley procedure in the 120-cell demonstrates why the connection exists: because polytope sequences generally, from Steinbach's golden chord sequences in polygons, to sequences of star polygons in isoclinic rotations, to subsumption relations in the sequence of regular 4-polytopes, arise as expressions of the reflections and rotations of distinct Coxeter symmetry groups, when those various groups interact. == Appendix: Sequence of regular 4-polytopes == {{Regular convex 4-polytopes|wiki=W:|columns=7}} == Notes == {{Notelist}} == Citations == {{Reflist}} == References == {{Refbegin}} * {{Cite journal | last=Steinbach | first=Peter | year=1997 | title=Golden fields: A case for the Heptagon | journal=Mathematics Magazine | volume=70 | issue=Feb 1997 | pages=22–31 | doi=10.1080/0025570X.1997.11996494 | jstor=2691048 | ref={{SfnRef|Steinbach|1997}} }} * {{Cite journal | last=Steinbach | first=Peter | year=2000 | title=Sections Beyond Golden| journal=Bridges: Mathematical Connections in Art, Music and Science | issue=2000 | pages=35-44 | url=https://archive.bridgesmathart.org/2000/bridges2000-35.pdf | ref={{SfnRef|Steinbach|2000}}}} * {{Cite journal | last1=Kappraff | first1=Jay | last2=Jablan | first2=Slavik | last3=Adamson | first3=Gary | last4=Sazdanovich | first4=Radmila | year=2004 | title=Golden Fields, Generalized Fibonacci Sequences, and Chaotic Matrices | journal=Forma | volume=19 | pages=367-387 | url=https://archive.bridgesmathart.org/2005/bridges2005-369.pdf | ref={{SfnRef|Kappraff, Jablan, Adamson & Sazdanovich|2004}} }} * {{Cite journal | last1=Kappraff | first1=Jay | last2=Adamson | first2=Gary | year=2004 | title=Polygons and Chaos | journal=Dynamical Systems and Geometric Theories | url=https://archive.bridgesmathart.org/2001/bridges2001-67.pdf | ref={{SfnRef|Kappraff & Adamson|2004}} }} * {{Cite journal | last1=Fontaine | first1=Anne | last2=Hurley | first2=Susan | year=2006 | title=Proof by Picture: Products and Reciprocals of Diagonal Length Ratios in the Regular Polygon | journal=Forum Geometricorum | volume=6 | pages=97-101 | url=https://scispace.com/pdf/proof-by-picture-products-and-reciprocals-of-diagonal-length-1aian8mgp9.pdf }} {{Refend}} cmhc8vu60zipi2jz03intdx9by35r12 2815276 2815275 2026-06-11T21:45:24Z Dc.samizdat 2856930 /* The 600-cell */ 2815276 wikitext text/x-wiki = Golden chords of the 120-cell = {{align|center|David Brooks Christie}} {{align|center|dc@samizdat.org}} {{align|center|Draft in progress}} {{align|center|January 2026 - June 2026}} <blockquote>Steinbach discovered the formula for the ratios of diagonal to side in the regular polygons. Fontaine and Hurley extended this result, discovering a formula for the reciprocal of a regular polygon chord derived geometrically from the chord's star polygon. We observe that these findings in plane geometry apply more generally, to polytopes of any dimensionality. Fontaine and Hurley's geometric procedure for finding the reciprocals of the chords of a regular polygon from their star polygons also finds the rotational geodesics of any polytope of any dimensionality.</blockquote> == Introduction == Steinbach discovered the Diagonal Product Formula and the Golden Fields family of ratios of diagonal to side in the regular polygons. He showed how this family extends beyond the pentagon {5} with its well-known golden bisection proportional to 𝜙, finding that the heptagon {7} has an analogous trisection, the nonagon {9} has an analogous quadrasection, and the hendecagon {11} has an analogous pentasection, an extended family of golden proportions with quasiperiodic properties. Kappraff and Adamson extended these findings in plane geometry to a theory of Generalized Fibonacci Sequences, showing that the Golden Fields not only do not end with the hendecagon, they form an infinite number of periodic trajectories when operated on by the Mandelbrot operator. They found a relation between the edges of star polygons and dynamical systems in the state of chaos, revealing a connection between chaos theory, number, and rotations in Coxeter Euclidean geometry. Fontaine and Hurley examined Steinbach's finding that the length of each chord of a regular polygon is both the product of two chords and the sum of a set of smaller chords, so that in rotations to add is to multiply. They illustrated Steinbach's sets of additive chords lying parallel to each other in the plane (pointing in the same direction), and by applying Steinbach's formula more generally they found another summation relation of signed parallel chords (pointing in opposite directions) which relates each chord length to its reciprocal, and relates the summation to a distinct star polygon rotation. We examine these remarkable findings (which stem from study of the chords of humble regular polygons) in higher-dimensional spaces, specifically in the chords, polygons and rotations of the [[120-cell]], the largest four-dimensional regular convex polytope. == Visualizing the 120-cell == {| class="wikitable floatright" width="400" |style="vertical-align:top"|[[File:120-cell.gif|200px]]<br>Orthographic projection of the 600-point 120-cell <small><math>\{5,3,3\}</math></small> performing a [[W:SO(4)#Geometry of 4D rotations|simple rotation]].{{Sfn|Hise|2011|loc=File:120-cell.gif|ps=; "Created by Jason Hise with Maya and Macromedia Fireworks. A 3D projection of a 120-cell performing a [[W:SO(4)#Geometry of 4D rotations|simple rotation]]."}} In this simplified rendering only the 120-cell's own edges are shown; its 29 interior chords are not rendered. Therefore even though it is translucent, only its outer surface is visible. The complex interior parts of the 120-cell, all its inscribed 5-cells, 16-cells, 8-cells, 24-cells, 600-cells and its much larger inventory of polyhedra, are completely invisible in this view, as none of their edges are rendered at all. |style="vertical-align:top"|[[File:Ortho solid 016-uniform polychoron p33-t0.png|200px]]<br>Orthographic projection of the 600-point [[W:Great grand stellated 120-cell|great grand stellated 120-cell]] <small><math>\{\tfrac{5}{2},3,3\}</math></small>.{{Sfn|Ruen: Great grand stellated 120-cell|2007}} The 120-cell is its convex hull. The projection to the left renders only the 120-cell's shortest chord, its 1200 edges. The projection above also renders only one of the 120-cell's 30 chords, the edges of its 120 inscribed regular 5-cells. The 120-cell itself (the convex hull) is invisible in this view, as its edges are not rendered. |} [[120-cell#Geometry|The 120-cell is the maximally complex regular 4-polytope]], containing inscribed instances of every regular 1-, 2-, 3-, and 4-polytope, except the regular polygons of more than {15} sides. The 120-cell is the convex hull of a regular [[120-cell#Relationships among interior polytopes|compound of each of the 6 regular convex 4-polytopes]]. They are the [[5-cell|5-point (5-cell) 4-simplex]], the [[16-cell|8-point (16-cell) 4-orthoplex]], the [[W:Tesseract|16-point (8-cell) tesseract]], the [[24-cell|24-point (24-cell)]], the [[600-cell|120-point (600-cell)]], and the [[120-cell|600-point (120-cell)]]. The 120-cell is the convex hull of a compound of 120 disjoint regular 5-cells, of 75 disjoint 16-cells, of 25 disjoint 24-cells, and of 5 disjoint 600-cells. The 120-cell contains an even larger inventory of irregular polytopes, created by the intersection of multiple instances of these component regular 4-polytopes. Many are quite unexpected, because they do not occur as components of any regular polytope smaller than the 120-cell. As just one example among the [[120-cell#Concentric hulls|sections of the 120-cell]], there is an irregular 24-point polyhedron with 16 triangle faces and 4 nonagon {9} faces.{{Sfn|Moxness|}} Most renderings of the 120-cell, like the rotating projection here, only illustrate its outer surface, which is a honeycomb of face-bonded dodecahedral cells. Only the objects in its 3-dimensional surface are rendered, namely the 120 dodecahedra, their pentagon faces, and their edges. Although the 120-cell has chords of 30 distinct lengths, in this kind of simplified rendering only the 120-cell's own edges (its shortest chord) are shown. Its 29 interior chords, the edges of objects in the interior of the 120-cell, are not rendered, so interior objects are not visible at all. Visualizing the complete interior of the 600-vertex 120-cell in a single image is impractical because of its complexity. Only four 120-cell edges are incident at each vertex, but [[120-cell#Chords|600 chords (of all 30 lengths)]] are incident at ''each'' vertex. == Compounds in the 120-cell == The 8-point (16-cell), not the 5-point (5-cell), is the smallest building block; it compounds to every larger regular 4-polytope. The 5-point (5-cell) does compound to the 600-point (120-cell), but it does not fit into any smaller regular 4-polytope. The 8-point (16-cell) compounds by 2 in the 16-point (8-cell), and by 3 in the 24-point (24-cell). The 16-point (8-cell) compounds in the 24-point (24-cell) by 3 non-disjoint instances of itself, with each of the 24 vertices shared by two 16-point (8-cells). The 24-point (24-cell) compounds by 5 disjoint instances of itself in the 120-point (600-cell), and the 120-point (600-cell) compounds by 5 disjoint instances of itself in the 600-point (120-cell). The 24-point (24-cell) also compounds by 5<sup>2</sup> non-disjoint instances of itself in the 120-point (600-cell); it compounds in 5 disjoint instances of itself, 10 (not 5) different ways. Whichever set of 5 disjoint 24-point (24-cells) are assembled, the resulting 120-point (600-cell) contains 25 distinct 24-point (24-cells), not just 5 (or 10). This implies that 15 disjoint 8-point (16-cells) will construct a 120-point (600-cell), which will contain 75 distinct 8-point (16-cells). The 600-point (120-cell) is 5 disjoint 120-point (600-cells), just 2 different ways (not 5 or 10 ways), so it is 10 distinct 120-point (600-cells). This implies that the 8-point (16-cell) compounds by 3 times 5<sup>2</sup> (75) disjoint instances of itself in the 600-point (120-cell), which contains 3<sup>2</sup> times 5<sup>2</sup> (225) distinct instances of the 24-point (24-cell), and 3<sup>3</sup> times 5<sup>2</sup> (675) distinct instances of the 8-point (16-cell). These facts were discovered painstakingly by various researchers, and no one has found a general rule governing subsumption relations among regular polytopes. The reasons for some of their numeric incidence relations are far from obvious. [[W:Pieter Hendrik Schoute|Schoute]] was the first to see that the 120-point (600-cell) is a compound of 5 24-point (24-cells) ''10 different ways'', and after he saw it a hundred years lapsed until Denney, Hooker, Johnson, Robinson, Butler & Claiborne proved his result, and showed why.{{Sfn|Denney, Hooker, Johnson, Robinson, Butler & Claiborne|2020|loc=''The geometry of H4 polytopes''}} So much for the compounds of 16-cells. The 120-cell is also the convex hull of the compound of 120 disjoint regular 5-cells. That stellated compound (without its convex hull of 120-cell edges) is the [[w:Great_grand_stellated_120-cell|great grand stellated 120-cell]] illustrated above, the final regular [[W:Stellation|stellation]] of the 120-cell, and the only [[W:Schläfli-Hess polychoron|regular star 4-polytope]] to have the 120-cell for its convex hull. The edges of the great grand stellated 120-cell are <math>\phi^6</math> as long as those of its 120-cell [[W:List of polyhedral stellations#Stellation process|stellation core]] deep inside. The compound of 120 disjoint 5-point (5-cells) can be seen to be equivalent to the compound of 5 disjoint 120-point (600-cells), as follows. Beginning with a single 120-point (600-cell), expand each vertex into a regular 5-cell, by adding 4 new equidistant vertices, such that the 5 vertices form a regular 5-cell inscribed in the 3-sphere. The 120 5-cells are disjoint, and the 600 vertices form 5 disjoint 120-point (600-cells): a 120-cell. == Thirty distinguished distances == The 30 numbers listed in the table are all-important in Euclidean geometry. A case can be made on symmetry grounds that their squares are the 30 most important numbers between 0 and 4. The 30 rows of the table are the 30 distinct [[120-cell#Geodesic rectangles|chord lengths of the unit-radius 120-cell]], the largest regular convex 4-polytope. Since the 120-cell subsumes all smaller regular polytopes, its 30 chords are the complete chord set of all the regular polytopes that can be constructed in the first four dimensions of Euclidean space, except for regular polygons of more than 15 sides. {| class="wikitable" style="white-space:nowrap;text-align:center" !rowspan=2|<math>c_t</math> !rowspan=2|arc !rowspan=2|<small><math>\left\{\frac{30}{n}\right\}</math></small> !rowspan=2|<math>\left\{p\right\}</math> !rowspan=2|<small><math>m\left\{\frac{k}{d}\right\}</math></small> !rowspan=2|Steinbach roots !colspan=7|Chord lengths of the unit 120-cell |- !colspan=5|unit-radius length <math>c_t</math> !colspan=2|unit-edge length <math>c_t/c_1</math><br>in 120-cell of radius <math>c_8=\sqrt{2}\phi^2</math> |- |<small><math>c_{1,1}</math></small> |<small><math>15.5{}^{\circ}</math></small> |<small><math>\left\{30\right\}</math></small> |<small><math></math></small> |<small><math>\left\{30\right\}</math></small> |<small><math>c_{4,1}-c_{2,1}</math></small> |<small><math>\frac{1}{2} \sqrt{7-3 \sqrt{5}}</math></small> |<small><math>0.270091</math></small> |<small><math>\frac{1}{\sqrt{2} \phi ^2}</math></small> |<small><math>\sqrt{\frac{1}{2 \phi ^4}}</math></small> |<small><math>\sqrt{0.072949}</math></small> |<small><math>1</math></small> |<small><math>1.</math></small> |- |<small><math>c_{2,1}</math></small> |<small><math>25.2{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{2}\right\}</math></small> |<small><math></math></small> |<small><math>2 \left\{15\right\}</math></small> |<small><math>\frac{1}{2} \left(c_{18,1}-c_{4,1}\right)</math></small> |<small><math>\frac{\sqrt{3-\sqrt{5}}}{2}</math></small> |<small><math>0.437016</math></small> |<small><math>\frac{1}{\sqrt{2} \phi }</math></small> |<small><math>\sqrt{\frac{1}{2 \phi ^2}}</math></small> |<small><math>\sqrt{0.190983}</math></small> |<small><math>\phi </math></small> |<small><math>1.61803</math></small> |- |<small><math>c_{3,1}</math></small> |<small><math>36{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{3}\right\}</math></small> |<small><math>\left\{10\right\}</math></small> |<small><math>3 \left\{\frac{10}{3}\right\}</math></small> |<small><math>\frac{1}{2} \left(\sqrt{5}-1\right) c_{8,1}</math></small> |<small><math>\frac{1}{2} \left(\sqrt{5}-1\right)</math></small> |<small><math>0.618034</math></small> |<small><math>\frac{1}{\phi }</math></small> |<small><math>\sqrt{\frac{1}{\phi ^2}}</math></small> |<small><math>\sqrt{0.381966}</math></small> |<small><math>\sqrt{2} \phi </math></small> |<small><math>2.28825</math></small> |- |<small><math>c_{4,1}</math></small> |<small><math>41.4{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{7}\right\}</math></small> |<small><math>\frac{c_{8,1}}{\sqrt{2}}</math></small> |<small><math>\frac{1}{\sqrt{2}}</math></small> |<small><math>0.707107</math></small> |<small><math>\frac{1}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{1}{2}}</math></small> |<small><math>\sqrt{0.5}</math></small> |<small><math>\phi ^2</math></small> |<small><math>2.61803</math></small> |- |<small><math>c_{5,1}</math></small> |<small><math>44.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{4}\right\}</math></small> |<small><math></math></small> |<small><math>2 \left\{\frac{15}{2}\right\}</math></small> |<small><math>\sqrt{3} c_{2,1}</math></small> |<small><math>\frac{1}{2} \sqrt{9-3 \sqrt{5}}</math></small> |<small><math>0.756934</math></small> |<small><math>\frac{\sqrt{\frac{3}{2}}}{\phi }</math></small> |<small><math>\sqrt{\frac{3}{2 \phi ^2}}</math></small> |<small><math>\sqrt{0.572949}</math></small> |<small><math>\sqrt{3} \phi </math></small> |<small><math>2.80252</math></small> |- |<small><math>c_{6,1}</math></small> |<small><math>49.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{17}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{5-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{5-\sqrt{5}}}{2}</math></small> |<small><math>0.831254</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\frac{1}{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\sqrt{5}}{2 \phi }}</math></small> |<small><math>\sqrt{0.690983}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\phi ^3}</math></small> |<small><math>3.07768</math></small> |- |<small><math>c_{7,1}</math></small> |<small><math>56.0{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{20}{3}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{\phi }} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>0.93913</math></small> |<small><math>\frac{\sqrt{\frac{\psi }{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{0.881966}</math></small> |<small><math>\sqrt{\psi \phi ^3}</math></small> |<small><math>3.47709</math></small> |- |<small><math>c_{8,1}</math></small> |<small><math>60{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{5}\right\}</math></small> |<small><math>\left\{6\right\}</math></small> |<small><math>\left\{6\right\}</math></small> |<small><math>1</math></small> |<small><math>1</math></small> |<small><math>1.</math></small> |<small><math>1</math></small> |<small><math>\sqrt{1}</math></small> |<small><math>\sqrt{1.}</math></small> |<small><math>\sqrt{2} \phi ^2</math></small> |<small><math>3.70246</math></small> |- |<small><math>c_{9,1}</math></small> |<small><math>66.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{40}{7}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{2 \phi }} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>1.09132</math></small> |<small><math>\frac{\sqrt{\frac{\chi }{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\chi }{2 \phi }}</math></small> |<small><math>\sqrt{1.19098}</math></small> |<small><math>\sqrt{\chi \phi ^3}</math></small> |<small><math>4.04057</math></small> |- |<small><math>c_{10,1}</math></small> |<small><math>69.8{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{11}\right\}</math></small> |<small><math>\phi c_{4,1}</math></small> |<small><math>\frac{1+\sqrt{5}}{2 \sqrt{2}}</math></small> |<small><math>1.14412</math></small> |<small><math>\frac{\phi }{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\phi ^2}{2}}</math></small> |<small><math>\sqrt{1.30902}</math></small> |<small><math>\phi ^3</math></small> |<small><math>4.23607</math></small> |- |<small><math>c_{11,1}</math></small> |<small><math>72{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{6}\right\}</math></small> |<small><math>\left\{5\right\}</math></small> |<small><math>\left\{5\right\}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\frac{1}{\phi }} c_{8,1}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>1.17557</math></small> |<small><math>\sqrt{3-\phi }</math></small> |<small><math>\sqrt{3-\phi }</math></small> |<small><math>\sqrt{1.38197}</math></small> |<small><math>\sqrt{2} \sqrt{3-\phi } \phi ^2</math></small> |<small><math>4.3525</math></small> |- |<small><math>c_{12,1}</math></small> |<small><math>75.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{24}{5}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>1.22474</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>\sqrt{1.5}</math></small> |<small><math>\sqrt{3} \phi ^2</math></small> |<small><math>4.53457</math></small> |- |<small><math>c_{13,1}</math></small> |<small><math>81.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{13}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{9-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{9-\sqrt{5}}}{2}</math></small> |<small><math>1.30038</math></small> |<small><math>\frac{\sqrt{9-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(9-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{1.69098}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(9-\sqrt{5}\right)} \phi ^2</math></small> |<small><math>4.8146</math></small> |- |<small><math>c_{14,1}</math></small> |<small><math>84.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{40}{9}\right\}</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\phi } c_{8,1}}{\sqrt{2}}</math></small> |<small><math>\frac{1}{2} \sqrt[4]{5} \sqrt{1+\sqrt{5}}</math></small> |<small><math>1.345</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\phi }}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\sqrt{5} \phi }{2}}</math></small> |<small><math>\sqrt{1.80902}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\phi ^5}</math></small> |<small><math>4.9798</math></small> |- |<small><math>c_{15,1}</math></small> |<small><math>90.0{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{7}\right\}</math></small> |<small><math>\left\{4\right\}</math></small> |<small><math>\left\{4\right\}</math></small> |<small><math>2 c_{4,1}</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>1.41421</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>\sqrt{2.}</math></small> |<small><math>2 \phi ^2</math></small> |<small><math>5.23607</math></small> |- |<small><math>c_{16,1}</math></small> |<small><math>95.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{29}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{11-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{11-\sqrt{5}}}{2}</math></small> |<small><math>1.4802</math></small> |<small><math>\frac{\sqrt{11-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(11-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.19098}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(11-\sqrt{5}\right)} \phi ^2</math></small> |<small><math>5.48037</math></small> |- |<small><math>c_{17,1}</math></small> |<small><math>98.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{31}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{7+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{7+\sqrt{5}}}{2}</math></small> |<small><math>1.51954</math></small> |<small><math>\frac{\sqrt{7+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(7+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.30902}</math></small> |<small><math>\sqrt{\psi \phi ^5}</math></small> |<small><math>5.62605</math></small> |- |<small><math>c_{18,1}</math></small> |<small><math>104.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{8}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{15}{4}\right\}</math></small> |<small><math>\sqrt{\frac{5}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>1.58114</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>\sqrt{2.5}</math></small> |<small><math>\sqrt{5} \sqrt{\phi ^4}</math></small> |<small><math>5.8541</math></small> |- |<small><math>c_{19,1}</math></small> |<small><math>108.0{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{9}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{10}{3}\right\}</math></small> |<small><math>c_{3,1}+c_{8,1}</math></small> |<small><math>\frac{1}{2} \left(1+\sqrt{5}\right)</math></small> |<small><math>1.61803</math></small> |<small><math>\phi </math></small> |<small><math>\sqrt{1+\phi }</math></small> |<small><math>\sqrt{2.61803}</math></small> |<small><math>\sqrt{2} \phi ^3</math></small> |<small><math>5.9907</math></small> |- |<small><math>c_{20,1}</math></small> |<small><math>110.2{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{7}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{13-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{13-\sqrt{5}}}{2}</math></small> |<small><math>1.64042</math></small> |<small><math>\frac{\sqrt{13-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(13-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.69098}</math></small> |<small><math>\phi ^2 \sqrt{8-\phi ^2}</math></small> |<small><math>6.07359</math></small> |- |<small><math>c_{21,1}</math></small> |<small><math>113.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{19}\right\}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>1.67601</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>\sqrt{2.80902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{\chi }{\phi }}</math></small> |<small><math>6.20537</math></small> |- |<small><math>c_{22,1}</math></small> |<small><math>120{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{10}\right\}</math></small> |<small><math>\left\{3\right\}</math></small> |<small><math>\left\{3\right\}</math></small> |<small><math>\sqrt{3} c_{8,1}</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>1.73205</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>\sqrt{3.}</math></small> |<small><math>\sqrt{6} \phi ^2</math></small> |<small><math>6.41285</math></small> |- |<small><math>c_{23,1}</math></small> |<small><math>124.0{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{41}\right\}</math></small> |<small><math>\sqrt{\frac{1}{\phi }+\frac{5}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>1.7658</math></small> |<small><math>\sqrt{4-\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{4-\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{3.11803}</math></small> |<small><math>\sqrt{\chi \phi ^5}</math></small> |<small><math>6.53779</math></small> |- |<small><math>c_{24,1}</math></small> |<small><math>130.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{20}{7}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{11+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{11+\sqrt{5}}}{2}</math></small> |<small><math>1.81907</math></small> |<small><math>\frac{\sqrt{11+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(11+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{3.30902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{\sqrt{5}}{\phi }}</math></small> |<small><math>6.73503</math></small> |- |<small><math>c_{25,1}</math></small> |<small><math>135.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{11}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{30}{11}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{7+3 \sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{1}{2} \sqrt{7+3 \sqrt{5}}</math></small> |<small><math>1.85123</math></small> |<small><math>\frac{\phi ^2}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\phi ^4}{2}}</math></small> |<small><math>\sqrt{3.42705}</math></small> |<small><math>\phi ^4</math></small> |<small><math>6.8541</math></small> |- |<small><math>c_{26,1}</math></small> |<small><math>138.6{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{12}{5}\right\}</math></small> |<small><math>\sqrt{\frac{7}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>1.87083</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>\sqrt{3.5}</math></small> |<small><math>\sqrt{7} \phi ^2</math></small> |<small><math>6.92667</math></small> |- |<small><math>c_{27,1}</math></small> |<small><math>144{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{12}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{5}{2}\right\}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(5+\sqrt{5}\right)} c_{8,1}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(5+\sqrt{5}\right)}</math></small> |<small><math>1.90211</math></small> |<small><math>\sqrt{\phi +2}</math></small> |<small><math>\sqrt{2+\phi }</math></small> |<small><math>\sqrt{3.61803}</math></small> |<small><math>\phi ^2 \sqrt{2 \phi +4}</math></small> |<small><math>7.0425</math></small> |- |<small><math>c_{28,1}</math></small> |<small><math>154.8{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{13}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{30}{13}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{13+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{13+\sqrt{5}}}{2}</math></small> |<small><math>1.95167</math></small> |<small><math>\frac{\sqrt{13+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(13+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{3.80902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{1}{\phi ^2}}</math></small> |<small><math>7.22598</math></small> |- |<small><math>c_{29,1}</math></small> |<small><math>164.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{14}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{15}{7}\right\}</math></small> |<small><math>\phi c_{12,1}</math></small> |<small><math>\frac{1}{2} \sqrt{\frac{3}{2}} \left(1+\sqrt{5}\right)</math></small> |<small><math>1.98168</math></small> |<small><math>\sqrt{\frac{3}{2}} \phi </math></small> |<small><math>\sqrt{\frac{3 \phi ^2}{2}}</math></small> |<small><math>\sqrt{3.92705}</math></small> |<small><math>\sqrt{3} \phi ^3</math></small> |<small><math>7.33708</math></small> |- |<small><math>c_{30,1}</math></small> |<small><math>180{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{15}\right\}</math></small> |<small><math>\left\{2\right\}</math></small> |<small><math>\left\{2\right\}</math></small> |<small><math>2 c_{8,1}</math></small> |<small><math>2</math></small> |<small><math>2.</math></small> |<small><math>2</math></small> |<small><math>\sqrt{4}</math></small> |<small><math>\sqrt{4.}</math></small> |<small><math>2 \sqrt{2} \phi ^2</math></small> |<small><math>7.40492</math></small> |- |rowspan=4 colspan=6| |rowspan=4 colspan=4| <small><math>\phi</math></small> is the golden ratio:<br> <small><math>\phi ^2-\phi -1=0</math></small><br> <small><math>\frac{1}{\phi }+1=\phi</math></small>, and: <small><math>\phi+1=\phi^2</math></small><br> <small><math>\frac{1}{\phi }::1::\phi ::\phi ^2</math></small><br> <small><math>1/\phi</math></small> and <small><math>\phi</math></small> are the golden sections of <small><math>\sqrt{5}</math></small>:<br> <small><math>\phi +\frac{1}{\phi }=\sqrt{5}</math></small> |colspan=2|<small><math>\phi = (\sqrt{5} + 1)/2</math></small> |<small><math>1.618034</math></small> |- |colspan=2|<small><math>\chi = (3\sqrt{5} + 1)/2</math></small> |<small><math>3.854102</math></small> |- |colspan=2|<small><math>\psi = (3\sqrt{5} - 1)/2</math></small> |<small><math>2.854102</math></small> |- |colspan=2|<small><math>\psi = 11/\chi = 22/(3\sqrt{5} + 1)</math></small> |<small><math>2.854102</math></small> |} == Complementary chord pairs and sections == The list of 30 chords <math>c_{t}</math> can be rearranged into a table of 16 rows and 2 columns with a pair of 180° complements in each row. This table first appears in [[w:Regular_Polytopes_(book)|''Regular Polytopes'']] (1947),{{Sfn|Coxeter|1973|loc=Table V(v): Simplified sections of {5,3,3} beginning with a vertex|pp=300-301}} where Coxeter identified each row with a distinct pair of congruent [[w:120-cell#Concentric_hulls|polyhedral sections of the 120-cell]] beginning with a vertex. In spherical [[w:3-sphere|3-dimensional space <math>\mathbb{S}^3</math>]], every vertex is the center of a set of 29 concentric polyhedra of increasing radii that nest like [[w:Matryoshka_doll|Russian dolls.]] The smallest polyhedral section of radius <math>c_1</math> is a tetrahedron vertex figure, and the largest section of radius <math>c_{15}</math> is a central section bisecting the 120-cell[[w:Rhombicosidodecahedron|.]] At radial distances greater than <math>c_{15}</math> the successive complement-radius polyhedra decrease in size, to the antipodal tetrahedron vertex figure at distance <math>c_{29}</math>. Each section lies parallel to a congruent complement-radius section (or coincident with it, in the case of the central section). Each section also lies completely orthogonal to a congruent section. In Euclidean 4-dimensional space <math>\mathbb{R}^4</math>, every vertex is the apex of 29 [[w:Hyperpyramid|polyhedral pyramids]] of lateral edge length <math>c_{t}</math>. {| class="wikitable" style="white-space:nowrap;text-align:center" ! colspan="13" |30 chords (15 180° pairs) make 15 kinds of section polyhedron |- ! colspan="5" |Short chord ! 4-polytope ! Polyhedron ! Rectangles ! colspan="5" |Long chord |- style="background: palegreen;" | | rowspan="3" |<math>c_0</math> |0° | | | rowspan="3" |600 vertices<br>(300 axes) | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Regular_star_figure_15(2,1).svg|100px|{30/15}=15{2}]] |180° | | | rowspan="3" |<math>c_{30}</math> |- style="background: palegreen;" | |{{radic|0}} | | |{{radic|4}} | | |- style="background: palegreen;" | |0 | | |2 | | |- style="background: palegreen;" | | rowspan="3" |<math>c_1</math> |15.5~° | | | rowspan="3" |[[File:Regular_polygon_30.svg|100px|{30/1}]] | rowspan="3" |[[File:120-cell_graph_H4.svg|100px|120-cell]] | rowspan="3" | | rowspan="3" |[[File:Irregular_great_hexagons_of_the_120-cell.png|100px]] | rowspan="3" |[[File:Regular_star_figure_2(15,7).svg|100px|{30/14}]] |164.5~° | | | rowspan="3" |<math>c_{29}</math> |- style="background: palegreen;" | |{{radic|0.073~}} | | |{{radic|3.927~}} | | |- style="background: palegreen;" | |0.270~ | | |1.982~ | | |- style="background: gainsboro;" | | rowspan="3" |<math>c_2</math> |25.2~° | | | rowspan="3" |[[File:Regular_star_figure_2(15,1).svg|100px|{30/2}=2{15}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:25.2°_×_154.8°_chords_great_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-13.svg|100px|{30/13}]] |154.8~° | | | rowspan="3" |<math>c_{28}</math> |- style="background: gainsboro;" | |{{radic|0.191~}} | | |{{radic|3.809~}} | | |- style="background: gainsboro;" | |0.437~ | | |1.952~ | | |- style="background: yellow;" | | rowspan="3" |<math>c_3</math> |36° | | | rowspan="3" |[[File:Regular_star_figure_3(10,1).svg|100px|{30/3}=3{10}]] | rowspan="3" |[[File:600-cell_graph_H4.svg|100px|600-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_decagon_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_6(5,2).svg|100px|{30/12}=6{5/2}]] |144° | | | rowspan="3" |<math>c_{27}</math> |- style="background: yellow;" | |{{radic|0.382~}} | | |{{radic|3.618~}} | | |- style="background: yellow;" | |0.618~ | | |1.902~ | | |- style="background: gainsboro;" | | rowspan="3" |<math>c_4</math> |41.4~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:√0.5_×_√3.5_great_rectangle.png|100px]] | rowspan="3" | |138.6~° | | | rowspan="3" |<math>c_{26}</math> |- style="background: gainsboro;" | |{{radic|0.5}} | | |{{radic|3.5}} | | |- style="background: gainsboro;" | |0.707~ | | |1.871~ | | |- style="background: palegreen;" | | rowspan="3" |<math>c_5</math> |44.5~° | | | rowspan="3" |[[File:Regular_star_figure_2(15,2).svg|100px|{30/4}=2{15/2}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Irregular_great_dodecagon.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-11.svg|100px|{30/11}]] |135.5~° | | | rowspan="3" |<math>c_{25}</math> |- style="background: palegreen;" | |{{radic|0.573~}} | | |{{radic|3.427~}} | | |- style="background: palegreen;" | |0.757~ | | |1.851~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_6</math> |49.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:49.1° × 130.9° great rectangle.png|100px]] | rowspan="3" | |130.9~° | | | rowspan="3" |<math>c_{24}</math> |- style="background: gainsboro;" | |{{radic|0.691~}} | | |{{radic|3.309~}} | | |- style="background: gainsboro;" | |0.831~ | | |1.819~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_7</math> |56° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:56° × 124° great rectangle.png|100px]] | rowspan="3" | |124° | | | rowspan="3" |<math>c_{23}</math> |- style="background: gainsboro;" | |{{radic|0.882~}} | | |{{radic|3.118~}} | | |- style="background: gainsboro;" | |0.939~ | | |1.766~ | | |- style="background: palegreen;" | | rowspan="3" |<math>c_8</math> |60° | | | rowspan="3" |[[File:Regular_star_figure_5(6,1).svg|100px|{30/5}=5{6}]] | rowspan="3" |[[File:24-cell_t0_F4.svg|100px|24-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_hexagon.png|100px]] | rowspan="3" |[[File:Regular_star_figure_10(3,1).svg|100px|{30/10}=10{3}]] |120° | | | rowspan="3" |<math>c_{22}</math> |- style="background: palegreen;" | |{{radic|1}} | | |{{radic|3}} | | |- style="background: palegreen;" | |1 | | |1.732~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_9</math> |66.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:66.1° × 113.9° great rectangle.png|100px]] | rowspan="3" | |113.9~° | | | rowspan="3" |<math>c_{21}</math> |- style="background: gainsboro;" | |{{radic|1.191~}} | | |{{radic|2.809~}} | | |- style="background: gainsboro;" | |1.091~ | | |1.676~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{10}</math> |69.8~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:69.8° × 110.2° great rectangle.png|100px]] | rowspan="3" | |110.2~° | | | rowspan="3" |<math>c_{20}</math> |- style="background: gainsboro;" | |{{radic|1.309~}} | | |{{radic|2.691~}} | | |- style="background: gainsboro;" | |1.144~ | | |1.640~ | | |- style="background: yellow;" | | rowspan="3" |<math>c_{11}</math> |72° | | | rowspan="3" |[[File:Regular_star_figure_6(5,1).svg|100px|{30/6}=6{5}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Great_pentagons_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_3(10,3).svg|100px|{30/9}=3{10/3}]] |108° | | | rowspan="3" |<math>c_{19}</math> |- style="background: yellow;" | |{{radic|1.382~}} | | |{{radic|2.618~}} | | |- style="background: yellow;" | |1.176~ | | |1.618~ | | |- style="background: palegreen; height:50px" | | rowspan="3" |<math>c_{12}</math> |75.5~° | | | rowspan="3" | | rowspan="3" |[[File:4-simplex_t0.svg|100px|5-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_5-cell_digons_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_2(15,4).svg|100px|{30/8}=2{15/4}]] |104.5~° | | | rowspan="3" |<math>c_{18}</math> |- style="background: palegreen;" | |{{radic|1.5}} | | |{{radic|2.5}} | | |- style="background: palegreen;" | |1.224~ | | |1.581~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{13}</math> |81.