My experiment with the Ikea hydroponics system has now produced a nice selection of small chili seedlings. The next step is moving them from the nursery box into the cultivation kit. Below are some photos: the idea is to completely bury the stone wool “starter plug” (now penetrated by chili roots) into coarse pumice stone pieces, within perforated cultivation pots. After those are placed into the cultivation kit, one just needs to fix the kit with a mix of fertilizer and water in suitable ratio (half capful into 4 liters of water is Ikea’s own Växer recommendated ratio, I did put in a bit more). Those pots which are not in use should be covered with provided lids, as this prevents algae growth in the kit. The pumice stone gravel absorbs the liquid, providing chili seedlings with both water, nutritients, and access to air. Let’s see how this goes on from this…
Month: January 2017
Todellisuutemme tulevaisuus? Nuorten filosofiatapahtuma 2017
[Talked in Finnish about the future of “real” and “virtual” in Helsinki today.] Osallistuin alustajana ja panelistina tänään Nuorten filosofiatapahtumaan. Oma esitykseni (ks. runko alla) pyrki virittelemään pohdintaa ja keskustelua siitä, mihin tulevaisuudessa voi mahdollisesti johtaa ne käynnissä olevat kehityskulut, missä “vaikuttavat mutta ei-materiaaliset” todellisuutta rakentavat kehykset ja kerrokset tulevat keskellemme, ja ohjaavat osaa ihmisistä ajattelemaan, aistimaan, tietämään ja toimimaan – mutta suuri osa väestöä toisaalta ei jaa samaa todellisuutta.
Aineettomien ideoiden vaikutus on perustava kaikkien meidän arkisessa elämässä, ja todellisuuden sosiaalinen rakentuminen muovaa jatkuvasti sitä keitä olemme ja miten ymmärrämme maailmamme. Tässä tilaisuudessa pohdinnan kohteena oli erityisesti uudenlaiset, potentiaalisesti keskenään ristiriitaiset, mutta samoihin tiloihin ja tilanteisiin levittäytyvät pelien, informaation ja sosiaalisen vuorovaikutuksen todellisuuskerrokset. Kuinka tasa-arvon, vallan, yksityisyyden, rahan/arvon, työn/vapaa-ajan ja maailman muuttamisen tai “eskapismin” kaltaiset kysymykset muotoillaan kenties uudelleen, kun nämä kehityskulut ottavat tulevina vuosina seuraavat askeleensa. Kuinka niihin on syytä varautua, millaista peli-, informaatio- ja medialukutaitoa täytyy vaalia ja kehittää että pahimmat uhkakuvat eivät toteutuisi? Kiitokset kaikille keskustelukumppaneille, paikalla oli poikkeuksellisen fiksua, kriittisesti ja laajakaarisesti ajattelevaa väkeä!
CFP: GamiFIN conference 2017, ext-dl: 31 January, 2017
CFP GamiFIN Conference 2017
9th to 10th May 2017
Submissions due on:
EXTENDED DEADLINE 31th January, 2017
Selected contributions will be published in special issue of International journal of Serious Games
+ Open-access online conference proceedings (CEUR-WS)
* GamiFIN 2017 is proud and delighted to announce our confirmed keynote speakers, we do have a great combination of excellence around gamification: Dr. Sylvester Arnab, Reader in Game Science, Coventry University (UK), Dr. Sebastian Deterding, a senior research fellow at the Digital Creativity Labs, University of York (UK) and Dr. Juho Hamari, a Professor of Gamification at UCPori and a leading researcher at the Game Research Lab University of Tampere. Exciting lectures ahead concentrating on e.g. the current state of the art in the field of academic research on gamification, why gamification needs theory and how to transform ordinary tasks into extraordinary experiences. Be sure not to miss these key-talks next May in Pori, Finland!
