Posted: July 17th, 2011 | Author: magnus | Filed under: Literature | No Comments »
Everything in life is ever-changing.
Orison Swett Marden was an American author and physician born in 1850.
At the age of 3, Marden lost his mother, and four years later, his father. This left him and his siblings in and out of the custody of numerous guardians, with Marden working to support himself from this day onward – as an adult, working in a hotel and eventually owning and operating several of them.
Despite the seemingly unsurmountable adversity, Marden graduated from Boston University and eventually graduated with an M.D. and LL.B from Harvard College.
Marden was inspired by the Scottish author Samuel Smiles, the father of self-help books and the author of ‘Self-Help‘, written in 1875. The book was coined ‘the bible of mid-Victorian liberalism’, and played a huge role in the course of Marden’s life. Marden himself went on to author an impressive list of books on the common theme of cultivating will-power, belief in oneself and achieving success.
‘An Iron Will’ (free download) is the only Orison Swett Marden book I have read so far, and I found it to be a tremendous source of inspiration. Unlike other self-help books that espouse simplistic methods of reaching goals – ‘positive thinking’ as a means to your end goal – this book offers no short cuts. You will reach your goal and attain fulfillment no other way than by cultivating discipline, motivation and good old-fashioned hard-work.
Marden founded Success Magazine in the late 1890s. An interesting article is featured in Success entitled ‘Orison Swett Marden – An Original Thinker‘.
Posted: September 2nd, 2010 | Author: magnus | Filed under: Events | No Comments »
Thanks to the UBC Buddhism and Contemporary Society Program for the announcement that Thich Nhat Hanh will visit Vancouver in August 2011. As well, there are a number of interesting events happening this fall. Check it out!
Posted: September 2nd, 2010 | Author: magnus | Filed under: Happiness | No Comments »
If you are tired of being inundated with news of the dismal, here is something new: Happy News – Real News. Compelling Stories. Always Positive.
Why not contribute and add to the positivity?
Posted: August 30th, 2010 | Author: magnus | Filed under: Meditation | 2 Comments »
There are so many reasons why you can’t meditate. Or so you think.
1. You don’t know how!
Do you know how to sit? And close your eyes? Do you know how to count mindfully from 1 to 10 repeatedly in your mind? Do you know how to observe your thoughts as they enter your mind? You can meditate.
2. You don’t have time
You can skip that episode of ‘The Office’ that you have seen thrice before. You can cut out 10 minutes from Facebook, Twitter and Internet ‘research’. You can make time.
3. It’s too noisy
Your sitting practice will not always happen while perched atop a serene setting such as Spirit Rock. A typical sitting practice will occur in your home, on a regular day, with life moving full steam ahead. The noise is an important part of your practice. It can never be too noisy. Treat the noise as you would your fleeting thoughts.
4. Your body aches
Two words: Pain Meditation
Posted: March 16th, 2010 | Author: magnus | Filed under: Meditation | No Comments »
Can meditation have long-term beneficial effects on the plasticity of our brains? Bon meditation practitioner Alejandro Chaoul and oncologist Lorenzo Cohen evaluate the healing potential of meditation in a discussion from the Rubin Museum of Art’s Brainwave Festival.
Listen to the audio recording of the talk.
Posted: March 8th, 2010 | Author: magnus | Filed under: Video Games | No Comments »
hi everyone,
Since game design is top of mind, I thought I’d call out this book which I have listed in the ‘Recommended Readings‘ section called ‘A Theory of Fun‘. I have yet to read it myself but it’s in my list – I believe it will be informative for the purpose of designing a suitable game for our experiment.
Posted: February 1st, 2010 | Author: magnus | Filed under: Experimental Design, Video Games | 1 Comment »
Interested in your thoughts on these mini games that just launched today. In particular: ‘Reactions’ and ‘Focus’ are two ideas that might work if we are able to extend the trials.
Have a play!

Posted: January 29th, 2010 | Author: helene | Filed under: Experimental Design, Video Games | No Comments »
This post to discuss the design of the game / experiment.
This is a first draft of an experimental design in case we decide to program our own game.
Experiment = Main task (video game) + secondary task.
Main task: Video game. Slow increase in difficulty. Every N minutes a system test would be performed:
- If player’s performance (mean over the last N min) is above a given threshold T (e.g. T=90%): difficulty level is increased.
- If performance equals T: difficulty level is kept constant.
- If performance is below T: difficulty level is decreased.
- The balance between “participant’s skills /difficulty level” corresponds to a condition where Flow state can appear. Once this equilibrium is reached we let the participant play during a given time (e.g. 10 min or long enough for us to collect physiological data).
- At the end of the 10 minutes the program enters a “forced” mode: the difficulty level is increased independently of the participant’s performance. The goal is to disrupt the flow state and to induce progressively a stress-like state.
Secondary task:
- Nature: Visual or auditory. Do not need to be a real part of the game. Must not concur with the main task as far as response production is concerned.
- Role: Allowing us to evaluate level of attentional focus on the main task.
Experiment structure & Rough expected results:

- Stage 1: “Boredom”(duration: depends on participant)
- Perf main > T à Difficulty level keeps rising.
- Perf second. high
- Stage 2: “Transition” (duration: depends on participant)
- Perf main > T à Difficulty level keeps rising.
- Perf second. is decreasing .
- This pattern would be only observed if the instructions emphasise enough the fact that the main task take precedence over the secondary task, otherwise the pattern might change regarding participant’s strategy. In the other hand, a too strong emphasis might lead to participant to neglect the secondary task.
- Stage 3: “Flow” (duration: e.g. 10min)
- Perf main = T à Difficulty level kept constant (or oscillates).
- Perf second.: very low.
- Stage 4: “Stress” (duration: TBD or until perf fall under given threshold)
- Difficulty level gradually increased à Perf main decreasing.
- Perf second.: very low (or increasing a little since the participant is not able anymore to perform correctly the main task).
- There might be another transition between Flow and Stress states.