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:81.1° × 98.9° great rectangle.png|100px]] | rowspan="3" | |98.9~° | | | rowspan="3" |<math>c_{17}</math> |- style="background: gainsboro;" | |{{radic|1.691~}} | | |{{radic|2.309~}} | | |- style="background: gainsboro;" | |1.300~ | | |1.520~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{14}</math> |84.5~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:84.5° × 95.5° great rectangle.png|100px]] | rowspan="3" | |95.5~° | | | rowspan="3" |<math>c_{16}</math> |- style="background: gainsboro;" | |{{radic|0.809~}} | | |{{radic|2.191~}} | | |- style="background: gainsboro;" | |1.345~ | | |1.480~ | | |- style="background: seashell;" | | rowspan="3" |<math>c_{15}</math> |90° | | | rowspan="3" |[[File:Regular_star_polygon_30-7.svg|100px|{30/7}]] | rowspan="3" |[[File:4-cube_t3.svg|100px|16-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_square_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-7.svg|100px|{30/7}]] |90° | | | rowspan="3" |<math>c_{15}</math> |- style="background: seashell;" | |{{radic|2}} | | |{{radic|2}} | | |- style="background: seashell;" | |1.414~ | | |1.414~ | | |} == The 8-point regular polytopes == In 2-space we have the regular 8-point octagon, in 3-space the regular 8-point cube, and in 4-space the regular 8-point [[16-cell]]. A planar octagon with rigid edges of unit length has chords of length: :<math>r_1=1,r_2=\sqrt{2+\sqrt{2}} \approx 1.848,r_3=\sqrt{2}+1 \approx 2.414,r_4=\sqrt{4 + \sqrt{8}} \approx 2.613</math> The chord ratio <math>r_3=\sqrt{2}+1</math> is a geometrical proportion, the [[W:Silver ratio|silver ratio]]. Fontaine and Hurley's procedure for obtaining the reciprocal of a chord tells us that: :<math>r_3-r_1-r_1=1/r_3 \approx 0.414</math> Note that <math>r_3-2=1/r_3=\sqrt{2}-1</math>. The procedure rotates counterclockwise over three <math>r_3</math> chords of an {8/3} octagram. Over the first <math>r_3</math> chord the displacement is <math>\sqrt{2}+r_1</math>. Over the second <math>r_3</math> chord it moves in the opposite direction a distance of <math>-r_1</math> . Over the third <math>r_3</math> chord it moves a distance of <math>-r_1</math>. If we embed the planar octagon in 3-space, we can make it skew, repositioning its vertices so that each is one unit-edge length distant from three others instead of two others, at the vertices of a unit-edge cube with chords of length: :<math>r_1=1, r_2=\sqrt{2}, r_3=\sqrt{3}, r_4=\sqrt{2}</math> If we embed this cube in 4-space, we can skew it some more, repositioning its vertices so that each is one unit-edge length distant from six others instead of three others, at the vertices of a unit-edge 4-polytope with chords of length: :<math>r_1=1,r_2=1,r_3=1,r_4=\sqrt{2}</math> All of its chords except its long diameters are the same unit length as its edge. In fact they are its 24 edges, and it is a 16-cell of radius <math>1/\sqrt{2}</math>. [[File:octagon16cell.png|thumb|Orthogonal projection of a regular 16-cell to the [[16-cell#Projections|B<sub>4</sub> Coxeter plane]]. Only its edges are shown; its long diameter chords are not drawn. All 24 edges are the same length and none lie parallel to the projection plane. The octagon circumference is a Petrie polygon. The two disjoint squares lie in completely orthogonal central planes. The blue octagram is a Clifford polygon. ]] The [[16-cell]] is the [[W:Regular convex 4-polytope|regular convex 4-polytope]] with [[W:Schläfli symbol|Schläfli symbol]] <small><math>\{3,3,4\}</math></small>. It has 8 vertices, 24 edges, 32 equilateral triangle faces, and 16 regular tetrahedron cells. It is the [[16-cell#Octahedral dipyramid|four-dimensional analogue of the octahedron]], and each of its four orthogonal central hyperplanes is an octahedron. The only planar regular polygons found in the 16-cell are face triangles and central plane squares, but the 16-cell also contains a skew regular octagon, its [[W:Petrie polygon|Petrie polygon]].{{Efn|name=Petrie polygon of a honeycomb}} The chords of this regular octagon, which lies skew in 4-space, are those given above for the 16-cell, as opposed to those for the cube or the regular octagon in the plane. The 16-cell is a construct of 3 Petrie octagons which share the same 8 vertices but have disjoint sets of 8 edges each. The regular octad has higher symmetry in 4-space than it does in 2-space. The 16-cell is the 4-[[w:Cross-polytope|orthoplex]], the simplest regular 4-polytope after the [[5-cell|4-simplex]]. All the larger regular convex 4-polytopes are compounds of the 16-cell. The regular octagon exhibits this high symmetry only when embedded in 4-space at the vertices of the 16-cell. The 16-cell constitutes an [[W:Orthonormal basis|orthonormal basis]] for the choice of a 4-dimensional Cartesian reference frame, because its vertices define four orthogonal axes. The eight vertices of a unit-radius 16-cell are (±1, 0, 0, 0), (0, ±1, 0, 0), (0, 0, ±1, 0), (0, 0, 0, ±1). All vertices are connected by <math>\sqrt{2}</math> edges except opposite pairs. The vertex coordinates of the 16-cell form 6 central squares lying in 6 pairwise [[W:Orthogonal|orthogonal]] coordinate planes. Great squares in opposite planes that do not share an axis (e.g. in the ''xy'' and ''wz'' planes) are completely disjoint (they do not intersect at any vertices). These planes are [[W:Completely orthogonal|completely orthogonal]].{{Efn|name=Six orthogonal planes of the Cartesian basis}} Since the unit-radius coordinate system is convenient, let us derive the unit-radius 16-cell by skewing a unit-radius planar octagon, which has chords of length: :<math>r_1=\sqrt{2-\sqrt{2}} \approx 0.765,r_2=\sqrt{2},r_3=\sqrt{2+\sqrt{2}} \approx 1.848,r_4=2</math> We will need a planar octagon with rigid <math>r_2</math> chords, rather than one with rigid <math>r_1</math> edges. The octagon's <math>r_2</math> chords form two disjoint great squares, visible in the orthogonal projection, which we can reposition in 3-space to form a cube by making them parallel, and in 4-space to form a 16-cell by making them completely orthogonal. Since the edges of the 16-cell are all the same length <math>r_1=\sqrt{2},r_2=\sqrt{2},r_3=\sqrt{2}</math>, those chords are distinct only in the context of a rotation. Each chord is a 4-vector with a length and a direction. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 45° turns. [[File:16-cell-orig.gif|thumb|Orthographic projection of the 8-point 16-cell <small><math>\{3,3,4\}</math></small> performing a double rotation.{{Sfn|Hise|2007}}]] [[W:Rotations in 4-dimensional Euclidean space|Rotations in 4-dimensional Euclidean space]] can be seen as the composition of two 2-dimensional rotations in completely orthogonal planes. The general rotation in 4-space is a [[W:SO(4)#Double rotations|double rotation]] in pairs of completely orthogonal planes. Two completely orthogonal planes are called invariant planes of the rotation when all points in the plane rotate on circles that remain in the plane, even as the whole plane tilts sideways (like a coin flipping) into another plane. The two completely orthogonal rotations of each plane (like a wheel, and like a coin flipping) are simultaneous but independent, in that they are not geometrically constrained to turn at the same rate. However, the most circular kind of rotation (as opposed to an elliptical double rotation of a rigid spherical object) occurs when the completely orthogonal planes do rotate through the same angle in the same time interval. Such equi-angled double rotations are called [[w:SO(4)#Isoclinic_rotations|isoclinic]], also [[w:William_Kingdon_Clifford|Clifford]] displacements. The <math>r_1</math> chords of the 16-cell form a Petrie polygon which zig-zags back and forth, in the left and right rotational directions, between two completely orthogonal great squares formed by <math>r_2</math> chords. The <math>r_2</math> chords of two completely orthogonal great squares lie parallel and perpendicular to each other. A ''simple'' rotation of the 16-cell in ''one'' of those two square central planes rotates that square like a wheel, while the other square does not move.{{Efn|name=simple rotations}} The four vertices of the rotating square orbit on a great circle in the plane. The <math>r_3</math> chords of the 16-cell form a circular helix, visible as a blue {8/3} octagram in the orthogonal projection. A ''double'' rotation of the 16-cell, in both of two completely orthogonal invariant <math>r_2</math> square planes at once by equal angles, moves the eight vertices along the circular helix over the <math>r_3</math> chords. The vertex motion is a [[w:Geodesic|geodesic]] circle orbit on the 3-sphere of a special kind: it does not lie in a central plane, its [[w:Winding_number|winding number]] is not 1 (it is 3 in this case), its circumference is not <math>2\pi</math>, and it moves in either a left or right handed circular spiral. We shall refer to such a chiral geodesic orbit as an ''isocline'', and to the skew polygram of its rotational chords as a ''Clifford polygon''. The 16-cell is the simplest possible frame in which to [[16-cell#Rotations|observe 4-dimensional rotations]] because its characteristic rotations feature a single pair of invariant rotation planes. In the 16-cell an isoclinic rotation by 90° in any pair of invariant completely orthogonal square central planes takes every great square to its completely orthogonal great square in a twisting displacement, as the invariant planes tilt sideways 90° into each other's plane while rotating 90° internally. All the vertices move at once along the same circular helix geodesic isocline of <math>r_3</math> chords, displaced 90° in 8 orthogonal directions, and the rigid 16-cell assumes a new orientation in 4-space. When the 90° isoclinic rotation is continued in the same rotational direction through an additional 90°, each vertex is again displaced 90°, but from the new orientation in a direction orthogonal to its first 90° displacement. The rotational curve over each 90° <math>r_3</math> chord makes three 45° turns. In 360° of isoclinic rotation over four <math>r_3</math> chords, each vertex makes six 90° turns and reaches its antipodal position. The trajectory of each vertex over each 90° isoclinic rotational displacement is a one-eighth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space of circumference <math>6\pi</math> over eight <math>r_3</math> chords, and also traces an ordinary great circle in the plane twice, over the four <math>r_2</math> edges of a great square in one of the two moving invariant rotation planes. In the course of a 720° isoclinic rotation each vertex departs from all 8 vertex positions just once and returns to its original position, and the 16-cell returns to its original orientation. Because this is the isoclinic rotation of the 16-cell in invariant planes containing its edges, we shall refer to it as the ''characteristic rotation'' of the 16-cell, and note once again that it is Fontaine and Hurley's rotation over the <math>r_3</math> star polygon which constructs <math>1/r_3</math>. == Hypercubes == The long diameter of the unit-edge [[W:Hypercube|hypercube]] of dimension <math>n</math> is <math>\sqrt{n}</math>, so the unit-edge [[w:Tesseract|4-hypercube, the 16-point (8-cell) tesseract,]] has chords: :<math>r_1=\sqrt{1},r_2=\sqrt{2},r_3=\sqrt{3},r_4=\sqrt{4}</math> Uniquely in its 4-dimensional case, the hypercube's edge length equals its radius, like the hexagon. We call such polytopes ''radially equilateral'', because they can be constructed from equilateral triangles which meet at their center, each contributing two radii and an edge. The [[w:Cuboctahedron|cuboctahedron]] and the 24-cell are also radially equilateral. [[File:8-cell.gif|thumb|Orthographic projection of the 16-point (8-cell) tesseract <small><math>\{4,3,3\}</math></small> performing a simple rotation about a plane in 4-space.{{Sfn|Hise|2007}} The stationary plane bisects the figure from front-left to back-right and top to bottom.]] The [[W:Tesseract|tesseract]] is the [[W:Regular convex 4-polytope|regular convex 4-polytope]] with [[W:Schläfli symbol|Schläfli symbol]] <small><math>\{4,3,3\}</math></small>. It has 16 vertices, 32 edges, 24 square faces, and 8 cube cells. It is the four-dimensional analogue of the cube. The 16-point tesseract is the convex hull of a compound of two 8-point 16-cells, in exact dimensional analogy to the way the 8-point cube is the convex hull of a [[W:Stellated octahedron|compound of two 4-point regular tetrahedra]]. The [[W:Demihypercube|demihypercubes]] occupy alternate vertices of the hypercubes. The diagonals of the square faces of the unit-edge, unit-radius tesseract are the <math>\sqrt{2}</math> edges of two unit-radius 16-cells, also the edges of the square central planes. We can rotate the tesseract isoclinically the way we rotated the 16-cell, by 90° in two completely orthogonal invariant square central planes, with the same effect on both alternate-position 16-cells. In the course of a 720° isoclinic rotation in invariant square central planes each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it does not visit the vertex positions of the other 16-cell. The two skew {8/3} octagram Clifford polygons lie on two disjoint isoclines of the same chirality. Two [[w:Clifford_parallel|Clifford parallel]] octagon geodesic isoclines of circumference <math>6\pi</math> over <math>\sqrt{2}</math> chords form a circular double helix which visits each vertex once. The tesseract is the [[W:Dual polytope|dual polytope]] of the 16-cell. They have the same Petrie polygon, the regular skew octagon, but the tesseract is a construct of 4 Petrie octagons with disjoint sets of 8 tesseract edges each. We can construct the tesseract by skewing two planar octagons. Because the tesseract is radially equilateral (unlike the 16-cell), we use two octagons of unit-edge length to build the unit-radius tesseract. To start we embed the planar octagons in 4-space at the same point and make them completely orthogonal. Then we skew each planar octagon into a cube, so we have a compound of two completely orthogonal cubes, provided we skewed them both in the same direction. The 16 vertices will be the vertices of a tesseract with half its 32 edges missing. Because the tesseract contains two 16-cells in alternate positions it has two sets of 6 orthogonal square central planes. Two angles are required to specify the relationship between two planes in 4-space. Pairs of square central planes within each 16-cell are 90° apart in one angle, and either 0° or 90° apart in the other angle. They are 90° apart in both angles if and only if they are completely orthogonal planes, 90° apart by isoclinic rotation, with no vertices in common. Otherwise they are 0° apart in one of the angles, 90° apart by simple rotation, and they intersect in one axis and lie in a common 3-dimensional hyperplane.{{Efn|A double rotation in which one of the two angles of rotation is 0°, so that one of the completely orthogonal invariant planes does not rotate, is called a simple rotation. Ordinary rotations observed in a 3-dimensional space are simple rotations.|name=simple rotations}} A pair of square central planes from alternate-position 16-cells are 60° apart by isoclinic rotation, with their corresponding vertices 120° apart. The planes are not orthogonal or parallel, so they intersect in a line somewhere, but they have no vertices in common, they have no 3-dimensional hyperplane in common, and they cannot reach each other by simple rotation. Such pairs of objects are called [[W:Clifford parallel|Clifford parallel]] because all their corresponding pairs of vertices are the same distance apart, although they are not parallel in the usual sense, because they have a common center. Not only the alternate-position 16-cells' corresponding square central planes, but also the 16-cells themselves, are Clifford parallel objects. More generally, multiple disjoint instances of a 4-polytope which compound to make a larger 4-polytope are Clifford parallel objects. == The 24-cell == [[File:24-cell vertex geometry.png|thumb|Planar geometry of the radially equilateral 24-cell, showing its 3 great circle polygons and its 4 chord lengths.]] In 2-space we have the radially equilateral 6-point hexagon. In 3-space we have the radially equilateral 12-point cuboctahedron, with 4 hexagonal central planes. In 4-space we have the radially equilateral 24-point 24-cell, with 12 cuboctahedron central hyperplanes and 16 hexagonal central planes. The [[24-cell]] is the regular convex 4-polytope with Schläfli symbol <small><math>\{3,4,3\}</math></small>. It has 24 vertices, 96 edges, 96 equilateral triangle faces, and 24 octahedron cells. It is the four-dimensional analogue of the cuboctahedron. The 24-cell has the same chord set as the 4-hypercube tesseract: :<math>r_1=\sqrt{1},r_2=\sqrt{2},r_3=\sqrt{3},r_4=\sqrt{4}</math> [[Image:24-cell.gif|thumb|Orthographic projection of the 24-point 24-cell <small><math>\{3,4,3\}</math></small> performing a simple rotation.{{Sfn|Hise|2007}} The 3-dimensional surface made of 24 octahedra is visible.]] The 24-cell is [[W:Dual polytope|self-dual]], like the regular polygons and regular simplexes. It is the maximal regular construct of triangles and squares (with no pentagons). It is the convex hull of a compound of three disjoint 8-point 16-cells, rotated 60° isoclinically with respect to each other. Each of the three pairs of 16-cells is a tesseract. Each 24-cell edge is also a tesseract edge. The corresponding vertices of two 16-cells or two tesseracts are 120° apart by a <math>\sqrt{3}</math> chord. Each tesseract has 8 cube cells, and each cube has four <math>\sqrt{3}</math> long diameters. The <math>\sqrt{3}</math> chords joining the corresponding vertices of two tesseracts belong to the third tesseract as cell long diameters. The 24-cell's Petrie polygon is the regular dodecagon {12}, which has chords: :<math>r_1=\tfrac{\sqrt{3}-1}{\sqrt{2}} \approx 0.518,r_2=\sqrt{1},r_3=\sqrt{2},r_4=\sqrt{3},r_5=\tfrac{\sqrt{3}+1}{\sqrt{2}} \approx 1.932,r_6=\sqrt{4}</math> Fontaine and Hurley's procedure for obtaining the reciprocal of a chord tells us that: :<math>r_5-r_3+r_1+r_1-r_3=1/r_5</math> when <math>r_1=1</math>. In the system of unit-radius coordinates <math>r_1=1/r_5</math>. The procedure rotates counterclockwise over five <math>r_5</math> chords of a {12/5} dodecagram. The <math>r_1</math> and <math>r_5</math> chords of the planar dodecagon do not occur in the 24-cell, which is a construct of eight skew dodecagons with disjoint sets of twelve <math>\sqrt{1}</math> edges each. In the skew dodecagons the chord lengths are: :<math>r_1=\sqrt{1},r_2=\sqrt{1},r_3=\sqrt{2},r_4=\sqrt{3},r_5=\sqrt{3},r_6=\sqrt{4}</math> Where chords are the same length, they are distinct only in the context of a rotation. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 30° turns. [[File:dodecagon24cell.png|thumb|Orthogonal projection of half a 24-cell to the [[24-cell#Geodesics|F<sub>4</sub> Coxeter plane]]. Only one Petrie dodecagon {12} of the 24-cell is shown. In a unit-radius 24-cell, all black lines are 24-cell edges of unit length, also tesseract edges. The two disjoint hexagons lie in Clifford parallel central planes. Blue chords are <math>\sqrt{2}</math> 16-cell edges, also isocline chords in square rotations. Green chords are <math>\sqrt{3}</math> distances between corresponding vertices of two 16-cells, also isocline chords in hexagonal rotations.]] [[File:Regular_star_figure_3(8,3).svg|thumb|left|150px|{24/9}=3{8/3} skew Clifford polygons of <math>\sqrt{2}</math> great square edges in the 24-cell.]] We can rotate the 24-cell isoclinically in the characteristic rotation of the 16-cell, by 90° in two completely orthogonal invariant square central planes, with the same effect on all three 16-cells. In the course of a 720° isoclinic rotation in invariant square central planes each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it does not visit the vertex positions of the other 16-cells. Three Clifford parallel octagon geodesic isoclines of circumference <math>6\pi</math> over <math>\sqrt{2}</math> chords form a circular triple helix {24/9}=3{8/3} that visits each 24-cell vertex once. [[File:Regular star figure 2(12,5).svg|thumb|left|150px|{24/10}=2{12/5} skew Clifford polygons of <math>\sqrt{3}</math> great hexagon diagonals in the 24-cell.]] We can also rotate the 24-cell isoclinically by 60° in an invariant hexagon central plane and its completely orthogonal invariant central plane. A complete hexagonal isoclinic revolution requires 720° like a complete square isoclinic revolution, but it is completed in 12 isoclinic displacements of 60° each rather than 8 isoclinic displacements of 90° each. The Clifford polygon of the hexagon rotation is a skew {12/5} dodecagram of <math>r_5</math> chords. The rotational curve over each 120° <math>r_5</math> chord makes five 30° turns. Two Clifford parallel dodecagon geodesic isoclines of circumference <math>10\pi</math> over <math>\sqrt{3}</math> chords form a circular double helix {24/10}=2{12/5} that visits each 24-cell vertex once. Fontaine and Hurley's rotation over the <math>r_5</math> star polygon which constructs <math>1/r_5</math> is the ''characteristic rotation of the 24-cell,'' the isoclinic rotation in invariant planes containing its edges. In the 24-cell an isoclinic rotation by 60° in any invariant hexagon central plane takes every great hexagon to a Clifford parallel great hexagon in a twisting displacement, as all the central planes tilt sideways 60° while rotating 60° internally. It also takes every great square to a Clifford parallel great square in a different 16-cell. All 24 vertices move at once on two Clifford parallel geodesic isoclines, displaced 120° in different directions. The trajectory of each vertex over each 60° isoclinic rotational displacement is a one-twelfth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space of circumference <math>10\pi</math> over twelve <math>\sqrt{3}</math> chords, and also traces an ordinary great circle in the plane twice, over the six <math>\sqrt{1}</math> edges of a great hexagon in a moving invariant rotation plane. In the course of a 720° isoclinic rotation each vertex departs from 12 vertex positions just once and returns to its original position, and the 24-cell returns to its original orientation. == The 600-cell == The [[600-cell]] is the regular convex 4-polytope with Schläfli symbol <small><math>\{3,3,5\}</math></small>. It has 120 vertices, 720 edges, 1200 equilateral triangle faces, and 600 tetrahedron cells. It is the four-dimensional analogue of the icosahedron. The 600-cell rounds out the 24-cell by adding 96 more vertices between the 24-cell's existing 24 vertices, in effect adding twenty-four more 24-cells inscribed in the 600-cell. The new surface thus formed is a honeycomb of smaller, more numerous cells: tetrahedra of edge length <math>\phi^{-1} \approx 0.618</math> instead of octahedra of edge length <math>\sqrt{1}</math>. It encloses the <math>\sqrt{1}</math> edges of the 24-cells, which become invisible interior chords in the 600-cell, like the <math>\sqrt{2}</math> and <math>\sqrt{3}</math> chords. Since the tetrahedra are made of shorter triangle edges than the octahedra (by a factor of <math>\phi^{-1}</math>, the inverse golden ratio), the 600-cell is not radially equilateral like the 24-cell and the tesseract. Like them it is radially triangular in a special way, but one in which [[w:Golden_triangle_(mathematics)|golden triangles]] rather than equilateral triangles meet at the center. In 2-space we have the ''radially golden'' [[W:Decagon#The golden ratio in decagon|regular decagon]]. In 3-space we have the radially golden 30-point [[W:icosidodecahedron|icosidodecahedron]], with 6 decagon central planes. In 4-space we have the radially golden 120-point 600-cell, with 60 icosidodecahedron central hyperplanes and 72 decagon central planes. [[File:600-cell vertex geometry.png|thumb|Planar geometry of the 600-cell, showing its 5 regular great circle polygons and its 8 chord lengths with angles of arc. The golden ratio governs the fractional roots of every other chord, and the radial golden triangles which meet at the center.|400x400px]] The 600-cell's Petrie polygon is the regular [[w:Triacontagon|triacontagon {30}]]. The unit-radius planar {30}-gon has these distinct chords: :<math>r_1=2 \sin (\tfrac{\pi}{15}/2) \approx 0.209</math> :<math>r_2=2 \sin (\tfrac{2\pi}{15}/2) \approx 0.416</math> :<math>r_3=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_4=2 \sin (\tfrac{4\pi}{15}/2) \approx 0.813</math> :<math>r_5=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_6=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{3-\phi} \approx 1.176</math> :<math>r_7=2 \sin (\tfrac{7\pi}{15}/2) \approx 1.338</math> :<math>r_8=2 \cos (\tfrac{7\pi}{15}/2) \approx 1.486</math> :<math>r_9=2 \sin (\tfrac{3\pi}{5}/2)=\phi \approx 1.618</math> :<math>r_{10}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{11}=2 \cos (\tfrac{4\pi}{15}/2) \approx 1.827</math> :<math>r_{12}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{13}=2 \cos (\tfrac{2\pi}{15}/2) \approx 1.956</math> :<math>r_{14}=2 \cos (\tfrac{\pi}{15}/2) \approx 1.989</math> :<math>r_{15}=2 \sin (\pi/2)=\sqrt{4}</math> Only the chord lengths <math>r_3</math>, <math>r_5</math>, <math>r_6</math>, <math>\sqrt{2}</math>, <math>r_9</math>, <math>r_{10}</math>, <math>r_{12}</math>, <math>r_{15}</math> occur in the 600-cell, which is a construct of 24 Petrie {30}-gons of edge length <math>r_3</math>, six of which intersect in each icosahedral vertex figure. The skew {30}-gons have these chords: :<math>r_1=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_2=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_3=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_4=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_5=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_6=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{3-\phi} \approx 1.176</math> :<math>r_7=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{3-\phi} \approx 1.176</math> :<math>r_8=2 \sin (\tfrac{\pi}{2}/2)=\sqrt{2}</math> :<math>r_9=2 \sin (\tfrac{3\pi}{5}/2)=\phi \approx 1.618</math> :<math>r_{10}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{11}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{12}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{13}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{14}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{15}=2 \sin (\pi/2)=\sqrt{4}</math> Where chords are the same length, they are distinct only in the context of a rotation. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 12° turns. [[Image:600-cell.gif|thumb|Orthographic projection of the 120-point 600-cell <small><math>\{3,3,5\}</math></small> performing a simple rotation.{{Sfn|Hise|2011}} The 3-dimensional surface made of 600 tetrahedra is visible. Invisible in this rendering are 25 inscribed instances of the 24-cell (above), which occur in the 600-cell as interior boundary envelopes.]] [[File:Regular_star_polygon_30-7.svg|thumb|left|150px|{30/7} of <math>r_7</math> edges.]] We can rotate the 600-cell isoclinically in square planes containing 16-cell edges, by 90° in two completely orthogonal invariant square central planes, with the same effect on 15 disjoint 16-cells. In the course of a 720° isoclinic rotation each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it also intersects vertex positions of other 16-cells. Four Clifford parallel {30}-gon geodesic isoclines of circumference <math>6\pi</math> over <math>r_7</math> chords form a circular quadruple helix that visits each 600-cell vertex once. Fontaine and Hurley's rotation over the <math>r_7</math> chord is the rotation of the 600-cell by the rotation characteristic of the 16-cell'','' its isoclinic rotation in invariant planes containing 16-cell edges. [Conflating two distinct isoclinic rotations here. The 16-cell's characteristic rotation in two completely orthogonal square planes must be 15 circuits of period 8, 5{24/9}=15{8/3} over 16-cell <math>r_3</math> chords. The {30/7} rotation must also be in two completely orthogonal square planes over <math>\sqrt{2}</math> chords, but they must be the 16-cell <math>r_1</math> chords. In the 600-cell there must be a period 30 circuit that way.] [[File:Regular_star_figure_3(10,3).svg|thumb|left|150px|{30/9}=3{10/3} of <math>r_9</math> edges.]] We can also rotate the 600-cell isoclinically in hexagon planes containing 24-cell edges, by 60° in an invariant hexagon central plane and its completely orthogonal invariant central plane, with the same effect on 5 disjoint 24-cells. In the course of a 720° isoclinic rotation each vertex departs from 12 vertex positions of its 24-cell just once and returns to its original position, but it does not visit other 24-cell vertex positions. Ten Clifford parallel dodecagon geodesic isoclines of circumference <math>10\pi</math> over <math>\sqrt{3}</math> chords form a circular helix of ten twisted strands that visits each 600-cell vertex once. [The hexagon rotation characteristic of the 24-cell must be 5{24/10}=10{12/5} over <math>r_{10}=\sqrt{3}</math> chords. Four {30/9}=3{10/3} over <math>r_9=\phi</math> chords in the illustration is a distinct rotation arising in the 600-cell, one we shouldn't be illustrating here, unless we're going to illustrate all the non-edge 24-cell and 600-cell rotations.] Fontaine and Hurley's rotation over the <math>r_5</math> chord is the rotation of the 600-cell by the rotation characteristic of the 24-cell'','' its isoclinic rotation in hexagon invariant planes. [[File:Regular_star_figure_2(15,4).svg|thumb|left|150px|{30/8}=2{15/4} of <math>r_4</math> edges.]] We can also rotate the 600-cell isoclinically in decagon planes containing its own edges, by 36° in an invariant decagon central plane and its completely orthogonal invariant central plane. The Clifford polygon of the decagon rotation is a skew {15/4} pentadecagram of <math>r_4</math> chords. Successive <math>r_4</math> chords are edges of different 24-cells. The rotational curve over each <math>r_4</math> chord makes five 12° turns. Eight Clifford parallel pentadecagon geodesic isoclines of circumference <math>5\pi</math> over <math>\sqrt{1}</math> chords form a circular helix of eight twisted strands that visits each 600-cell vertex once. Fontaine and Hurley's rotation over the <math>r_4</math> star polygon {30/8}=2{15/4} which constructs <math>1/r_4</math> is the characteristic rotation of the 600-cell, the isoclinic rotation in invariant planes containing its edges. In the 600-cell an isoclinic rotation by 36° in any invariant decagon central plane takes every great decagon to a Clifford parallel great decagon in a twisting displacement, as all the central planes tilt sideways 36° while rotating 36° internally. It also takes every great hexagon to a Clifford parallel great hexagon, and every great square to a Clifford parallel great square. All 120 vertices move at once on eight Clifford parallel geodesic isoclines, displaced 60° in different directions. The trajectory of each vertex over each 36° isoclinic rotational displacement is a one-fifteenth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space over 15 <math>\sqrt{1}</math> chords, and also traces an ordinary great circle in the plane 3 times, over the 5 edges of a great pentagon in a moving invariant rotation plane. In the course of a 720° isoclinic rotation each vertex departs from 15 vertex positions just once and returns to its original position, and the 600-cell returns to its original orientation. == The 5-point (5-cell) 4-simplex == In [[User:Dc.samizdat/Golden chords of the 120-cell#Complementary chord pairs|the table above]] Coxeter showed that the 120-cell has 30 distinct chords in 180° complementary pairs. Only 8 of those 30 chords occur in the 600-cell and the planar {30)-gon. What do the 120-cell's additional chords arise from? Originally, from the regular 5-cell, in its interaction with the other 4-polytopes that compound to make the 120-cell. Since the 120-cell and the 600-cell have the same symmetry group, the 5-cell's symmetry group is what's new in the 120-cell. ... == Finally the 120-cell == The 120-cell is the [[W:Dual polytope|dual polytope]] of the 600-cell. They have the same Petrie polygon, the regular skew triacontagon {30}, but the 120-cell is a construct of 40 Petrie {30}-gons of edge length <math>c_1</math>, two of which intersect in each tetrahedral vertex figure. ... == Conclusions == Fontaine and Hurley's discovery is more than a geometric formula for the reciprocal of a regular ''n''-polygon diagonal. It also yields the discrete sequence of isocline chords of the isocclinic rotation characteristic of a ''d''-dimensional polytope. The characteristic rotational chord sequence of the ''d''-polytope can be represented geometrically in two dimensions on a distinct star polygon, but it lies on a geodesic circle through ''d''-dimensional space. Fontaine and Hurley discovered the geodesic topology of polytopes generally. Their procedure will reveal the geodesics of arbitrary non-uniform polytopes, since it can be applied to a polytope of any dimensionality and irregularity, by first fitting the polytope to the smallest regular polygon whose chords include its chords. [If what is meant by this is its Petrie polygon, it is not quite necessary or possible with respect to the planar polygon chords, e.g. the planar Petrie polygon of the 600-cell does not contain the <math>\sqrt{2}</math> chord. But perhaps it would work if the fit is to the smallest regular skew polygon in the ''d''-space.] The discovery of a chordal construction for discrete isoclinic rotations generally closes the circuit on Kappraff and Adamson's discovery of a rotational connection between dynamical systems, Steinbach's golden fields, and Coxeter's Euclidean geometry of ''n'' dimensions. Application of the Fontaine and Hurley procedure in the 120-cell demonstrates why the connection exists: because polytope sequences generally, from Steinbach's golden chord sequences in polygons, to sequences of star polygons in isoclinic rotations, to subsumption relations in the sequence of regular 4-polytopes, arise as expressions of the reflections and rotations of distinct Coxeter symmetry groups, when those various groups interact. == Appendix: Sequence of regular 4-polytopes == {{Regular convex 4-polytopes|wiki=W:|columns=7}} == Notes == {{Notelist}} == Citations == {{Reflist}} == References == {{Refbegin}} * {{Cite journal | last=Steinbach | first=Peter | year=1997 | title=Golden fields: A case for the Heptagon | journal=Mathematics Magazine | volume=70 | issue=Feb 1997 | pages=22–31 | doi=10.1080/0025570X.1997.11996494 | jstor=2691048 | ref={{SfnRef|Steinbach|1997}} }} * {{Cite journal | last=Steinbach | first=Peter | year=2000 | title=Sections Beyond Golden| journal=Bridges: Mathematical Connections in Art, Music and Science | issue=2000 | pages=35-44 | url=https://archive.bridgesmathart.org/2000/bridges2000-35.pdf | ref={{SfnRef|Steinbach|2000}}}} * {{Cite journal | last1=Kappraff | first1=Jay | last2=Jablan | first2=Slavik | last3=Adamson | first3=Gary | last4=Sazdanovich | first4=Radmila | year=2004 | title=Golden Fields, Generalized Fibonacci Sequences, and Chaotic Matrices | journal=Forma | volume=19 | pages=367-387 | url=https://archive.bridgesmathart.org/2005/bridges2005-369.pdf | ref={{SfnRef|Kappraff, Jablan, Adamson & Sazdanovich|2004}} }} * {{Cite journal | last1=Kappraff | first1=Jay | last2=Adamson | first2=Gary | year=2004 | title=Polygons and Chaos | journal=Dynamical Systems and Geometric Theories | url=https://archive.bridgesmathart.org/2001/bridges2001-67.pdf | ref={{SfnRef|Kappraff & Adamson|2004}} }} * {{Cite journal | last1=Fontaine | first1=Anne | last2=Hurley | first2=Susan | year=2006 | title=Proof by Picture: Products and Reciprocals of Diagonal Length Ratios in the Regular Polygon | journal=Forum Geometricorum | volume=6 | pages=97-101 | url=https://scispace.com/pdf/proof-by-picture-products-and-reciprocals-of-diagonal-length-1aian8mgp9.pdf }} {{Refend}} ckcf2r67pcdechosr4zqeqwzhzmn80v 2815277 2815276 2026-06-11T22:01:18Z Dc.samizdat 2856930 /* The 600-cell */ 2815277 wikitext text/x-wiki = Golden chords of the 120-cell = {{align|center|David Brooks Christie}} {{align|center|dc@samizdat.org}} {{align|center|Draft in progress}} {{align|center|January 2026 - June 2026}} <blockquote>Steinbach discovered the formula for the ratios of diagonal to side in the regular polygons. Fontaine and Hurley extended this result, discovering a formula for the reciprocal of a regular polygon chord derived geometrically from the chord's star polygon. We observe that these findings in plane geometry apply more generally, to polytopes of any dimensionality. Fontaine and Hurley's geometric procedure for finding the reciprocals of the chords of a regular polygon from their star polygons also finds the rotational geodesics of any polytope of any dimensionality.