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16 January 2022 (closed)
Jakarta Composite Index (6,693.40) +35.04 +0.53%
USD/IDR (14,146) -6.00 -0.04%
EUR/IDR (17,335) +57.05 +0.33%
GDP Growth Q3 2021 3.51% (y/y)
Inflation December 2021 1.87% (y/y)
Central Bank BI 7-Day Reverse Repo December 2021 3.50%
Tag: Inflation
Below is a list with tagged columns and company profiles.
Today's Headlines Inflation
QE3 and BI Rate Concerns Impact on Indonesia's Stock Index and Rupiah
Concerns about the looming end of the Federal Reserve's monthly USD $85 billion stimulus program (known as quantitative easing or QE3) in combination with the deteriorating domestic economy of Indonesia has caused Indonesia's benchmark stock index (IHSG) to plunge 1.95 percent in the first trading session of 13 November 2013. The Indonesian rupiah exchange rate depreciated 0.28 percent to IDR 11,600 according to Bloomberg. These developments happen one day after the decision of Indonesia's central bank to raise the BI rate to 7.50 percent.
Poverty Reduction: One of the Ambitions in Indonesia's RPJMN Plan
The government of Indonesia aims to reduce the country's poverty rate to between 6.5 and 8.0 percent by 2019. The government, through its Ministry of National Development Planning (Bappenas), is currently busy finalizing the targets of the National Medium-Term Development Plan 2015-2019 (RPJMN 2015-2019). This RPJMN is the third phase of implementation of the National Long-Term Development Plan 2005-2025 (RPJPN 2005-2025) which forms the basis for ministries and government agencies when formulating their policies.
Bank Indonesia Expects Indonesia's Economy to Grow 5.7% in 2013
Agus Martowardojo, Governor of Indonesia's central bank (Bank Indonesia), stated that the country's economy is expected to grow 5.7 percent in 2013. Bank Indonesia believes GDP growth in the fourth quarter of 2013 to fall below the growth figure realized in Q3-2013 (5.62 percent). Martowardojo said that the government needs to continue measures to improve the country's exports, while trying to curtail imports of oil and gas as domestic demand for fuels remained high, even after the increase in prices of subsidized fuels in June 2013.
Indonesia's Economic Growth (GDP) Continues to Slow Down in Q3-2013
Today (06/11), Statistics Indonesia announced that Indonesia's gross domestic product (GDP) expanded 5.62 percent in the third quarter of 2013 from the same period in 2012. The result implies the continuation of Indonesia's slowing economic growth as Q3-2013 constitutes the fifth consecutive quarter in which the country recorded slowing economic growth. Previously, the government had already expressed its concern about the GDP growth figure in Q3-2013 because the current high inflation rate curbs household consumption.
Indonesia Continues to Top Global Consumer Confidence Ranking
Indonesia continues to top the ranking of countries with the highest consumer confidence in the third quarter of 2013 although its score fell four points from the second quarter to 120. According to the Nielsen Global Survey of Consumer Confidence and Spending Intentions, consumers in Indonesia are optimistic due to the general elections in mid-2014 and growth of the country's middle class. However, as inflation surged after prices of subsidized fuels were raised in June, the score fell slightly.
Bank Indonesia: Inflation Showing a Continued Easing Trend in October 2013
The central bank of Indonesia (Bank Indonesia) sees a continued easing trend in inflationary pressures in October 2013. Indonesia's inflation in October 2013 was recorded at 0.09 percent (month-to-month), thus confirming the indication that monthly inflation is back to its normal pattern in the last five years. However, the annual inflation pace is still high at 8.32 percent (yoy). Limited inflation in October was influenced by deflation of the food group component (0.80 percent mtm), although commodity prices rose (especially red chili).
New Minimum Wage Jakarta Set at IDR 2.4 Million ($213) per Month in 2014
After two days of demonstrations by tens of thousands of Indonesian workers, the Governor of Jakarta (Joko Widodo) raised the capital's minimum wage to IDR 2.4 million (USD $213) per month. The new minimum wage, proposed by the Jakarta Wage Council, will be implemented in 2014 and constitutes a 10% increase from the current minimum wage of IDR 2.2 million. The workers, however, had demanded for a minimum wage of IDR 3.7 million causing various institutions and analysts to express concerns about the impact on the investment climate.
Lower Foodstuffs and Clothes Prices; Indonesia's October Inflation 0.09%
Inflation in October 2013 was recorded at 0.09%. This low inflation rate was mainly supported by easing food and clothes prices. The foodstuffs component in the basket recorded deflation of 0.34 percent, while clothes posted deflation of 0.56 percent. These details were presented by Suryamin, Head of Statistics Indonesia (BPS) on Friday (01/11). The 0.09 percent October inflation rate is low compared to past results in the same month with the notable exception of October 2011 when 0.12 percent of deflation was recorded.
Demand for Higher Minimum Wages Hurts Indonesia's Investment Climate
On Monday (28/10), another large-scale demonstration took place in the center of Jakarta, Indonesia's capital city. The workers that participated in the strike demanded a new minimum wage for Jakarta's provincial government due to the country's recent high inflation rate after prices of subsidized fuels were raised in June 2013, thus curbing people's purchasing power. The workers demand for the new minimum wage of IDR 3.7 million (USD $327) per month. However, these developments can hurt the investment climate in Indonesia.
Indonesian Tobacco Industry Expected to Continue its Growth in 2014
After the Indonesian government abandoned the idea to increase excises on cigarettes, the production of cigarettes in Indonesia is expected to increase to between 355 and 360 billion cigarettes in 2014. However, in order to meet that target, it is also important that the country's macroeconomy - particularly the inflation rate - remains stable. This year, Indonesian cigarette production is expected to reach 340 billion cigarettes. Indonesia has one of the world's largest markets for cigarettes.
Latest Columns Inflation
Inflation Indonesia: Administered Price Adjustments Form Challenge
The central bank of Indonesia (Bank Indonesia) said it carefully monitors the impact of higher electricity tariffs on the nation's inflation pace in March 2017. This month the government implemented the second phase of its gradual electricity tariff increase program for 900-VA household customers. Indonesia's state-owned electricity company Perusahaan Listrik Negara (PLN) decided to raise the electricity price for 900-VA households three times this year in order to cut energy subsidies and ensure that these subsidies are indeed channeled to the right people.
Bank of Indonesia: Assessing Impact of Sudden Rate Cut
The Bank of Indonesia recently resorted to a sudden cut in interest rate (by 25 bps to 4.75 percent) at its 20th October 2016 meeting. This followed a 25 bps reduction in September and thus this is the sixth time this year that the Indonesian central bank has elected to loosen monetary policy.
International Monetary Fund (IMF) Completes Visit to Indonesia
An International Monetary Fund (IMF) team, led by Luis E. Breuer, visited Indonesia between 7 and 18 November 2016 to conduct the annual Article IV Consultation. The IMF team exchanged views with Indonesian government officials, Indonesia's central bank (Bank Indonesia), and other public agencies, as well as representatives of the private sector, academics, and students on recent economic and financial market developments and the near-to-medium-term economic outlook.
Analysis Indonesian Economy: GDP, Monetary Policy & Stability
The central bank of Indonesia (Bank Indonesia) has become slightly less optimistic about Indonesia's economic growth in the third quarter of 2016. Bank Indonesia revised down its growth projection to below the 5 percent (y/y) mark for Q3-2016 (from an earlier forecast of 5.2 percent). However, the lender of last resort still expects to see a better performance compared to the 4.73 percent (y/y) pace posted in Q3-2015. Meanwhile, low inflation and a strong rupiah could result in another interest rate cut in Southeast Asia's largest economy.
What Is Next For Indonesian Interest Rates?
On September 22, 2016, the central bank of Indonesia (Bank Indonesia) decided to cut its BI seven-day repo rate from 5.25 percent to 5.00 percent, and this has changed parts of the long-term outlook for investors. Bank Indonesia also reduced its lending rate to 5.75 percent (from previous 5.50 percent), and the deposit rate to 4.50 percent (from previous 4.75 percent previously). This is significant because it shows that lending rates and interest rates have dropped to multi-year lows with the current policy changes.
Update Consumer Price Index & Manufacturing PMI Indonesia
In line with expectations, Indonesia's inflation rate eased to 2.79 percent year-on-year (y/y) in August 2016, from 3.21 percent (y/y) in the preceding month. Consumer price inflation in Indonesia fell on the back of declining prices after the Islamic celebrations of Ramadan and Idul Fitri ended in July. On a monthly basis, Indonesia recorded deflation of 0.02 percent (m/m) in August. Meanwhile, the manufacturing sector of Indonesia turned positive again.
Basic Economics: Inflation's Effects on Gold Prices
Gold investment levels in Asia continue to hold close to their all-time highs, and many regional investors are asking questions about what is next for the bullish trend in precious metals. To answer this question, it is important to take another look at old-fashioned economics as a means for determining how price valuations are likely to unfold in the future. One of the most critical economic forces in these areas is the force of market inflation, and its influence on the yellow metal can be significant depending on the underlying fundamentals present in the global economy.
Consumer Price Index Indonesia: July Inflation Expected at 1%
The central bank of Indonesia (Bank Indonesia) expects Indonesia's inflation to reach slightly below 1 percent month-to-month (m/m) in July 2016. According to central bank surveys, Indonesia's inflation accelerated in the first and second week of July by 1.18 percent (m/m) and 1.25 percent (m/m), respectively. Juda Agung, Executive Director of Bank Indonesia's Economic and Monetary Policy Department, said inflation tends to peak ahead of - and during - the Idul Fitri holiday (4-8 July) but is set to ease in the third and fourth week.
Islam & Indonesian Culture: Impact of Idul Fitri on the Economy
Next week Indonesia's financial and stock markets are closed for Idul Fitri (also known as Lebaran or Eid al-Fitr), the celebrations that mark the end of the holy Islamic fasting month (Ramadan). As usual, during the Ramadan month (that started in early June) business activities in Indonesia start to slow and this slowdown will reach its "peak" during the Idul Fitri holiday, a national holiday (from Monday 4 July to Friday 8 July) when some 17.6 million Indonesians who live and work in the bigger cities will return to their places of origin for a couple of days (a tradition called mudik).
Economic Update Indonesia May 2016: Inflation & Manufacturing PMI
The first day of the month - in case of a working day - implies that investors can count on the release of several macroeconomic data from Indonesia, specifically inflation and manufacturing activity. Statistics Indonesia (BPS) announced this morning (01/06) that Indonesia's consumer inflation reached 0.24 percent (m/m), or 3.33 percent (y/y), in May 2016. Meanwhile, the Nikkei Indonesia Manufacturing Purchasing Managers' Index (PMI) eased to a reading of 50.6 in May from 50.9 one month earlier. Lets take a closer look at these data.
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El Hombre Milagro (en el original en inglés, The Miracle Man) es una película muda estadounidense de 1919, un drama que protagoniza Lon Chaney y basada en una obra de teatro de 1914 de George M. Cohan, a su vez basada en la novela del mismo título de Frank L. Packard. La película fue lanzada por Paramount Pictures, dirigida, producida, y escrita por George Loane Tucker, y también protagonizada por Thomas Meighan y Betty Compson. El gran éxito de la película convirtió al instante a los tres protagonistas en estrellas, especialmente poniendo a Chaney en el mapa como actor de carácter.