We are pleased to invite you to GamiFIN conference, on 9th to 10th of May 2017 in Pori, Finland. GamiFIN is a meeting place where researchers, industry and experts present results from their latest work regarding gamification, technology, media and digital culture for the future society.
GamiFIN is a concept made up by University Consortium of Pori. GamiFIN brings together people not only from different fields of academia but also from different sectors such as companies and other institutions. GamiFIN is a great opportunity to present your novel and ground-breaking research results, benefit from the interaction with industry and practitioners and to get new ideas how to utilize gamificational approaches in research as well as in industrial level.
The GamiFIN conference features e.g. the following major themes:
- Gamification, ludification, playfulness
- Industry and gamification
- Gamification of public events such as concerts, sports events etc.
- Wellbeing and gamification
- Sustainability, ecological solutions
- Customer services gamification
- Gamification of mathematics
- Gamification of data collection
- Gamification of research
The authors of the selection of the best papers will be invited to publish their work as an article in a special issue of the International Journal of Serious Games.
All the papers accepted to the conference, will be sent for consideration in open-access CEUR Workshop Proceedings. CEUR-WS.org is a recognized ISSN publication series with ISSN 1613-0073. After acceptance, the proceedings will be published as a GamiFIN Conference 2017 volume. (In the Finnish classification of publication forums, CEUR-WS-proceedings are classified as Jufo 1)
There are two different tracks you can submit your proposals to:
1) academic and 2) industrial
In the academic track, the papers should contain 4 -6 pages, including the list of references. Papers are expected to contribute the field of gamification, based on the different themes of the conference. The contribution has to be original, novel, well written and scientifically ensure the validity of the presented results.
The industrial track serves the participating companies by offering demo sessions where current and on going work can be presented. Contributions concerning development, business cases, marketing, strategy, case studies, best practices and lessons learned etc. are welcomed. In industrial track, please submit 1-page position paper. All academic submissions will be peer-reviewed double blinded. The industrial submissions should include a short biography of the author / presenter, and description of their organization.
Extended deadline for submissions is 31th of January, 2017.
New chili season, 2017
In January, it is again time to sow the seeds for 2017 chili crops. This time, I have a theme: colour ‘yellow’. Well, almost all my chilies this season are yellow, but not quite, as you can notice from below.
Another new concept this year for me is hydroponics. The idea of hydroponic gardening is to use no soil, but rather just expose plants to water, nutrients and sunlight. The plants’ roots will be circulated by a mineral solution, and there is some supportive, non-organic material used to keep the plants growing up in firm position.
I will most likely not develop a full hydroponic system when these chilies move to our greenhouse, but I will try it out in the germinating and seedling growing phases. To make things as easy (and as cost-effective) as possible, I got the entire system from IKEA. They have also some videos about the hydroponic indoor gardening and the techniques and materials they had chosen in their website at: http://www.ikea.com/gb/en/products/indoor-gardening/.
The germination process is handled with a simple tray with holes, some plugs made of stone wool (a fibrous mineral material), a water box below, and protective plastic cover with some air ventilation holes.
As not all seeds germinate, it is a good idea to put 2-3 seeds per plug.
The optimal temperature for most chili varieties’ germination is around 27-29 Celsius degrees, so I use an electric warming mat below the nursery to keep the temperature even. There is also a LED light with plants’ wavelengths in the IKEA system, the cultivation insert set for seedling phase is intended to be combined with the pumice stone (volcanic rock from Iceland), which allows roots support and access to hydroponic growing solution, while also allowing airflow to the plant roots.