</blockquote> == Introduction == Steinbach discovered the Diagonal Product Formula and the Golden Fields family of ratios of diagonal to side in the regular polygons. He showed how this family extends beyond the pentagon {5} with its well-known golden bisection proportional to 𝜙, finding that the heptagon {7} has an analogous trisection, the nonagon {9} has an analogous quadrasection, and the hendecagon {11} has an analogous pentasection, an extended family of golden proportions with quasiperiodic properties. Kappraff and Adamson extended these findings in plane geometry to a theory of Generalized Fibonacci Sequences, showing that the Golden Fields not only do not end with the hendecagon, they form an infinite number of periodic trajectories when operated on by the Mandelbrot operator. They found a relation between the edges of star polygons and dynamical systems in the state of chaos, revealing a connection between chaos theory, number, and rotations in Coxeter Euclidean geometry. Fontaine and Hurley examined Steinbach's finding that the length of each chord of a regular polygon is both the product of two chords and the sum of a set of smaller chords, so that in rotations to add is to multiply. They illustrated Steinbach's sets of additive chords lying parallel to each other in the plane (pointing in the same direction), and by applying Steinbach's formula more generally they found another summation relation of signed parallel chords (pointing in opposite directions) which relates each chord length to its reciprocal, and relates the summation to a distinct star polygon rotation. We examine these remarkable findings (which stem from study of the chords of humble regular polygons) in higher-dimensional spaces, specifically in the chords, polygons and rotations of the [[120-cell]], the largest four-dimensional regular convex polytope. == Visualizing the 120-cell == {| class="wikitable floatright" width="400" |style="vertical-align:top"|[[File:120-cell.gif|200px]]<br>Orthographic projection of the 600-point 120-cell <small><math>\{5,3,3\}</math></small> performing a [[W:SO(4)#Geometry of 4D rotations|simple rotation]].{{Sfn|Hise|2011|loc=File:120-cell.gif|ps=; "Created by Jason Hise with Maya and Macromedia Fireworks. A 3D projection of a 120-cell performing a [[W:SO(4)#Geometry of 4D rotations|simple rotation]]."}} In this simplified rendering only the 120-cell's own edges are shown; its 29 interior chords are not rendered. Therefore even though it is translucent, only its outer surface is visible. The complex interior parts of the 120-cell, all its inscribed 5-cells, 16-cells, 8-cells, 24-cells, 600-cells and its much larger inventory of polyhedra, are completely invisible in this view, as none of their edges are rendered at all. |style="vertical-align:top"|[[File:Ortho solid 016-uniform polychoron p33-t0.png|200px]]<br>Orthographic projection of the 600-point [[W:Great grand stellated 120-cell|great grand stellated 120-cell]] <small><math>\{\tfrac{5}{2},3,3\}</math></small>.{{Sfn|Ruen: Great grand stellated 120-cell|2007}} The 120-cell is its convex hull. The projection to the left renders only the 120-cell's shortest chord, its 1200 edges. The projection above also renders only one of the 120-cell's 30 chords, the edges of its 120 inscribed regular 5-cells. The 120-cell itself (the convex hull) is invisible in this view, as its edges are not rendered. |} [[120-cell#Geometry|The 120-cell is the maximally complex regular 4-polytope]], containing inscribed instances of every regular 1-, 2-, 3-, and 4-polytope, except the regular polygons of more than {15} sides. The 120-cell is the convex hull of a regular [[120-cell#Relationships among interior polytopes|compound of each of the 6 regular convex 4-polytopes]]. They are the [[5-cell|5-point (5-cell) 4-simplex]], the [[16-cell|8-point (16-cell) 4-orthoplex]], the [[W:Tesseract|16-point (8-cell) tesseract]], the [[24-cell|24-point (24-cell)]], the [[600-cell|120-point (600-cell)]], and the [[120-cell|600-point (120-cell)]]. The 120-cell is the convex hull of a compound of 120 disjoint regular 5-cells, of 75 disjoint 16-cells, of 25 disjoint 24-cells, and of 5 disjoint 600-cells. The 120-cell contains an even larger inventory of irregular polytopes, created by the intersection of multiple instances of these component regular 4-polytopes. Many are quite unexpected, because they do not occur as components of any regular polytope smaller than the 120-cell. As just one example among the [[120-cell#Concentric hulls|sections of the 120-cell]], there is an irregular 24-point polyhedron with 16 triangle faces and 4 nonagon {9} faces.{{Sfn|Moxness|}} Most renderings of the 120-cell, like the rotating projection here, only illustrate its outer surface, which is a honeycomb of face-bonded dodecahedral cells. Only the objects in its 3-dimensional surface are rendered, namely the 120 dodecahedra, their pentagon faces, and their edges. Although the 120-cell has chords of 30 distinct lengths, in this kind of simplified rendering only the 120-cell's own edges (its shortest chord) are shown. Its 29 interior chords, the edges of objects in the interior of the 120-cell, are not rendered, so interior objects are not visible at all. Visualizing the complete interior of the 600-vertex 120-cell in a single image is impractical because of its complexity. Only four 120-cell edges are incident at each vertex, but [[120-cell#Chords|600 chords (of all 30 lengths)]] are incident at ''each'' vertex. == Compounds in the 120-cell == The 8-point (16-cell), not the 5-point (5-cell), is the smallest building block; it compounds to every larger regular 4-polytope. The 5-point (5-cell) does compound to the 600-point (120-cell), but it does not fit into any smaller regular 4-polytope. The 8-point (16-cell) compounds by 2 in the 16-point (8-cell), and by 3 in the 24-point (24-cell). The 16-point (8-cell) compounds in the 24-point (24-cell) by 3 non-disjoint instances of itself, with each of the 24 vertices shared by two 16-point (8-cells). The 24-point (24-cell) compounds by 5 disjoint instances of itself in the 120-point (600-cell), and the 120-point (600-cell) compounds by 5 disjoint instances of itself in the 600-point (120-cell). The 24-point (24-cell) also compounds by 5<sup>2</sup> non-disjoint instances of itself in the 120-point (600-cell); it compounds in 5 disjoint instances of itself, 10 (not 5) different ways. Whichever set of 5 disjoint 24-point (24-cells) are assembled, the resulting 120-point (600-cell) contains 25 distinct 24-point (24-cells), not just 5 (or 10). This implies that 15 disjoint 8-point (16-cells) will construct a 120-point (600-cell), which will contain 75 distinct 8-point (16-cells). The 600-point (120-cell) is 5 disjoint 120-point (600-cells), just 2 different ways (not 5 or 10 ways), so it is 10 distinct 120-point (600-cells). This implies that the 8-point (16-cell) compounds by 3 times 5<sup>2</sup> (75) disjoint instances of itself in the 600-point (120-cell), which contains 3<sup>2</sup> times 5<sup>2</sup> (225) distinct instances of the 24-point (24-cell), and 3<sup>3</sup> times 5<sup>2</sup> (675) distinct instances of the 8-point (16-cell). These facts were discovered painstakingly by various researchers, and no one has found a general rule governing subsumption relations among regular polytopes. The reasons for some of their numeric incidence relations are far from obvious. [[W:Pieter Hendrik Schoute|Schoute]] was the first to see that the 120-point (600-cell) is a compound of 5 24-point (24-cells) ''10 different ways'', and after he saw it a hundred years lapsed until Denney, Hooker, Johnson, Robinson, Butler & Claiborne proved his result, and showed why.{{Sfn|Denney, Hooker, Johnson, Robinson, Butler & Claiborne|2020|loc=''The geometry of H4 polytopes''}} So much for the compounds of 16-cells. The 120-cell is also the convex hull of the compound of 120 disjoint regular 5-cells. That stellated compound (without its convex hull of 120-cell edges) is the [[w:Great_grand_stellated_120-cell|great grand stellated 120-cell]] illustrated above, the final regular [[W:Stellation|stellation]] of the 120-cell, and the only [[W:Schläfli-Hess polychoron|regular star 4-polytope]] to have the 120-cell for its convex hull. The edges of the great grand stellated 120-cell are <math>\phi^6</math> as long as those of its 120-cell [[W:List of polyhedral stellations#Stellation process|stellation core]] deep inside. The compound of 120 disjoint 5-point (5-cells) can be seen to be equivalent to the compound of 5 disjoint 120-point (600-cells), as follows. Beginning with a single 120-point (600-cell), expand each vertex into a regular 5-cell, by adding 4 new equidistant vertices, such that the 5 vertices form a regular 5-cell inscribed in the 3-sphere. The 120 5-cells are disjoint, and the 600 vertices form 5 disjoint 120-point (600-cells): a 120-cell. == Thirty distinguished distances == The 30 numbers listed in the table are all-important in Euclidean geometry. A case can be made on symmetry grounds that their squares are the 30 most important numbers between 0 and 4. The 30 rows of the table are the 30 distinct [[120-cell#Geodesic rectangles|chord lengths of the unit-radius 120-cell]], the largest regular convex 4-polytope. Since the 120-cell subsumes all smaller regular polytopes, its 30 chords are the complete chord set of all the regular polytopes that can be constructed in the first four dimensions of Euclidean space, except for regular polygons of more than 15 sides. {| class="wikitable" style="white-space:nowrap;text-align:center" !rowspan=2|<math>c_t</math> !rowspan=2|arc !rowspan=2|<small><math>\left\{\frac{30}{n}\right\}</math></small> !rowspan=2|<math>\left\{p\right\}</math> !rowspan=2|<small><math>m\left\{\frac{k}{d}\right\}</math></small> !rowspan=2|Steinbach roots !colspan=7|Chord lengths of the unit 120-cell |- !colspan=5|unit-radius length <math>c_t</math> !colspan=2|unit-edge length <math>c_t/c_1</math><br>in 120-cell of radius <math>c_8=\sqrt{2}\phi^2</math> |- |<small><math>c_{1,1}</math></small> |<small><math>15.5{}^{\circ}</math></small> |<small><math>\left\{30\right\}</math></small> |<small><math></math></small> |<small><math>\left\{30\right\}</math></small> |<small><math>c_{4,1}-c_{2,1}</math></small> |<small><math>\frac{1}{2} \sqrt{7-3 \sqrt{5}}</math></small> |<small><math>0.270091</math></small> |<small><math>\frac{1}{\sqrt{2} \phi ^2}</math></small> |<small><math>\sqrt{\frac{1}{2 \phi ^4}}</math></small> |<small><math>\sqrt{0.072949}</math></small> |<small><math>1</math></small> |<small><math>1.</math></small> |- |<small><math>c_{2,1}</math></small> |<small><math>25.2{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{2}\right\}</math></small> |<small><math></math></small> |<small><math>2 \left\{15\right\}</math></small> |<small><math>\frac{1}{2} \left(c_{18,1}-c_{4,1}\right)</math></small> |<small><math>\frac{\sqrt{3-\sqrt{5}}}{2}</math></small> |<small><math>0.437016</math></small> |<small><math>\frac{1}{\sqrt{2} \phi }</math></small> |<small><math>\sqrt{\frac{1}{2 \phi ^2}}</math></small> |<small><math>\sqrt{0.190983}</math></small> |<small><math>\phi </math></small> |<small><math>1.61803</math></small> |- |<small><math>c_{3,1}</math></small> |<small><math>36{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{3}\right\}</math></small> |<small><math>\left\{10\right\}</math></small> |<small><math>3 \left\{\frac{10}{3}\right\}</math></small> |<small><math>\frac{1}{2} \left(\sqrt{5}-1\right) c_{8,1}</math></small> |<small><math>\frac{1}{2} \left(\sqrt{5}-1\right)</math></small> |<small><math>0.618034</math></small> |<small><math>\frac{1}{\phi }</math></small> |<small><math>\sqrt{\frac{1}{\phi ^2}}</math></small> |<small><math>\sqrt{0.381966}</math></small> |<small><math>\sqrt{2} \phi </math></small> |<small><math>2.28825</math></small> |- |<small><math>c_{4,1}</math></small> |<small><math>41.4{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{7}\right\}</math></small> |<small><math>\frac{c_{8,1}}{\sqrt{2}}</math></small> |<small><math>\frac{1}{\sqrt{2}}</math></small> |<small><math>0.707107</math></small> |<small><math>\frac{1}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{1}{2}}</math></small> |<small><math>\sqrt{0.5}</math></small> |<small><math>\phi ^2</math></small> |<small><math>2.61803</math></small> |- |<small><math>c_{5,1}</math></small> |<small><math>44.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{4}\right\}</math></small> |<small><math></math></small> |<small><math>2 \left\{\frac{15}{2}\right\}</math></small> |<small><math>\sqrt{3} c_{2,1}</math></small> |<small><math>\frac{1}{2} \sqrt{9-3 \sqrt{5}}</math></small> |<small><math>0.756934</math></small> |<small><math>\frac{\sqrt{\frac{3}{2}}}{\phi }</math></small> |<small><math>\sqrt{\frac{3}{2 \phi ^2}}</math></small> |<small><math>\sqrt{0.572949}</math></small> |<small><math>\sqrt{3} \phi </math></small> |<small><math>2.80252</math></small> |- |<small><math>c_{6,1}</math></small> |<small><math>49.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{17}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{5-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{5-\sqrt{5}}}{2}</math></small> |<small><math>0.831254</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\frac{1}{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\sqrt{5}}{2 \phi }}</math></small> |<small><math>\sqrt{0.690983}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\phi ^3}</math></small> |<small><math>3.07768</math></small> |- |<small><math>c_{7,1}</math></small> |<small><math>56.0{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{20}{3}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{\phi }} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>0.93913</math></small> |<small><math>\frac{\sqrt{\frac{\psi }{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{0.881966}</math></small> |<small><math>\sqrt{\psi \phi ^3}</math></small> |<small><math>3.47709</math></small> |- |<small><math>c_{8,1}</math></small> |<small><math>60{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{5}\right\}</math></small> |<small><math>\left\{6\right\}</math></small> |<small><math>\left\{6\right\}</math></small> |<small><math>1</math></small> |<small><math>1</math></small> |<small><math>1.</math></small> |<small><math>1</math></small> |<small><math>\sqrt{1}</math></small> |<small><math>\sqrt{1.}</math></small> |<small><math>\sqrt{2} \phi ^2</math></small> |<small><math>3.70246</math></small> |- |<small><math>c_{9,1}</math></small> |<small><math>66.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{40}{7}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{2 \phi }} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>1.09132</math></small> |<small><math>\frac{\sqrt{\frac{\chi }{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\chi }{2 \phi }}</math></small> |<small><math>\sqrt{1.19098}</math></small> |<small><math>\sqrt{\chi \phi ^3}</math></small> |<small><math>4.04057</math></small> |- |<small><math>c_{10,1}</math></small> |<small><math>69.8{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{11}\right\}</math></small> |<small><math>\phi c_{4,1}</math></small> |<small><math>\frac{1+\sqrt{5}}{2 \sqrt{2}}</math></small> |<small><math>1.14412</math></small> |<small><math>\frac{\phi }{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\phi ^2}{2}}</math></small> |<small><math>\sqrt{1.30902}</math></small> |<small><math>\phi ^3</math></small> |<small><math>4.23607</math></small> |- |<small><math>c_{11,1}</math></small> |<small><math>72{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{6}\right\}</math></small> |<small><math>\left\{5\right\}</math></small> |<small><math>\left\{5\right\}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\frac{1}{\phi }} c_{8,1}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>1.17557</math></small> |<small><math>\sqrt{3-\phi }</math></small> |<small><math>\sqrt{3-\phi }</math></small> |<small><math>\sqrt{1.38197}</math></small> |<small><math>\sqrt{2} \sqrt{3-\phi } \phi ^2</math></small> |<small><math>4.3525</math></small> |- |<small><math>c_{12,1}</math></small> |<small><math>75.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{24}{5}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>1.22474</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>\sqrt{1.5}</math></small> |<small><math>\sqrt{3} \phi ^2</math></small> |<small><math>4.53457</math></small> |- |<small><math>c_{13,1}</math></small> |<small><math>81.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{13}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{9-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{9-\sqrt{5}}}{2}</math></small> |<small><math>1.30038</math></small> |<small><math>\frac{\sqrt{9-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(9-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{1.69098}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(9-\sqrt{5}\right)} \phi ^2</math></small> |<small><math>4.8146</math></small> |- |<small><math>c_{14,1}</math></small> |<small><math>84.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{40}{9}\right\}</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\phi } c_{8,1}}{\sqrt{2}}</math></small> |<small><math>\frac{1}{2} \sqrt[4]{5} \sqrt{1+\sqrt{5}}</math></small> |<small><math>1.345</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\phi }}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\sqrt{5} \phi }{2}}</math></small> |<small><math>\sqrt{1.80902}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\phi ^5}</math></small> |<small><math>4.9798</math></small> |- |<small><math>c_{15,1}</math></small> |<small><math>90.0{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{7}\right\}</math></small> |<small><math>\left\{4\right\}</math></small> |<small><math>\left\{4\right\}</math></small> |<small><math>2 c_{4,1}</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>1.41421</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>\sqrt{2.}</math></small> |<small><math>2 \phi ^2</math></small> |<small><math>5.23607</math></small> |- |<small><math>c_{16,1}</math></small> |<small><math>95.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{29}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{11-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{11-\sqrt{5}}}{2}</math></small> |<small><math>1.4802</math></small> |<small><math>\frac{\sqrt{11-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(11-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.19098}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(11-\sqrt{5}\right)} \phi ^2</math></small> |<small><math>5.48037</math></small> |- |<small><math>c_{17,1}</math></small> |<small><math>98.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{31}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{7+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{7+\sqrt{5}}}{2}</math></small> |<small><math>1.51954</math></small> |<small><math>\frac{\sqrt{7+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(7+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.30902}</math></small> |<small><math>\sqrt{\psi \phi ^5}</math></small> |<small><math>5.62605</math></small> |- |<small><math>c_{18,1}</math></small> |<small><math>104.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{8}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{15}{4}\right\}</math></small> |<small><math>\sqrt{\frac{5}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>1.58114</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>\sqrt{2.5}</math></small> |<small><math>\sqrt{5} \sqrt{\phi ^4}</math></small> |<small><math>5.8541</math></small> |- |<small><math>c_{19,1}</math></small> |<small><math>108.0{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{9}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{10}{3}\right\}</math></small> |<small><math>c_{3,1}+c_{8,1}</math></small> |<small><math>\frac{1}{2} \left(1+\sqrt{5}\right)</math></small> |<small><math>1.61803</math></small> |<small><math>\phi </math></small> |<small><math>\sqrt{1+\phi }</math></small> |<small><math>\sqrt{2.61803}</math></small> |<small><math>\sqrt{2} \phi ^3</math></small> |<small><math>5.9907</math></small> |- |<small><math>c_{20,1}</math></small> |<small><math>110.2{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{7}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{13-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{13-\sqrt{5}}}{2}</math></small> |<small><math>1.64042</math></small> |<small><math>\frac{\sqrt{13-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(13-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.69098}</math></small> |<small><math>\phi ^2 \sqrt{8-\phi ^2}</math></small> |<small><math>6.07359</math></small> |- |<small><math>c_{21,1}</math></small> |<small><math>113.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{19}\right\}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>1.67601</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>\sqrt{2.80902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{\chi }{\phi }}</math></small> |<small><math>6.20537</math></small> |- |<small><math>c_{22,1}</math></small> |<small><math>120{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{10}\right\}</math></small> |<small><math>\left\{3\right\}</math></small> |<small><math>\left\{3\right\}</math></small> |<small><math>\sqrt{3} c_{8,1}</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>1.73205</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>\sqrt{3.}</math></small> |<small><math>\sqrt{6} \phi ^2</math></small> |<small><math>6.41285</math></small> |- |<small><math>c_{23,1}</math></small> |<small><math>124.0{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{41}\right\}</math></small> |<small><math>\sqrt{\frac{1}{\phi }+\frac{5}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>1.7658</math></small> |<small><math>\sqrt{4-\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{4-\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{3.11803}</math></small> |<small><math>\sqrt{\chi \phi ^5}</math></small> |<small><math>6.53779</math></small> |- |<small><math>c_{24,1}</math></small> |<small><math>130.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{20}{7}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{11+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{11+\sqrt{5}}}{2}</math></small> |<small><math>1.81907</math></small> |<small><math>\frac{\sqrt{11+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(11+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{3.30902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{\sqrt{5}}{\phi }}</math></small> |<small><math>6.73503</math></small> |- |<small><math>c_{25,1}</math></small> |<small><math>135.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{11}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{30}{11}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{7+3 \sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{1}{2} \sqrt{7+3 \sqrt{5}}</math></small> |<small><math>1.85123</math></small> |<small><math>\frac{\phi ^2}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\phi ^4}{2}}</math></small> |<small><math>\sqrt{3.42705}</math></small> |<small><math>\phi ^4</math></small> |<small><math>6.8541</math></small> |- |<small><math>c_{26,1}</math></small> |<small><math>138.6{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{12}{5}\right\}</math></small> |<small><math>\sqrt{\frac{7}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>1.87083</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>\sqrt{3.5}</math></small> |<small><math>\sqrt{7} \phi ^2</math></small> |<small><math>6.92667</math></small> |- |<small><math>c_{27,1}</math></small> |<small><math>144{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{12}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{5}{2}\right\}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(5+\sqrt{5}\right)} c_{8,1}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(5+\sqrt{5}\right)}</math></small> |<small><math>1.90211</math></small> |<small><math>\sqrt{\phi +2}</math></small> |<small><math>\sqrt{2+\phi }</math></small> |<small><math>\sqrt{3.61803}</math></small> |<small><math>\phi ^2 \sqrt{2 \phi +4}</math></small> |<small><math>7.0425</math></small> |- |<small><math>c_{28,1}</math></small> |<small><math>154.8{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{13}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{30}{13}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{13+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{13+\sqrt{5}}}{2}</math></small> |<small><math>1.95167</math></small> |<small><math>\frac{\sqrt{13+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(13+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{3.80902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{1}{\phi ^2}}</math></small> |<small><math>7.22598</math></small> |- |<small><math>c_{29,1}</math></small> |<small><math>164.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{14}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{15}{7}\right\}</math></small> |<small><math>\phi c_{12,1}</math></small> |<small><math>\frac{1}{2} \sqrt{\frac{3}{2}} \left(1+\sqrt{5}\right)</math></small> |<small><math>1.98168</math></small> |<small><math>\sqrt{\frac{3}{2}} \phi </math></small> |<small><math>\sqrt{\frac{3 \phi ^2}{2}}</math></small> |<small><math>\sqrt{3.92705}</math></small> |<small><math>\sqrt{3} \phi ^3</math></small> |<small><math>7.33708</math></small> |- |<small><math>c_{30,1}</math></small> |<small><math>180{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{15}\right\}</math></small> |<small><math>\left\{2\right\}</math></small> |<small><math>\left\{2\right\}</math></small> |<small><math>2 c_{8,1}</math></small> |<small><math>2</math></small> |<small><math>2.</math></small> |<small><math>2</math></small> |<small><math>\sqrt{4}</math></small> |<small><math>\sqrt{4.}</math></small> |<small><math>2 \sqrt{2} \phi ^2</math></small> |<small><math>7.40492</math></small> |- |rowspan=4 colspan=6| |rowspan=4 colspan=4| <small><math>\phi</math></small> is the golden ratio:<br> <small><math>\phi ^2-\phi -1=0</math></small><br> <small><math>\frac{1}{\phi }+1=\phi</math></small>, and: <small><math>\phi+1=\phi^2</math></small><br> <small><math>\frac{1}{\phi }::1::\phi ::\phi ^2</math></small><br> <small><math>1/\phi</math></small> and <small><math>\phi</math></small> are the golden sections of <small><math>\sqrt{5}</math></small>:<br> <small><math>\phi +\frac{1}{\phi }=\sqrt{5}</math></small> |colspan=2|<small><math>\phi = (\sqrt{5} + 1)/2</math></small> |<small><math>1.618034</math></small> |- |colspan=2|<small><math>\chi = (3\sqrt{5} + 1)/2</math></small> |<small><math>3.854102</math></small> |- |colspan=2|<small><math>\psi = (3\sqrt{5} - 1)/2</math></small> |<small><math>2.854102</math></small> |- |colspan=2|<small><math>\psi = 11/\chi = 22/(3\sqrt{5} + 1)</math></small> |<small><math>2.854102</math></small> |} == Complementary chord pairs and sections == The list of 30 chords <math>c_{t}</math> can be rearranged into a table of 16 rows and 2 columns with a pair of 180° complements in each row. This table first appears in [[w:Regular_Polytopes_(book)|''Regular Polytopes'']] (1947),{{Sfn|Coxeter|1973|loc=Table V(v): Simplified sections of {5,3,3} beginning with a vertex|pp=300-301}} where Coxeter identified each row with a distinct pair of congruent [[w:120-cell#Concentric_hulls|polyhedral sections of the 120-cell]] beginning with a vertex. In spherical [[w:3-sphere|3-dimensional space <math>\mathbb{S}^3</math>]], every vertex is the center of a set of 29 concentric polyhedra of increasing radii that nest like [[w:Matryoshka_doll|Russian dolls.]] The smallest polyhedral section of radius <math>c_1</math> is a tetrahedron vertex figure, and the largest section of radius <math>c_{15}</math> is a central section bisecting the 120-cell[[w:Rhombicosidodecahedron|.]] At radial distances greater than <math>c_{15}</math> the successive complement-radius polyhedra decrease in size, to the antipodal tetrahedron vertex figure at distance <math>c_{29}</math>. Each section lies parallel to a congruent complement-radius section (or coincident with it, in the case of the central section). Each section also lies completely orthogonal to a congruent section. In Euclidean 4-dimensional space <math>\mathbb{R}^4</math>, every vertex is the apex of 29 [[w:Hyperpyramid|polyhedral pyramids]] of lateral edge length <math>c_{t}</math>. {| class="wikitable" style="white-space:nowrap;text-align:center" ! colspan="13" |30 chords (15 180° pairs) make 15 kinds of section polyhedron |- ! colspan="5" |Short chord ! 4-polytope ! Polyhedron ! Rectangles ! colspan="5" |Long chord |- style="background: palegreen;" | | rowspan="3" |<math>c_0</math> |0° | | | rowspan="3" |600 vertices<br>(300 axes) | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Regular_star_figure_15(2,1).svg|100px|{30/15}=15{2}]] |180° | | | rowspan="3" |<math>c_{30}</math> |- style="background: palegreen;" | |{{radic|0}} | | |{{radic|4}} | | |- style="background: palegreen;" | |0 | | |2 | | |- style="background: palegreen;" | | rowspan="3" |<math>c_1</math> |15.5~° | | | rowspan="3" |[[File:Regular_polygon_30.svg|100px|{30/1}]] | rowspan="3" |[[File:120-cell_graph_H4.svg|100px|120-cell]] | rowspan="3" | | rowspan="3" |[[File:Irregular_great_hexagons_of_the_120-cell.png|100px]] | rowspan="3" |[[File:Regular_star_figure_2(15,7).svg|100px|{30/14}]] |164.5~° | | | rowspan="3" |<math>c_{29}</math> |- style="background: palegreen;" | |{{radic|0.073~}} | | |{{radic|3.927~}} | | |- style="background: palegreen;" | |0.270~ | | |1.982~ | | |- style="background: gainsboro;" | | rowspan="3" |<math>c_2</math> |25.2~° | | | rowspan="3" |[[File:Regular_star_figure_2(15,1).svg|100px|{30/2}=2{15}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:25.2°_×_154.8°_chords_great_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-13.svg|100px|{30/13}]] |154.8~° | | | rowspan="3" |<math>c_{28}</math> |- style="background: gainsboro;" | |{{radic|0.191~}} | | |{{radic|3.809~}} | | |- style="background: gainsboro;" | |0.437~ | | |1.952~ | | |- style="background: yellow;" | | rowspan="3" |<math>c_3</math> |36° | | | rowspan="3" |[[File:Regular_star_figure_3(10,1).svg|100px|{30/3}=3{10}]] | rowspan="3" |[[File:600-cell_graph_H4.svg|100px|600-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_decagon_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_6(5,2).svg|100px|{30/12}=6{5/2}]] |144° | | | rowspan="3" |<math>c_{27}</math> |- style="background: yellow;" | |{{radic|0.382~}} | | |{{radic|3.618~}} | | |- style="background: yellow;" | |0.618~ | | |1.902~ | | |- style="background: gainsboro;" | | rowspan="3" |<math>c_4</math> |41.4~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:√0.5_×_√3.5_great_rectangle.png|100px]] | rowspan="3" | |138.6~° | | | rowspan="3" |<math>c_{26}</math> |- style="background: gainsboro;" | |{{radic|0.5}} | | |{{radic|3.5}} | | |- style="background: gainsboro;" | |0.707~ | | |1.871~ | | |- style="background: palegreen;" | | rowspan="3" |<math>c_5</math> |44.5~° | | | rowspan="3" |[[File:Regular_star_figure_2(15,2).svg|100px|{30/4}=2{15/2}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Irregular_great_dodecagon.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-11.svg|100px|{30/11}]] |135.5~° | | | rowspan="3" |<math>c_{25}</math> |- style="background: palegreen;" | |{{radic|0.573~}} | | |{{radic|3.427~}} | | |- style="background: palegreen;" | |0.757~ | | |1.851~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_6</math> |49.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:49.1° × 130.9° great rectangle.png|100px]] | rowspan="3" | |130.9~° | | | rowspan="3" |<math>c_{24}</math> |- style="background: gainsboro;" | |{{radic|0.691~}} | | |{{radic|3.309~}} | | |- style="background: gainsboro;" | |0.831~ | | |1.819~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_7</math> |56° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:56° × 124° great rectangle.png|100px]] | rowspan="3" | |124° | | | rowspan="3" |<math>c_{23}</math> |- style="background: gainsboro;" | |{{radic|0.882~}} | | |{{radic|3.118~}} | | |- style="background: gainsboro;" | |0.939~ | | |1.766~ | | |- style="background: palegreen;" | | rowspan="3" |<math>c_8</math> |60° | | | rowspan="3" |[[File:Regular_star_figure_5(6,1).svg|100px|{30/5}=5{6}]] | rowspan="3" |[[File:24-cell_t0_F4.svg|100px|24-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_hexagon.png|100px]] | rowspan="3" |[[File:Regular_star_figure_10(3,1).svg|100px|{30/10}=10{3}]] |120° | | | rowspan="3" |<math>c_{22}</math> |- style="background: palegreen;" | |{{radic|1}} | | |{{radic|3}} | | |- style="background: palegreen;" | |1 | | |1.732~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_9</math> |66.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:66.1° × 113.9° great rectangle.png|100px]] | rowspan="3" | |113.9~° | | | rowspan="3" |<math>c_{21}</math> |- style="background: gainsboro;" | |{{radic|1.191~}} | | |{{radic|2.809~}} | | |- style="background: gainsboro;" | |1.091~ | | |1.676~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{10}</math> |69.8~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:69.8° × 110.2° great rectangle.png|100px]] | rowspan="3" | |110.2~° | | | rowspan="3" |<math>c_{20}</math> |- style="background: gainsboro;" | |{{radic|1.309~}} | | |{{radic|2.691~}} | | |- style="background: gainsboro;" | |1.144~ | | |1.640~ | | |- style="background: yellow;" | | rowspan="3" |<math>c_{11}</math> |72° | | | rowspan="3" |[[File:Regular_star_figure_6(5,1).svg|100px|{30/6}=6{5}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Great_pentagons_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_3(10,3).svg|100px|{30/9}=3{10/3}]] |108° | | | rowspan="3" |<math>c_{19}</math> |- style="background: yellow;" | |{{radic|1.382~}} | | |{{radic|2.618~}} | | |- style="background: yellow;" | |1.176~ | | |1.618~ | | |- style="background: palegreen; height:50px" | | rowspan="3" |<math>c_{12}</math> |75.5~° | | | rowspan="3" | | rowspan="3" |[[File:4-simplex_t0.svg|100px|5-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_5-cell_digons_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_2(15,4).svg|100px|{30/8}=2{15/4}]] |104.5~° | | | rowspan="3" |<math>c_{18}</math> |- style="background: palegreen;" | |{{radic|1.5}} | | |{{radic|2.5}} | | |- style="background: palegreen;" | |1.224~ | | |1.581~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{13}</math> |81.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:81.1° × 98.9° great rectangle.png|100px]] | rowspan="3" | |98.9~° | | | rowspan="3" |<math>c_{17}</math> |- style="background: gainsboro;" | |{{radic|1.691~}} | | |{{radic|2.309~}} | | |- style="background: gainsboro;" | |1.300~ | | |1.520~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{14}</math> |84.5~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:84.5° × 95.5° great rectangle.png|100px]] | rowspan="3" | |95.5~° | | | rowspan="3" |<math>c_{16}</math> |- style="background: gainsboro;" | |{{radic|0.809~}} | | |{{radic|2.191~}} | | |- style="background: gainsboro;" | |1.345~ | | |1.480~ | | |- style="background: seashell;" | | rowspan="3" |<math>c_{15}</math> |90° | | | rowspan="3" |[[File:Regular_star_polygon_30-7.svg|100px|{30/7}]] | rowspan="3" |[[File:4-cube_t3.svg|100px|16-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_square_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-7.svg|100px|{30/7}]] |90° | | | rowspan="3" |<math>c_{15}</math> |- style="background: seashell;" | |{{radic|2}} | | |{{radic|2}} | | |- style="background: seashell;" | |1.414~ | | |1.414~ | | |} == The 8-point regular polytopes == In 2-space we have the regular 8-point octagon, in 3-space the regular 8-point cube, and in 4-space the regular 8-point [[16-cell]]. A planar octagon with rigid edges of unit length has chords of length: :<math>r_1=1,r_2=\sqrt{2+\sqrt{2}} \approx 1.848,r_3=\sqrt{2}+1 \approx 2.414,r_4=\sqrt{4 + \sqrt{8}} \approx 2.613</math> The chord ratio <math>r_3=\sqrt{2}+1</math> is a geometrical proportion, the [[W:Silver ratio|silver ratio]]. Fontaine and Hurley's procedure for obtaining the reciprocal of a chord tells us that: :<math>r_3-r_1-r_1=1/r_3 \approx 0.414</math> Note that <math>r_3-2=1/r_3=\sqrt{2}-1</math>. The procedure rotates counterclockwise over three <math>r_3</math> chords of an {8/3} octagram. Over the first <math>r_3</math> chord the displacement is <math>\sqrt{2}+r_1</math>. Over the second <math>r_3</math> chord it moves in the opposite direction a distance of <math>-r_1</math> . Over the third <math>r_3</math> chord it moves a distance of <math>-r_1</math>. If we embed the planar octagon in 3-space, we can make it skew, repositioning its vertices so that each is one unit-edge length distant from three others instead of two others, at the vertices of a unit-edge cube with chords of length: :<math>r_1=1, r_2=\sqrt{2}, r_3=\sqrt{3}, r_4=\sqrt{2}</math> If we embed this cube in 4-space, we can skew it some more, repositioning its vertices so that each is one unit-edge length distant from six others instead of three others, at the vertices of a unit-edge 4-polytope with chords of length: :<math>r_1=1,r_2=1,r_3=1,r_4=\sqrt{2}</math> All of its chords except its long diameters are the same unit length as its edge. In fact they are its 24 edges, and it is a 16-cell of radius <math>1/\sqrt{2}</math>. [[File:octagon16cell.png|thumb|Orthogonal projection of a regular 16-cell to the [[16-cell#Projections|B<sub>4</sub> Coxeter plane]]. Only its edges are shown; its long diameter chords are not drawn. All 24 edges are the same length and none lie parallel to the projection plane. The octagon circumference is a Petrie polygon. The two disjoint squares lie in completely orthogonal central planes. The blue octagram is a Clifford polygon. ]] The [[16-cell]] is the [[W:Regular convex 4-polytope|regular convex 4-polytope]] with [[W:Schläfli symbol|Schläfli symbol]] <small><math>\{3,3,4\}</math></small>. It has 8 vertices, 24 edges, 32 equilateral triangle faces, and 16 regular tetrahedron cells. It is the [[16-cell#Octahedral dipyramid|four-dimensional analogue of the octahedron]], and each of its four orthogonal central hyperplanes is an octahedron. The only planar regular polygons found in the 16-cell are face triangles and central plane squares, but the 16-cell also contains a skew regular octagon, its [[W:Petrie polygon|Petrie polygon]].