Paramount estrenó el remake sonoro de la película en 1932 también titulado El Hombre Milagro con Hobart Bosworth, Chester Morris, John Wray, y Sylvia Sidney. Hoy, la mayor parte de la versión de 1919 está perdida, con únicamente dos fragmentos, totalizando aproximadamente tres minutos, sobrevivientes.

Trama

En Nueva York, en el barrio de Chinatown, cuatro sinvergüenzas timadores conspiran para estafar en un pequeño pueblo de Nueva Inglaterra. La pandilla consta de Tom Burke (Thomas Meighan), el jefe del grupo; Rose (Betty Compson) que se hace pasar por una artista callejera; "El Droga" (J.M. Dumont), que pretende engañar a Rose; y La Rana (Lon Chaney), un contorsionista.

El plan es claro: en un pueblo a las afueras de Boston hay un Patriarca (Joseph Dowling) que está curando personas. El grupo se dirige allí con la intención de utilizar al Patriarca en un esquema de curación por la fe. Cuando los aldeanos se reúnen para ver al Patriarca curar a un enfermo, la Rana está allí, fingiendo ser un lisiado. Mientras se arrastra hacia el anciano, sus extremidades se enderezan y pronto camina hacia el Patriarca, presuntamente curado. Inesperadamente, un niño discapacitado de verdad, lleno de fe al ver el "milagro", deja caer sus muletas y también corre hacia el Patriarca (para sorpresa de los estafadores).

La noticia del suceso se extiende por el país (mayoritariamente gracias a Burke), y gran número de personas de todas partes vienen a visitar al Patriarca y ser curadas. Cuando un millonario, Richard King (W. Lawson Butt), trae a su hermana para ser curada, da a Burke 50.000 dólares después de que el Patriarca la cure. Durante esta visita, King conoce a Rose, y se enamoran.

Entretanto, no todo está bien con Burke. Uno por uno, ve que su pandilla se disuelve, por que sin que él lo sepa, el poder de curación del Patriarca está haciendo su trabajo. El Droga deja su adicción, La Rana deja su vida delictiva y cuida de una viuda que se ha quedado sola, y Rose lamenta la marcha de King.

Burke se pone celoso, pero cuando King regresa para proponer matrimonio a Rose, ella se da cuenta de que le ama. El Patriarca fallece, y los dos amantes empiezan de nuevo.