This time, the chili varieties I chose for growing are: Pequin Firecracker (c. annuum), a hybrid Tepin x Lemon Drop (c. annuum x baccatum), 7 Pot Brain Strain Yellow (c. chinense), Lemon Drop (c. baccatum), Goat’s Weed (c. annuum), Peito de Moca (c. chinense), Bhut Jolokia (which is now classified as a c. chinense x frutescens hybrid from India?), Aji Cristal (c. baccatum), Aji Fantasy (a commercial Finnish c. baccatum hybrid of Lemon Drop x PI 441551), a non-specified ‘Thai’ chili variety (c. annuum), Habanero Hot Lemon (c. chinense), Fatalii (c. chinense), and my old favourite, yellow Madame Jeanette (c. chinense, a habanero chili from Suriname). Old familiar ones, and new acquaintances. Happy new chili season, all fellow chili-heads!
PS. Here is also a cheerful video by IKEA about the joys of hydroponics:
Retrospect, 2016, 2006, 1996, and beyond
I am not particularly good in remembering things, which makes annually returning cycles of breaks and opportunities for reflection challenging, yet also very useful.
Year 2016 was exceptionally burdersome year for many reasons, but among much sadness and strain, there were also many happy things, and quiet progress that is important, but that will most likely surface only later. If I’d have to name one thing, I would say that 2016 was the “Year of Pokémon GO”, as both in personal life as well as professionally, that single location based, social experience coloured much of the latter part of the year in particular.
Randomly sampling the past, in ten year intervals, in 2006, I notice from my records that I was making several public talks about ludic literacy. For example, in one publication I sketched six dimensions of skill sets that each build on top of each other: 1) fundamental ludic understanding (“this is play, game has rules”), 2) functional gaming skills (“this game works this way”), 3) strategic and meta levels of game skills (“this way of playing is interesting / makes sense for me”), 4) social ludic skills (“this is what makes playing fun for other, this is why these people want to play”), 5) creative and productive game play skills (“this game can be extended, or reimagined in these ways”), and 6) literacy related to media in general (“this game is produced to make money this way, its marketing and business strategies rely on this kinds of principles”. (I seem to have worked on a longer article on the topic, but the last draft of that was marked “version 0.5”, so I guess other worked ran over that one.)
In 1996, I was working on the manuscript of Koneihminen article anthology (The Man-Machine), which was a wide-ranging exploration into the multiple cultural roles that technology holds in our lives – as a living environment, as an integral element that extends as well as shapes, and limits our individual and social subjectivy and agency, as well as an evolving and chancing source of various aesthetic experiences. It is interesting to read about the reflections of technological ambivalence, and critiques of 1990s techno-romanticism today, when two decades have changed the landscape of technology into something considerably more pervasive, but also into something more banal. It is certainly true that in 1990s we were considerably more naive regarding the pace of cultural change, and what was really important and what not so, but looking around at turn of 2016/2017, much of both the utopian and dystopian elements of technological imagination are now reality. The more philosophical dimensions of technologically informed subjectivity would clearly benefit from a revisit, or two.
In 1986, I was early in my studies of comparative literature in the University of Tampere. Sadly, it seems that I do not have any digital notes saved from the time before 1991, due to the multiple changes in those years, one of the most important technical ones being the move from Commodore 64 to some early 286 PC that caused me losing my records. Only some backups coming from my Unix account from early 1990s has survived. The C64 floppy disks still just might be somewhere, but I have neither hardware or software to access them, any more. Digital amnesia? But I still remember for example typing rather long essays and seminar works on C64 “Sanatar” word processing software (AmerSoft, 1984) – and then using the same home computer at nights to play AD&D adventure “Pool of Radiance” (SSI, 1988), slowly, sometimes with painful failure rate, but endlessly fascinated. Long Finnish summer nights were filled with light and bird song, also in 3 or 4 am, when I remember holding a break in my upstairs student apartment, stepping outside of the Forgotten Realms for a while.
Remembering is good for us. I link below the slides that I prepared for “Personal gaming histories” course this fall – no commentary this time, but maybe the pictures also tell some stories. Times, they are a-changing.
(PS – these exercises remind us, how our lives do not equal to “life stories”, consistent, logical, progressive wholes. They just present us these constant challenges for sense making, always more or less retrospective.)
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