{{Efn|name=Petrie polygon of a honeycomb}} The chords of this regular octagon, which lies skew in 4-space, are those given above for the 16-cell, as opposed to those for the cube or the regular octagon in the plane. The 16-cell is a construct of 3 Petrie octagons which share the same 8 vertices but have disjoint sets of 8 edges each. The regular octad has higher symmetry in 4-space than it does in 2-space. The 16-cell is the 4-[[w:Cross-polytope|orthoplex]], the simplest regular 4-polytope after the [[5-cell|4-simplex]]. All the larger regular convex 4-polytopes are compounds of the 16-cell. The regular octagon exhibits this high symmetry only when embedded in 4-space at the vertices of the 16-cell. The 16-cell constitutes an [[W:Orthonormal basis|orthonormal basis]] for the choice of a 4-dimensional Cartesian reference frame, because its vertices define four orthogonal axes. The eight vertices of a unit-radius 16-cell are (±1, 0, 0, 0), (0, ±1, 0, 0), (0, 0, ±1, 0), (0, 0, 0, ±1). All vertices are connected by <math>\sqrt{2}</math> edges except opposite pairs. The vertex coordinates of the 16-cell form 6 central squares lying in 6 pairwise [[W:Orthogonal|orthogonal]] coordinate planes. Great squares in opposite planes that do not share an axis (e.g. in the ''xy'' and ''wz'' planes) are completely disjoint (they do not intersect at any vertices). These planes are [[W:Completely orthogonal|completely orthogonal]].{{Efn|name=Six orthogonal planes of the Cartesian basis}} Since the unit-radius coordinate system is convenient, let us derive the unit-radius 16-cell by skewing a unit-radius planar octagon, which has chords of length: :<math>r_1=\sqrt{2-\sqrt{2}} \approx 0.765,r_2=\sqrt{2},r_3=\sqrt{2+\sqrt{2}} \approx 1.848,r_4=2</math> We will need a planar octagon with rigid <math>r_2</math> chords, rather than one with rigid <math>r_1</math> edges. The octagon's <math>r_2</math> chords form two disjoint great squares, visible in the orthogonal projection, which we can reposition in 3-space to form a cube by making them parallel, and in 4-space to form a 16-cell by making them completely orthogonal. Since the edges of the 16-cell are all the same length <math>r_1=\sqrt{2},r_2=\sqrt{2},r_3=\sqrt{2}</math>, those chords are distinct only in the context of a rotation. Each chord is a 4-vector with a length and a direction. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 45° turns. [[File:16-cell-orig.gif|thumb|Orthographic projection of the 8-point 16-cell <small><math>\{3,3,4\}</math></small> performing a double rotation.{{Sfn|Hise|2007}}]] [[W:Rotations in 4-dimensional Euclidean space|Rotations in 4-dimensional Euclidean space]] can be seen as the composition of two 2-dimensional rotations in completely orthogonal planes. The general rotation in 4-space is a [[W:SO(4)#Double rotations|double rotation]] in pairs of completely orthogonal planes. Two completely orthogonal planes are called invariant planes of the rotation when all points in the plane rotate on circles that remain in the plane, even as the whole plane tilts sideways (like a coin flipping) into another plane. The two completely orthogonal rotations of each plane (like a wheel, and like a coin flipping) are simultaneous but independent, in that they are not geometrically constrained to turn at the same rate. However, the most circular kind of rotation (as opposed to an elliptical double rotation of a rigid spherical object) occurs when the completely orthogonal planes do rotate through the same angle in the same time interval. Such equi-angled double rotations are called [[w:SO(4)#Isoclinic_rotations|isoclinic]], also [[w:William_Kingdon_Clifford|Clifford]] displacements. The <math>r_1</math> chords of the 16-cell form a Petrie polygon which zig-zags back and forth, in the left and right rotational directions, between two completely orthogonal great squares formed by <math>r_2</math> chords. The <math>r_2</math> chords of two completely orthogonal great squares lie parallel and perpendicular to each other. A ''simple'' rotation of the 16-cell in ''one'' of those two square central planes rotates that square like a wheel, while the other square does not move.{{Efn|name=simple rotations}} The four vertices of the rotating square orbit on a great circle in the plane. The <math>r_3</math> chords of the 16-cell form a circular helix, visible as a blue {8/3} octagram in the orthogonal projection. A ''double'' rotation of the 16-cell, in both of two completely orthogonal invariant <math>r_2</math> square planes at once by equal angles, moves the eight vertices along the circular helix over the <math>r_3</math> chords. The vertex motion is a [[w:Geodesic|geodesic]] circle orbit on the 3-sphere of a special kind: it does not lie in a central plane, its [[w:Winding_number|winding number]] is not 1 (it is 3 in this case), its circumference is not <math>2\pi</math>, and it moves in either a left or right handed circular spiral. We shall refer to such a chiral geodesic orbit as an ''isocline'', and to the skew polygram of its rotational chords as a ''Clifford polygon''. The 16-cell is the simplest possible frame in which to [[16-cell#Rotations|observe 4-dimensional rotations]] because its characteristic rotations feature a single pair of invariant rotation planes. In the 16-cell an isoclinic rotation by 90° in any pair of invariant completely orthogonal square central planes takes every great square to its completely orthogonal great square in a twisting displacement, as the invariant planes tilt sideways 90° into each other's plane while rotating 90° internally. All the vertices move at once along the same circular helix geodesic isocline of <math>r_3</math> chords, displaced 90° in 8 orthogonal directions, and the rigid 16-cell assumes a new orientation in 4-space. When the 90° isoclinic rotation is continued in the same rotational direction through an additional 90°, each vertex is again displaced 90°, but from the new orientation in a direction orthogonal to its first 90° displacement. The rotational curve over each 90° <math>r_3</math> chord makes three 45° turns. In 360° of isoclinic rotation over four <math>r_3</math> chords, each vertex makes six 90° turns and reaches its antipodal position. The trajectory of each vertex over each 90° isoclinic rotational displacement is a one-eighth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space of circumference <math>6\pi</math> over eight <math>r_3</math> chords, and also traces an ordinary great circle in the plane twice, over the four <math>r_2</math> edges of a great square in one of the two moving invariant rotation planes. In the course of a 720° isoclinic rotation each vertex departs from all 8 vertex positions just once and returns to its original position, and the 16-cell returns to its original orientation. Because this is the isoclinic rotation of the 16-cell in invariant planes containing its edges, we shall refer to it as the ''characteristic rotation'' of the 16-cell, and note once again that it is Fontaine and Hurley's rotation over the <math>r_3</math> star polygon which constructs <math>1/r_3</math>. == Hypercubes == The long diameter of the unit-edge [[W:Hypercube|hypercube]] of dimension <math>n</math> is <math>\sqrt{n}</math>, so the unit-edge [[w:Tesseract|4-hypercube, the 16-point (8-cell) tesseract,]] has chords: :<math>r_1=\sqrt{1},r_2=\sqrt{2},r_3=\sqrt{3},r_4=\sqrt{4}</math> Uniquely in its 4-dimensional case, the hypercube's edge length equals its radius, like the hexagon. We call such polytopes ''radially equilateral'', because they can be constructed from equilateral triangles which meet at their center, each contributing two radii and an edge. The [[w:Cuboctahedron|cuboctahedron]] and the 24-cell are also radially equilateral. [[File:8-cell.gif|thumb|Orthographic projection of the 16-point (8-cell) tesseract <small><math>\{4,3,3\}</math></small> performing a simple rotation about a plane in 4-space.{{Sfn|Hise|2007}} The stationary plane bisects the figure from front-left to back-right and top to bottom.]] The [[W:Tesseract|tesseract]] is the [[W:Regular convex 4-polytope|regular convex 4-polytope]] with [[W:Schläfli symbol|Schläfli symbol]] <small><math>\{4,3,3\}</math></small>. It has 16 vertices, 32 edges, 24 square faces, and 8 cube cells. It is the four-dimensional analogue of the cube. The 16-point tesseract is the convex hull of a compound of two 8-point 16-cells, in exact dimensional analogy to the way the 8-point cube is the convex hull of a [[W:Stellated octahedron|compound of two 4-point regular tetrahedra]]. The [[W:Demihypercube|demihypercubes]] occupy alternate vertices of the hypercubes. The diagonals of the square faces of the unit-edge, unit-radius tesseract are the <math>\sqrt{2}</math> edges of two unit-radius 16-cells, also the edges of the square central planes. We can rotate the tesseract isoclinically the way we rotated the 16-cell, by 90° in two completely orthogonal invariant square central planes, with the same effect on both alternate-position 16-cells. In the course of a 720° isoclinic rotation in invariant square central planes each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it does not visit the vertex positions of the other 16-cell. The two skew {8/3} octagram Clifford polygons lie on two disjoint isoclines of the same chirality. Two [[w:Clifford_parallel|Clifford parallel]] octagon geodesic isoclines of circumference <math>6\pi</math> over <math>\sqrt{2}</math> chords form a circular double helix which visits each vertex once. The tesseract is the [[W:Dual polytope|dual polytope]] of the 16-cell. They have the same Petrie polygon, the regular skew octagon, but the tesseract is a construct of 4 Petrie octagons with disjoint sets of 8 tesseract edges each. We can construct the tesseract by skewing two planar octagons. Because the tesseract is radially equilateral (unlike the 16-cell), we use two octagons of unit-edge length to build the unit-radius tesseract. To start we embed the planar octagons in 4-space at the same point and make them completely orthogonal. Then we skew each planar octagon into a cube, so we have a compound of two completely orthogonal cubes, provided we skewed them both in the same direction. The 16 vertices will be the vertices of a tesseract with half its 32 edges missing. Because the tesseract contains two 16-cells in alternate positions it has two sets of 6 orthogonal square central planes. Two angles are required to specify the relationship between two planes in 4-space. Pairs of square central planes within each 16-cell are 90° apart in one angle, and either 0° or 90° apart in the other angle. They are 90° apart in both angles if and only if they are completely orthogonal planes, 90° apart by isoclinic rotation, with no vertices in common. Otherwise they are 0° apart in one of the angles, 90° apart by simple rotation, and they intersect in one axis and lie in a common 3-dimensional hyperplane.{{Efn|A double rotation in which one of the two angles of rotation is 0°, so that one of the completely orthogonal invariant planes does not rotate, is called a simple rotation. Ordinary rotations observed in a 3-dimensional space are simple rotations.|name=simple rotations}} A pair of square central planes from alternate-position 16-cells are 60° apart by isoclinic rotation, with their corresponding vertices 120° apart. The planes are not orthogonal or parallel, so they intersect in a line somewhere, but they have no vertices in common, they have no 3-dimensional hyperplane in common, and they cannot reach each other by simple rotation. Such pairs of objects are called [[W:Clifford parallel|Clifford parallel]] because all their corresponding pairs of vertices are the same distance apart, although they are not parallel in the usual sense, because they have a common center. Not only the alternate-position 16-cells' corresponding square central planes, but also the 16-cells themselves, are Clifford parallel objects. More generally, multiple disjoint instances of a 4-polytope which compound to make a larger 4-polytope are Clifford parallel objects. == The 24-cell == [[File:24-cell vertex geometry.png|thumb|Planar geometry of the radially equilateral 24-cell, showing its 3 great circle polygons and its 4 chord lengths.]] In 2-space we have the radially equilateral 6-point hexagon. In 3-space we have the radially equilateral 12-point cuboctahedron, with 4 hexagonal central planes. In 4-space we have the radially equilateral 24-point 24-cell, with 12 cuboctahedron central hyperplanes and 16 hexagonal central planes. The [[24-cell]] is the regular convex 4-polytope with Schläfli symbol <small><math>\{3,4,3\}</math></small>. It has 24 vertices, 96 edges, 96 equilateral triangle faces, and 24 octahedron cells. It is the four-dimensional analogue of the cuboctahedron. The 24-cell has the same chord set as the 4-hypercube tesseract: :<math>r_1=\sqrt{1},r_2=\sqrt{2},r_3=\sqrt{3},r_4=\sqrt{4}</math> [[Image:24-cell.gif|thumb|Orthographic projection of the 24-point 24-cell <small><math>\{3,4,3\}</math></small> performing a simple rotation.{{Sfn|Hise|2007}} The 3-dimensional surface made of 24 octahedra is visible.]] The 24-cell is [[W:Dual polytope|self-dual]], like the regular polygons and regular simplexes. It is the maximal regular construct of triangles and squares (with no pentagons). It is the convex hull of a compound of three disjoint 8-point 16-cells, rotated 60° isoclinically with respect to each other. Each of the three pairs of 16-cells is a tesseract. Each 24-cell edge is also a tesseract edge. The corresponding vertices of two 16-cells or two tesseracts are 120° apart by a <math>\sqrt{3}</math> chord. Each tesseract has 8 cube cells, and each cube has four <math>\sqrt{3}</math> long diameters. The <math>\sqrt{3}</math> chords joining the corresponding vertices of two tesseracts belong to the third tesseract as cell long diameters. The 24-cell's Petrie polygon is the regular dodecagon {12}, which has chords: :<math>r_1=\tfrac{\sqrt{3}-1}{\sqrt{2}} \approx 0.518,r_2=\sqrt{1},r_3=\sqrt{2},r_4=\sqrt{3},r_5=\tfrac{\sqrt{3}+1}{\sqrt{2}} \approx 1.932,r_6=\sqrt{4}</math> Fontaine and Hurley's procedure for obtaining the reciprocal of a chord tells us that: :<math>r_5-r_3+r_1+r_1-r_3=1/r_5</math> when <math>r_1=1</math>. In the system of unit-radius coordinates <math>r_1=1/r_5</math>. The procedure rotates counterclockwise over five <math>r_5</math> chords of a {12/5} dodecagram. The <math>r_1</math> and <math>r_5</math> chords of the planar dodecagon do not occur in the 24-cell, which is a construct of eight skew dodecagons with disjoint sets of twelve <math>\sqrt{1}</math> edges each. In the skew dodecagons the chord lengths are: :<math>r_1=\sqrt{1},r_2=\sqrt{1},r_3=\sqrt{2},r_4=\sqrt{3},r_5=\sqrt{3},r_6=\sqrt{4}</math> Where chords are the same length, they are distinct only in the context of a rotation. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 30° turns. [[File:dodecagon24cell.png|thumb|Orthogonal projection of half a 24-cell to the [[24-cell#Geodesics|F<sub>4</sub> Coxeter plane]]. Only one Petrie dodecagon {12} of the 24-cell is shown. In a unit-radius 24-cell, all black lines are 24-cell edges of unit length, also tesseract edges. The two disjoint hexagons lie in Clifford parallel central planes. Blue chords are <math>\sqrt{2}</math> 16-cell edges, also isocline chords in square rotations. Green chords are <math>\sqrt{3}</math> distances between corresponding vertices of two 16-cells, also isocline chords in hexagonal rotations.]] [[File:Regular_star_figure_3(8,3).svg|thumb|left|150px|{24/9}=3{8/3} skew Clifford polygons of <math>\sqrt{2}</math> great square edges in the 24-cell.]] We can rotate the 24-cell isoclinically in the characteristic rotation of the 16-cell, by 90° in two completely orthogonal invariant square central planes, with the same effect on all three 16-cells. In the course of a 720° isoclinic rotation in invariant square central planes each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it does not visit the vertex positions of the other 16-cells. Three Clifford parallel octagon geodesic isoclines of circumference <math>6\pi</math> over <math>\sqrt{2}</math> chords form a circular triple helix {24/9}=3{8/3} that visits each 24-cell vertex once. [[File:Regular star figure 2(12,5).svg|thumb|left|150px|{24/10}=2{12/5} skew Clifford polygons of <math>\sqrt{3}</math> great hexagon diagonals in the 24-cell.]] We can also rotate the 24-cell isoclinically by 60° in an invariant hexagon central plane and its completely orthogonal invariant central plane. A complete hexagonal isoclinic revolution requires 720° like a complete square isoclinic revolution, but it is completed in 12 isoclinic displacements of 60° each rather than 8 isoclinic displacements of 90° each. The Clifford polygon of the hexagon rotation is a skew {12/5} dodecagram of <math>r_5</math> chords. The rotational curve over each 120° <math>r_5</math> chord makes five 30° turns. Two Clifford parallel dodecagon geodesic isoclines of circumference <math>10\pi</math> over <math>\sqrt{3}</math> chords form a circular double helix {24/10}=2{12/5} that visits each 24-cell vertex once. Fontaine and Hurley's rotation over the <math>r_5</math> star polygon which constructs <math>1/r_5</math> is the ''characteristic rotation of the 24-cell,'' the isoclinic rotation in invariant planes containing its edges. In the 24-cell an isoclinic rotation by 60° in any invariant hexagon central plane takes every great hexagon to a Clifford parallel great hexagon in a twisting displacement, as all the central planes tilt sideways 60° while rotating 60° internally. It also takes every great square to a Clifford parallel great square in a different 16-cell. All 24 vertices move at once on two Clifford parallel geodesic isoclines, displaced 120° in different directions. The trajectory of each vertex over each 60° isoclinic rotational displacement is a one-twelfth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space of circumference <math>10\pi</math> over twelve <math>\sqrt{3}</math> chords, and also traces an ordinary great circle in the plane twice, over the six <math>\sqrt{1}</math> edges of a great hexagon in a moving invariant rotation plane. In the course of a 720° isoclinic rotation each vertex departs from 12 vertex positions just once and returns to its original position, and the 24-cell returns to its original orientation. == The 600-cell == The [[600-cell]] is the regular convex 4-polytope with Schläfli symbol <small><math>\{3,3,5\}</math></small>. It has 120 vertices, 720 edges, 1200 equilateral triangle faces, and 600 tetrahedron cells. It is the four-dimensional analogue of the icosahedron. The 600-cell rounds out the 24-cell by adding 96 more vertices between the 24-cell's existing 24 vertices, in effect adding twenty-four more 24-cells inscribed in the 600-cell. The new surface thus formed is a honeycomb of smaller, more numerous cells: tetrahedra of edge length <math>\phi^{-1} \approx 0.618</math> instead of octahedra of edge length <math>\sqrt{1}</math>. It encloses the <math>\sqrt{1}</math> edges of the 24-cells, which become invisible interior chords in the 600-cell, like the <math>\sqrt{2}</math> and <math>\sqrt{3}</math> chords. Since the tetrahedra are made of shorter triangle edges than the octahedra (by a factor of <math>\phi^{-1}</math>, the inverse golden ratio), the 600-cell is not radially equilateral like the 24-cell and the tesseract. Like them it is radially triangular in a special way, but one in which [[w:Golden_triangle_(mathematics)|golden triangles]] rather than equilateral triangles meet at the center. In 2-space we have the ''radially golden'' [[W:Decagon#The golden ratio in decagon|regular decagon]]. In 3-space we have the radially golden 30-point [[W:icosidodecahedron|icosidodecahedron]], with 6 decagon central planes. In 4-space we have the radially golden 120-point 600-cell, with 60 icosidodecahedron central hyperplanes and 72 decagon central planes. [[File:600-cell vertex geometry.png|thumb|Planar geometry of the 600-cell, showing its 5 regular great circle polygons and its 8 chord lengths with angles of arc. The golden ratio governs the fractional roots of every other chord, and the radial golden triangles which meet at the center.|400x400px]] The 600-cell's Petrie polygon is the regular [[w:Triacontagon|triacontagon {30}]]. The unit-radius planar {30}-gon has these distinct chords: :<math>r_1=2 \sin (\tfrac{\pi}{15}/2) \approx 0.209</math> :<math>r_2=2 \sin (\tfrac{2\pi}{15}/2) \approx 0.416</math> :<math>r_3=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_4=2 \sin (\tfrac{4\pi}{15}/2) \approx 0.813</math> :<math>r_5=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_6=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{3-\phi} \approx 1.176</math> :<math>r_7=2 \sin (\tfrac{7\pi}{15}/2) \approx 1.338</math> :<math>r_8=2 \cos (\tfrac{7\pi}{15}/2) \approx 1.486</math> :<math>r_9=2 \sin (\tfrac{3\pi}{5}/2)=\phi \approx 1.618</math> :<math>r_{10}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{11}=2 \cos (\tfrac{4\pi}{15}/2) \approx 1.827</math> :<math>r_{12}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{13}=2 \cos (\tfrac{2\pi}{15}/2) \approx 1.956</math> :<math>r_{14}=2 \cos (\tfrac{\pi}{15}/2) \approx 1.989</math> :<math>r_{15}=2 \sin (\pi/2)=\sqrt{4}</math> Only the chord lengths <math>r_3</math>, <math>r_5</math>, <math>r_6</math>, <math>\sqrt{2}</math>, <math>r_9</math>, <math>r_{10}</math>, <math>r_{12}</math>, <math>r_{15}</math> occur in the 600-cell, which is a construct of 24 Petrie {30}-gons of edge length <math>r_3</math>, six of which intersect in each icosahedral vertex figure. The skew {30}-gons have these chords: :<math>r_1=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_2=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_3=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_4=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_5=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_6=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{3-\phi} \approx 1.176</math> :<math>r_7=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{2}</math> :<math>r_8=2 \sin (\tfrac{\pi}{2}/2)=\sqrt{2}</math> :<math>r_9=2 \sin (\tfrac{3\pi}{5}/2)=\phi \approx 1.618</math> :<math>r_{10}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{11}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{12}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{13}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{14}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{15}=2 \sin (\pi/2)=\sqrt{4}</math> Where chords are the same length, they are distinct only in the context of a rotation. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 12° turns. [[Image:600-cell.gif|thumb|Orthographic projection of the 120-point 600-cell <small><math>\{3,3,5\}</math></small> performing a simple rotation.{{Sfn|Hise|2011}} The 3-dimensional surface made of 600 tetrahedra is visible. Invisible in this rendering are 25 inscribed instances of the 24-cell (above), which occur in the 600-cell as interior boundary envelopes.]] [[File:Regular_star_polygon_30-7.svg|thumb|left|150px|{30/7} of <math>r_7</math> edges.]] We can rotate the 600-cell isoclinically in square planes containing 16-cell edges, by 90° in two completely orthogonal invariant square central planes, with the same effect on 15 disjoint 16-cells. In the course of a 720° isoclinic rotation each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it also intersects vertex positions of other 16-cells. Four Clifford parallel {30}-gon geodesic isoclines of circumference <math>6\pi</math> over <math>r_7</math> chords form a circular quadruple helix that visits each 600-cell vertex once. Fontaine and Hurley's rotation over the <math>r_7</math> chord is the rotation of the 600-cell by the rotation characteristic of the 16-cell'','' its isoclinic rotation in invariant planes containing 16-cell edges. [Conflating two distinct isoclinic rotations here. The 16-cell's characteristic rotation in two completely orthogonal square planes must be 15 circuits of period 8, 5{24/9}=15{8/3} over 16-cell <math>r_3</math> chords (600-cell <math>r_8</math> chords? compare the degrees of turn). The {30/7} rotation must also be in two completely orthogonal square planes over <math>\sqrt{2}</math> chords, but they must be the 16-cell <math>r_1</math> chords (600-cell <math>r_7</math> chords). In the 600-cell there is a period 30 circuit that way. It's definitely worth illustrating {30/7} here, as the first-emerging example of a secondary to a characteristic rotation.] [[File:Regular_star_figure_3(10,3).svg|thumb|left|150px|{30/9}=3{10/3} of <math>r_9</math> edges.]] We can also rotate the 600-cell isoclinically in hexagon planes containing 24-cell edges, by 60° in an invariant hexagon central plane and its completely orthogonal invariant central plane, with the same effect on 5 disjoint 24-cells. In the course of a 720° isoclinic rotation each vertex departs from 12 vertex positions of its 24-cell just once and returns to its original position, but it does not visit other 24-cell vertex positions. Ten Clifford parallel dodecagon geodesic isoclines of circumference <math>10\pi</math> over <math>\sqrt{3}</math> chords form a circular helix of ten twisted strands that visits each 600-cell vertex once. [The hexagon rotation characteristic of the 24-cell must be 5{24/10}=10{12/5} over <math>r_{10}=\sqrt{3}</math> chords. Four {30/9}=3{10/3} over <math>r_9=\phi</math> chords in the illustration is a distinct rotation arising in the 600-cell, one we shouldn't be illustrating here, unless we're going to illustrate all the non-edge 24-cell and 600-cell rotations.] Fontaine and Hurley's rotation over the <math>r_5</math> chord is the rotation of the 600-cell by the rotation characteristic of the 24-cell'','' its isoclinic rotation in hexagon invariant planes. [[File:Regular_star_figure_2(15,4).svg|thumb|left|150px|{30/8}=2{15/4} of <math>r_4</math> edges.]] We can also rotate the 600-cell isoclinically in decagon planes containing its own edges, by 36° in an invariant decagon central plane and its completely orthogonal invariant central plane. The Clifford polygon of the decagon rotation is a skew {15/4} pentadecagram of <math>r_4</math> chords. Successive <math>r_4</math> chords are edges of different 24-cells. The rotational curve over each <math>r_4</math> chord makes five 12° turns. Eight Clifford parallel pentadecagon geodesic isoclines of circumference <math>5\pi</math> over <math>\sqrt{1}</math> chords form a circular helix of eight twisted strands that visits each 600-cell vertex once. Fontaine and Hurley's rotation over the <math>r_4</math> star polygon {30/8}=2{15/4} which constructs <math>1/r_4</math> is the characteristic rotation of the 600-cell, the isoclinic rotation in invariant planes containing its edges. In the 600-cell an isoclinic rotation by 36° in any invariant decagon central plane takes every great decagon to a Clifford parallel great decagon in a twisting displacement, as all the central planes tilt sideways 36° while rotating 36° internally. It also takes every great hexagon to a Clifford parallel great hexagon, and every great square to a Clifford parallel great square. All 120 vertices move at once on eight Clifford parallel geodesic isoclines, displaced 60° in different directions. The trajectory of each vertex over each 36° isoclinic rotational displacement is a one-fifteenth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space over 15 <math>\sqrt{1}</math> chords, and also traces an ordinary great circle in the plane 3 times, over the 5 edges of a great pentagon in a moving invariant rotation plane. In the course of a 720° isoclinic rotation each vertex departs from 15 vertex positions just once and returns to its original position, and the 600-cell returns to its original orientation. == The 5-point (5-cell) 4-simplex == In [[User:Dc.samizdat/Golden chords of the 120-cell#Complementary chord pairs|the table above]] Coxeter showed that the 120-cell has 30 distinct chords in 180° complementary pairs. Only 8 of those 30 chords occur in the 600-cell and the planar {30)-gon. What do the 120-cell's additional chords arise from? Originally, from the regular 5-cell, in its interaction with the other 4-polytopes that compound to make the 120-cell. Since the 120-cell and the 600-cell have the same symmetry group, the 5-cell's symmetry group is what's new in the 120-cell. ... == Finally the 120-cell == The 120-cell is the [[W:Dual polytope|dual polytope]] of the 600-cell. They have the same Petrie polygon, the regular skew triacontagon {30}, but the 120-cell is a construct of 40 Petrie {30}-gons of edge length <math>c_1</math>, two of which intersect in each tetrahedral vertex figure. ... == Conclusions == Fontaine and Hurley's discovery is more than a geometric formula for the reciprocal of a regular ''n''-polygon diagonal. It also yields the discrete sequence of isocline chords of the isocclinic rotation characteristic of a ''d''-dimensional polytope. The characteristic rotational chord sequence of the ''d''-polytope can be represented geometrically in two dimensions on a distinct star polygon, but it lies on a geodesic circle through ''d''-dimensional space. Fontaine and Hurley discovered the geodesic topology of polytopes generally. Their procedure will reveal the geodesics of arbitrary non-uniform polytopes, since it can be applied to a polytope of any dimensionality and irregularity, by first fitting the polytope to the smallest regular polygon whose chords include its chords. [If what is meant by this is its Petrie polygon, it is not quite necessary or possible with respect to the planar polygon chords, e.g. the planar Petrie polygon of the 600-cell does not contain the <math>\sqrt{2}</math> chord. But perhaps it would work if the fit is to the smallest regular skew polygon in the ''d''-space.] The discovery of a chordal construction for discrete isoclinic rotations generally closes the circuit on Kappraff and Adamson's discovery of a rotational connection between dynamical systems, Steinbach's golden fields, and Coxeter's Euclidean geometry of ''n'' dimensions. Application of the Fontaine and Hurley procedure in the 120-cell demonstrates why the connection exists: because polytope sequences generally, from Steinbach's golden chord sequences in polygons, to sequences of star polygons in isoclinic rotations, to subsumption relations in the sequence of regular 4-polytopes, arise as expressions of the reflections and rotations of distinct Coxeter symmetry groups, when those various groups interact. == Appendix: Sequence of regular 4-polytopes == {{Regular convex 4-polytopes|wiki=W:|columns=7}} == Notes == {{Notelist}} == Citations == {{Reflist}} == References == {{Refbegin}} * {{Cite journal | last=Steinbach | first=Peter | year=1997 | title=Golden fields: A case for the Heptagon | journal=Mathematics Magazine | volume=70 | issue=Feb 1997 | pages=22–31 | doi=10.1080/0025570X.1997.11996494 | jstor=2691048 | ref={{SfnRef|Steinbach|1997}} }} * {{Cite journal | last=Steinbach | first=Peter | year=2000 | title=Sections Beyond Golden| journal=Bridges: Mathematical Connections in Art, Music and Science | issue=2000 | pages=35-44 | url=https://archive.bridgesmathart.org/2000/bridges2000-35.pdf | ref={{SfnRef|Steinbach|2000}}}} * {{Cite journal | last1=Kappraff | first1=Jay | last2=Jablan | first2=Slavik | last3=Adamson | first3=Gary | last4=Sazdanovich | first4=Radmila | year=2004 | title=Golden Fields, Generalized Fibonacci Sequences, and Chaotic Matrices | journal=Forma | volume=19 | pages=367-387 | url=https://archive.bridgesmathart.org/2005/bridges2005-369.pdf | ref={{SfnRef|Kappraff, Jablan, Adamson & Sazdanovich|2004}} }} * {{Cite journal | last1=Kappraff | first1=Jay | last2=Adamson | first2=Gary | year=2004 | title=Polygons and Chaos | journal=Dynamical Systems and Geometric Theories | url=https://archive.bridgesmathart.org/2001/bridges2001-67.pdf | ref={{SfnRef|Kappraff & Adamson|2004}} }} * {{Cite journal | last1=Fontaine | first1=Anne | last2=Hurley | first2=Susan | year=2006 | title=Proof by Picture: Products and Reciprocals of Diagonal Length Ratios in the Regular Polygon | journal=Forum Geometricorum | volume=6 | pages=97-101 | url=https://scispace.com/pdf/proof-by-picture-products-and-reciprocals-of-diagonal-length-1aian8mgp9.pdf }} {{Refend}} nd8l7w3sb1jmn3vl5vbi7h9uh3w324m 2815283 2815277 2026-06-11T22:17:47Z Dc.samizdat 2856930 /* The 600-cell */ 2815283 wikitext text/x-wiki = Golden chords of the 120-cell = {{align|center|David Brooks Christie}} {{align|center|dc@samizdat.org}} {{align|center|Draft in progress}} {{align|center|January 2026 - June 2026}} <blockquote>Steinbach discovered the formula for the ratios of diagonal to side in the regular polygons. Fontaine and Hurley extended this result, discovering a formula for the reciprocal of a regular polygon chord derived geometrically from the chord's star polygon. We observe that these findings in plane geometry apply more generally, to polytopes of any dimensionality. Fontaine and Hurley's geometric procedure for finding the reciprocals of the chords of a regular polygon from their star polygons also finds the rotational geodesics of any polytope of any dimensionality.</blockquote> == Introduction == Steinbach discovered the Diagonal Product Formula and the Golden Fields family of ratios of diagonal to side in the regular polygons. He showed how this family extends beyond the pentagon {5} with its well-known golden bisection proportional to 𝜙, finding that the heptagon {7} has an analogous trisection, the nonagon {9} has an analogous quadrasection, and the hendecagon {11} has an analogous pentasection, an extended family of golden proportions with quasiperiodic properties. Kappraff and Adamson extended these findings in plane geometry to a theory of Generalized Fibonacci Sequences, showing that the Golden Fields not only do not end with the hendecagon, they form an infinite number of periodic trajectories when operated on by the Mandelbrot operator. They found a relation between the edges of star polygons and dynamical systems in the state of chaos, revealing a connection between chaos theory, number, and rotations in Coxeter Euclidean geometry. Fontaine and Hurley examined Steinbach's finding that the length of each chord of a regular polygon is both the product of two chords and the sum of a set of smaller chords, so that in rotations to add is to multiply. They illustrated Steinbach's sets of additive chords lying parallel to each other in the plane (pointing in the same direction), and by applying Steinbach's formula more generally they found another summation relation of signed parallel chords (pointing in opposite directions) which relates each chord length to its reciprocal, and relates the summation to a distinct star polygon rotation. We examine these remarkable findings (which stem from study of the chords of humble regular polygons) in higher-dimensional spaces, specifically in the chords, polygons and rotations of the [[120-cell]], the largest four-dimensional regular convex polytope. == Visualizing the 120-cell == {| class="wikitable floatright" width="400" |style="vertical-align:top"|[[File:120-cell.gif|200px]]<br>Orthographic projection of the 600-point 120-cell <small><math>\{5,3,3\}</math></small> performing a [[W:SO(4)#Geometry of 4D rotations|simple rotation]].{{Sfn|Hise|2011|loc=File:120-cell.gif|ps=; "Created by Jason Hise with Maya and Macromedia Fireworks. A 3D projection of a 120-cell performing a [[W:SO(4)#Geometry of 4D rotations|simple rotation]]."}} In this simplified rendering only the 120-cell's own edges are shown; its 29 interior chords are not rendered. Therefore even though it is translucent, only its outer surface is visible. The complex interior parts of the 120-cell, all its inscribed 5-cells, 16-cells, 8-cells, 24-cells, 600-cells and its much larger inventory of polyhedra, are completely invisible in this view, as none of their edges are rendered at all. |style="vertical-align:top"|[[File:Ortho solid 016-uniform polychoron p33-t0.png|200px]]<br>Orthographic projection of the 600-point [[W:Great grand stellated 120-cell|great grand stellated 120-cell]] <small><math>\{\tfrac{5}{2},3,3\}</math></small>.