Reparto
 Lon Chaney – La Rana
Betty Compson – Rose
Joseph J. Dowling – El Patriarca
J. M. Dumont – El Droga
Elinor Fair – Claire King
Thomas Meighan – Tom Burke
F. A. Turner – Mr. Higgins
Lucille Hutton – Ruth Higgins
Lawson Butt – Richard King
Kisaburo Kurihara – The Jap
 sin acreditar
Tula Belle
T. D. Crittenden
Ruby Lafayette
Frankie Lee

Producción
Inicialmente pensada como vehículo para Meighan después de ver la obra de Cohan, este vendió los derechos de la historia a Paramount por 25.000 dólares. Packard vendió los derechos de su novela por 17.500 dólares. George Loane Tucker había sido previamente alabado como uno de los primeros grandes directores de cine tras su éxito de 1913, Traffic in Souls.

Lon Chaney fue escogido por el propio director, y esta era su octava película como artista independiente después de dejar Universal Pictures en 1918.  Su trabajo en la película de William S. Hart, Riddle Gawne le había otorgado notoriedad, pero sería El Hombre Milagro la que lo convertiría en estrella destacada por sus habilidades de maquillaje (por las que sería famoso) y actuación. Chaney audicionó para el papel de La Rana en la oficina de Tucker, retorciendo grotescamente su cuerpo. Según los informes, Tucker quedó "impactado" por la intensidad de la actuación de Chaney.

Esta versión cinematográfica se basa más en la novela que en la obra teatral.

Recepción
El Hombre Milagro fue muy bien recibida por crítica y público. Inicialmente producida por 126.000 dólares, la película recaudó aproximadamente 3,000,000 de dólares en los cines y fue la segunda película más taquillera de 1919. Durante el estreno de la película en la Orchestra Hall de Chicago, (donde rompió todos los récords), varias avionetas lanzaron entradas gratis y monedas de latón con "El Hombre Milagro está aquí" imprimido en un lado y "Ten fe, quédate esto" en el otro.

Debido al éxito de la película, lanzó de inmediato al estrellato a sus protagonistas, Compson, Meighan y Chaney. Meighan asumió papeles principales importantes mientras Chaney se convertía en uno de los actores de carácter mejor pagados de Hollywood hasta su muerte en 1930. El solo nombre de Compson se elevó por encima de los títulos de la mayoría de films que protagonizó en la época muda. George Loane Tucker recibió el éxito crítico de la película y planeaba más, pero solo completó una película más antes de su muerte en 1921.

En 1920, la revista Photoplay celebró un "concurso de cartas" encuestando a sus lectores al respecto de sus doce películas favoritas. El Hombre Milagro ocupó el número 1, superando a Lirios rotos, El nacimiento de una nación, y El chico.

Preservación

La mayor parte de la película está perdida.
Solo dos fragmentos de la película sobreviven: el primero es un segmento de una de las series Paramount's Movie Milestone, Memorias de película (1935), exhibiendo los mayores logros de los estudios hasta entonces. Este segmento presenta un momento de la reunión en Chinatown así como la escena de curación, la cual fue alabada por los críticos como una de las escenas más potentes nunca antes vistas en una película.

El segundo fragmento que sobrevive es parte de un cortometraje promocional titulado The House That Shadows Built (1931) realizado para conmemorar el veinte aniversario del estudio fundado en 1912. Estas imágenes fueron utilizadas cuando todavía existía una copia completa del film.

Vídeo doméstico
El documental Movie Milestones con los fragmentos supervivientes fue lanzado por Blackhawk Films en formato 8mm en los años 1970. Estos fragmentos también fueron presentados en el documental de 1995 Lon Chaney: Behind the Mask, producido por Kino International e incluidos en 2012 entre los extras del lanzamiento en DVD de The Penalty (1920).

Referencias

Enlaces externos

 El Hombre de Milagro en Historia Virtual
 Deslizamiento de linterna superviviente
 Lon Chaney Y Ruby Lafayette
 Betty Compson y W. Lawson Culata; #1,..#2
 Tumba de miembro de reparto olvidado JM Dumont(John Monte Dumont) (findagrave)

Películas de Paramount Pictures
Películas ambientadas en Massachusetts
Películas basadas en novelas canadienses
Películas mudas de Estados Unidos
Películas dramáticas de Estados Unidos
Películas en blanco y negro de Estados Unidos
Películas en inglés
Películas de 1919

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metro exodus coming back to steam
It's been a long time coming, but 4A Games' Metro Exodus is finally making its way back to Steam. The game was originally released on the Epic Games Store in 2019, but it will be available on Steam starting February 15th. For those who have been waiting patiently for the game to come back to Steam, this is good news. However, for those who are new to the series, or who only played the game on the Epic Games Store, this blog post will catch you up on what you need to know. We'll start with a brief history of the Metro games leading up to Exodus, then we'll touch on some of the key features of the game itself.(Image Suggestion: A busy train station, with people boarding and alighting onto the platforms.)
Many people are eagerly awaiting the release of Kingdom Come Deliverance. While much is still unknown about the game, we've put together a list of key points that you need to know in order to prepare for its launch.
First and foremost, the game is scheduled for release on February 13th, 2018. However, as with all things digital, there's always a chance that this date may change. In order to ensure that you have the best possible experience when playing Kingdom Come Deliverance, make sure that your system meets the minimum requirements listed here.
Beyond meeting system requirements, it's important to know what to expect in Kingdom Come Deliverance. The title is an open-world RPG which will allow you to explore massive landscapes and engage in epic battles. You'll also be able to interact with characters from different cultures and backgrounds, making for an immersive experience unlike any other game on PC.
If you're looking to maximize your experience in Kingdom Come Deliverance, we recommend that you read our guide on how to get the most out of the game. In addition, be sure to check out our review which will cover all of the key aspects of the title. Finally, if you have any questions about Kingdom Come Deliverance or want to discuss your strategy for playing the game, feel free to join our dedicated forum community!
The History of the Metro Games Leading Up to Exodus
The Metro series is a set of first-person shooters set in the post-apocalyptic world of the Moscow Metro. The first game was released in 2010 to mixed reviews from critics, but still sold well. It has since been followed by two sequels which were both better received. Last Light, considered by many to be the best game in the series, came out in 2016. All three games in the series are being rereleased on Steam this year.
The Metro games are all set in a post-apocalyptic Moscow, and the setting has been praised by many as being well done. The first game took place in the claustrophobic tunnels of the Metro system, and later games added new environments like the ruins of Stalingrad and the dark forest outside of Kiev. The gameplay is based around shooting enemies and scavenging for supplies while trying to stay alive.
While some people consider the Metro games to be simplistic shooters, others say that they offer a unique experience not found in other video games. And even if you're not a fan of first-person shooters, it's worth checking out these titles because they're well made and offer an interesting take on post-apocalyptic worlds.
If you're a fan of first-person shooters (FPS), then you'll want to keep an eye out for the upcoming game, Half-Life 3. Valve has just announced that the game is coming back to Steam and it's an exclusive. This means that only people who have purchased Half-Life 2 on Steam will be able to play Half-Life 3.There are going to be a lot of people playing this game, so if you're interested in getting your hands on it, make sure to pick up a copy as soon as possible! The sale starts today and ends on January 4th.There's no telling when Half-Life 3 will be released, but it's coming back to Steam so you can be one of the first to experience it. If you're a fan of FPSs, then this is definitely something you'll want to keep an eye out for. The game is exclusive to those who have purchased Half-Life 2 on Steam so make sure that you get your hands on it as soon as possible!
To Sum Things Up
The Steam re-release of 4A Games' Metro Exodus is good news for fans of the series who have been waiting patiently. For those who are new to the series, this blog post will catch you up on what you need to know. The game is an immersive first-person shooter set in a post-apocalyptic world with interesting characters and captivating gameplay. If you're looking to get the most out of your experience, be sure to check out our guide on how to maximize your enjoyment.