{{Sfn|Ruen: Great grand stellated 120-cell|2007}} The 120-cell is its convex hull. The projection to the left renders only the 120-cell's shortest chord, its 1200 edges. The projection above also renders only one of the 120-cell's 30 chords, the edges of its 120 inscribed regular 5-cells. The 120-cell itself (the convex hull) is invisible in this view, as its edges are not rendered. |} [[120-cell#Geometry|The 120-cell is the maximally complex regular 4-polytope]], containing inscribed instances of every regular 1-, 2-, 3-, and 4-polytope, except the regular polygons of more than {15} sides. The 120-cell is the convex hull of a regular [[120-cell#Relationships among interior polytopes|compound of each of the 6 regular convex 4-polytopes]]. They are the [[5-cell|5-point (5-cell) 4-simplex]], the [[16-cell|8-point (16-cell) 4-orthoplex]], the [[W:Tesseract|16-point (8-cell) tesseract]], the [[24-cell|24-point (24-cell)]], the [[600-cell|120-point (600-cell)]], and the [[120-cell|600-point (120-cell)]]. The 120-cell is the convex hull of a compound of 120 disjoint regular 5-cells, of 75 disjoint 16-cells, of 25 disjoint 24-cells, and of 5 disjoint 600-cells. The 120-cell contains an even larger inventory of irregular polytopes, created by the intersection of multiple instances of these component regular 4-polytopes. Many are quite unexpected, because they do not occur as components of any regular polytope smaller than the 120-cell. As just one example among the [[120-cell#Concentric hulls|sections of the 120-cell]], there is an irregular 24-point polyhedron with 16 triangle faces and 4 nonagon {9} faces.{{Sfn|Moxness|}} Most renderings of the 120-cell, like the rotating projection here, only illustrate its outer surface, which is a honeycomb of face-bonded dodecahedral cells. Only the objects in its 3-dimensional surface are rendered, namely the 120 dodecahedra, their pentagon faces, and their edges. Although the 120-cell has chords of 30 distinct lengths, in this kind of simplified rendering only the 120-cell's own edges (its shortest chord) are shown. Its 29 interior chords, the edges of objects in the interior of the 120-cell, are not rendered, so interior objects are not visible at all. Visualizing the complete interior of the 600-vertex 120-cell in a single image is impractical because of its complexity. Only four 120-cell edges are incident at each vertex, but [[120-cell#Chords|600 chords (of all 30 lengths)]] are incident at ''each'' vertex. == Compounds in the 120-cell == The 8-point (16-cell), not the 5-point (5-cell), is the smallest building block; it compounds to every larger regular 4-polytope. The 5-point (5-cell) does compound to the 600-point (120-cell), but it does not fit into any smaller regular 4-polytope. The 8-point (16-cell) compounds by 2 in the 16-point (8-cell), and by 3 in the 24-point (24-cell). The 16-point (8-cell) compounds in the 24-point (24-cell) by 3 non-disjoint instances of itself, with each of the 24 vertices shared by two 16-point (8-cells). The 24-point (24-cell) compounds by 5 disjoint instances of itself in the 120-point (600-cell), and the 120-point (600-cell) compounds by 5 disjoint instances of itself in the 600-point (120-cell). The 24-point (24-cell) also compounds by 5<sup>2</sup> non-disjoint instances of itself in the 120-point (600-cell); it compounds in 5 disjoint instances of itself, 10 (not 5) different ways. Whichever set of 5 disjoint 24-point (24-cells) are assembled, the resulting 120-point (600-cell) contains 25 distinct 24-point (24-cells), not just 5 (or 10). This implies that 15 disjoint 8-point (16-cells) will construct a 120-point (600-cell), which will contain 75 distinct 8-point (16-cells). The 600-point (120-cell) is 5 disjoint 120-point (600-cells), just 2 different ways (not 5 or 10 ways), so it is 10 distinct 120-point (600-cells). This implies that the 8-point (16-cell) compounds by 3 times 5<sup>2</sup> (75) disjoint instances of itself in the 600-point (120-cell), which contains 3<sup>2</sup> times 5<sup>2</sup> (225) distinct instances of the 24-point (24-cell), and 3<sup>3</sup> times 5<sup>2</sup> (675) distinct instances of the 8-point (16-cell). These facts were discovered painstakingly by various researchers, and no one has found a general rule governing subsumption relations among regular polytopes. The reasons for some of their numeric incidence relations are far from obvious. [[W:Pieter Hendrik Schoute|Schoute]] was the first to see that the 120-point (600-cell) is a compound of 5 24-point (24-cells) ''10 different ways'', and after he saw it a hundred years lapsed until Denney, Hooker, Johnson, Robinson, Butler & Claiborne proved his result, and showed why.{{Sfn|Denney, Hooker, Johnson, Robinson, Butler & Claiborne|2020|loc=''The geometry of H4 polytopes''}} So much for the compounds of 16-cells. The 120-cell is also the convex hull of the compound of 120 disjoint regular 5-cells. That stellated compound (without its convex hull of 120-cell edges) is the [[w:Great_grand_stellated_120-cell|great grand stellated 120-cell]] illustrated above, the final regular [[W:Stellation|stellation]] of the 120-cell, and the only [[W:Schläfli-Hess polychoron|regular star 4-polytope]] to have the 120-cell for its convex hull. The edges of the great grand stellated 120-cell are <math>\phi^6</math> as long as those of its 120-cell [[W:List of polyhedral stellations#Stellation process|stellation core]] deep inside. The compound of 120 disjoint 5-point (5-cells) can be seen to be equivalent to the compound of 5 disjoint 120-point (600-cells), as follows. Beginning with a single 120-point (600-cell), expand each vertex into a regular 5-cell, by adding 4 new equidistant vertices, such that the 5 vertices form a regular 5-cell inscribed in the 3-sphere. The 120 5-cells are disjoint, and the 600 vertices form 5 disjoint 120-point (600-cells): a 120-cell. == Thirty distinguished distances == The 30 numbers listed in the table are all-important in Euclidean geometry. A case can be made on symmetry grounds that their squares are the 30 most important numbers between 0 and 4. The 30 rows of the table are the 30 distinct [[120-cell#Geodesic rectangles|chord lengths of the unit-radius 120-cell]], the largest regular convex 4-polytope. Since the 120-cell subsumes all smaller regular polytopes, its 30 chords are the complete chord set of all the regular polytopes that can be constructed in the first four dimensions of Euclidean space, except for regular polygons of more than 15 sides. {| class="wikitable" style="white-space:nowrap;text-align:center" !rowspan=2|<math>c_t</math> !rowspan=2|arc !rowspan=2|<small><math>\left\{\frac{30}{n}\right\}</math></small> !rowspan=2|<math>\left\{p\right\}</math> !rowspan=2|<small><math>m\left\{\frac{k}{d}\right\}</math></small> !rowspan=2|Steinbach roots !colspan=7|Chord lengths of the unit 120-cell |- !colspan=5|unit-radius length <math>c_t</math> !colspan=2|unit-edge length <math>c_t/c_1</math><br>in 120-cell of radius <math>c_8=\sqrt{2}\phi^2</math> |- |<small><math>c_{1,1}</math></small> |<small><math>15.5{}^{\circ}</math></small> |<small><math>\left\{30\right\}</math></small> |<small><math></math></small> |<small><math>\left\{30\right\}</math></small> |<small><math>c_{4,1}-c_{2,1}</math></small> |<small><math>\frac{1}{2} \sqrt{7-3 \sqrt{5}}</math></small> |<small><math>0.270091</math></small> |<small><math>\frac{1}{\sqrt{2} \phi ^2}</math></small> |<small><math>\sqrt{\frac{1}{2 \phi ^4}}</math></small> |<small><math>\sqrt{0.072949}</math></small> |<small><math>1</math></small> |<small><math>1.</math></small> |- |<small><math>c_{2,1}</math></small> |<small><math>25.2{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{2}\right\}</math></small> |<small><math></math></small> |<small><math>2 \left\{15\right\}</math></small> |<small><math>\frac{1}{2} \left(c_{18,1}-c_{4,1}\right)</math></small> |<small><math>\frac{\sqrt{3-\sqrt{5}}}{2}</math></small> |<small><math>0.437016</math></small> |<small><math>\frac{1}{\sqrt{2} \phi }</math></small> |<small><math>\sqrt{\frac{1}{2 \phi ^2}}</math></small> |<small><math>\sqrt{0.190983}</math></small> |<small><math>\phi </math></small> |<small><math>1.61803</math></small> |- |<small><math>c_{3,1}</math></small> |<small><math>36{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{3}\right\}</math></small> |<small><math>\left\{10\right\}</math></small> |<small><math>3 \left\{\frac{10}{3}\right\}</math></small> |<small><math>\frac{1}{2} \left(\sqrt{5}-1\right) c_{8,1}</math></small> |<small><math>\frac{1}{2} \left(\sqrt{5}-1\right)</math></small> |<small><math>0.618034</math></small> |<small><math>\frac{1}{\phi }</math></small> |<small><math>\sqrt{\frac{1}{\phi ^2}}</math></small> |<small><math>\sqrt{0.381966}</math></small> |<small><math>\sqrt{2} \phi </math></small> |<small><math>2.28825</math></small> |- |<small><math>c_{4,1}</math></small> |<small><math>41.4{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{7}\right\}</math></small> |<small><math>\frac{c_{8,1}}{\sqrt{2}}</math></small> |<small><math>\frac{1}{\sqrt{2}}</math></small> |<small><math>0.707107</math></small> |<small><math>\frac{1}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{1}{2}}</math></small> |<small><math>\sqrt{0.5}</math></small> |<small><math>\phi ^2</math></small> |<small><math>2.61803</math></small> |- |<small><math>c_{5,1}</math></small> |<small><math>44.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{4}\right\}</math></small> |<small><math></math></small> |<small><math>2 \left\{\frac{15}{2}\right\}</math></small> |<small><math>\sqrt{3} c_{2,1}</math></small> |<small><math>\frac{1}{2} \sqrt{9-3 \sqrt{5}}</math></small> |<small><math>0.756934</math></small> |<small><math>\frac{\sqrt{\frac{3}{2}}}{\phi }</math></small> |<small><math>\sqrt{\frac{3}{2 \phi ^2}}</math></small> |<small><math>\sqrt{0.572949}</math></small> |<small><math>\sqrt{3} \phi </math></small> |<small><math>2.80252</math></small> |- |<small><math>c_{6,1}</math></small> |<small><math>49.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{17}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{5-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{5-\sqrt{5}}}{2}</math></small> |<small><math>0.831254</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\frac{1}{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\sqrt{5}}{2 \phi }}</math></small> |<small><math>\sqrt{0.690983}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\phi ^3}</math></small> |<small><math>3.07768</math></small> |- |<small><math>c_{7,1}</math></small> |<small><math>56.0{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{20}{3}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{\phi }} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>0.93913</math></small> |<small><math>\frac{\sqrt{\frac{\psi }{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{0.881966}</math></small> |<small><math>\sqrt{\psi \phi ^3}</math></small> |<small><math>3.47709</math></small> |- |<small><math>c_{8,1}</math></small> |<small><math>60{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{5}\right\}</math></small> |<small><math>\left\{6\right\}</math></small> |<small><math>\left\{6\right\}</math></small> |<small><math>1</math></small> |<small><math>1</math></small> |<small><math>1.</math></small> |<small><math>1</math></small> |<small><math>\sqrt{1}</math></small> |<small><math>\sqrt{1.}</math></small> |<small><math>\sqrt{2} \phi ^2</math></small> |<small><math>3.70246</math></small> |- |<small><math>c_{9,1}</math></small> |<small><math>66.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{40}{7}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{2 \phi }} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}-\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>1.09132</math></small> |<small><math>\frac{\sqrt{\frac{\chi }{\phi }}}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\chi }{2 \phi }}</math></small> |<small><math>\sqrt{1.19098}</math></small> |<small><math>\sqrt{\chi \phi ^3}</math></small> |<small><math>4.04057</math></small> |- |<small><math>c_{10,1}</math></small> |<small><math>69.8{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{11}\right\}</math></small> |<small><math>\phi c_{4,1}</math></small> |<small><math>\frac{1+\sqrt{5}}{2 \sqrt{2}}</math></small> |<small><math>1.14412</math></small> |<small><math>\frac{\phi }{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\phi ^2}{2}}</math></small> |<small><math>\sqrt{1.30902}</math></small> |<small><math>\phi ^3</math></small> |<small><math>4.23607</math></small> |- |<small><math>c_{11,1}</math></small> |<small><math>72{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{6}\right\}</math></small> |<small><math>\left\{5\right\}</math></small> |<small><math>\left\{5\right\}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\frac{1}{\phi }} c_{8,1}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>1.17557</math></small> |<small><math>\sqrt{3-\phi }</math></small> |<small><math>\sqrt{3-\phi }</math></small> |<small><math>\sqrt{1.38197}</math></small> |<small><math>\sqrt{2} \sqrt{3-\phi } \phi ^2</math></small> |<small><math>4.3525</math></small> |- |<small><math>c_{12,1}</math></small> |<small><math>75.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{24}{5}\right\}</math></small> |<small><math>\sqrt{\frac{3}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>1.22474</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>\sqrt{\frac{3}{2}}</math></small> |<small><math>\sqrt{1.5}</math></small> |<small><math>\sqrt{3} \phi ^2</math></small> |<small><math>4.53457</math></small> |- |<small><math>c_{13,1}</math></small> |<small><math>81.1{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{13}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{9-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{9-\sqrt{5}}}{2}</math></small> |<small><math>1.30038</math></small> |<small><math>\frac{\sqrt{9-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(9-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{1.69098}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(9-\sqrt{5}\right)} \phi ^2</math></small> |<small><math>4.8146</math></small> |- |<small><math>c_{14,1}</math></small> |<small><math>84.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{40}{9}\right\}</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\phi } c_{8,1}}{\sqrt{2}}</math></small> |<small><math>\frac{1}{2} \sqrt[4]{5} \sqrt{1+\sqrt{5}}</math></small> |<small><math>1.345</math></small> |<small><math>\frac{\sqrt[4]{5} \sqrt{\phi }}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\sqrt{5} \phi }{2}}</math></small> |<small><math>\sqrt{1.80902}</math></small> |<small><math>\sqrt[4]{5} \sqrt{\phi ^5}</math></small> |<small><math>4.9798</math></small> |- |<small><math>c_{15,1}</math></small> |<small><math>90.0{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{7}\right\}</math></small> |<small><math>\left\{4\right\}</math></small> |<small><math>\left\{4\right\}</math></small> |<small><math>2 c_{4,1}</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>1.41421</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>\sqrt{2}</math></small> |<small><math>\sqrt{2.}</math></small> |<small><math>2 \phi ^2</math></small> |<small><math>5.23607</math></small> |- |<small><math>c_{16,1}</math></small> |<small><math>95.5{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{29}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{11-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{11-\sqrt{5}}}{2}</math></small> |<small><math>1.4802</math></small> |<small><math>\frac{\sqrt{11-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(11-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.19098}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(11-\sqrt{5}\right)} \phi ^2</math></small> |<small><math>5.48037</math></small> |- |<small><math>c_{17,1}</math></small> |<small><math>98.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{31}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{7+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{7+\sqrt{5}}}{2}</math></small> |<small><math>1.51954</math></small> |<small><math>\frac{\sqrt{7+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(7+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.30902}</math></small> |<small><math>\sqrt{\psi \phi ^5}</math></small> |<small><math>5.62605</math></small> |- |<small><math>c_{18,1}</math></small> |<small><math>104.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{8}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{15}{4}\right\}</math></small> |<small><math>\sqrt{\frac{5}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>1.58114</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>\sqrt{\frac{5}{2}}</math></small> |<small><math>\sqrt{2.5}</math></small> |<small><math>\sqrt{5} \sqrt{\phi ^4}</math></small> |<small><math>5.8541</math></small> |- |<small><math>c_{19,1}</math></small> |<small><math>108.0{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{9}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{10}{3}\right\}</math></small> |<small><math>c_{3,1}+c_{8,1}</math></small> |<small><math>\frac{1}{2} \left(1+\sqrt{5}\right)</math></small> |<small><math>1.61803</math></small> |<small><math>\phi </math></small> |<small><math>\sqrt{1+\phi }</math></small> |<small><math>\sqrt{2.61803}</math></small> |<small><math>\sqrt{2} \phi ^3</math></small> |<small><math>5.9907</math></small> |- |<small><math>c_{20,1}</math></small> |<small><math>110.2{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{7}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{13-\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{13-\sqrt{5}}}{2}</math></small> |<small><math>1.64042</math></small> |<small><math>\frac{\sqrt{13-\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(13-\sqrt{5}\right)}</math></small> |<small><math>\sqrt{2.69098}</math></small> |<small><math>\phi ^2 \sqrt{8-\phi ^2}</math></small> |<small><math>6.07359</math></small> |- |<small><math>c_{21,1}</math></small> |<small><math>113.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{60}{19}\right\}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>1.67601</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{1}{1+\sqrt{5}}}</math></small> |<small><math>\sqrt{2.80902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{\chi }{\phi }}</math></small> |<small><math>6.20537</math></small> |- |<small><math>c_{22,1}</math></small> |<small><math>120{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{10}\right\}</math></small> |<small><math>\left\{3\right\}</math></small> |<small><math>\left\{3\right\}</math></small> |<small><math>\sqrt{3} c_{8,1}</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>1.73205</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>\sqrt{3}</math></small> |<small><math>\sqrt{3.}</math></small> |<small><math>\sqrt{6} \phi ^2</math></small> |<small><math>6.41285</math></small> |- |<small><math>c_{23,1}</math></small> |<small><math>124.0{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{120}{41}\right\}</math></small> |<small><math>\sqrt{\frac{1}{\phi }+\frac{5}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{5}{2}+\frac{2}{1+\sqrt{5}}}</math></small> |<small><math>1.7658</math></small> |<small><math>\sqrt{4-\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{4-\frac{\psi }{2 \phi }}</math></small> |<small><math>\sqrt{3.11803}</math></small> |<small><math>\sqrt{\chi \phi ^5}</math></small> |<small><math>6.53779</math></small> |- |<small><math>c_{24,1}</math></small> |<small><math>130.9{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{20}{7}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{11+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{11+\sqrt{5}}}{2}</math></small> |<small><math>1.81907</math></small> |<small><math>\frac{\sqrt{11+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(11+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{3.30902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{\sqrt{5}}{\phi }}</math></small> |<small><math>6.73503</math></small> |- |<small><math>c_{25,1}</math></small> |<small><math>135.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{11}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{30}{11}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{7+3 \sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{1}{2} \sqrt{7+3 \sqrt{5}}</math></small> |<small><math>1.85123</math></small> |<small><math>\frac{\phi ^2}{\sqrt{2}}</math></small> |<small><math>\sqrt{\frac{\phi ^4}{2}}</math></small> |<small><math>\sqrt{3.42705}</math></small> |<small><math>\phi ^4</math></small> |<small><math>6.8541</math></small> |- |<small><math>c_{26,1}</math></small> |<small><math>138.6{}^{\circ}</math></small> |<small><math></math></small> |<small><math></math></small> |<small><math>\left\{\frac{12}{5}\right\}</math></small> |<small><math>\sqrt{\frac{7}{2}} c_{8,1}</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>1.87083</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>\sqrt{\frac{7}{2}}</math></small> |<small><math>\sqrt{3.5}</math></small> |<small><math>\sqrt{7} \phi ^2</math></small> |<small><math>6.92667</math></small> |- |<small><math>c_{27,1}</math></small> |<small><math>144{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{12}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{5}{2}\right\}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(5+\sqrt{5}\right)} c_{8,1}</math></small> |<small><math>\sqrt{\frac{1}{2} \left(5+\sqrt{5}\right)}</math></small> |<small><math>1.90211</math></small> |<small><math>\sqrt{\phi +2}</math></small> |<small><math>\sqrt{2+\phi }</math></small> |<small><math>\sqrt{3.61803}</math></small> |<small><math>\phi ^2 \sqrt{2 \phi +4}</math></small> |<small><math>7.0425</math></small> |- |<small><math>c_{28,1}</math></small> |<small><math>154.8{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{13}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{30}{13}\right\}</math></small> |<small><math>\frac{1}{2} \sqrt{13+\sqrt{5}} c_{8,1}</math></small> |<small><math>\frac{\sqrt{13+\sqrt{5}}}{2}</math></small> |<small><math>1.95167</math></small> |<small><math>\frac{\sqrt{13+\sqrt{5}}}{2}</math></small> |<small><math>\sqrt{\frac{1}{4} \left(13+\sqrt{5}\right)}</math></small> |<small><math>\sqrt{3.80902}</math></small> |<small><math>\phi ^2 \sqrt{8-\frac{1}{\phi ^2}}</math></small> |<small><math>7.22598</math></small> |- |<small><math>c_{29,1}</math></small> |<small><math>164.5{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{14}\right\}</math></small> |<small><math></math></small> |<small><math>\left\{\frac{15}{7}\right\}</math></small> |<small><math>\phi c_{12,1}</math></small> |<small><math>\frac{1}{2} \sqrt{\frac{3}{2}} \left(1+\sqrt{5}\right)</math></small> |<small><math>1.98168</math></small> |<small><math>\sqrt{\frac{3}{2}} \phi </math></small> |<small><math>\sqrt{\frac{3 \phi ^2}{2}}</math></small> |<small><math>\sqrt{3.92705}</math></small> |<small><math>\sqrt{3} \phi ^3</math></small> |<small><math>7.33708</math></small> |- |<small><math>c_{30,1}</math></small> |<small><math>180{}^{\circ}</math></small> |<small><math>\left\{\frac{30}{15}\right\}</math></small> |<small><math>\left\{2\right\}</math></small> |<small><math>\left\{2\right\}</math></small> |<small><math>2 c_{8,1}</math></small> |<small><math>2</math></small> |<small><math>2.</math></small> |<small><math>2</math></small> |<small><math>\sqrt{4}</math></small> |<small><math>\sqrt{4.}</math></small> |<small><math>2 \sqrt{2} \phi ^2</math></small> |<small><math>7.40492</math></small> |- |rowspan=4 colspan=6| |rowspan=4 colspan=4| <small><math>\phi</math></small> is the golden ratio:<br> <small><math>\phi ^2-\phi -1=0</math></small><br> <small><math>\frac{1}{\phi }+1=\phi</math></small>, and: <small><math>\phi+1=\phi^2</math></small><br> <small><math>\frac{1}{\phi }::1::\phi ::\phi ^2</math></small><br> <small><math>1/\phi</math></small> and <small><math>\phi</math></small> are the golden sections of <small><math>\sqrt{5}</math></small>:<br> <small><math>\phi +\frac{1}{\phi }=\sqrt{5}</math></small> |colspan=2|<small><math>\phi = (\sqrt{5} + 1)/2</math></small> |<small><math>1.618034</math></small> |- |colspan=2|<small><math>\chi = (3\sqrt{5} + 1)/2</math></small> |<small><math>3.854102</math></small> |- |colspan=2|<small><math>\psi = (3\sqrt{5} - 1)/2</math></small> |<small><math>2.854102</math></small> |- |colspan=2|<small><math>\psi = 11/\chi = 22/(3\sqrt{5} + 1)</math></small> |<small><math>2.854102</math></small> |} == Complementary chord pairs and sections == The list of 30 chords <math>c_{t}</math> can be rearranged into a table of 16 rows and 2 columns with a pair of 180° complements in each row. This table first appears in [[w:Regular_Polytopes_(book)|''Regular Polytopes'']] (1947),{{Sfn|Coxeter|1973|loc=Table V(v): Simplified sections of {5,3,3} beginning with a vertex|pp=300-301}} where Coxeter identified each row with a distinct pair of congruent [[w:120-cell#Concentric_hulls|polyhedral sections of the 120-cell]] beginning with a vertex. In spherical [[w:3-sphere|3-dimensional space <math>\mathbb{S}^3</math>]], every vertex is the center of a set of 29 concentric polyhedra of increasing radii that nest like [[w:Matryoshka_doll|Russian dolls.]] The smallest polyhedral section of radius <math>c_1</math> is a tetrahedron vertex figure, and the largest section of radius <math>c_{15}</math> is a central section bisecting the 120-cell[[w:Rhombicosidodecahedron|.]] At radial distances greater than <math>c_{15}</math> the successive complement-radius polyhedra decrease in size, to the antipodal tetrahedron vertex figure at distance <math>c_{29}</math>. Each section lies parallel to a congruent complement-radius section (or coincident with it, in the case of the central section). Each section also lies completely orthogonal to a congruent section. In Euclidean 4-dimensional space <math>\mathbb{R}^4</math>, every vertex is the apex of 29 [[w:Hyperpyramid|polyhedral pyramids]] of lateral edge length <math>c_{t}</math>. {| class="wikitable" style="white-space:nowrap;text-align:center" ! colspan="13" |30 chords (15 180° pairs) make 15 kinds of section polyhedron |- ! colspan="5" |Short chord ! 4-polytope ! Polyhedron ! Rectangles ! colspan="5" |Long chord |- style="background: palegreen;" | | rowspan="3" |<math>c_0</math> |0° | | | rowspan="3" |600 vertices<br>(300 axes) | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Regular_star_figure_15(2,1).svg|100px|{30/15}=15{2}]] |180° | | | rowspan="3" |<math>c_{30}</math> |- style="background: palegreen;" | |{{radic|0}} | | |{{radic|4}} | | |- style="background: palegreen;" | |0 | | |2 | | |- style="background: palegreen;" | | rowspan="3" |<math>c_1</math> |15.5~° | | | rowspan="3" |[[File:Regular_polygon_30.svg|100px|{30/1}]] | rowspan="3" |[[File:120-cell_graph_H4.svg|100px|120-cell]] | rowspan="3" | | rowspan="3" |[[File:Irregular_great_hexagons_of_the_120-cell.png|100px]] | rowspan="3" |[[File:Regular_star_figure_2(15,7).svg|100px|{30/14}]] |164.5~° | | | rowspan="3" |<math>c_{29}</math> |- style="background: palegreen;" | |{{radic|0.073~}} | | |{{radic|3.927~}} | | |- style="background: palegreen;" | |0.270~ | | |1.982~ | | |- style="background: gainsboro;" | | rowspan="3" |<math>c_2</math> |25.2~° | | | rowspan="3" |[[File:Regular_star_figure_2(15,1).svg|100px|{30/2}=2{15}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:25.2°_×_154.8°_chords_great_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-13.svg|100px|{30/13}]] |154.8~° | | | rowspan="3" |<math>c_{28}</math> |- style="background: gainsboro;" | |{{radic|0.191~}} | | |{{radic|3.809~}} | | |- style="background: gainsboro;" | |0.437~ | | |1.952~ | | |- style="background: yellow;" | | rowspan="3" |<math>c_3</math> |36° | | | rowspan="3" |[[File:Regular_star_figure_3(10,1).svg|100px|{30/3}=3{10}]] | rowspan="3" |[[File:600-cell_graph_H4.svg|100px|600-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_decagon_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_6(5,2).svg|100px|{30/12}=6{5/2}]] |144° | | | rowspan="3" |<math>c_{27}</math> |- style="background: yellow;" | |{{radic|0.382~}} | | |{{radic|3.618~}} | | |- style="background: yellow;" | |0.618~ | | |1.902~ | | |- style="background: gainsboro;" | | rowspan="3" |<math>c_4</math> |41.4~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:√0.5_×_√3.5_great_rectangle.png|100px]] | rowspan="3" | |138.6~° | | | rowspan="3" |<math>c_{26}</math> |- style="background: gainsboro;" | |{{radic|0.5}} | | |{{radic|3.5}} | | |- style="background: gainsboro;" | |0.707~ | | |1.871~ | | |- style="background: palegreen;" | | rowspan="3" |<math>c_5</math> |44.5~° | | | rowspan="3" |[[File:Regular_star_figure_2(15,2).svg|100px|{30/4}=2{15/2}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Irregular_great_dodecagon.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-11.svg|100px|{30/11}]] |135.5~° | | | rowspan="3" |<math>c_{25}</math> |- style="background: palegreen;" | |{{radic|0.573~}} | | |{{radic|3.427~}} | | |- style="background: palegreen;" | |0.757~ | | |1.851~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_6</math> |49.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:49.1° × 130.9° great rectangle.png|100px]] | rowspan="3" | |130.9~° | | | rowspan="3" |<math>c_{24}</math> |- style="background: gainsboro;" | |{{radic|0.691~}} | | |{{radic|3.309~}} | | |- style="background: gainsboro;" | |0.831~ | | |1.819~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_7</math> |56° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:56° × 124° great rectangle.png|100px]] | rowspan="3" | |124° | | | rowspan="3" |<math>c_{23}</math> |- style="background: gainsboro;" | |{{radic|0.882~}} | | |{{radic|3.118~}} | | |- style="background: gainsboro;" | |0.939~ | | |1.766~ | | |- style="background: palegreen;" | | rowspan="3" |<math>c_8</math> |60° | | | rowspan="3" |[[File:Regular_star_figure_5(6,1).svg|100px|{30/5}=5{6}]] | rowspan="3" |[[File:24-cell_t0_F4.svg|100px|24-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_hexagon.png|100px]] | rowspan="3" |[[File:Regular_star_figure_10(3,1).svg|100px|{30/10}=10{3}]] |120° | | | rowspan="3" |<math>c_{22}</math> |- style="background: palegreen;" | |{{radic|1}} | | |{{radic|3}} | | |- style="background: palegreen;" | |1 | | |1.732~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_9</math> |66.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:66.1° × 113.9° great rectangle.png|100px]] | rowspan="3" | |113.9~° | | | rowspan="3" |<math>c_{21}</math> |- style="background: gainsboro;" | |{{radic|1.191~}} | | |{{radic|2.809~}} | | |- style="background: gainsboro;" | |1.091~ | | |1.676~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{10}</math> |69.8~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:69.8° × 110.2° great rectangle.png|100px]] | rowspan="3" | |110.2~° | | | rowspan="3" |<math>c_{20}</math> |- style="background: gainsboro;" | |{{radic|1.309~}} | | |{{radic|2.691~}} | | |- style="background: gainsboro;" | |1.144~ | | |1.640~ | | |- style="background: yellow;" | | rowspan="3" |<math>c_{11}</math> |72° | | | rowspan="3" |[[File:Regular_star_figure_6(5,1).svg|100px|{30/6}=6{5}]] | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:Great_pentagons_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_3(10,3).svg|100px|{30/9}=3{10/3}]] |108° | | | rowspan="3" |<math>c_{19}</math> |- style="background: yellow;" | |{{radic|1.382~}} | | |{{radic|2.618~}} | | |- style="background: yellow;" | |1.176~ | | |1.618~ | | |- style="background: palegreen; height:50px" | | rowspan="3" |<math>c_{12}</math> |75.5~° | | | rowspan="3" | | rowspan="3" |[[File:4-simplex_t0.svg|100px|5-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_5-cell_digons_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_figure_2(15,4).svg|100px|{30/8}=2{15/4}]] |104.5~° | | | rowspan="3" |<math>c_{18}</math> |- style="background: palegreen;" | |{{radic|1.5}} | | |{{radic|2.5}} | | |- style="background: palegreen;" | |1.224~ | | |1.581~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{13}</math> |81.1~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:81.1° × 98.9° great rectangle.png|100px]] | rowspan="3" | |98.9~° | | | rowspan="3" |<math>c_{17}</math> |- style="background: gainsboro;" | |{{radic|1.691~}} | | |{{radic|2.309~}} | | |- style="background: gainsboro;" | |1.300~ | | |1.520~ | | |- style="background: gainsboro; height:50px" | | rowspan="3" |<math>c_{14}</math> |84.5~° | | | rowspan="3" | | rowspan="3" | | rowspan="3" | | rowspan="3" |[[File:84.5° × 95.5° great rectangle.png|100px]] | rowspan="3" | |95.5~° | | | rowspan="3" |<math>c_{16}</math> |- style="background: gainsboro;" | |{{radic|0.809~}} | | |{{radic|2.191~}} | | |- style="background: gainsboro;" | |1.345~ | | |1.480~ | | |- style="background: seashell;" | | rowspan="3" |<math>c_{15}</math> |90° | | | rowspan="3" |[[File:Regular_star_polygon_30-7.svg|100px|{30/7}]] | rowspan="3" |[[File:4-cube_t3.svg|100px|16-cell]] | rowspan="3" | | rowspan="3" |[[File:Great_square_rectangle.png|100px]] | rowspan="3" |[[File:Regular_star_polygon_30-7.svg|100px|{30/7}]] |90° | | | rowspan="3" |<math>c_{15}</math> |- style="background: seashell;" | |{{radic|2}} | | |{{radic|2}} | | |- style="background: seashell;" | |1.414~ | | |1.414~ | | |} == The 8-point regular polytopes == In 2-space we have the regular 8-point octagon, in 3-space the regular 8-point cube, and in 4-space the regular 8-point [[16-cell]]. A planar octagon with rigid edges of unit length has chords of length: :<math>r_1=1,r_2=\sqrt{2+\sqrt{2}} \approx 1.848,r_3=\sqrt{2}+1 \approx 2.414,r_4=\sqrt{4 + \sqrt{8}} \approx 2.613</math> The chord ratio <math>r_3=\sqrt{2}+1</math> is a geometrical proportion, the [[W:Silver ratio|silver ratio]]. Fontaine and Hurley's procedure for obtaining the reciprocal of a chord tells us that: :<math>r_3-r_1-r_1=1/r_3 \approx 0.414</math> Note that <math>r_3-2=1/r_3=\sqrt{2}-1</math>. The procedure rotates counterclockwise over three <math>r_3</math> chords of an {8/3} octagram. Over the first <math>r_3</math> chord the displacement is <math>\sqrt{2}+r_1</math>. Over the second <math>r_3</math> chord it moves in the opposite direction a distance of <math>-r_1</math> . Over the third <math>r_3</math> chord it moves a distance of <math>-r_1</math>. If we embed the planar octagon in 3-space, we can make it skew, repositioning its vertices so that each is one unit-edge length distant from three others instead of two others, at the vertices of a unit-edge cube with chords of length: :<math>r_1=1, r_2=\sqrt{2}, r_3=\sqrt{3}, r_4=\sqrt{2}</math> If we embed this cube in 4-space, we can skew it some more, repositioning its vertices so that each is one unit-edge length distant from six others instead of three others, at the vertices of a unit-edge 4-polytope with chords of length: :<math>r_1=1,r_2=1,r_3=1,r_4=\sqrt{2}</math> All of its chords except its long diameters are the same unit length as its edge. In fact they are its 24 edges, and it is a 16-cell of radius <math>1/\sqrt{2}</math>. [[File:octagon16cell.png|thumb|Orthogonal projection of a regular 16-cell to the [[16-cell#Projections|B<sub>4</sub> Coxeter plane]]. Only its edges are shown; its long diameter chords are not drawn. All 24 edges are the same length and none lie parallel to the projection plane. The octagon circumference is a Petrie polygon. The two disjoint squares lie in completely orthogonal central planes. The blue octagram is a Clifford polygon. ]] The [[16-cell]] is the [[W:Regular convex 4-polytope|regular convex 4-polytope]] with [[W:Schläfli symbol|Schläfli symbol]] <small><math>\{3,3,4\}</math></small>. It has 8 vertices, 24 edges, 32 equilateral triangle faces, and 16 regular tetrahedron cells. It is the [[16-cell#Octahedral dipyramid|four-dimensional analogue of the octahedron]], and each of its four orthogonal central hyperplanes is an octahedron. The only planar regular polygons found in the 16-cell are face triangles and central plane squares, but the 16-cell also contains a skew regular octagon, its [[W:Petrie polygon|Petrie polygon]].{{Efn|name=Petrie polygon of a honeycomb}} The chords of this regular octagon, which lies skew in 4-space, are those given above for the 16-cell, as opposed to those for the cube or the regular octagon in the plane. The 16-cell is a construct of 3 Petrie octagons which share the same 8 vertices but have disjoint sets of 8 edges each. The regular octad has higher symmetry in 4-space than it does in 2-space. The 16-cell is the 4-[[w:Cross-polytope|orthoplex]], the simplest regular 4-polytope after the [[5-cell|4-simplex]]. All the larger regular convex 4-polytopes are compounds of the 16-cell. The regular octagon exhibits this high symmetry only when embedded in 4-space at the vertices of the 16-cell. The 16-cell constitutes an [[W:Orthonormal basis|orthonormal basis]] for the choice of a 4-dimensional Cartesian reference frame, because its vertices define four orthogonal axes. The eight vertices of a unit-radius 16-cell are (±1, 0, 0, 0), (0, ±1, 0, 0), (0, 0, ±1, 0), (0, 0, 0, ±1). All vertices are connected by <math>\sqrt{2}</math> edges except opposite pairs. The vertex coordinates of the 16-cell form 6 central squares lying in 6 pairwise [[W:Orthogonal|orthogonal]] coordinate planes. Great squares in opposite planes that do not share an axis (e.g. in the ''xy'' and ''wz'' planes) are completely disjoint (they do not intersect at any vertices). These planes are [[W:Completely orthogonal|completely orthogonal]].