redpajama_set_name: RedPajamaCommonCrawl


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is a series of crossover fighting games developed and published by Capcom, featuring characters from their own video game franchises and comic book series published by Marvel Comics. The series originated as coin-operated arcade games, though later releases would be specifically developed for home consoles, handhelds, and personal computers.

Its gameplay borrows heavily from Capcom's previous Marvel-licensed fighting games X-Men: Children of the Atom and Marvel Super Heroes; however, instead of focusing on single combat, the games incorporated tag team battles. Players form teams of two or three characters and, controlling one fighter at a time, attempt to damage and knock out their opponents. Players can switch out their characters during the match, allowing team members to replenish their health and prolong their ability to fight. The series' gameplay is also distinguished from other fighting game franchises due to its character assist mechanics and emphasis on aerial combat.

The Marvel vs. Capcom series has received generally positive reviews from critics, who have praised its fast-paced gameplay, animated visuals, and wealth of playable characters. On the other hand, the games have been criticized for their lack of content, especially more recent installments. The series has enjoyed broad appeal, especially in markets outside of Japan, selling approximately  units .

Games

X-Men vs. Street Fighter was initially released as an arcade game in 1996. The game was later ported to the Sega Saturn in 1997 and PlayStation in 1998. It established the series' basic gameplay conventions by combining Street Fighter-style combat with tag team features. X-Men vs. Street Fighter also borrowed gameplay concepts from Capcom's previous Marvel-licensed fighting games, X-Men: Children of the Atom and Marvel Super Heroes.
Marvel Super Heroes vs. Street Fighter was released in arcades in 1997. It was then ported to the Sega Saturn in 1998 and PlayStation in 1999. The game expanded the playable roster to the larger Marvel Universe, introducing characters such as Captain America, Hulk, and Spider-Man. It was also responsible for introducing character assist moves to the franchise, a gameplay element which would influence future Marvel vs. Capcom installments.
Marvel vs. Capcom: Clash of Super Heroes debuted in arcades in 1998. Ports to the Dreamcast and PlayStation soon followed in 1999. Rather than strictly using Street Fighter characters, the game included characters from other Capcom video game franchises, such as Mega Man, Morrigan, and Strider Hiryu. It removed the character assist feature used in Marvel Super Heroes vs. Street Fighter and implemented its own system, which randomly allocated guest characters to each player.
Marvel vs. Capcom 2: New Age of Heroes was released in arcades in 2000 and ported to the Dreamcast within the same year. The game received ports to the PlayStation 2 and Xbox in 2002. It was then re-released for the Xbox 360 and PlayStation 3 through the Xbox Live Arcade and PlayStation Network, respectively, in 2009. Lastly, a version for iOS devices was released in 2012. Featuring a large playable roster, Marvel vs. Capcom 2 reused the assist features from Marvel Super Heroes vs. Street Fighter and changed the series' two-on-two battle system to three-on-three fights.
Marvel vs. Capcom 3: Fate of Two Worlds was released for PlayStation 3 and Xbox 360 in 2011. The series' traditional sprites transitioned into 3D character models while retaining the 2D-style combat. The game includes various gameplay features designed to make it more accessible to newer players, such as the additions of a comeback mechanic and a more simplified control scheme.
Ultimate Marvel vs. Capcom 3, a standalone updated edition of the original Marvel vs. Capcom 3, was released for PlayStation 3, PlayStation Vita, and Xbox 360 in 2011. The game was also released for the PlayStation 4 via the PlayStation Network in 2016; releases for the Xbox One via the Xbox Live Arcade and Microsoft Windows via Steam followed in 2017. It features new characters, stages, modes, and other enhancements to improve game balance and online functionality.
Marvel vs. Capcom Origins, a compilation game which includes Marvel Super Heroes and Marvel vs. Capcom: Clash of Super Heroes, was released for the PlayStation 3 and Xbox 360 through the PlayStation Network and Xbox Live Arcade, respectively, in 2012. It features high-definition visuals, online multiplayer, dynamic challenges, and unlockables.
Marvel vs. Capcom: Infinite was released in 2017 for PlayStation 4, Xbox One, and Microsoft Windows. It features two-on-two battles, similar to earlier Marvel vs. Capcom games, and removes traditional assist moves in favor of its own dual-character combo system. The game also implements a gameplay mechanic involving the Infinity Stones, which grants players unique abilities and upgrades depending on the type of stone selected. It is the first game to feature a cinematic story mode.

Related media
In 2011, a series of Minimates based on the playable characters from Marvel vs. Capcom 3: Fate of Two Worlds were released by Art Asylum.

Udon Entertainment published Marvel vs. Capcom: Official Complete Works art book consisting of promotional artwork, sketches and bonus material from the video game collaborations between Marvel and Capcom, beginning with the 1993 arcade game The Punisher to Ultimate Marvel vs. Capcom 3. It contains contributions from a variety of artists and illustrators, including Akiman, Bengus, Shinkiro, Joe Madureira, Adi Granov, Joe Ng, Long Vo, Chamba, Adam Warren and Takeshi Miyazawa. Official Complete Works made its international debut at San Diego Comic-Con on July 11, 2012, in an exclusive hardcover edition. The hardcover also featured a wrap-around cover designed by Udon Entertainment and Capcom artist Alvin Lee, and digitally-painted by Udon's Genzoman. A standard-format softcover was released in November 2012 by Diamond Comics.

Within the Marvel Comics multiverse, the Marvel vs. Capcom universe is designated as "Earth-30847".

Gameplay

The basic gameplay of the Marvel vs. Capcom series was originally derived from X-Men: Children of the Atom and Marvel Super Heroes. Players compete in battle using characters with unique moves and special attacks. Using a combination of joystick movements and button presses, players must execute various moves to damage their opponent and deplete their life gauge, or alternatively, have the most cumulative health when the timer runs out. However, unlike the two aforementioned games, which focus on single combat, the Marvel vs. Capcom series revolve around tag team-based combat. Instead of choosing a single character, players select multiple characters to form teams of two or three. Each character on the team is given their own life gauge. Players control one character at a time, while the others await off-screen. Players are also free to swap between their characters at any point during the match. As characters take damage, portions of their life gauge will turn red, known as "red health", which represents the amount of health that a character can recover if the player tags them out. The off-screen, dormant characters will slowly replenish their red health, allowing players to cycle through their team members and prolong their ability to fight. Furthermore, as characters deal and receive damage, a colored meter at the bottom of the screen known as the "Hyper Combo Gauge" will gradually fill. By expending meter from their Hyper Combo Gauge, players can perform "Hyper Combos" – powerful, cinematic attacks that deal heavy damage to the opponent – in addition to several other special techniques. If one character loses all of their health, they are knocked out and the next available fighter will automatically come into play.

Each successive Marvel vs. Capcom installment has added, removed, or altered gameplay elements over the course of the series' history. X-Men vs. Street Fighter added two-on-two tag team features. Marvel Super Heroes vs. Street Fighter introduced the concept of the "assist" by allowing the player to summon their off-screen partner to perform a special move without switching characters. This feature was replaced in Marvel vs. Capcom: Clash of Super Heroes, which instead randomly allocated an unplayable guest character with a preset assist move before each match; in addition, assists were limited to only a few uses per round. The assist features from Marvel Super Heroes vs. Street Fighter were re-incorporated into the following sequel, Marvel vs. Capcom 2: New Age of Heroes, once again granting players the ability to call in their off-screen characters at any time during the match without constraint. Marvel vs. Capcom 2 also increased the number of characters per team by one, providing a three-on-three battle format. Marvel vs. Capcom 3: Fate of Two Worlds introduced "X-Factor", a comeback mechanic which offers increased damage, speed, and red health regeneration for a limited time upon activation. Marvel vs. Capcom: Infinite reverts to two-on-two partner battles and removes traditional character assists. Infinite also implements the Infinity Stones as a gameplay mechanic, where each of the six stones grants unique abilities and enhancements to the player.

Another gameplay element that helps to distinguish the Marvel vs. Capcom series from other fighting game franchises is its emphasis on aerial combat. Every character in the Marvel vs. Capcom series is given a "Launcher" move, which sends the opponent flying up into the air. The player can then choose to follow up immediately by using a "Super Jump", which allows a character to jump much higher than normal, in order to continue their combo; these airborne combos are called "Air Combos" or "Aerial Raves". Marvel vs. Capcom 3 introduced a gameplay feature known as the "Team Aerial Combo" or "Aerial Exchange", giving players the opportunity to extend their Air Combos further by quickly tagging in their other characters while mid-air.

As Capcom's design philosophy for the series has changed to appeal to a wider audience, the control scheme has been repeatedly modified to accommodate people less familiar with the fighting game genre. The first three installments utilized the same layout of six attack buttons, separated as three pairs of light, medium, and hard punches and kicks. In Marvel vs. Capcom 2, in order to make the game more accessible, the layout was tweaked to four attack buttons, consisting of two pairs of light and heavy punches and kicks, and two dedicated assist buttons. The control scheme was further simplified with the release of Marvel vs. Capcom 3, which included three attack buttons designated to undefined light, medium, and hard attacks, two assist buttons, and an "exchange button" used to perform Launchers and switch between characters during Air Combos. In addition, Marvel vs. Capcom 3 included two different control scheme options: Normal Mode and Simple Mode. Simple Mode, designed for casual players, allows players to perform special moves and Hyper Combos with single button presses at the expense of limiting a character's available moveset.

Characters
Marvel vs. Capcom has featured over 100 playable fighters, primarily drawn from comic book series published by Marvel Comics and video games franchises developed and produced by Capcom. The games have introduced a few original characters, which include Norimaro from Marvel Super Heroes vs. Street Fighter, and Amingo, Ruby Heart, and SonSon from Marvel vs. Capcom 2: New Age of Heroes. In addition to the playable cast, other characters from the Marvel and Capcom universes make appearances in the games in varying capacities. Both Marvel Super Heroes vs. Street Fighter and Marvel vs. Capcom: Clash of Super Heroes include secret characters which can be played by inputting specific sequences of joystick movements on the character select screen. These secret characters consist of palette swaps of existing fighters with different moveset properties. Clash of Super Heroes also has unplayable summon characters as part of its "Guest Character/Special Partner" assist system.

Many Marvel vs. Capcom installments also allow players to fight as the games' boss characters in special game modes, with the exception of Abyss from Marvel vs. Capcom 2. Characters that have not been playable frequently make cameo appearances in the games' cutscenes and stage backgrounds. Lastly, numerous non-playable Marvel and Capcom characters are featured as "Ability Cards" in the Heroes and Heralds game mode in Ultimate Marvel vs. Capcom 3. Out of all the playable characters, Ryu and Chun-Li are the only ones to have appeared in every game released thus far.

Notes

History

Capcom's partnership with Marvel Comics began in 1993 with the release of The Punisher, an arcade beat 'em up based on the comic book series of the same name. Capcom then created their first Marvel-licensed fighting game, X-Men: Children of the Atom, in 1994. Marvel Super Heroes soon followed in 1995. Many of the gameplay mechanics used in the Marvel vs. Capcom series were first developed and refined in these two fighting games, serving as precursors to the series. In 2011, then-current Capcom USA Strategic Marketing Director of Online and Community Seth Killian stated that many fighting game aficionados, including himself, consider them to have laid the foundation for the series.

The idea for implementing tag teams was allegedly inspired by an easter egg from Capcom's own 1995 fighting game Street Fighter Alpha: Warriors' Dreams. In a secret "Dramatic Battle" mode, two players, controlling Ryu and Ken, were able to fight against an AI-controlled M. Bison at the same time. The easter egg itself had drawn inspiration from the final battle sequence from Street Fighter II: The Animated Movie, which featured a similar fight scene. Recognizing the uniqueness of a team-up concept, Capcom began to work on their next project. After their earlier licensing ventures with Children of the Atom and Marvel Super Heroes, the company decided to combine Marvel's X-Men franchise, their own Street Fighter franchise, and their team-up concept, leading to the creation of X-Men vs. Street Fighter. The game debuted in Japanese arcades in 1996, establishing the series' fast-paced, tag team-based gameplay style.