{{Efn|name=Six orthogonal planes of the Cartesian basis}} Since the unit-radius coordinate system is convenient, let us derive the unit-radius 16-cell by skewing a unit-radius planar octagon, which has chords of length: :<math>r_1=\sqrt{2-\sqrt{2}} \approx 0.765,r_2=\sqrt{2},r_3=\sqrt{2+\sqrt{2}} \approx 1.848,r_4=2</math> We will need a planar octagon with rigid <math>r_2</math> chords, rather than one with rigid <math>r_1</math> edges. The octagon's <math>r_2</math> chords form two disjoint great squares, visible in the orthogonal projection, which we can reposition in 3-space to form a cube by making them parallel, and in 4-space to form a 16-cell by making them completely orthogonal. Since the edges of the 16-cell are all the same length <math>r_1=\sqrt{2},r_2=\sqrt{2},r_3=\sqrt{2}</math>, those chords are distinct only in the context of a rotation. Each chord is a 4-vector with a length and a direction. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 45° turns. [[File:16-cell-orig.gif|thumb|Orthographic projection of the 8-point 16-cell <small><math>\{3,3,4\}</math></small> performing a double rotation.{{Sfn|Hise|2007}}]] [[W:Rotations in 4-dimensional Euclidean space|Rotations in 4-dimensional Euclidean space]] can be seen as the composition of two 2-dimensional rotations in completely orthogonal planes. The general rotation in 4-space is a [[W:SO(4)#Double rotations|double rotation]] in pairs of completely orthogonal planes. Two completely orthogonal planes are called invariant planes of the rotation when all points in the plane rotate on circles that remain in the plane, even as the whole plane tilts sideways (like a coin flipping) into another plane. The two completely orthogonal rotations of each plane (like a wheel, and like a coin flipping) are simultaneous but independent, in that they are not geometrically constrained to turn at the same rate. However, the most circular kind of rotation (as opposed to an elliptical double rotation of a rigid spherical object) occurs when the completely orthogonal planes do rotate through the same angle in the same time interval. Such equi-angled double rotations are called [[w:SO(4)#Isoclinic_rotations|isoclinic]], also [[w:William_Kingdon_Clifford|Clifford]] displacements. The <math>r_1</math> chords of the 16-cell form a Petrie polygon which zig-zags back and forth, in the left and right rotational directions, between two completely orthogonal great squares formed by <math>r_2</math> chords. The <math>r_2</math> chords of two completely orthogonal great squares lie parallel and perpendicular to each other. A ''simple'' rotation of the 16-cell in ''one'' of those two square central planes rotates that square like a wheel, while the other square does not move.{{Efn|name=simple rotations}} The four vertices of the rotating square orbit on a great circle in the plane. The <math>r_3</math> chords of the 16-cell form a circular helix, visible as a blue {8/3} octagram in the orthogonal projection. A ''double'' rotation of the 16-cell, in both of two completely orthogonal invariant <math>r_2</math> square planes at once by equal angles, moves the eight vertices along the circular helix over the <math>r_3</math> chords. The vertex motion is a [[w:Geodesic|geodesic]] circle orbit on the 3-sphere of a special kind: it does not lie in a central plane, its [[w:Winding_number|winding number]] is not 1 (it is 3 in this case), its circumference is not <math>2\pi</math>, and it moves in either a left or right handed circular spiral. We shall refer to such a chiral geodesic orbit as an ''isocline'', and to the skew polygram of its rotational chords as a ''Clifford polygon''. The 16-cell is the simplest possible frame in which to [[16-cell#Rotations|observe 4-dimensional rotations]] because its characteristic rotations feature a single pair of invariant rotation planes. In the 16-cell an isoclinic rotation by 90° in any pair of invariant completely orthogonal square central planes takes every great square to its completely orthogonal great square in a twisting displacement, as the invariant planes tilt sideways 90° into each other's plane while rotating 90° internally. All the vertices move at once along the same circular helix geodesic isocline of <math>r_3</math> chords, displaced 90° in 8 orthogonal directions, and the rigid 16-cell assumes a new orientation in 4-space. When the 90° isoclinic rotation is continued in the same rotational direction through an additional 90°, each vertex is again displaced 90°, but from the new orientation in a direction orthogonal to its first 90° displacement. The rotational curve over each 90° <math>r_3</math> chord makes three 45° turns. In 360° of isoclinic rotation over four <math>r_3</math> chords, each vertex makes six 90° turns and reaches its antipodal position. The trajectory of each vertex over each 90° isoclinic rotational displacement is a one-eighth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space of circumference <math>6\pi</math> over eight <math>r_3</math> chords, and also traces an ordinary great circle in the plane twice, over the four <math>r_2</math> edges of a great square in one of the two moving invariant rotation planes. In the course of a 720° isoclinic rotation each vertex departs from all 8 vertex positions just once and returns to its original position, and the 16-cell returns to its original orientation. Because this is the isoclinic rotation of the 16-cell in invariant planes containing its edges, we shall refer to it as the ''characteristic rotation'' of the 16-cell, and note once again that it is Fontaine and Hurley's rotation over the <math>r_3</math> star polygon which constructs <math>1/r_3</math>. == Hypercubes == The long diameter of the unit-edge [[W:Hypercube|hypercube]] of dimension <math>n</math> is <math>\sqrt{n}</math>, so the unit-edge [[w:Tesseract|4-hypercube, the 16-point (8-cell) tesseract,]] has chords: :<math>r_1=\sqrt{1},r_2=\sqrt{2},r_3=\sqrt{3},r_4=\sqrt{4}</math> Uniquely in its 4-dimensional case, the hypercube's edge length equals its radius, like the hexagon. We call such polytopes ''radially equilateral'', because they can be constructed from equilateral triangles which meet at their center, each contributing two radii and an edge. The [[w:Cuboctahedron|cuboctahedron]] and the 24-cell are also radially equilateral. [[File:8-cell.gif|thumb|Orthographic projection of the 16-point (8-cell) tesseract <small><math>\{4,3,3\}</math></small> performing a simple rotation about a plane in 4-space.{{Sfn|Hise|2007}} The stationary plane bisects the figure from front-left to back-right and top to bottom.]] The [[W:Tesseract|tesseract]] is the [[W:Regular convex 4-polytope|regular convex 4-polytope]] with [[W:Schläfli symbol|Schläfli symbol]] <small><math>\{4,3,3\}</math></small>. It has 16 vertices, 32 edges, 24 square faces, and 8 cube cells. It is the four-dimensional analogue of the cube. The 16-point tesseract is the convex hull of a compound of two 8-point 16-cells, in exact dimensional analogy to the way the 8-point cube is the convex hull of a [[W:Stellated octahedron|compound of two 4-point regular tetrahedra]]. The [[W:Demihypercube|demihypercubes]] occupy alternate vertices of the hypercubes. The diagonals of the square faces of the unit-edge, unit-radius tesseract are the <math>\sqrt{2}</math> edges of two unit-radius 16-cells, also the edges of the square central planes. We can rotate the tesseract isoclinically the way we rotated the 16-cell, by 90° in two completely orthogonal invariant square central planes, with the same effect on both alternate-position 16-cells. In the course of a 720° isoclinic rotation in invariant square central planes each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it does not visit the vertex positions of the other 16-cell. The two skew {8/3} octagram Clifford polygons lie on two disjoint isoclines of the same chirality. Two [[w:Clifford_parallel|Clifford parallel]] octagon geodesic isoclines of circumference <math>6\pi</math> over <math>\sqrt{2}</math> chords form a circular double helix which visits each vertex once. The tesseract is the [[W:Dual polytope|dual polytope]] of the 16-cell. They have the same Petrie polygon, the regular skew octagon, but the tesseract is a construct of 4 Petrie octagons with disjoint sets of 8 tesseract edges each. We can construct the tesseract by skewing two planar octagons. Because the tesseract is radially equilateral (unlike the 16-cell), we use two octagons of unit-edge length to build the unit-radius tesseract. To start we embed the planar octagons in 4-space at the same point and make them completely orthogonal. Then we skew each planar octagon into a cube, so we have a compound of two completely orthogonal cubes, provided we skewed them both in the same direction. The 16 vertices will be the vertices of a tesseract with half its 32 edges missing. Because the tesseract contains two 16-cells in alternate positions it has two sets of 6 orthogonal square central planes. Two angles are required to specify the relationship between two planes in 4-space. Pairs of square central planes within each 16-cell are 90° apart in one angle, and either 0° or 90° apart in the other angle. They are 90° apart in both angles if and only if they are completely orthogonal planes, 90° apart by isoclinic rotation, with no vertices in common. Otherwise they are 0° apart in one of the angles, 90° apart by simple rotation, and they intersect in one axis and lie in a common 3-dimensional hyperplane.{{Efn|A double rotation in which one of the two angles of rotation is 0°, so that one of the completely orthogonal invariant planes does not rotate, is called a simple rotation. Ordinary rotations observed in a 3-dimensional space are simple rotations.|name=simple rotations}} A pair of square central planes from alternate-position 16-cells are 60° apart by isoclinic rotation, with their corresponding vertices 120° apart. The planes are not orthogonal or parallel, so they intersect in a line somewhere, but they have no vertices in common, they have no 3-dimensional hyperplane in common, and they cannot reach each other by simple rotation. Such pairs of objects are called [[W:Clifford parallel|Clifford parallel]] because all their corresponding pairs of vertices are the same distance apart, although they are not parallel in the usual sense, because they have a common center. Not only the alternate-position 16-cells' corresponding square central planes, but also the 16-cells themselves, are Clifford parallel objects. More generally, multiple disjoint instances of a 4-polytope which compound to make a larger 4-polytope are Clifford parallel objects. == The 24-cell == [[File:24-cell vertex geometry.png|thumb|Planar geometry of the radially equilateral 24-cell, showing its 3 great circle polygons and its 4 chord lengths.]] In 2-space we have the radially equilateral 6-point hexagon. In 3-space we have the radially equilateral 12-point cuboctahedron, with 4 hexagonal central planes. In 4-space we have the radially equilateral 24-point 24-cell, with 12 cuboctahedron central hyperplanes and 16 hexagonal central planes. The [[24-cell]] is the regular convex 4-polytope with Schläfli symbol <small><math>\{3,4,3\}</math></small>. It has 24 vertices, 96 edges, 96 equilateral triangle faces, and 24 octahedron cells. It is the four-dimensional analogue of the cuboctahedron. The 24-cell has the same chord set as the 4-hypercube tesseract: :<math>r_1=\sqrt{1},r_2=\sqrt{2},r_3=\sqrt{3},r_4=\sqrt{4}</math> [[Image:24-cell.gif|thumb|Orthographic projection of the 24-point 24-cell <small><math>\{3,4,3\}</math></small> performing a simple rotation.{{Sfn|Hise|2007}} The 3-dimensional surface made of 24 octahedra is visible.]] The 24-cell is [[W:Dual polytope|self-dual]], like the regular polygons and regular simplexes. It is the maximal regular construct of triangles and squares (with no pentagons). It is the convex hull of a compound of three disjoint 8-point 16-cells, rotated 60° isoclinically with respect to each other. Each of the three pairs of 16-cells is a tesseract. Each 24-cell edge is also a tesseract edge. The corresponding vertices of two 16-cells or two tesseracts are 120° apart by a <math>\sqrt{3}</math> chord. Each tesseract has 8 cube cells, and each cube has four <math>\sqrt{3}</math> long diameters. The <math>\sqrt{3}</math> chords joining the corresponding vertices of two tesseracts belong to the third tesseract as cell long diameters. The 24-cell's Petrie polygon is the regular dodecagon {12}, which has chords: :<math>r_1=\tfrac{\sqrt{3}-1}{\sqrt{2}} \approx 0.518,r_2=\sqrt{1},r_3=\sqrt{2},r_4=\sqrt{3},r_5=\tfrac{\sqrt{3}+1}{\sqrt{2}} \approx 1.932,r_6=\sqrt{4}</math> Fontaine and Hurley's procedure for obtaining the reciprocal of a chord tells us that: :<math>r_5-r_3+r_1+r_1-r_3=1/r_5</math> when <math>r_1=1</math>. In the system of unit-radius coordinates <math>r_1=1/r_5</math>. The procedure rotates counterclockwise over five <math>r_5</math> chords of a {12/5} dodecagram. The <math>r_1</math> and <math>r_5</math> chords of the planar dodecagon do not occur in the 24-cell, which is a construct of eight skew dodecagons with disjoint sets of twelve <math>\sqrt{1}</math> edges each. In the skew dodecagons the chord lengths are: :<math>r_1=\sqrt{1},r_2=\sqrt{1},r_3=\sqrt{2},r_4=\sqrt{3},r_5=\sqrt{3},r_6=\sqrt{4}</math> Where chords are the same length, they are distinct only in the context of a rotation. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 30° turns. [[File:dodecagon24cell.png|thumb|Orthogonal projection of half a 24-cell to the [[24-cell#Geodesics|F<sub>4</sub> Coxeter plane]]. Only one Petrie dodecagon {12} of the 24-cell is shown. In a unit-radius 24-cell, all black lines are 24-cell edges of unit length, also tesseract edges. The two disjoint hexagons lie in Clifford parallel central planes. Blue chords are <math>\sqrt{2}</math> 16-cell edges, also isocline chords in square rotations. Green chords are <math>\sqrt{3}</math> distances between corresponding vertices of two 16-cells, also isocline chords in hexagonal rotations.]] [[File:Regular_star_figure_3(8,3).svg|thumb|left|150px|{24/9}=3{8/3} skew Clifford polygons of <math>\sqrt{2}</math> great square edges in the 24-cell.]] We can rotate the 24-cell isoclinically in the characteristic rotation of the 16-cell, by 90° in two completely orthogonal invariant square central planes, with the same effect on all three 16-cells. In the course of a 720° isoclinic rotation in invariant square central planes each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it does not visit the vertex positions of the other 16-cells. Three Clifford parallel octagon geodesic isoclines of circumference <math>6\pi</math> over <math>\sqrt{2}</math> chords form a circular triple helix {24/9}=3{8/3} that visits each 24-cell vertex once. [[File:Regular star figure 2(12,5).svg|thumb|left|150px|{24/10}=2{12/5} skew Clifford polygons of <math>\sqrt{3}</math> great hexagon diagonals in the 24-cell.]] We can also rotate the 24-cell isoclinically by 60° in an invariant hexagon central plane and its completely orthogonal invariant central plane. A complete hexagonal isoclinic revolution requires 720° like a complete square isoclinic revolution, but it is completed in 12 isoclinic displacements of 60° each rather than 8 isoclinic displacements of 90° each. The Clifford polygon of the hexagon rotation is a skew {12/5} dodecagram of <math>r_5</math> chords. The rotational curve over each 120° <math>r_5</math> chord makes five 30° turns. Two Clifford parallel dodecagon geodesic isoclines of circumference <math>10\pi</math> over <math>\sqrt{3}</math> chords form a circular double helix {24/10}=2{12/5} that visits each 24-cell vertex once. Fontaine and Hurley's rotation over the <math>r_5</math> star polygon which constructs <math>1/r_5</math> is the ''characteristic rotation of the 24-cell,'' the isoclinic rotation in invariant planes containing its edges. In the 24-cell an isoclinic rotation by 60° in any invariant hexagon central plane takes every great hexagon to a Clifford parallel great hexagon in a twisting displacement, as all the central planes tilt sideways 60° while rotating 60° internally. It also takes every great square to a Clifford parallel great square in a different 16-cell. All 24 vertices move at once on two Clifford parallel geodesic isoclines, displaced 120° in different directions. The trajectory of each vertex over each 60° isoclinic rotational displacement is a one-twelfth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space of circumference <math>10\pi</math> over twelve <math>\sqrt{3}</math> chords, and also traces an ordinary great circle in the plane twice, over the six <math>\sqrt{1}</math> edges of a great hexagon in a moving invariant rotation plane. In the course of a 720° isoclinic rotation each vertex departs from 12 vertex positions just once and returns to its original position, and the 24-cell returns to its original orientation. == The 600-cell == The [[600-cell]] is the regular convex 4-polytope with Schläfli symbol <small><math>\{3,3,5\}</math></small>. It has 120 vertices, 720 edges, 1200 equilateral triangle faces, and 600 tetrahedron cells. It is the four-dimensional analogue of the icosahedron. The 600-cell rounds out the 24-cell by adding 96 more vertices between the 24-cell's existing 24 vertices, in effect adding twenty-four more 24-cells inscribed in the 600-cell. The new surface thus formed is a honeycomb of smaller, more numerous cells: tetrahedra of edge length <math>\phi^{-1} \approx 0.618</math> instead of octahedra of edge length <math>\sqrt{1}</math>. It encloses the <math>\sqrt{1}</math> edges of the 24-cells, which become invisible interior chords in the 600-cell, like the <math>\sqrt{2}</math> and <math>\sqrt{3}</math> chords. Since the tetrahedra are made of shorter triangle edges than the octahedra (by a factor of <math>\phi^{-1}</math>, the inverse golden ratio), the 600-cell is not radially equilateral like the 24-cell and the tesseract. Like them it is radially triangular in a special way, but one in which [[w:Golden_triangle_(mathematics)|golden triangles]] rather than equilateral triangles meet at the center. In 2-space we have the ''radially golden'' [[W:Decagon#The golden ratio in decagon|regular decagon]]. In 3-space we have the radially golden 30-point [[W:icosidodecahedron|icosidodecahedron]], with 6 decagon central planes. In 4-space we have the radially golden 120-point 600-cell, with 60 icosidodecahedron central hyperplanes and 72 decagon central planes. [[File:600-cell vertex geometry.png|thumb|Planar geometry of the 600-cell, showing its 5 regular great circle polygons and its 8 chord lengths with angles of arc. The golden ratio governs the fractional roots of every other chord, and the radial golden triangles which meet at the center.|400x400px]] The 600-cell's Petrie polygon is the regular [[w:Triacontagon|triacontagon {30}]]. The unit-radius planar {30}-gon has these distinct chords: :<math>r_1=2 \sin (\tfrac{\pi}{15}/2) \approx 0.209</math> :<math>r_2=2 \sin (\tfrac{2\pi}{15}/2) \approx 0.416</math> :<math>r_3=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_4=2 \sin (\tfrac{4\pi}{15}/2) \approx 0.813</math> :<math>r_5=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_6=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{3-\phi} \approx 1.176</math> :<math>r_7=2 \sin (\tfrac{7\pi}{15}/2) \approx 1.338</math> :<math>r_8=2 \cos (\tfrac{7\pi}{15}/2) \approx 1.486</math> :<math>r_9=2 \sin (\tfrac{3\pi}{5}/2)=\phi \approx 1.618</math> :<math>r_{10}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{11}=2 \cos (\tfrac{4\pi}{15}/2) \approx 1.827</math> :<math>r_{12}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{13}=2 \cos (\tfrac{2\pi}{15}/2) \approx 1.956</math> :<math>r_{14}=2 \cos (\tfrac{\pi}{15}/2) \approx 1.989</math> :<math>r_{15}=2 \sin (\pi/2)=\sqrt{4}</math> Only the chord lengths <math>r_3</math>, <math>r_5</math>, <math>r_6</math>, <math>\sqrt{2}</math>, <math>r_9</math>, <math>r_{10}</math>, <math>r_{12}</math>, <math>r_{15}</math> occur in the 600-cell, which is a construct of 24 Petrie {30}-gons of edge length <math>r_3</math>, six of which intersect in each icosahedral vertex figure. The skew {30}-gons have these chords: :<math>r_1=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_2=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_3=2 \sin (\tfrac{\pi}{5}/2)=1/\phi \approx 0.618</math> :<math>r_4=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_5=2 \sin (\tfrac{\pi}{3}/2)=\sqrt{1}</math> :<math>r_6=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{3-\phi} \approx 1.176</math> :<math>r_7=2 \sin (\tfrac{2\pi}{5}/2)=\sqrt{2}</math> :<math>r_8=2 \sin (\tfrac{\pi}{2}/2)=\sqrt{2}</math> :<math>r_9=2 \sin (\tfrac{3\pi}{5}/2)=\phi \approx 1.618</math> :<math>r_{10}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{11}=2 \sin (\tfrac{2\pi}{3}/2)=\sqrt{3}</math> :<math>r_{12}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{13}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{14}=2 \sin (\tfrac{4\pi}{5}/2)=\sqrt{2+\phi} \approx 1.902</math> :<math>r_{15}=2 \sin (\pi/2)=\sqrt{4}</math> Where chords are the same length, they are distinct only in the context of a rotation. The rotational curve over each <math>r_i</math> chord makes <math>i</math> 12° turns. [[Image:600-cell.gif|thumb|Orthographic projection of the 120-point 600-cell <small><math>\{3,3,5\}</math></small> performing a simple rotation.{{Sfn|Hise|2011}} The 3-dimensional surface made of 600 tetrahedra is visible. Invisible in this rendering are 25 inscribed instances of the 24-cell (above), which occur in the 600-cell as interior boundary envelopes.]] [[File:Regular_star_polygon_30-7.svg|thumb|left|150px|{30/7} of <math>r_7</math> edges.]] We can rotate the 600-cell isoclinically in square planes containing 16-cell edges, by 90° in two completely orthogonal invariant square central planes, with the same effect on 15 disjoint 16-cells. In the course of a 720° isoclinic rotation each vertex departs from all 8 vertex positions of its 16-cell just once and returns to its original position, but it also intersects vertex positions of other 16-cells. Four Clifford parallel {30}-gon geodesic isoclines of circumference <math>6\pi</math> over <math>r_7</math> chords form a circular quadruple helix that visits each 600-cell vertex once. Fontaine and Hurley's rotation over the <math>r_7</math> chord is the rotation of the 600-cell by the rotation characteristic of the 16-cell'','' its isoclinic rotation in invariant planes containing 16-cell edges. [Conflating two distinct isoclinic rotations here. The 16-cell's characteristic rotation in two completely orthogonal square planes must be 15 circuits of period 8, 5{24/9}=15{8/3} over 16-cell <math>r_3</math> chords (600-cell <math>r_8</math> chords? compare the degrees of turn). The {30/7} rotation must also be in two completely orthogonal square planes over <math>\sqrt{2}</math> chords, but they must be the 16-cell <math>r_1</math> chords (600-cell <math>r_7</math> chords). In the 600-cell there is a period 30 circuit that way. It's definitely worth illustrating {30/7} here, as the first-emerging example of a secondary to a characteristic rotation.] [[File:Regular_star_figure_3(10,3).svg|thumb|left|150px|{30/9}=3{10/3} of <math>r_9</math> edges.]] We can also rotate the 600-cell isoclinically in hexagon planes containing 24-cell edges, by 60° in an invariant hexagon central plane and its completely orthogonal invariant central plane, with the same effect on 5 disjoint 24-cells. In the course of a 720° isoclinic rotation each vertex departs from 12 vertex positions of its 24-cell just once and returns to its original position, but it does not visit other 24-cell vertex positions. Ten Clifford parallel dodecagon geodesic isoclines of circumference <math>10\pi</math> over <math>\sqrt{3}</math> chords form a circular helix of ten twisted strands that visits each 600-cell vertex once. [The hexagon rotation characteristic of the 24-cell must be 5{24/10}=10{12/5} over <math>r_{10}=\sqrt{3}</math> chords. Four {30/9}=3{10/3} over <math>r_9=\phi</math> chords in the illustration is a distinct rotation arising in the 600-cell, one we shouldn't be illustrating here, unless we're going to illustrate all the non-edge 24-cell and 600-cell rotations.] Fontaine and Hurley's rotation over the <math>r_5</math> chord is the rotation of the 600-cell by the rotation characteristic of the 24-cell'','' its isoclinic rotation in hexagon invariant planes. [[File:Regular_star_figure_2(15,4).svg|thumb|left|150px|{30/8}=2{15/4} of <math>r_4</math> edges.]] We can also rotate the 600-cell isoclinically in decagon planes containing its own edges, by 36° in an invariant decagon central plane and its completely orthogonal invariant central plane. The Clifford polygon of the decagon rotation is a skew {15/4} pentadecagram of <math>r_4</math> chords. Successive <math>r_4</math> chords are edges of different 24-cells. The rotational curve over each <math>r_4</math> chord makes five 12° turns. Eight Clifford parallel pentadecagon geodesic isoclines of circumference <math>5\pi</math> over <math>\sqrt{1}</math> chords form a circular helix of eight twisted strands that visits each 600-cell vertex once. Fontaine and Hurley's rotation over the <math>r_4</math> star polygon {30/8}=2{15/4} which constructs <math>1/r_4</math> is the characteristic rotation of the 600-cell, taking its edge planes to each other. In the 600-cell an isoclinic rotation by 36° in any invariant decagon central plane takes every great decagon to a Clifford parallel great decagon in a twisting displacement, as all the central planes tilt sideways 36° while rotating 36° internally. It also takes every great hexagon to a Clifford parallel great hexagon, and every great square to a Clifford parallel great square. All 120 vertices move at once on eight Clifford parallel geodesic isoclines, displaced 60° in different directions. The trajectory of each vertex over each 36° isoclinic rotational displacement is a one-fifteenth segment of its geodesic orbit. Its entire orbit traces an isocline circle in 4-space over 15 <math>\sqrt{1}</math> chords, and also traces an ordinary great circle in the plane 3 times, over the 5 edges of a great pentagon in a moving invariant rotation plane. In the course of a 720° isoclinic rotation each vertex departs from 15 vertex positions just once and returns to its original position, and the 600-cell returns to its original orientation. == The 5-point (5-cell) 4-simplex == In [[User:Dc.samizdat/Golden chords of the 120-cell#Complementary chord pairs|the table above]] Coxeter showed that the 120-cell has 30 distinct chords in 180° complementary pairs. Only 8 of those 30 chords occur in the 600-cell and the planar {30)-gon. What do the 120-cell's additional chords arise from? Originally, from the regular 5-cell, in its interaction with the other 4-polytopes that compound to make the 120-cell. Since the 120-cell and the 600-cell have the same symmetry group, the 5-cell's symmetry group is what's new in the 120-cell. ... == Finally the 120-cell == The 120-cell is the [[W:Dual polytope|dual polytope]] of the 600-cell. They have the same Petrie polygon, the regular skew triacontagon {30}, but the 120-cell is a construct of 40 Petrie {30}-gons of edge length <math>c_1</math>, two of which intersect in each tetrahedral vertex figure. ... == Conclusions == Fontaine and Hurley's discovery is more than a geometric formula for the reciprocal of a regular ''n''-polygon diagonal. It also yields the discrete sequence of isocline chords of the isocclinic rotation characteristic of a ''d''-dimensional polytope. The characteristic rotational chord sequence of the ''d''-polytope can be represented geometrically in two dimensions on a distinct star polygon, but it lies on a geodesic circle through ''d''-dimensional space. Fontaine and Hurley discovered the geodesic topology of polytopes generally. Their procedure will reveal the geodesics of arbitrary non-uniform polytopes, since it can be applied to a polytope of any dimensionality and irregularity, by first fitting the polytope to the smallest regular polygon whose chords include its chords. [If what is meant by this is its Petrie polygon, it is not quite necessary or possible with respect to the planar polygon chords, e.g. the planar Petrie polygon of the 600-cell does not contain the <math>\sqrt{2}</math> chord. But perhaps it would work if the fit is to the smallest regular skew polygon in the ''d''-space.] The discovery of a chordal construction for discrete isoclinic rotations generally closes the circuit on Kappraff and Adamson's discovery of a rotational connection between dynamical systems, Steinbach's golden fields, and Coxeter's Euclidean geometry of ''n'' dimensions. Application of the Fontaine and Hurley procedure in the 120-cell demonstrates why the connection exists: because polytope sequences generally, from Steinbach's golden chord sequences in polygons, to sequences of star polygons in isoclinic rotations, to subsumption relations in the sequence of regular 4-polytopes, arise as expressions of the reflections and rotations of distinct Coxeter symmetry groups, when those various groups interact. == Appendix: Sequence of regular 4-polytopes == {{Regular convex 4-polytopes|wiki=W:|columns=7}} == Notes == {{Notelist}} == Citations == {{Reflist}} == References == {{Refbegin}} * {{Cite journal | last=Steinbach | first=Peter | year=1997 | title=Golden fields: A case for the Heptagon | journal=Mathematics Magazine | volume=70 | issue=Feb 1997 | pages=22–31 | doi=10.1080/0025570X.1997.11996494 | jstor=2691048 | ref={{SfnRef|Steinbach|1997}} }} * {{Cite journal | last=Steinbach | first=Peter | year=2000 | title=Sections Beyond Golden| journal=Bridges: Mathematical Connections in Art, Music and Science | issue=2000 | pages=35-44 | url=https://archive.bridgesmathart.org/2000/bridges2000-35.pdf | ref={{SfnRef|Steinbach|2000}}}} * {{Cite journal | last1=Kappraff | first1=Jay | last2=Jablan | first2=Slavik | last3=Adamson | first3=Gary | last4=Sazdanovich | first4=Radmila | year=2004 | title=Golden Fields, Generalized Fibonacci Sequences, and Chaotic Matrices | journal=Forma | volume=19 | pages=367-387 | url=https://archive.bridgesmathart.org/2005/bridges2005-369.pdf | ref={{SfnRef|Kappraff, Jablan, Adamson & Sazdanovich|2004}} }} * {{Cite journal | last1=Kappraff | first1=Jay | last2=Adamson | first2=Gary | year=2004 | title=Polygons and Chaos | journal=Dynamical Systems and Geometric Theories | url=https://archive.bridgesmathart.org/2001/bridges2001-67.pdf | ref={{SfnRef|Kappraff & Adamson|2004}} }} * {{Cite journal | last1=Fontaine | first1=Anne | last2=Hurley | first2=Susan | year=2006 | title=Proof by Picture: Products and Reciprocals of Diagonal Length Ratios in the Regular Polygon | journal=Forum Geometricorum | volume=6 | pages=97-101 | url=https://scispace.com/pdf/proof-by-picture-products-and-reciprocals-of-diagonal-length-1aian8mgp9.pdf }} {{Refend}} 5r4l00m7fa55cz1x350lq0xvpu5rgan Wikiversity:Colloquium/archives/May 2026 4 327638 2815342 2811802 2026-06-12T07:06:48Z Jtneill 10242 /* Wikiversity:Deletion policy proposed as policy */ archive from [[Wikiversity:Colloquium]] ([[mw:c:Special:MyLanguage/User:JWBTH/CD|CD]]) 2815342 wikitext text/x-wiki {{archive}} == [[Wikiversity:Deletion policy]] proposed as policy == {{archive top|Consensus to promote to an official policy. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:30, 1 June 2026 (UTC)}} [[Wikiversity:Deletions]] has been operating as a [[Wikiversity:Guidelines|guideline]]. It has been revised and moved to [[Wikiversity:Deletion policy]], consistent with naming conventions used across sister projects such as Wikipedia, Wikibooks, and Wikiquote. The speedy deletion criteria have also been updated for consistency with [[MediaWiki:Deletereason-dropdown]]. This proposal is for the page to be formally adopted as [[Wikiversity:Policies|Wikiversity policy]]. Community feedback is invited, including suggestions for further improvements that may strengthen the proposed policy. === Voting === *{{support}} Seems reasonable. If there's somehow something missed here, we can just amend it later. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:33, 18 May 2026 (UTC) *{{support}} I don't see any issues with the policy. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 16:07, 18 May 2026 (UTC) === Comments === {{archive bottom}} ==Curator inactivity review== These curators haven't been active for > 2 years. As per the [[Wikiversity:Curatorship|curatorship policy]]: * [[Special:Log/Cody naccarato]] was notified on their talk page by [[User:Codename Noreste|Codename Noreste]] on 24 Apr 2026 * [[Special:Log/Praxidicae]] was notified on their talk page by [[User:Codename Noreste|Codename Noreste]] on 24 Apr 2026 * [[Special:Log/Tegel]] was notified on their talk page by [[User:Jtneill|Jtneill]] notified their talk page on 16 May 2026 The policy allows a month to hear from these users. If no response, a custodian will remove their curator rights. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 06:14, 16 May 2026 (UTC) : For Cody naccarato and Praxidicae, their rights are to be removed by the 19th of May if they don't respond either here or on their talk page. For Tegel, the removal will happen on the 16th of June, probably. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:13, 16 May 2026 (UTC) ::Should be 24 May for Cody naccarato and Praxidicae? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 23:11, 16 May 2026 (UTC) ::: I made [[#Inactive curators]] on the 19th of April. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 03:18, 17 May 2026 (UTC) ::::OK, I see (had missed that thread, sorry - I've now moved the the 3 inactivity topics to be adjacent). ::::I'm thinking the curator policy indicates one month from user talk page notification? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 06:44, 17 May 2026 (UTC) ::::: Yes. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 16:49, 17 May 2026 (UTC) : @[[User:Juandev|Juandev]] and @[[User:Jtneill|Jtneill]]: feel free to remove Cody naccarato and Praxidicae's curator permissions. They have not responded at all after one month. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:29, 19 May 2026 (UTC) ::I've gone ahead and removed their rights due to 2+ year inactivity and no response to the initial notice. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 13:36, 21 May 2026 (UTC) == Create a pseudo-bot user group? == {{tracked|T426882|resolved}} I would like to propose adding a new user group to Wikiversity: Pseudo-bot (<code>flood</code>). This will allow users to perform repetitive actions without flushing the recent changes feed (with only the <code>bot</code> user right). However, I would suggest that for the pseudo-bot user group: * It can be granted and revoked by custodians. <s>However, can curators add and remove pseudo-bot from their own accounts (and not others)?</s> * Users can remove themselves from it. * A guideline might be necessary about the information and usage of it. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 03:31, 14 May 2026 (UTC) :This sounds good. Which other wiki could we model this user group on? e.g., [[b:Wikibooks:Pseudo-bots]]? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 04:19, 15 May 2026 (UTC) ::@[[User:Jtneill|Jtneill]] Wikiquote has a similar group: [[:wikiquote:Special:ListGroupRights]] [[User:PieWriter|PieWriter]] ([[User talk:PieWriter|discuss]] • [[Special:Contributions/PieWriter|contribs]]) 04:25, 15 May 2026 (UTC) : Should we allow curators to add and remove themselves from the pseudobot user group (from their own account) as well? I see no objections to creating the user group. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 23:20, 18 May 2026 (UTC) ::My thinking is perhaps not curators by default because there should be clear visibility about their actions until they are well trusted. Let's draft a guideline or proposed policy ([[Wikiversity:Pseudo-bots]]) for the proposed user group. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 23:39, 18 May 2026 (UTC) ::: A solution is that they can ask any custodian to grant that group, and to remove themselves when done. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 00:17, 19 May 2026 (UTC) :::: Yes, that sounds good. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 01:12, 19 May 2026 (UTC) : I'll file a Phabricator task by tomorrow if there are no objections. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:01, 19 May 2026 (UTC) ::{{done}}. [[User:Neriah|Neriah]] ([[User talk:Neriah|discuss]] • [[Special:Contributions/Neriah|contribs]]) 13:23, 21 May 2026 (UTC) == Interface administrator for Codename Noreste == {{Archive top|After running for a week, there is clear consensus for [[User:Codename Noreste]] to have Interface admin rights for 120 days; implemented until 10 September, 2026 -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 22:36, 12 May 2026 (UTC)}} Hello, everyone. I am requesting interface administrator access on this wiki. The main reasoning is that I would benefit from having the user right <code>editinterface</code>, which would allow me to make dark mode changes to pages in the MediaWiki namespace, add <code><nowiki><div class="mw-parser-output"></nowiki></code> to some interface pages using templates, handle interface-protected edit requests, and similar stuff. Additionally, I have some knowledge of CSS, and I would like to assist with modifying CSS pages whenever necessary, such as moving MediaWiki common.css code to TemplateStyles CSS pages. I am requesting the maximum time that is allowed per the [[Wikiversity:Interface administrators|policy]], and I have 2FA enabled on my account. Thank you. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 00:55, 6 May 2026 (UTC) *{{support}} Globally trusted user. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 01:07, 6 May 2026 (UTC) *{{support}} Trusted and knowledgeable. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 04:35, 6 May 2026 (UTC) *{{support}} WV would benefit from this. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 08:32, 6 May 2026 (UTC) *{{support}} --[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 09:13, 7 May 2026 (UTC) :{{Comment}} Could @[[User:Codename Noreste|Codename Noreste]] delete [[MediaWiki:Gadget-WikiSign.js]], which was requested to be deleted @[[User:Koavf|Justin]], @[[User:Jtneill|Jtneill]], @[[User:Atcovi|Atcovi]]? I dont think we need it. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 07:40, 9 May 2026 (UTC) ::Yes - clearly no longer used -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 10:18, 9 May 2026 (UTC) ::: I can't delete it because I don't have the required permissions to do so. ::: On a side note, if this project has a need for permanent interface administrators, I would suggest that we have a minimum of two IAs, similar to how there must be two CUs and/or suppressors (or none). Maybe Koavf can be a good candidate if I am elected for permanent interface adminship, and I believe that permission shouldn't be removed from someone's own account. Instead, a bureaucrat should do it. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 13:20, 9 May 2026 (UTC) ::::I am willing and happy to do it, unfortunately, we do not have an appetite for indef IAs and just had a discussion that resulted in a [https://en.wikiversity.org/w/index.php?title=Wikiversity:Interface_administrators&diff=prev&oldid=2807543 consensus that we can have IAs that have the user rights for 14 to 120 days]. So once you have the rights, please make sure to gopher it. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:54, 9 May 2026 (UTC) :::::@[[User:Koavf|Koavf]] give it time. Look at me, I was in favor of shorter time, now I am looking back to times, when custodians could do it without the need of extra flag. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:31, 9 May 2026 (UTC) ::::::Here's hoping. I think it would reduce administrative overhead, but that's just me and I'm not a bureaucrat here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:33, 9 May 2026 (UTC) ::::Complicated. Where are the times, admins could do everything! [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:27, 9 May 2026 (UTC) {{archive bottom}} == Reminder about custodian-related pages == I would like to remind the community about what the following custodian pages are: * [[Wikiversity:Request custodian action]] is for requesting actions to be done by custodians, and * [[Wikiversity:Notices for custodians]] is for notices of interest to custodians, like an administrator's noticeboard Thank you. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 14:12, 12 May 2026 (UTC) :Thanks - I needed this reminder :) -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 22:21, 12 May 2026 (UTC) == [[Wikiversity:Bureaucratship]] to become a policy == {{archive top|'''Approved - now a policy'''. 5 supports + 1 nominator. No objections.}} Following the recent approval of [[Wikiversity:Curators]] as a policy, I think [[Wikiversity:Bureaucratship]] may also be ready for policy status. Please share your views about whether bureaucratship is ready to become a policy, or whether further revisions are needed. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 13:58, 9 May 2026 (UTC) : I added a logo about that user group, but other than that, it looks good to me. {{support}}. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 14:38, 9 May 2026 (UTC) :I think that the consensus on this policy is proven by years of using it without further changes. But I I have to say weather I agree with this to become a policy, than of course {{support}}. It works and there were no major issues with it. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:45, 9 May 2026 (UTC) :{{support}} no issues. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 14:51, 10 May 2026 (UTC) :{{support}} [[User:PieWriter|PieWriter]] ([[User talk:PieWriter|discuss]] • [[Special:Contributions/PieWriter|contribs]]) 12:37, 11 May 2026 (UTC) :{{support}} ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 06:51, 12 May 2026 (UTC) {{archive bottom}} == Timeline format? == I’ve been working on the World War II articles, including the [[World War II/Timeline|timeline]], and is there a specific timeline format that should be used? Right now it’s just a table, and there’s no separation between different periods/phases of the war. I don’t want to use [[mw:Extension:EasyTimeline]] because this will be displaying dates and not time periods. [[User:PhilDaBirdMan|PhilDaBirdMan]] ([[User talk:PhilDaBirdMan|discuss]] • [[Special:Contributions/PhilDaBirdMan|contribs]]) 01:35, 4 May 2026 (UTC) :I dont think we have a policy or guideline, how to format a timeline. But you may try to browes wikiversity by Google if someone was dealing with this in the past somewhow @[[User:PhilDaBirdMan|PhilDaBirdMan]]. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 12:23, 5 May 2026 (UTC) ::+1 - there's no specific guideline on how to format a timeline, it's really up to you. In my opinion I think the timeline is good. I'd personally bold the dates just to make it easier to separate it from the event description, but that's my personal 2 cents. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 14:18, 5 May 2026 (UTC) :::I’ll probably remove links to the dates/years, they’re just Wikipedia pages that shouldn’t be over linked to. [[User:PhilDaBirdMan|PhilDaBirdMan]] ([[User talk:PhilDaBirdMan|discuss]] • [[Special:Contributions/PhilDaBirdMan|contribs]]) 00:39, 6 May 2026 (UTC) == Language learning == toki! I am trying to add or see what the toki pona language learning stuff on here is but I don't see anything that is language learning for anything. [[User:Jan Imon|Jan Imon]] ([[User talk:Jan Imon|discuss]] • [[Special:Contributions/Jan Imon|contribs]]) 23:13, 2 May 2026 (UTC) —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:29, 3 May 2026 (UTC) :We have language materials ([[:Category:Languages]], [[World Languages]], [[Portal:Foreign Language Learning]], [[Portal:Multilingual Studies]]). They are not as developed as I think we would all like and there's not any coverage of Toki Pona, but in principle, we could and would like that. You can also see [[:b:Subject:Languages]] at our sister project Wikibooks. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:33, 3 May 2026 (UTC) == Coming over From wikinews == Any chance someone could help me if you are allowed to write news articles here since wikinews is going read only mode soon, thank you! [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 22:43, 1 May 2026 (UTC) :The scope of Wikiversity is very broad and is basically about more-or-less any learning material. We have made it a point to not have duplicative content of other WMF projects, but since Wikinews is being shuttered, I personally am fine with writing news articles here. One thing that is not controversial at all is a learning resource <em>about</em> how to write news: that could be hugely useful here and could involve the process of writing news stories to learn and to share back and forth with an editor or fact-checker. In fact, I'd support an entire namespace dedicated to keeping the notion of Wikinews alive here. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 23:38, 1 May 2026 (UTC) ::Thank you so much! How do I start? Cheers! @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 01:07, 2 May 2026 (UTC) :::I think it's premature to start just making news articles en masse, but if you want to start discussing the topic of citizen journalism, you can do that now. [[:Category:Journalism]] already has some material, so you can start by seeing what we already have, how you can refine that, etc. You can definitely have learning resources with collaborators who want to learn about journalism ASAP. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 01:24, 2 May 2026 (UTC) ::::thanks. [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 01:38, 2 May 2026 (UTC) ::::If I could try and start one News Article could you please tell me how to go about it? Like what style of writing like Wikinews or something else? Thank you Justin! @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 01:48, 2 May 2026 (UTC) :::::Honestly, there are very few policies and guidelines here. I think the best way to write a news story would be in a manner that is obvious and instructive. So, for instance, it's common to use the "pyramid style" when you're writing news, so if you were to write a story that makes it very clear that you are using that approach, that would be helpful. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 02:08, 2 May 2026 (UTC) ::::::cool thanks. [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 02:13, 2 May 2026 (UTC) ::::::im ready to write @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 21:30, 13 May 2026 (UTC) :::::::I think we should get more local consensus for a big project like including the entirety of the scope of Wikinews here. Again, I support it personally. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 21:55, 13 May 2026 (UTC) ::::::::ok lets begin. [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 22:15, 13 May 2026 (UTC) myleuojywqno3epr6liwk12y3k7l4tp 2815344 2815342 2026-06-12T07:08:03Z Jtneill 10242 /* May 2026 Wikimedia Café meetups regarding the Wikimedia Foundation Annual Plan */ archive from [[Wikiversity:Colloquium]] ([[mw:c:Special:MyLanguage/User:JWBTH/CD|CD]]) 2815344 wikitext text/x-wiki {{archive}} == [[Wikiversity:Deletion policy]] proposed as policy == {{archive top|Consensus to promote to an official policy. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:30, 1 June 2026 (UTC)}} [[Wikiversity:Deletions]] has been operating as a [[Wikiversity:Guidelines|guideline]]. It has been revised and moved to [[Wikiversity:Deletion policy]], consistent with naming conventions used across sister projects such as Wikipedia, Wikibooks, and Wikiquote. The speedy deletion criteria have also been updated for consistency with [[MediaWiki:Deletereason-dropdown]]. This proposal is for the page to be formally adopted as [[Wikiversity:Policies|Wikiversity policy]]. Community feedback is invited, including suggestions for further improvements that may strengthen the proposed policy. === Voting === *{{support}} Seems reasonable. If there's somehow something missed here, we can just amend it later. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:33, 18 May 2026 (UTC) *{{support}} I don't see any issues with the policy. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 16:07, 18 May 2026 (UTC) === Comments === {{archive bottom}} == May 2026 Wikimedia Café meetups regarding the Wikimedia Foundation Annual Plan == <div class="border-box" style="background-color: var(--background-color-warning-subtle, #f8eaba); max-width: 875px; padding: 5px; border: 1px solid black; margin: 5px; color: var(--clr-dark)"> <div class="box" style="float:left; padding-top: 15px; padding-right: 15px;">[[File:Wikimedia Café logo in plain SVG format.svg|75px|alt=The logo for the Wikimedia Café]]</div> Hello! There will be two '''[https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9 Wikimedia Café]''' discussion opportunities during the last weekend of May. Both sessions will focus on the [https://meta.wikimedia.org/wiki/Wikimedia_Foundation_Annual_Plan/2026-2027 the 2026-2027 Wikimedia Foundation Annual Plan]. Participants may attend either or both sessions. #'''Saturday, 30 May 2026 at 15:00 UTC''' ([https://zonestamp.toolforge.org/1780153200 timestamp converter]), at a time friendly to the Americas, Africa, and Europe #'''Sunday, 31 May 2026 at 05:00 UTC''' ([https://zonestamp.toolforge.org/1780203600 timestamp converter]), at a time friendly to Asia and the Pacific Café participants are highly encouraged to read in advance [https://en.wikipedia.org/wiki/User:Sohom_Datta/annual_plan_guide at least this summary of the plan]. Optionally, Café participants are encouraged to read portions of the plan that interest them and [https://meta.wikimedia.org/wiki/Talk:Wikimedia_Foundation_Annual_Plan/2026-2027 ask questions or provide feedback on the Annual Plan talk page]. Please see the Café page for more information, including [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#May_2026_meetings_with_a_focus_on_Wikimedia_Foundation_Annual_Plan/2026-2027 tables of timestamp conversions for both sessions], [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#Agenda._This_will_be_an_approximately_1_hour_Caf%C3%A9_session,_and_is_extendible_for_an_additional_30_minutes_if_needed. the agenda], and [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#How_to_attend_the_session how to register]! <br /> [[File:Buntstifte Eberhard Faber crop 64h.jpg|860px|alt=cropped image of colored pencils]]</div> <span style="white-space:nowrap;">[[User:Pine|<span style="color:#01796f; text-shadow:#00BFFF 0 0 1.0em">↠Pine</span>]] [[User talk:Pine|<span style="color:DeepSkyBlue">(<b style="color:#FFDF00;text-shadow:#FFDF00 0 0 1.0em">✉</b>)</span>]]</span> 19:46, 21 May 2026 (UTC) ==Curator inactivity review== These curators haven't been active for > 2 years. As per the [[Wikiversity:Curatorship|curatorship policy]]: * [[Special:Log/Cody naccarato]] was notified on their talk page by [[User:Codename Noreste|Codename Noreste]] on 24 Apr 2026 * [[Special:Log/Praxidicae]] was notified on their talk page by [[User:Codename Noreste|Codename Noreste]] on 24 Apr 2026 * [[Special:Log/Tegel]] was notified on their talk page by [[User:Jtneill|Jtneill]] notified their talk page on 16 May 2026 The policy allows a month to hear from these users. If no response, a custodian will remove their curator rights. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 06:14, 16 May 2026 (UTC) : For Cody naccarato and Praxidicae, their rights are to be removed by the 19th of May if they don't respond either here or on their talk page. For Tegel, the removal will happen on the 16th of June, probably. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:13, 16 May 2026 (UTC) ::Should be 24 May for Cody naccarato and Praxidicae? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 23:11, 16 May 2026 (UTC) ::: I made [[#Inactive curators]] on the 19th of April. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 03:18, 17 May 2026 (UTC) ::::OK, I see (had missed that thread, sorry - I've now moved the the 3 inactivity topics to be adjacent). ::::I'm thinking the curator policy indicates one month from user talk page notification? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 06:44, 17 May 2026 (UTC) ::::: Yes. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 16:49, 17 May 2026 (UTC) : @[[User:Juandev|Juandev]] and @[[User:Jtneill|Jtneill]]: feel free to remove Cody naccarato and Praxidicae's curator permissions. They have not responded at all after one month. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:29, 19 May 2026 (UTC) ::I've gone ahead and removed their rights due to 2+ year inactivity and no response to the initial notice. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 13:36, 21 May 2026 (UTC) == Create a pseudo-bot user group? == {{tracked|T426882|resolved}} I would like to propose adding a new user group to Wikiversity: Pseudo-bot (<code>flood</code>). This will allow users to perform repetitive actions without flushing the recent changes feed (with only the <code>bot</code> user right). However, I would suggest that for the pseudo-bot user group: * It can be granted and revoked by custodians. <s>However, can curators add and remove pseudo-bot from their own accounts (and not others)?</s> * Users can remove themselves from it. * A guideline might be necessary about the information and usage of it. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 03:31, 14 May 2026 (UTC) :This sounds good. Which other wiki could we model this user group on? e.g., [[b:Wikibooks:Pseudo-bots]]? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 04:19, 15 May 2026 (UTC) ::@[[User:Jtneill|Jtneill]] Wikiquote has a similar group: [[:wikiquote:Special:ListGroupRights]] [[User:PieWriter|PieWriter]] ([[User talk:PieWriter|discuss]] • [[Special:Contributions/PieWriter|contribs]]) 04:25, 15 May 2026 (UTC) : Should we allow curators to add and remove themselves from the pseudobot user group (from their own account) as well? I see no objections to creating the user group. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 23:20, 18 May 2026 (UTC) ::My thinking is perhaps not curators by default because there should be clear visibility about their actions until they are well trusted. Let's draft a guideline or proposed policy ([[Wikiversity:Pseudo-bots]]) for the proposed user group. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 23:39, 18 May 2026 (UTC) ::: A solution is that they can ask any custodian to grant that group, and to remove themselves when done. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 00:17, 19 May 2026 (UTC) :::: Yes, that sounds good. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 01:12, 19 May 2026 (UTC) : I'll file a Phabricator task by tomorrow if there are no objections. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:01, 19 May 2026 (UTC) ::{{done}}. [[User:Neriah|Neriah]] ([[User talk:Neriah|discuss]] • [[Special:Contributions/Neriah|contribs]]) 13:23, 21 May 2026 (UTC) == Interface administrator for Codename Noreste == {{Archive top|After running for a week, there is clear consensus for [[User:Codename Noreste]] to have Interface admin rights for 120 days; implemented until 10 September, 2026 -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 22:36, 12 May 2026 (UTC)}} Hello, everyone. I am requesting interface administrator access on this wiki. The main reasoning is that I would benefit from having the user right <code>editinterface</code>, which would allow me to make dark mode changes to pages in the MediaWiki namespace, add <code><nowiki><div class="mw-parser-output"></nowiki></code> to some interface pages using templates, handle interface-protected edit requests, and similar stuff. Additionally, I have some knowledge of CSS, and I would like to assist with modifying CSS pages whenever necessary, such as moving MediaWiki common.css code to TemplateStyles CSS pages. I am requesting the maximum time that is allowed per the [[Wikiversity:Interface administrators|policy]], and I have 2FA enabled on my account. Thank you. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 00:55, 6 May 2026 (UTC) *{{support}} Globally trusted user. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 01:07, 6 May 2026 (UTC) *{{support}} Trusted and knowledgeable. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 04:35, 6 May 2026 (UTC) *{{support}} WV would benefit from this. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 08:32, 6 May 2026 (UTC) *{{support}} --[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 09:13, 7 May 2026 (UTC) :{{Comment}} Could @[[User:Codename Noreste|Codename Noreste]] delete [[MediaWiki:Gadget-WikiSign.js]], which was requested to be deleted @[[User:Koavf|Justin]], @[[User:Jtneill|Jtneill]], @[[User:Atcovi|Atcovi]]? I dont think we need it. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 07:40, 9 May 2026 (UTC) ::Yes - clearly no longer used -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 10:18, 9 May 2026 (UTC) ::: I can't delete it because I don't have the required permissions to do so. ::: On a side note, if this project has a need for permanent interface administrators, I would suggest that we have a minimum of two IAs, similar to how there must be two CUs and/or suppressors (or none). Maybe Koavf can be a good candidate if I am elected for permanent interface adminship, and I believe that permission shouldn't be removed from someone's own account. Instead, a bureaucrat should do it. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 13:20, 9 May 2026 (UTC) ::::I am willing and happy to do it, unfortunately, we do not have an appetite for indef IAs and just had a discussion that resulted in a [https://en.wikiversity.org/w/index.php?title=Wikiversity:Interface_administrators&diff=prev&oldid=2807543 consensus that we can have IAs that have the user rights for 14 to 120 days]. So once you have the rights, please make sure to gopher it. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:54, 9 May 2026 (UTC) :::::@[[User:Koavf|Koavf]] give it time. Look at me, I was in favor of shorter time, now I am looking back to times, when custodians could do it without the need of extra flag. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:31, 9 May 2026 (UTC) ::::::Here's hoping. I think it would reduce administrative overhead, but that's just me and I'm not a bureaucrat here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:33, 9 May 2026 (UTC) ::::Complicated. Where are the times, admins could do everything! [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:27, 9 May 2026 (UTC) {{archive bottom}} == Reminder about custodian-related pages == I would like to remind the community about what the following custodian pages are: * [[Wikiversity:Request custodian action]] is for requesting actions to be done by custodians, and * [[Wikiversity:Notices for custodians]] is for notices of interest to custodians, like an administrator's noticeboard Thank you. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 14:12, 12 May 2026 (UTC) :Thanks - I needed this reminder :) -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 22:21, 12 May 2026 (UTC) == [[Wikiversity:Bureaucratship]] to become a policy == {{archive top|'''Approved - now a policy'''. 5 supports + 1 nominator. No objections.}} Following the recent approval of [[Wikiversity:Curators]] as a policy, I think [[Wikiversity:Bureaucratship]] may also be ready for policy status. Please share your views about whether bureaucratship is ready to become a policy, or whether further revisions are needed. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 13:58, 9 May 2026 (UTC) : I added a logo about that user group, but other than that, it looks good to me. {{support}}. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 14:38, 9 May 2026 (UTC) :I think that the consensus on this policy is proven by years of using it without further changes. But I I have to say weather I agree with this to become a policy, than of course {{support}}. It works and there were no major issues with it. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:45, 9 May 2026 (UTC) :{{support}} no issues. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 14:51, 10 May 2026 (UTC) :{{support}} [[User:PieWriter|PieWriter]] ([[User talk:PieWriter|discuss]] • [[Special:Contributions/PieWriter|contribs]]) 12:37, 11 May 2026 (UTC) :{{support}} ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 06:51, 12 May 2026 (UTC) {{archive bottom}} == Timeline format? == I’ve been working on the World War II articles, including the [[World War II/Timeline|timeline]], and is there a specific timeline format that should be used? Right now it’s just a table, and there’s no separation between different periods/phases of the war. I don’t want to use [[mw:Extension:EasyTimeline]] because this will be displaying dates and not time periods. [[User:PhilDaBirdMan|PhilDaBirdMan]] ([[User talk:PhilDaBirdMan|discuss]] • [[Special:Contributions/PhilDaBirdMan|contribs]]) 01:35, 4 May 2026 (UTC) :I dont think we have a policy or guideline, how to format a timeline. But you may try to browes wikiversity by Google if someone was dealing with this in the past somewhow @[[User:PhilDaBirdMan|PhilDaBirdMan]]. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 12:23, 5 May 2026 (UTC) ::+1 - there's no specific guideline on how to format a timeline, it's really up to you. In my opinion I think the timeline is good. I'd personally bold the dates just to make it easier to separate it from the event description, but that's my personal 2 cents. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 14:18, 5 May 2026 (UTC) :::I’ll probably remove links to the dates/years, they’re just Wikipedia pages that shouldn’t be over linked to. [[User:PhilDaBirdMan|PhilDaBirdMan]] ([[User talk:PhilDaBirdMan|discuss]] • [[Special:Contributions/PhilDaBirdMan|contribs]]) 00:39, 6 May 2026 (UTC) == Language learning == toki! I am trying to add or see what the toki pona language learning stuff on here is but I don't see anything that is language learning for anything. [[User:Jan Imon|Jan Imon]] ([[User talk:Jan Imon|discuss]] • [[Special:Contributions/Jan Imon|contribs]]) 23:13, 2 May 2026 (UTC) —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:29, 3 May 2026 (UTC) :We have language materials ([[:Category:Languages]], [[World Languages]], [[Portal:Foreign Language Learning]], [[Portal:Multilingual Studies]]). They are not as developed as I think we would all like and there's not any coverage of Toki Pona, but in principle, we could and would like that. You can also see [[:b:Subject:Languages]] at our sister project Wikibooks. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:33, 3 May 2026 (UTC) == Coming over From wikinews == Any chance someone could help me if you are allowed to write news articles here since wikinews is going read only mode soon, thank you! [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 22:43, 1 May 2026 (UTC) :The scope of Wikiversity is very broad and is basically about more-or-less any learning material. We have made it a point to not have duplicative content of other WMF projects, but since Wikinews is being shuttered, I personally am fine with writing news articles here. One thing that is not controversial at all is a learning resource <em>about</em> how to write news: that could be hugely useful here and could involve the process of writing news stories to learn and to share back and forth with an editor or fact-checker. In fact, I'd support an entire namespace dedicated to keeping the notion of Wikinews alive here. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 23:38, 1 May 2026 (UTC) ::Thank you so much! How do I start? Cheers! @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 01:07, 2 May 2026 (UTC) :::I think it's premature to start just making news articles en masse, but if you want to start discussing the topic of citizen journalism, you can do that now. [[:Category:Journalism]] already has some material, so you can start by seeing what we already have, how you can refine that, etc. You can definitely have learning resources with collaborators who want to learn about journalism ASAP. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 01:24, 2 May 2026 (UTC) ::::thanks. [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 01:38, 2 May 2026 (UTC) ::::If I could try and start one News Article could you please tell me how to go about it? Like what style of writing like Wikinews or something else? Thank you Justin! @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 01:48, 2 May 2026 (UTC) :::::Honestly, there are very few policies and guidelines here. I think the best way to write a news story would be in a manner that is obvious and instructive. So, for instance, it's common to use the "pyramid style" when you're writing news, so if you were to write a story that makes it very clear that you are using that approach, that would be helpful. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 02:08, 2 May 2026 (UTC) ::::::cool thanks. [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 02:13, 2 May 2026 (UTC) ::::::im ready to write @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 21:30, 13 May 2026 (UTC) :::::::I think we should get more local consensus for a big project like including the entirety of the scope of Wikinews here. Again, I support it personally. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 21:55, 13 May 2026 (UTC) ::::::::ok lets begin. [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 22:15, 13 May 2026 (UTC) 3hfuutmik3rili03tn4el2trw7jq1e7 2815347 2815344 2026-06-12T07:08:23Z Jtneill 10242 /* Vote now in the 2026 U4C election */ archive from [[Wikiversity:Colloquium]] ([[mw:c:Special:MyLanguage/User:JWBTH/CD|CD]]) 2815347 wikitext text/x-wiki {{archive}} == [[Wikiversity:Deletion policy]] proposed as policy == {{archive top|Consensus to promote to an official policy. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:30, 1 June 2026 (UTC)}} [[Wikiversity:Deletions]] has been operating as a [[Wikiversity:Guidelines|guideline]]. It has been revised and moved to [[Wikiversity:Deletion policy]], consistent with naming conventions used across sister projects such as Wikipedia, Wikibooks, and Wikiquote. The speedy deletion criteria have also been updated for consistency with [[MediaWiki:Deletereason-dropdown]]. This proposal is for the page to be formally adopted as [[Wikiversity:Policies|Wikiversity policy]]. Community feedback is invited, including suggestions for further improvements that may strengthen the proposed policy. === Voting === *{{support}} Seems reasonable. If there's somehow something missed here, we can just amend it later. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 05:33, 18 May 2026 (UTC) *{{support}} I don't see any issues with the policy. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 16:07, 18 May 2026 (UTC) === Comments === {{archive bottom}} == Vote now in the 2026 U4C election == <section begin="announcement-content" /> Eligible voters are asked to participate in the 2026 [[m:Special:MyLanguage/Universal_Code_of_Conduct/Coordinating_Committee|Universal Code of Conduct Coordinating Committee]] election. More information–including an eligibility check, voting process information, candidate information, and a link to the vote–are available on Meta at the [[m:Special:MyLanguage/Universal_Code_of_Conduct/Coordinating_Committee/Election/2026|2026 Election information page]]. The vote closes on 2 June 2026 at [https://zonestamp.toolforge.org/1780358400 00:00 UTC]. Please vote if your account is eligible. Results will be available by 14 June 2026. -- In cooperation with the U4C,<section end="announcement-content" /> [[m:User:Keegan (WMF)|Keegan (WMF)]] ([[m:User talk:Keegan (WMF)|talk]]) 17:15, 27 May 2026 (UTC) <!-- Message sent by User:Keegan (WMF)@metawiki using the list at https://meta.wikimedia.org/w/index.php?title=Distribution_list/Global_message_delivery&oldid=30513860 --> == May 2026 Wikimedia Café meetups regarding the Wikimedia Foundation Annual Plan == <div class="border-box" style="background-color: var(--background-color-warning-subtle, #f8eaba); max-width: 875px; padding: 5px; border: 1px solid black; margin: 5px; color: var(--clr-dark)"> <div class="box" style="float:left; padding-top: 15px; padding-right: 15px;">[[File:Wikimedia Café logo in plain SVG format.svg|75px|alt=The logo for the Wikimedia Café]]</div> Hello! There will be two '''[https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9 Wikimedia Café]''' discussion opportunities during the last weekend of May. Both sessions will focus on the [https://meta.wikimedia.org/wiki/Wikimedia_Foundation_Annual_Plan/2026-2027 the 2026-2027 Wikimedia Foundation Annual Plan]. Participants may attend either or both sessions. #'''Saturday, 30 May 2026 at 15:00 UTC''' ([https://zonestamp.toolforge.org/1780153200 timestamp converter]), at a time friendly to the Americas, Africa, and Europe #'''Sunday, 31 May 2026 at 05:00 UTC''' ([https://zonestamp.toolforge.org/1780203600 timestamp converter]), at a time friendly to Asia and the Pacific Café participants are highly encouraged to read in advance [https://en.wikipedia.org/wiki/User:Sohom_Datta/annual_plan_guide at least this summary of the plan]. Optionally, Café participants are encouraged to read portions of the plan that interest them and [https://meta.wikimedia.org/wiki/Talk:Wikimedia_Foundation_Annual_Plan/2026-2027 ask questions or provide feedback on the Annual Plan talk page]. Please see the Café page for more information, including [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#May_2026_meetings_with_a_focus_on_Wikimedia_Foundation_Annual_Plan/2026-2027 tables of timestamp conversions for both sessions], [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#Agenda._This_will_be_an_approximately_1_hour_Caf%C3%A9_session,_and_is_extendible_for_an_additional_30_minutes_if_needed. the agenda], and [https://meta.wikimedia.org/wiki/Wikimedia_Caf%C3%A9#How_to_attend_the_session how to register]! <br /> [[File:Buntstifte Eberhard Faber crop 64h.jpg|860px|alt=cropped image of colored pencils]]</div> <span style="white-space:nowrap;">[[User:Pine|<span style="color:#01796f; text-shadow:#00BFFF 0 0 1.0em">↠Pine</span>]] [[User talk:Pine|<span style="color:DeepSkyBlue">(<b style="color:#FFDF00;text-shadow:#FFDF00 0 0 1.0em">✉</b>)</span>]]</span> 19:46, 21 May 2026 (UTC) ==Curator inactivity review== These curators haven't been active for > 2 years. As per the [[Wikiversity:Curatorship|curatorship policy]]: * [[Special:Log/Cody naccarato]] was notified on their talk page by [[User:Codename Noreste|Codename Noreste]] on 24 Apr 2026 * [[Special:Log/Praxidicae]] was notified on their talk page by [[User:Codename Noreste|Codename Noreste]] on 24 Apr 2026 * [[Special:Log/Tegel]] was notified on their talk page by [[User:Jtneill|Jtneill]] notified their talk page on 16 May 2026 The policy allows a month to hear from these users. If no response, a custodian will remove their curator rights. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 06:14, 16 May 2026 (UTC) : For Cody naccarato and Praxidicae, their rights are to be removed by the 19th of May if they don't respond either here or on their talk page. For Tegel, the removal will happen on the 16th of June, probably. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 15:13, 16 May 2026 (UTC) ::Should be 24 May for Cody naccarato and Praxidicae? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 23:11, 16 May 2026 (UTC) ::: I made [[#Inactive curators]] on the 19th of April. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 03:18, 17 May 2026 (UTC) ::::OK, I see (had missed that thread, sorry - I've now moved the the 3 inactivity topics to be adjacent). ::::I'm thinking the curator policy indicates one month from user talk page notification? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 06:44, 17 May 2026 (UTC) ::::: Yes. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 16:49, 17 May 2026 (UTC) : @[[User:Juandev|Juandev]] and @[[User:Jtneill|Jtneill]]: feel free to remove Cody naccarato and Praxidicae's curator permissions. They have not responded at all after one month. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 17:29, 19 May 2026 (UTC) ::I've gone ahead and removed their rights due to 2+ year inactivity and no response to the initial notice. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 13:36, 21 May 2026 (UTC) == Create a pseudo-bot user group? == {{tracked|T426882|resolved}} I would like to propose adding a new user group to Wikiversity: Pseudo-bot (<code>flood</code>). This will allow users to perform repetitive actions without flushing the recent changes feed (with only the <code>bot</code> user right). However, I would suggest that for the pseudo-bot user group: * It can be granted and revoked by custodians. <s>However, can curators add and remove pseudo-bot from their own accounts (and not others)?</s> * Users can remove themselves from it. * A guideline might be necessary about the information and usage of it. Thoughts? [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 03:31, 14 May 2026 (UTC) :This sounds good. Which other wiki could we model this user group on? e.g., [[b:Wikibooks:Pseudo-bots]]? -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 04:19, 15 May 2026 (UTC) ::@[[User:Jtneill|Jtneill]] Wikiquote has a similar group: [[:wikiquote:Special:ListGroupRights]] [[User:PieWriter|PieWriter]] ([[User talk:PieWriter|discuss]] • [[Special:Contributions/PieWriter|contribs]]) 04:25, 15 May 2026 (UTC) : Should we allow curators to add and remove themselves from the pseudobot user group (from their own account) as well? I see no objections to creating the user group. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 23:20, 18 May 2026 (UTC) ::My thinking is perhaps not curators by default because there should be clear visibility about their actions until they are well trusted. Let's draft a guideline or proposed policy ([[Wikiversity:Pseudo-bots]]) for the proposed user group. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 23:39, 18 May 2026 (UTC) ::: A solution is that they can ask any custodian to grant that group, and to remove themselves when done. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 00:17, 19 May 2026 (UTC) :::: Yes, that sounds good. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 01:12, 19 May 2026 (UTC) : I'll file a Phabricator task by tomorrow if there are no objections. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 22:01, 19 May 2026 (UTC) ::{{done}}. [[User:Neriah|Neriah]] ([[User talk:Neriah|discuss]] • [[Special:Contributions/Neriah|contribs]]) 13:23, 21 May 2026 (UTC) == Interface administrator for Codename Noreste == {{Archive top|After running for a week, there is clear consensus for [[User:Codename Noreste]] to have Interface admin rights for 120 days; implemented until 10 September, 2026 -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 22:36, 12 May 2026 (UTC)}} Hello, everyone. I am requesting interface administrator access on this wiki. The main reasoning is that I would benefit from having the user right <code>editinterface</code>, which would allow me to make dark mode changes to pages in the MediaWiki namespace, add <code><nowiki><div class="mw-parser-output"></nowiki></code> to some interface pages using templates, handle interface-protected edit requests, and similar stuff. Additionally, I have some knowledge of CSS, and I would like to assist with modifying CSS pages whenever necessary, such as moving MediaWiki common.css code to TemplateStyles CSS pages. I am requesting the maximum time that is allowed per the [[Wikiversity:Interface administrators|policy]], and I have 2FA enabled on my account. Thank you. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 00:55, 6 May 2026 (UTC) *{{support}} Globally trusted user. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 01:07, 6 May 2026 (UTC) *{{support}} Trusted and knowledgeable. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 04:35, 6 May 2026 (UTC) *{{support}} WV would benefit from this. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 08:32, 6 May 2026 (UTC) *{{support}} --[[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 09:13, 7 May 2026 (UTC) :{{Comment}} Could @[[User:Codename Noreste|Codename Noreste]] delete [[MediaWiki:Gadget-WikiSign.js]], which was requested to be deleted @[[User:Koavf|Justin]], @[[User:Jtneill|Jtneill]], @[[User:Atcovi|Atcovi]]? I dont think we need it. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 07:40, 9 May 2026 (UTC) ::Yes - clearly no longer used -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 10:18, 9 May 2026 (UTC) ::: I can't delete it because I don't have the required permissions to do so. ::: On a side note, if this project has a need for permanent interface administrators, I would suggest that we have a minimum of two IAs, similar to how there must be two CUs and/or suppressors (or none). Maybe Koavf can be a good candidate if I am elected for permanent interface adminship, and I believe that permission shouldn't be removed from someone's own account. Instead, a bureaucrat should do it. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 13:20, 9 May 2026 (UTC) ::::I am willing and happy to do it, unfortunately, we do not have an appetite for indef IAs and just had a discussion that resulted in a [https://en.wikiversity.org/w/index.php?title=Wikiversity:Interface_administrators&diff=prev&oldid=2807543 consensus that we can have IAs that have the user rights for 14 to 120 days]. So once you have the rights, please make sure to gopher it. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:54, 9 May 2026 (UTC) :::::@[[User:Koavf|Koavf]] give it time. Look at me, I was in favor of shorter time, now I am looking back to times, when custodians could do it without the need of extra flag. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:31, 9 May 2026 (UTC) ::::::Here's hoping. I think it would reduce administrative overhead, but that's just me and I'm not a bureaucrat here. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 18:33, 9 May 2026 (UTC) ::::Complicated. Where are the times, admins could do everything! [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:27, 9 May 2026 (UTC) {{archive bottom}} == Reminder about custodian-related pages == I would like to remind the community about what the following custodian pages are: * [[Wikiversity:Request custodian action]] is for requesting actions to be done by custodians, and * [[Wikiversity:Notices for custodians]] is for notices of interest to custodians, like an administrator's noticeboard Thank you. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 14:12, 12 May 2026 (UTC) :Thanks - I needed this reminder :) -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 22:21, 12 May 2026 (UTC) == [[Wikiversity:Bureaucratship]] to become a policy == {{archive top|'''Approved - now a policy'''. 5 supports + 1 nominator. No objections.}} Following the recent approval of [[Wikiversity:Curators]] as a policy, I think [[Wikiversity:Bureaucratship]] may also be ready for policy status. Please share your views about whether bureaucratship is ready to become a policy, or whether further revisions are needed. -- [[User:Jtneill|Jtneill]] - <small>[[User talk:Jtneill|Talk]] - [[Special:Contributions/Jtneill|c]]</small> 13:58, 9 May 2026 (UTC) : I added a logo about that user group, but other than that, it looks good to me. {{support}}. [[User:Codename Noreste|Codename Noreste]] ([[User talk:Codename Noreste|discuss]] • [[Special:Contributions/Codename Noreste|contribs]]) 14:38, 9 May 2026 (UTC) :I think that the consensus on this policy is proven by years of using it without further changes. But I I have to say weather I agree with this to become a policy, than of course {{support}}. It works and there were no major issues with it. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 18:45, 9 May 2026 (UTC) :{{support}} no issues. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 14:51, 10 May 2026 (UTC) :{{support}} [[User:PieWriter|PieWriter]] ([[User talk:PieWriter|discuss]] • [[Special:Contributions/PieWriter|contribs]]) 12:37, 11 May 2026 (UTC) :{{support}} ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 06:51, 12 May 2026 (UTC) {{archive bottom}} == Timeline format? == I’ve been working on the World War II articles, including the [[World War II/Timeline|timeline]], and is there a specific timeline format that should be used? Right now it’s just a table, and there’s no separation between different periods/phases of the war. I don’t want to use [[mw:Extension:EasyTimeline]] because this will be displaying dates and not time periods. [[User:PhilDaBirdMan|PhilDaBirdMan]] ([[User talk:PhilDaBirdMan|discuss]] • [[Special:Contributions/PhilDaBirdMan|contribs]]) 01:35, 4 May 2026 (UTC) :I dont think we have a policy or guideline, how to format a timeline. But you may try to browes wikiversity by Google if someone was dealing with this in the past somewhow @[[User:PhilDaBirdMan|PhilDaBirdMan]]. [[User:Juandev|Juandev]] ([[User talk:Juandev|discuss]] • [[Special:Contributions/Juandev|contribs]]) 12:23, 5 May 2026 (UTC) ::+1 - there's no specific guideline on how to format a timeline, it's really up to you. In my opinion I think the timeline is good. I'd personally bold the dates just to make it easier to separate it from the event description, but that's my personal 2 cents. —[[User:Atcovi|Atcovi]] [[User talk:Atcovi|(Talk]] - [[Special:Contributions/Atcovi|Contribs)]] 14:18, 5 May 2026 (UTC) :::I’ll probably remove links to the dates/years, they’re just Wikipedia pages that shouldn’t be over linked to. [[User:PhilDaBirdMan|PhilDaBirdMan]] ([[User talk:PhilDaBirdMan|discuss]] • [[Special:Contributions/PhilDaBirdMan|contribs]]) 00:39, 6 May 2026 (UTC) == Language learning == toki! I am trying to add or see what the toki pona language learning stuff on here is but I don't see anything that is language learning for anything. [[User:Jan Imon|Jan Imon]] ([[User talk:Jan Imon|discuss]] • [[Special:Contributions/Jan Imon|contribs]]) 23:13, 2 May 2026 (UTC) —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:29, 3 May 2026 (UTC) :We have language materials ([[:Category:Languages]], [[World Languages]], [[Portal:Foreign Language Learning]], [[Portal:Multilingual Studies]]). They are not as developed as I think we would all like and there's not any coverage of Toki Pona, but in principle, we could and would like that. You can also see [[:b:Subject:Languages]] at our sister project Wikibooks. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 17:33, 3 May 2026 (UTC) == Coming over From wikinews == Any chance someone could help me if you are allowed to write news articles here since wikinews is going read only mode soon, thank you! [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 22:43, 1 May 2026 (UTC) :The scope of Wikiversity is very broad and is basically about more-or-less any learning material. We have made it a point to not have duplicative content of other WMF projects, but since Wikinews is being shuttered, I personally am fine with writing news articles here. One thing that is not controversial at all is a learning resource <em>about</em> how to write news: that could be hugely useful here and could involve the process of writing news stories to learn and to share back and forth with an editor or fact-checker. In fact, I'd support an entire namespace dedicated to keeping the notion of Wikinews alive here. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 23:38, 1 May 2026 (UTC) ::Thank you so much! How do I start? Cheers! @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 01:07, 2 May 2026 (UTC) :::I think it's premature to start just making news articles en masse, but if you want to start discussing the topic of citizen journalism, you can do that now. [[:Category:Journalism]] already has some material, so you can start by seeing what we already have, how you can refine that, etc. You can definitely have learning resources with collaborators who want to learn about journalism ASAP. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 01:24, 2 May 2026 (UTC) ::::thanks. [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 01:38, 2 May 2026 (UTC) ::::If I could try and start one News Article could you please tell me how to go about it? Like what style of writing like Wikinews or something else? Thank you Justin! @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 01:48, 2 May 2026 (UTC) :::::Honestly, there are very few policies and guidelines here. I think the best way to write a news story would be in a manner that is obvious and instructive. So, for instance, it's common to use the "pyramid style" when you're writing news, so if you were to write a story that makes it very clear that you are using that approach, that would be helpful. —[[User:Koavf|Justin (<span style="color:grey">ko'''a'''vf</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 02:08, 2 May 2026 (UTC) ::::::cool thanks. [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 02:13, 2 May 2026 (UTC) ::::::im ready to write @[[User:Koavf|Koavf]] [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 21:30, 13 May 2026 (UTC) :::::::I think we should get more local consensus for a big project like including the entirety of the scope of Wikinews here. Again, I support it personally. ―[[User:Koavf|Justin (<span style="color:grey">ko'''a'''<span style="color:black">v</span>f</span>)]]<span style="color:red">❤[[User talk:Koavf|T]]☮[[Special:Contributions/Koavf|C]]☺[[Special:Emailuser/Koavf|M]]☯</span> 21:55, 13 May 2026 (UTC) ::::::::ok lets begin. [[User:BigKrow|BigKrow]] ([[User talk:BigKrow|discuss]] • [[Special:Contributions/BigKrow|contribs]]) 22:15, 13 May 2026 (UTC) q5ud83g5115s4bb4lw6ezuthucco7sh Template:Support staff 10 329092 2815318 2812889 2026-06-12T02:24:19Z Jtneill 10242 Remove [[Wikiversity:Bureaucratship|Bureaucrat]] for Guy vandegrift 2815318 wikitext text/x-wiki <templatestyles src="Template:Support staff/styles.css"/> {|class="sortable" cellspacing="3" style="width:100%" |+'''Overview of the English Wikiversity support staff''' |- class="staff-row-cells" !scope="col"| User !scope="col"| Role !scope="col"| Appointed !scope="col"| Time Zone !scope="col"| Babel !scope="col"| Logs |- class="staff-cells" | scope="row" | '''[[User:Atcovi|Atcovi]]''' | [[Wikiversity:Bureaucratship|Bureaucrat]] & [[Wikiversity:Custodianship|Custodian]] | {{dts|June 1 2021}} | | en, de-2 | [[Special:Log/Atcovi|Atcovi]] |- class="staff-cells" | scope="row" | '''[[User:Bert Niehaus|Bert Niehaus]]''' | [[Wikiversity:Curatorship|Curator]] | {{dts|August 22 2017}} | | de, en-3 | [[Special:Log/Bert Niehaus|Bert Niehaus]] |- class="staff-cells" | scope="row" | '''[[User:Codename Noreste|Codename Noreste]]''' | [[Wikiversity:Custodianship|Custodian]] | {{dts|March 31 2026}} | CST/CDT (UTC-6/-5) | es, en-4 | [[Special:Log/Codename Noreste|Codename Noreste]] |- class="staff-cells" | scope="row" | [[User:Cromium|Cromium]] | [[Wikiversity:Curatorship|Curator]] | {{dts|April 25 2017}} | | | [[Special:Log/Cromium|Cromium]] |- class="staff-cells" | scope="row" | '''[[User:Dave Braunschweig|Dave Braunschweig]]''' | [[Wikiversity:Bureaucratship|Bureaucrat]] & [[Wikiversity:Custodianship|Custodian]] | {{dts|September 4 2013}} | CST (UTC-6) | en | [[Special:Log/Dave Braunschweig|Dave Braunschweig]] |- class="staff-cells" | scope="row" | [[User:Evolution and evolvability|Evolution and evolvability]] | [[Wikiversity:Custodianship|Custodian]] | {{dts|October 30 2017}} | AEDT (UTC+11) | en | [[Special:Log/Evolution and evolvability|Evolution and evolvability]] |- class="staff-cells" | scope="row" | [[User:Eyoungstrom|Eyoungstrom]] | [[Wikiversity:Curatorship|Curator]] | {{dts|July 24 2022}} | EST (UTC-5) | en | [[Special:Log/Eyoungstrom|Eyoungstrom]] |- class="staff-cells" | scope="row" | [[User:Greg at Higher Math Help|Greg at Higher Math Help]] | [[Wikiversity:Curatorship|Curator]] | {{dts|September 10 2022}} | MT (UTC -7/-6) | en, es-4 | [[Special:Log/Greg at Higher Math Help|Greg at Higher Math Help]] |- class="staff-cells" | scope="row" | [[User:Guy vandegrift|Guy vandegrift]] | [[Wikiversity:Custodianship|Custodian]] | {{dts|March 5 2015}} | CST (UTC-6) | en, ru-2 | [[Special:Log/Guy vandegrift|Guy vandegrift]] |- class="staff-cells" | scope="row" | '''[[User:Jtneill|Jtneill]]''' | [[Wikiversity:Bureaucratship|Bureaucrat]] & [[Wikiversity:Custodianship|Custodian]] | {{dts|April 16 2008}} | AEST/AEDT (UTC+10/+11) | en | [[Special:Log/Jtneill|Jtneill]] |- class="staff-cells" | scope="row" | '''[[User:Juandev|Juandev]]''' | [[Wikiversity:Custodianship|Custodian]] | {{dts|February 9 2026}} | CET (UTC+1) | cs, en-3, es-3 | [[Special:Log/Juandev|Juandev]] |- class="staff-cells" | scope="row" | '''[[User:Koavf|Koavf]]''' | [[Wikiversity:Bureaucratship|Bureaucrat]] & [[Wikiversity:Custodianship|Custodian]] | {{dts|October 21 2016}} | UTC+4 | en-US, es-2 | [[Special:Log/Koavf|Koavf]] |- class="staff-cells" | scope="row" | '''[[User:Lbeaumont|Lbeaumont]]''' | [[Wikiversity:Curatorship|Curator]] | {{dts|February 29 2016}} | | en | [[Special:Log/Lbeaumont|Lbeaumont]] |- class="staff-cells" | scope="row" | '''[[User:MathXplore|MathXplore]]''' | [[Wikiversity:Custodianship|Custodian]] | {{dts|January 29 2023}} | JST (UTC+9) | en, ja | [[Special:Log/MathXplore|MathXplore]] |- class="staff-cells" | scope="row" | [[User:Mikael Häggström|Mikael Häggström]] | [[Wikiversity:Curatorship|Curator]] | {{dts|January 29 2016}} | | | [[Special:Log/Mikael Häggström|Mikael Häggström]] |- class="staff-cells" | scope="row" | '''[[User:Mu301|Mu301]]''' | [[Wikiversity:Bureaucratship|Bureaucrat]] & [[Wikiversity:Custodianship|Custodian]] | {{dts|January 7 2008}} | EST/EDT (UTC-5/-4) | en | [[Special:Log/Mu301|Mu301]] |- class="staff-cells" | scope="row" | '''[[User:PieWriter|PieWriter]]''' | [[Wikiversity:Custodianship|Custodian]] | {{dts|March 27 2026}} | CET (UTC +1) | fr-N, en-5, pl-3 | [[Special:Log/PieWriter|PieWriter]] |- class="staff-cells" | scope="row" | [[User:Tegel|Tegel]] | [[Wikiversity:Curatorship|Curator]] | {{dts|October 14 2018}} | | | [[Special:Log/Tegel|Tegel]] |}<noinclude> {{pp-template|small=yes}} </noinclude> [[Category:Wikiversity administration]] 6tnpq1wcsbcqzfqjcvb0aj1d1wblmrg User:Uncertain universe 2 330140 2815245 2026-06-11T12:08:28Z Uncertain universe 3092381 A speculative alternative to conventional relativity has been examined in which the universal speed limit exceeds the speed of light and photons possess a tiny nonzero rest mass. Such a framework would permit photons to accumulate proper time and experience aging over cosmological timescales. Although no current experimental evidence supports this hypothesis, it provides an interesting conceptual extension of standard relativistic assumptions 2815245 wikitext text/x-wiki == '''Is Light Speed is Truly Universal speed limit?''' == '''Abstract''' Special relativity identifies the speed of light, c, as the fundamental speed limit of the universe and treats photons as massless particles traveling exactly at this speed. Consequently, photons experience zero proper time along their trajectories. This paper explores an alternative hypothesis in which the true universal speed limit is a higher constant S > c, while photons possess an extremely small but nonzero rest mass and travel at velocity c < S. Under this framework, photons accumulate an extremely small amount of proper time and may be considered to age over sufficiently long durations. The conceptual consequences for cosmology, relativity, and electromagnetic theory are discussed. '''1. Introduction''' '''''Modern physics assumes that photons are exactly massless and travel at the universal speed limit c'''''. This assumption leads directly to the prediction that proper time along a photon's worldline is zero. An alternative possibility is that c represents not the ultimate speed limit but rather the velocity naturally attained by particles with extremely small rest mass. The actual speed limit may be a larger constant S. This work investigates the conceptual implications of such a model. '''2. Fundamental Hypothesis''' The model is based on three assumptions: # There exists a universal speed limit S. # S is slightly greater than c. # '''''Photons possess a tiny nonzero rest mass m'''''. Under these assumptions: c < S and photons travel extremely close to, but not exactly at, the universal speed limit. '''3. Proper Time of Photons''' In standard relativity: dτ = dt√(1 − v²/c²) For a photon: v = c therefore: dτ = 0 In the proposed model: dτ = dt√(1 − v²/S²) Since c < S: dτ > 0 Thus photons accumulate a nonzero amount of proper time. '''1.      Why does it matters?''' '''Let do a hypothetical experiment'''. Consider a photon emitted from Earth that never interacts with matter due to cosmic expansion. In standard relativity: * Proper time remains exactly zero. * The photon does not age. In the proposed framework: * Proper time accumulates slowly. * Given an arbitrarily long future, the photon experiences finite and potentially unbounded aging. '''5. Experimental Signatures''' The hypothesis may produce: * Energy-dependent propagation speeds. * Deviations from Maxwellian electrodynamics. * Observable photon dispersion in deep-space observations. * Small modifications to relativistic kinematics. Detection of such effects would provide evidence against exact photon masslessness. '''6. Discussion''' The proposed framework does not claim correctness but illustrates that the assumption of exactly zero photon mass is not the only logically conceivable possibility. Similar historical situations occurred when neutrinos were initially assumed to be massless but were later found to possess small masses. Future theoretical development would require a self-consistent field theory and quantitative predictions suitable for experimental testing. '''7. Conclusion''' A speculative alternative to conventional relativity has been examined in which the universal speed limit exceeds the speed of light and photons possess a tiny nonzero rest mass. Such a framework would permit photons to accumulate proper time and experience aging over cosmological timescales. Although no current experimental evidence supports this hypothesis, it provides an interesting conceptual extension of standard relativistic assumptions. '''''Written by – Shivam Kumar''''' rfp3chcfstvitt61w65pozjl1dspo48 File:VLSI.Arith.2A.CLA.20260611.pdf 6 330141 2815252 2026-06-11T13:54:20Z Young1lim 21186 {{Information |Description=Carry Lookahead Adders 2A traditional (20260611 - 20260610) |Source={{own|Young1lim}} |Date=2026-06-11 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} 2815252 wikitext text/x-wiki == Summary == {{Information |Description=Carry Lookahead Adders 2A traditional (20260611 - 20260610) |Source={{own|Young1lim}} |Date=2026-06-11 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} == Licensing == {{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} mmwv97lq4j7nwgvkf92qu49hm7ohqj4 File:VLSI.Arith.2B.CLA.20260611.pdf 6 330142 2815253 2026-06-11T13:54:50Z Young1lim 21186 {{Information |Description=Carry Lookahead Adders 2B simplified (20260611 - 20260610) |Source={{own|Young1lim}} |Date=2026-06-11 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} 2815253 wikitext text/x-wiki == Summary == {{Information |Description=Carry Lookahead Adders 2B simplified (20260611 - 20260610) |Source={{own|Young1lim}} |Date=2026-06-11 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} == Licensing == {{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} 60od66tos141diy7d5bheypnvf6d8al File:C04.SA0.PtrOperator.1A.20260611.pdf 6 330143 2815257 2026-06-11T14:08:03Z Young1lim 21186 {{Information |Description=C04.SA0: Address and Dereference Operators (20260611 - 20260610) |Source={{own|Young1lim}} |Date=2026-06-11 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} 2815257 wikitext text/x-wiki == Summary == {{Information |Description=C04.SA0: Address and Dereference Operators (20260611 - 20260610) |Source={{own|Young1lim}} |Date=2026-06-11 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} == Licensing == {{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} ow6q9u5aen4ee1m6c4mxt2bfiei17w8 File:Laurent.5.Permutation.6C.20260610.pdf 6 330144 2815259 2026-06-11T14:13:54Z Young1lim 21186 {{Information |Description=Laurent.5: Permutation 6C (20260610 - 20260609) |Source={{own|Young1lim}} |Date=2026-06-11 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} 2815259 wikitext text/x-wiki == Summary == {{Information |Description=Laurent.5: Permutation 6C (20260610 - 20260609) |Source={{own|Young1lim}} |Date=2026-06-11 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} == Licensing == {{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} 1krnj5jqwymtweu8sa59259fa02f4p8 File:Laurent.5.Permutation.6C.20260611.pdf 6 330145 2815261 2026-06-11T14:20:22Z Young1lim 21186 {{Information |Description=Laurent.5: Permutation 6C (20260611 - 20260610) |Source={{own|Young1lim}} |Date=2026-06-11 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} 2815261 wikitext text/x-wiki == Summary == {{Information |Description=Laurent.5: Permutation 6C (20260611 - 20260610) |Source={{own|Young1lim}} |Date=2026-06-11 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} == Licensing == {{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} 2i9b8qrhfnbury5x9xrwahmf3nivsjo Wikimedia concerns with European copyright rules including AI and scientific research 0 330146 2815274 2026-06-11T20:39:10Z DavidMCEddy 218607 create 2815274 wikitext text/x-wiki :''This discusses a 2026-06-18 interview with Dimitri Zagorski<ref name=Dimi><!--Dimitar Zagorski, 3rd-->{{cite Q|Q130719781}}</ref> about the European Commission's targeted public consultation on copyright law, including a video and 29:00 mm:ss podcast excerpted from the interview. The podcast is released 2026-06-27 to the fortnightly "Media & Democracy" show<ref name=M&D><!--Media & Democracy-->{{cite Q|Q127839818}}</ref> syndicated for the [[w:Pacifica Foundation|Pacifica Radio]]<ref><!--Pacifica Radio Network-->{{cite Q|Q2045587}}</ref> Network of [[w:List of Pacifica Radio stations and affiliates|over 200 community radio stations]].''<ref><!--list of Pacifica Radio stations and affiliates-->{{cite Q|Q6593294}}</ref> :''It is posted here to invite others to contribute other perspectives, subject to the Wikimedia rules of [[w:Wikipedia:Neutral point of view|writing from a neutral point of view]] while [[w:Wikipedia:Citing sources|citing credible sources]]<ref name=NPOV>The rules of writing from a neutral point of view citing credible sources may not be enforced on other parts of Wikiversity. However, they can facilitate dialog between people with dramatically different beliefs.</ref> and treating others with respect.''<ref name=AGF>[[Wikiversity:Assume good faith|Wikiversity asks contributors to assume good faith]], similar to Wikipedia. The rule in [[w:Wikinews|Wikinews]] was different: Contributors there were asked to [[Wikinews:Never assume|"Don't assume things; be skeptical about everything."]] That's wise. However, we should still treat others with respect while being skeptical.</ref> <!--[[File:Wikimedia concerns with European copyright rules including AI and scientific research.webm|thumb|2026-06-18 interview with Dimi Zagorski about Wikimedia concerns with European copyright rules including AI and scientific research.]]--> <!--[[File:Wikimedia concerns with European copyright rules including AI and scientific research.ogg|thumb|29:00 mm:ss excerpts from a 2026-06-18 interview with Dimi Zagorski about Wikimedia concerns with European copyright rules including AI and scientific research.]]--> Dimitri ("Dimi") Zagorski<ref name=Dimi/> discusses the European Commission's targeted public consultation on copyright law and other issues that concern the Wikimedia Foundation. He is interviewed by Spencer Graves.<ref><!--Spencer Graves-->{{cite Q|Q56452480}}</ref> As background for this interview, we review the structure of the government of the [[w:European Union|European Union]] (EU). == European Union == The European Union (EU) is a political and economic union of 27 member states located primarily in Europe with [[w:Special territories of members of the European Economic Area|32 special territories]] or subnational units of EU member states stretching from [[w:Greenland|Greenland]] to the southern Indian ocean and the South Pacific. The EU has a population of over 450 million and nominal gross domestic product (GDP) of around €19 trillion in 2025; this makes it roughly one sixth of the global economy. The [[w:Institutions of the European Union|Institutions of the European Union]] encompass seven principal decision-making bodies: # [[w:European Parliament|European Parliament]], whose approval is required for proposed legislation to become law. It currently has 720 members (MEPs). It functions roughly like the [[w:United States House of Representatives|House of Representatives in the US]], in that MEPs can amend or reject proposed legislation, though they cannot initiate legislation. # [[w:European Council|European Council]] of heads of state or government. # [[w:Council of the European Union|Council of the European Union]], often referred to simply as the Council and less formally as the "Council of Ministers". This is a legislative body, which works with the European Parliament to amend and approve or veto proposals of the European Commission, which holds the right of initiative; neither the Council nor the Parliament can initiate legislation. The Presidency of the council is not a single post, but is held by a member state's government and rotates every six months. It functions roughly like the [[w:United States Senate|Senate in the US]] but cannot initiate legislation. # [[w:European Commission|European Commission]] (EC), the executive cabinet of the European Union. Currently, there is one Commissioner per member state, including the president (currently [[w:Ursula von der Leyen|Ursula von der Leyen]]), but members are bound by their oath of office to represent the interest of the EU as a whole rather than their home state. All EU legislation must be initiated by the Commission, to be amended and approved or vetoed by the European Parliament and the Council. # [[w:Court of Justice of the European Union|Court of Justice of the European Union]]. # [[w:European Central Bank|European Central Bank]]. # [[w:European Court of Auditors|European Court of Auditors]]. == The need for media reform to improve democracy == This article is part of [[:category:Media reform to improve democracy]]. A summary of episodes to 2025-11-15 is available in [[Media & Democracy lessons for the future]]. ==Discussion == :''[Interested readers are invited to comment here, subject to the Wikimedia rules of [[w:Wikipedia:Neutral point of view|writing from a neutral point of view]] [[w:Wikipedia:Citing sources|citing credible sources]]<ref name=NPOV/> and treating others with respect.<ref name=AGF/>]'' == Notes == {{reflist}} <!--== Bibliography ==--> [[Category:Media]] [[Category:News]] [[Category:Democracy]] [[Category:Politics]] [[Category:Media literacy]] [[Category:Wikimedia]] [[Category:Wikimedia Foundation]] [[Category:Wikimedia Foundation staff]] [[Category:Media reform to improve democracy]] <!--list of categories https://en.wikiversity.org/wiki/Wikiversity:Category_Review [[Wikiversity:Category Review]]--> p6xj1tuzuxg416b8t15yvve3eyvmr7a Category:Volunteering 14 330147 2815285 2026-06-11T22:27:09Z Jtneill 10242 Created page with "[[Category:Social psychology]]" 2815285 wikitext text/x-wiki [[Category:Social psychology]] 8o72jbizzvbbhygpyhelgeneclnig2e Category:Motivation and emotion/Book/Robots 14 330148 2815301 2026-06-12T02:02:17Z Jtneill 10242 Created page with "[[Motivation and emotion/Book/Technology]]" 2815301 wikitext text/x-wiki [[Motivation and emotion/Book/Technology]] 4onpca16525ebmgpy8eg7mwi8lulyop 2815304 2815301 2026-06-12T02:03:12Z Jtneill 10242 added [[Category:Motivation and emotion/Book/Technology]] using [[Help:Gadget-HotCat|HotCat]] 2815304 wikitext text/x-wiki [[Motivation and emotion/Book/Technology]] [[Category:Motivation and emotion/Book/Technology]] 22qmv2mqtphznkxhexd3jih3x6zbd3o 2815305 2815304 2026-06-12T02:05:30Z Jtneill 10242 2815305 wikitext text/x-wiki [[Category:Motivation and emotion/Book/Technology]] k00jfjp0k8fju03xdauel19is0lhpnu Category:Motivation and emotion/Book/Drugs/Benzodiazepines 14 330149 2815311 2026-06-12T02:12:12Z Jtneill 10242 Created page with "[[Category:Motivation and emotion/Book/Drugs]]" 2815311 wikitext text/x-wiki [[Category:Motivation and emotion/Book/Drugs]] gb1qgmq95krppw86i7pz0hwmcfh4mpa Category:Motivation and emotion/Book/Retirement 14 330150 2815327 2026-06-12T02:45:07Z Jtneill 10242 Created page with "[[Category:Motivation and emotion/Book/Work]]" 2815327 wikitext text/x-wiki [[Category:Motivation and emotion/Book/Work]] k6p19w6ayxf9h7281dbo6ke293mr2gs File:VLSI.Arith.2A.CLA.20260612.pdf 6 330152 2815340 2026-06-12T07:01:36Z Young1lim 21186 {{Information |Description=Carry Lookahead Adders 2A traditional (20260612 - 20260611) |Source={{own|Young1lim}} |Date=2026-06-12 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} 2815340 wikitext text/x-wiki == Summary == {{Information |Description=Carry Lookahead Adders 2A traditional (20260612 - 20260611) |Source={{own|Young1lim}} |Date=2026-06-12 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} == Licensing == {{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} cmv0x1drkzaq8xpkyaqaleylpt5av20 File:VLSI.Arith.2B.CLA.20260612.pdf 6 330153 2815341 2026-06-12T07:02:26Z Young1lim 21186 {{Information |Description=Carry Lookahead Adders 2B simplified (20260612 - 20260611) |Source={{own|Young1lim}} |Date=2026-06-12 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} 2815341 wikitext text/x-wiki == Summary == {{Information |Description=Carry Lookahead Adders 2B simplified (20260612 - 20260611) |Source={{own|Young1lim}} |Date=2026-06-12 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} == Licensing == {{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} mga15f70qewq2x2715ytbbo7nd0u4dt File:C04.SA0.PtrOperator.1A.20260612.pdf 6 330154 2815349 2026-06-12T07:08:54Z Young1lim 21186 {{Information |Description=C04.SA0: Address and Dereference Operators (20260612 - 20260611) |Source={{own|Young1lim}} |Date=2026-06-12 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} 2815349 wikitext text/x-wiki == Summary == {{Information |Description=C04.SA0: Address and Dereference Operators (20260612 - 20260611) |Source={{own|Young1lim}} |Date=2026-06-12 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} == Licensing == {{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} 6waiv2aafytg9gpjzpdd06d4bvzywvg File:Laurent.5.Permutation.6C.20260612.pdf 6 330156 2815353 2026-06-12T07:14:49Z Young1lim 21186 {{Information |Description=Laurent.5: Permutation 6C (20260612 - 20260611) |Source={{own|Young1lim}} |Date=2026-06-12 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} 2815353 wikitext text/x-wiki == Summary == {{Information |Description=Laurent.5: Permutation 6C (20260612 - 20260611) |Source={{own|Young1lim}} |Date=2026-06-12 |Author=Young W. Lim |Permission={{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} }} == Licensing == {{self|GFDL|cc-by-sa-4.0,3.0,2.5,2.0,1.0}} 4p0h1oexyrvzsfo7luqqb9s56udkfpt User:Juandev/Userviews 2015-2026 2 330157 2815356 2026-06-12T07:57:36Z Juandev 2651 init 2815356 wikitext text/x-wiki Views by users (not bots) {| class="wikitable" !Project !User !Pages created !Total views !Daily avarage views !Total siteviews in on year !Notes |- |en.wv |Juandev |97 |94,702 |24 |9,249,854 | |- |cs.wv |Juandev |1317 |588,665 |147 |131,953 | |- | | | | | | | |} == Top tens by Juandev == === Top tens on en.wv === {| class="wikitable" !No. !Name of a resource !Subject !Type !Age group !Page status !Project main page !Project completition statu !Total 10 year views !Notes |- |1 |[[Solar System, interactive/Earth/Solar System overview]] |astronomy |interactive |10-13 |completed |[[Solar System, interactive]] |90 % |10,168 | |- |2 |[[Solar System, interactive]] |astronomy |interactive |10-13 |completed |same |90 % |4,568 | |- |3 |[[Fairy Rings]] |mycology |data collection |all |ongoing |same |10 % |3,663 | |- |4 |[[Solar System, interactive/Earth/Solar System overview/Earth]] |astronomy |interactive |10-13 |completed |[[Solar System, interactive]] |90 % |2,703 | |- |5 |[[Solar System, interactive/Earth/Solar System overview/Mars]] |astronomy |interactive |10-13 |completed |[[Solar System, interactive]] |90 % |2,258 | |- |6 |[[Spanish/Bilingual Spanish-English Dictionary]] |linguistics |main page |all |not completed |same |0 |2,228 | |- |7 |[[System/Earth/Solar System overview/Sun/Sun inside]] |astronomy |interactive |10-13 |completed |[[Solar System, interactive]] |90 % |1,943 | |- |8 |[[Plant tissue culture/Lab]] |botany | | | | | |1,722 | |- |9 |[[BCP/Salix]] |botany | | | | | |1,669 | |- |10 |[[Solar System, interactive/Earth]] |astronomy |interactive |10-13 |completed |[[Solar System, interactive]] |90 % |1,525 | |} Němčina/Základní slovní zásoba/Barvy; Klávesové zkratky pro zvláštní znaky; ClamTk; Ogg Theora/Zpracování videí pro Wikimedia Commons ve Windows; Práce na Wikipedii; Karma (ohřívač)/Mora PO 35/Juandev/Časté výbuchy a zhasínání; Wiki Rádio; Kontrola pravopisu; Projekt: Kvetení rostlin; == Czech Wikipedia == {| class="wikitable" !User !Pages !Total pageviews !Daily average !Notes |- |Juandev |1,425 |30,242,025 |7,562 | |} 9ttkqowf2wxgxozaddxghwbu8iipsdt 2815369 2815356 2026-06-12T10:04:50Z Juandev 2651 typos 2815369 wikitext text/x-wiki Views by users (not bots) {| class="wikitable" !Project !User !Pages created !Total views !Daily avarage views !Total siteviews in on year !Notes |- |en.wv |Juandev |97 |94,702 |24 |9,249,854 | |- |cs.wv |Juandev |1317 |588,665 |147 |131,953 | |- | | | | | | | |} == Top tens by Juandev == === Top tens on en.wv === {| class="wikitable" !No. !Name of a resource !Subject !Type !Age group !Page status !Project main page !Project completition statu !Total 10 year views !Notes |- |1 |[[Solar System, interactive/Earth/Solar System overview]] |astronomy |interactive |10-13 |completed |[[Solar System, interactive]] |90 % |10,168 | |- |2 |[[Solar System, interactive]] |astronomy |interactive |10-13 |completed |same |90 % |4,568 | |- |3 |[[Fairy Rings]] |mycology |data collection |all |ongoing |same |10 % |3,663 | |- |4 |[[Solar System, interactive/Earth/Solar System overview/Earth]] |astronomy |interactive |10-13 |completed |[[Solar System, interactive]] |90 % |2,703 | |- |5 |[[Solar System, interactive/Earth/Solar System overview/Mars]] |astronomy |interactive |10-13 |completed |[[Solar System, interactive]] |90 % |2,258 | |- |6 |[[Spanish/Bilingual Spanish-English Dictionary]] |linguistics |main page |all |not completed |same |0 |2,228 | |- |7 |[[System/Earth/Solar System overview/Sun/Sun inside]] |astronomy |interactive |10-13 |completed |[[Solar System, interactive]] |90 % |1,943 | |- |8 |[[Plant tissue culture/Lab]] |botany | | | | | |1,722 | |- |9 |[[BCP/Salix]] |botany | | | | | |1,669 | |- |10 |[[Solar System, interactive/Earth]] |astronomy |interactive |10-13 |completed |[[Solar System, interactive]] |90 % |1,525 | |} Němčina/Základní slovní zásoba/Barvy; Klávesové zkratky pro zvláštní znaky; ClamTk; Ogg Theora/Zpracování videí pro Wikimedia Commons ve Windows; Práce na Wikipedii; Karma (ohřívač)/Mora PO 35/Juandev/Časté výbuchy a zhasínání; Wiki Rádio; Kontrola pravopisu; Projekt: Kvetení rostlin; == Czech Wikipedia == {| class="wikitable" !User !Pages !Total pageviews !Daily average !Notes |- |Juandev |1,425 |30,242,025 |7,562 | |} h3drxrd6k8bpokmotyrrblqz73h2x04