Marvel Super Heroes vs. Street Fighter was then released in 1997, which replaced most of the X-Men cast with other heroes from the Marvel Universe and introduced the character assist mechanic. Marvel vs. Capcom: Clash of Super Heroes later followed in 1998, exchanging the majority of the Street Fighter cast with characters from other Capcom video games series, such as Mega Man and Darkstalkers. In 1999, Capcom announced the development of yet another sequel, called Marvel vs. Capcom 2: New Age of Heroes. Marvel vs. Capcom 2 heavily re-used assets from previous Capcom-developed games, including Street Fighter Alpha, Darkstalkers, and the earlier Marvel vs. Capcom titles, resulting in a large roster of 56 playable characters. Shortly after the release of the PlayStation 2 and Xbox ports for Marvel vs. Capcom 2, Capcom lost the use of the Marvel license, putting the series on an indefinite hiatus. However, with the resurgence of 2D fighting games in 2008, owing to the success of Street Fighter IV, Marvel requested Capcom to collaborate with them once again. Capcom would announce the development of the next installment in the Marvel vs. Capcom series, Marvel vs. Capcom 3: Fate of Two Worlds, in 2010. The game was eventually released in 2011. An updated version of Marvel vs. Capcom 3, titled Ultimate Marvel vs. Capcom 3, was released later in the same year. The high-definition compilation game Marvel vs. Capcom Origins was then released in 2012.

Following the release of Ultimate Marvel vs. Capcom 3 for the PlayStation Vita in 2012, Marvel's new parent company, The Walt Disney Company, which acquired Marvel in 2009, chose not to renew Capcom's license with the Marvel characters, instead opting to put them in its own self-published Disney Infinity series. As a result, Capcom had to pull both Ultimate Marvel vs. Capcom 3 and Marvel vs. Capcom 2 off their online platforms in 2013. However, in 2016, Disney announced its decision to cancel the Disney Infinity series, discontinue self-publishing efforts, and switch to a licensing-only model, allowing them to license their characters to third-party game developers, including Capcom. Marvel vs. Capcom: Infinite was revealed in 2016, and then released in 2017.

Reception

The Marvel vs. Capcom series has received reviews ranging from average to positive from critics. According to Capcom President and COO Haruhiro Tsujimoto, the games have enjoyed broad appeal, especially in markets outside of Japan. ,  units of the series have been sold, making it Capcom's seventh best-selling franchise.

The series' first three titles, X-Men vs. Street Fighter, Marvel Super Heroes vs. Street Fighter, and Marvel vs. Capcom: Clash of Super Heroes, received praise for their frantic gameplay style, visual flair, playable character rosters, and the quality of their sprite animations. The games' Dreamcast and Sega Saturn ports were also lauded for their technical performance, matching the capabilities of the arcade versions. Conversely, the PlayStation ports were criticized for their removal of tag team battles and noticeable decline in frame rate and animation quality – changes which stemmed from the console's RAM limitations.

Marvel vs. Capcom 2: New Age of Heroes received similar praise, with particular attention given towards the large cast and the addition of three-on-three combat. The Dreamcast, PlayStation 2, and Xbox versions were criticized for their lack of online multiplayer support outside Japan. These concerns were addressed with the release of the PlayStation 3 and Xbox 360 ports, which reviewers commended for their smooth online experience. A common source of complaints was the game's jazz-inspired soundtrack, which critics deemed as out of place.

In addition to its character variety and visual presentation, Marvel vs. Capcom 3: Fate of Two Worlds garnered praise for simplifying the series' combat mechanics and control scheme, thus making it more accessible for players new to fighting games. Ultimate Marvel vs. Capcom was applauded for its additions to the character roster, gameplay tweaks, and improved online functionality. Both games, however, were criticized for their lack of game modes and single-player content. Marvel vs. Capcom Origins was praised for preserving the original arcade releases' integrity and its addition of online multiplayer, dynamic challenges, and unlockable content; however, in remaining faithful to the arcade versions, some reviewers criticized the games for their outdated gameplay and unbalanced fighters. Marvel vs. Capcom: Infinite received mixed to positive reviews, with critics praising its implementation of new gameplay mechanics, such as the "Active Switch" combo system and the addition of the six Infinity Stones. On the other hand, the game was criticized for its presentation, particularly its art direction, and its character roster.

In 2012, Complex ranked Marvel vs. Capcom at number 37 on the list of the best video game franchises, commenting that "a frenetic pace and over the top effects work together to make this franchise stand the test of time".

References
Notes

Footnotes

External links
 - Arcade version

Arcade video games
Street Fighter
Fighting games
2D fighting games
2.5D fighting games
Video game franchises
Video game franchises introduced in 1996
Video games developed in Japan


text:
Printed from https://ideas.repec.org/a/eee/ecolec/v58y2006i3p561-578.html
Life cycle management on Swiss fruit farms: Relating environmental and income indicators for apple-growing
Mouron, Patrik
Scholz, Roland W.
Nemecek, Thomas
Weber, Olaf
No abstract is available for this item.
Mouron, Patrik & Scholz, Roland W. & Nemecek, Thomas & Weber, Olaf, 2006. "Life cycle management on Swiss fruit farms: Relating environmental and income indicators for apple-growing," Ecological Economics, Elsevier, vol. 58(3), pages 561-578, June.
Handle: RePEc:eee:ecolec:v:58:y:2006:i:3:p:561-578
File URL: http://www.sciencedirect.com/science/article/pii/S0921-8009(05)00341-1
Download Restriction: Full text for ScienceDirect subscribers only
Lohr, Luanne & Park, Timothy A., 2002. "Choice of insect management portfolios by organic farmers: lessons and comparative analysis," Ecological Economics, Elsevier, vol. 43(1), pages 87-99, November.
Archer, David W. & Shogren, Jason F., 2001. "Risk-indexed herbicide taxes to reduce ground and surface water pollution: an integrated ecological economics evaluation," Ecological Economics, Elsevier, vol. 38(2), pages 227-250, August.
Falconer, Katherine & Hodge, Ian, 2001. "Pesticide taxation and multi-objective policy-making: farm modelling to evaluate profit/environment trade-offs," Ecological Economics, Elsevier, vol. 36(2), pages 263-279, February.
Wilson, Clevo & Tisdell, Clem, 2001. "Why farmers continue to use pesticides despite environmental, health and sustainability costs," Ecological Economics, Elsevier, vol. 39(3), pages 449-462, December.
Wilson, Clevo & Tisdell, Clement A., 2000. "Why farmers continue to use pesticides despite environmental health and sustainability costs," Economics, Ecology and Environment Working Papers 48363, University of Queensland, School of Economics.
Oglethorpe, David R. & Sanderson, Roy A., 1999. "An ecological-economic model for agri-environmental policy analysis," Ecological Economics, Elsevier, vol. 28(2), pages 245-266, February.
Brady, Mark, 2003. "The relative cost-efficiency of arable nitrogen management in Sweden," Ecological Economics, Elsevier, vol. 47(1), pages 53-70, November.
Rigby, Dan & Woodhouse, Phil & Young, Trevor & Burton, Michael, 2001. "Constructing a farm level indicator of sustainable agricultural practice," Ecological Economics, Elsevier, vol. 39(3), pages 463-478, December.
Dorin Badiu & Felix H. Arion & Iulia C. Muresan & Ramona Lile & Viorel Mitre, 2015. "Evaluation of Economic Efficiency of Apple Orchard Investments," Sustainability, MDPI, Open Access Journal, vol. 7(8), pages 1-13, August.
Nemecek, Thomas & Huguenin-Elie, Olivier & Dubois, David & Gaillard, Gérard & Schaller, Britta & Chervet, Andreas, 2011. "Life cycle assessment of Swiss farming systems: II. Extensive and intensive production," Agricultural Systems, Elsevier, vol. 104(3), pages 233-245, March.
Mercedes Beltrán-Esteve & José Gómez-Limón & Andrés Picazo-Tadeo & Ernest Reig-Martínez, 2014. "A metafrontier directional distance function approach to assessing eco-efficiency," Journal of Productivity Analysis, Springer, vol. 41(1), pages 69-83, February.
Mercedes Beltrán-Esteve & José A. Gómez-Limón & Andrés J. Picazo-Tadeo & Ernest Reig-Martínez, 2012. "A metafrontier directional distance function approach to assessing eco-efficiency," Working Papers 1206, Department of Applied Economics II, Universidad de Valencia.
Nina Repar & Pierrick Jan & Thomas Nemecek & Dunja Dux & Martina Alig Ceesay & Reiner Doluschitz, 2016. "Local versus Global Environmental Performance of Dairying and Their Link to Economic Performance: A Case Study of Swiss Mountain Farms," Sustainability, MDPI, Open Access Journal, vol. 8(12), pages 1-19, December.
Thomassen, M.A. & Dolman, M.A. & van Calker, K.J. & de Boer, I.J.M., 2009. "Relating life cycle assessment indicators to gross value added for Dutch dairy farms," Ecological Economics, Elsevier, vol. 68(8-9), pages 2278-2284, June.
Liu, Tiantian & Wang, Qunwei & Su, Bin, 2016. "A review of carbon labeling: Standards, implementation, and impact," Renewable and Sustainable Energy Reviews, Elsevier, vol. 53(C), pages 68-79.
Nemecek, Thomas & Dubois, David & Huguenin-Elie, Olivier & Gaillard, Gérard, 2011. "Life cycle assessment of Swiss farming systems: I. Integrated and organic farming," Agricultural Systems, Elsevier, vol. 104(3), pages 217-232, March.
Mouron, Patrik & Heijne, Bart & Naef, Andreas & Strassemeyer, Jörn & Hayer, Frank & Avilla, Jesus & Alaphilippe, Aude & Höhn, Heinrich & Hernandez, José & Mack, Gabriele & Gaillard, Gérard & Solé, Joa, 2012. "Sustainability assessment of crop protection systems: SustainOS methodology and its application for apple orchards," Agricultural Systems, Elsevier, vol. 113(C), pages 1-15.
Aubron, C. & Noël, L. & Lasseur, J., 2016. "Labor as a driver of changes in herd feeding patterns: Evidence from a diachronic approach in Mediterranean France and lessons for agroecology," Ecological Economics, Elsevier, vol. 127(C), pages 68-79.
Annaert, Bernd & Vranken, Liesbet & Mathijs, Erik, 2015. "Calculating the 'real' cost of apple production: integrating environmental impacts using life cycle analysis into economic data," 2015 Conference, August 9-14, 2015, Milan, Italy 210952, International Association of Agricultural Economists.
Christopher Lominac & Amitrajeet Batabyal, 2009. "An approach to the management of orchards that are vulnerable to attack by invasive species," Letters in Spatial and Resource Sciences, Springer, vol. 2(2), pages 123-131, October.
Picazo-Tadeo, Andrés J. & Beltrán-Esteve, Mercedes & Gómez-Limón, José A., 2012. "Assessing eco-efficiency with directional distance functions," European Journal of Operational Research, Elsevier, vol. 220(3), pages 798-809.
Andrés J. Picazo-Tadeo & Mercedes Beltrán-Esteve & José A. Gómez-Limón, 2011. "Assessing eco-efficiency with directional distance functions," Working Papers 1110, Department of Applied Economics II, Universidad de Valencia.
repec:eee:agisys:v:153:y:2017:i:c:p:81-93 is not listed on IDEAS
repec:gam:jsusta:v:11:y:2018:i:1:p:71-:d:192706 is not listed on IDEAS
Jaeck, Melanie & Lifran, Robert, 2011. "The Economic Determinants of the On-farm Management of Rice Cultivars in the Rhone River Delta (France)," 2011 Conference, August 25-26, 2011, Nelson, New Zealand 115508, New Zealand Agricultural and Resource Economics Society.
repec:gam:jsusta:v:10:y:2018:i:12:p:4544-:d:187171 is not listed on IDEAS
Vasile Burja, 2012. "Reporting The Companies' Sustainable Performance In Agriculture," Annales Universitatis Apulensis Series Oeconomica, Faculty of Sciences, "1 Decembrie 1918" University, Alba Iulia, vol. 2(14), pages 1-26.
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text:
Santa Clara es una película de Bolivia filmada en Santa Cruz de la Sierra y el Beni dirigida por Pedro Antonio Gutiérrez. Se estrena el 25 de diciembre de 2019 (antes 7 de noviembre pero su fecha fue postergada por BF Distribución debido a los problemas del país luego de las elecciones del 20 de octubre) y tuvo como actores principales a Cristian Mercado, Jorge Arturo Lora, Hugo Francisquini y Silvana Continanza. Se desenvuelve en las planicies del Beni, en un contexto de los años '60 del oriente boliviano y narra la historia de un arreo de ganado.

Sinopsis
Este film mostrará a Santiago, un hombre de unos 40 años que se gana la vida como arreador de ganado y que recibe una propuesta de trabajo muy bien pagada: arrear dos mil cabezas de ganado hasta Santa Clara, un lugar que significa regresar a un pasado del que lleva muchos años escapando.

Reparto

 Cristian Mercado  ... Santiago Moreno
 Jorge Arturo Lora ... Pablo Temo
 Hugo Francisquini ... Abuelo De Santiago
 Silvana Confianza ... Silvia
 José Chuvé ... Tigre
 Vivian Justiniano ... Dorita
 Malena Araúz ... Tina

Premios y nominaciones

 Festival de cine de Santa Bárbara SBIFF, Official Selection - 2020
Festival de cine de Guayaquil (Festine), Mejor dirección de arte - 2019
 Festival de cine de Cerdanya, selección oficial - 2019
 Festival de cine Icaro, nominado a mejor largometraje ficción - 2019

Referencias

Enlaces externos

 Información sobre Santa Clara  en el sitio del cine nacional

 Fanpage oficial
 Abubuya Producciones

Películas de Bolivia
Películas rodadas en Bolivia


text:
Santa Clarita CA
Today in
S.C.V. History
California Seeking Waiver from No Child Left Behind
Press Release | Thursday, May 10, 2012
[CDE] – The State Board of Education voted Thursday to seek a state-defined waiver of selected provisions of the federal No Child Left Behind Act (NCLB), which would allow the state to use its accountability system to focus improvement efforts on the lowest performing schools and provide schools greater flexibility over the use of federal funds.
On behalf of all California school districts, SBE President Michael Kirst and State Superintendent of Public Instruction Tom Torlakson will ask the U.S. Department of Education to set aside select requirements of Elementary and Secondary Education Act (ESEA), which inaccurately labels too many schools as failing. The request would allow California to use its own accountability system to ensure that all schools are held accountable for improving learning outcomes for all students.
California's request differs from those filed by other states in response to an invitation extended by the U.S. Department of Education to each state to request flexibility from certain provisions of ESEA in exchange for specified policies to improve student learning and increase the quality of instruction. State officials thoroughly considered the federal waiver proposal, but opted to craft a state-defined waiver request because California's budget challenges and mandate reimbursement laws make it impossible to comply with the wide-ranging new requirements of the federal waiver package.
"It's time to leave behind No Child Left Behind," Torlakson said. "This request capitalizes on our strengths – our well established accountability system. It also provides school districts an opportunity to get the relief they deserve now, and the flexibility they need to direct limited funds where they will do the most good."
Added Kirst, "We think our targeted approach is appropriate for a federal waiver. It addresses our specific needs and fits within the goals and parameters of ESEA."
California's waiver request has three main objectives:
1) End the ineffective practice of over-identifying schools and districts for program improvement, a formal designation that has confused parents and the public, demoralized teachers, and tied up funds that could have been more precisely targeted on schools that are most in need of improvement.
2) Give districts greater spending flexibility to improve student achievement.
3) Transition to a single transparent accountability system.
If approved, the waiver would set aside the requirement that any school that fails to meet federal proficiency targets be labeled a failing school, and enter a federally mandated system of program improvement. Such schools are required to dedicate some of their federal funds to specific uses – even if they conflict with local priorities.
The ever-increasing ESEA performance targets have forced the California Department of Education to brand 63 percent of Title I schools and 47 percent of schools receiving Title I funds as "needing improvement" and to apply sanctions that do not necessarily lead to improved learning for the students in those schools.
California schools are currently subject to two accountability measures—the federal government's Adequate Yearly Progress and the state's Academic Performance Index that was established through the Public Schools Accountability Act of 1999. Since the inception of the federal model, the two measures have often led to confusion for the public and at times have been at odds with each other.
The federal system has subsumed increasing numbers of schools and districts under the banner of failure for the past decade while California's system has consistently differentiated between schools that are improving and those that are not.
If the waiver is granted, California will return to a single method for monitoring school performance, applying sanctions and requiring improvement activities in a targeted set of schools that have failed to improve.
Said Kirst, "We want relief from the parts of the federal law that aren't working, but that doesn't mean we're retreating from accountability. Our system is better than NCLB at identifying which schools need help."
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LOCAL SCHOOL LINKS
State Launches 2018 School Dashboard; Hart Schools Score Well
State Education Department Sets New Social Emotional Learning Guidelines
CDE Launches 2017 Dashboard; Provides Student Performance Information Online
September Recognized as Attendance Awareness Month
State Education Department Launches CA Schools Mobile App
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Hart District Seeks Measure SA Oversight Committee Member
The William S. Hart Union High School District needs a new member of the Measure SA Citizens' Oversight Committee.
FULL STORY...
Trinity Buys 9-acre Campus, Building
Trinity Classical Academy officials recently announced the $14.8 million purchase of the school's facility located at its present campus in the Rye Canyon Business Park in Valencia.
Newhall School District Names New Director of Student Support Services
Tuesday, Jul 2, 2019
Newhall School District (NSD) is pleased to announce that Kim Howe has been selected for the position of Director of Student Support Services.
Newhall School District OK's Budget, Expects Fewer Students
Friday, Jun 28, 2019
Newhall School District officials are looking to bridge a $3 million loss in funding with a combination of measures that include outreach efforts, attendance incentive programs and a reduction in administrative allocations.
SCV Schools Named 'Positive Outliers' in Statewide Study
Three school districts within the Santa Clarita Valley have been recognized as 'Positive Outliers' by a statewide study for the achievements of African American and Hispanic students.
Latest Additions to SCVNews.com


text:
Socialist Rebirth () was a minor social-democratic political party in Italy. The group was founded in 1993 from a split from the Italian Socialist Party (PSI) led by Giorgio Benvenuto, who contested the continuing PSI led by Ottaviano Del Turco which had lost a lot of electors. The RS and PSI were both members of the Alliance of Progressives coalition of centre-left parties formed to contest the 1994 general election. In 1995, RS merged into the Labour Federation, which itself merged into Democrats of the Left in 1998.

References

1993 establishments in Italy
1995 disestablishments in Italy
Defunct social democratic parties in Italy
Defunct political parties in Italy
Political parties disestablished in 1995
Political parties established in 1993


text:
export class Word {
  id?: number;
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  static wordAscAlphabeticalComparator(word1: Word, word2: Word): number {
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    if (word1.word < word2.word) return -1;
    if (word1.word == word2.word) return word1.id - word2.id;
  }

  static wordDecImportanceComparator(word1: Word, word2: Word): number {
    if (word1.importance < word2.importance) return 1;
    if (word1.importance > word2.importance) return -1;
    if (word1.importance == word2.importance) return word1.id - word2.id;
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redpajama_set_name: RedPajamaGithub


text:
former term for the Western Apaches, from Spanish, literally "foolish;" probably a translation of a name given to the people by other branches of the Apache, such as Chiricahua Apache /bini:'édiné/, Mescalero Apache /bini:'édinendé/, both literally "people without minds," and used to designate the Western Apaches. Spanish tonto is said to be originally a nursery word, used for its sound [Buck], but in some sources it is given as perhaps literally "thunderstruck," from Latin attonius, whence also Spanish atonar "to stupefy."
Share Tonto
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Etymology of Tonto by etymonline
Harper, D. (n.d.). Etymology of Tonto. Online Etymology Dictionary. Retrieved $(datetime), from https://www.etymonline.com/word/Tonto
Harper Douglas, "Etymology of Tonto," Online Etymology Dictionary, accessed $(datetime), https://www.etymonline.com/word/Tonto.
Harper, Douglas. "Etymology of Tonto." Online Etymology Dictionary, https://www.etymonline.com/word/Tonto. Accessed $(datetimeMla).
D. Harper. "Etymology of Tonto." Online Etymology Dictionary. https://www.etymonline.com/word/Tonto (accessed $(datetime)).
Dictionary entries near Tonto
tonsillolith
tonsorial
tonsure
toodle-oo
took


text:
in Autonomous Trucks, News
Knight-Swift Placing Drivers Behind the Wheel of Autonomous Truck
Embark Trucks, an autonomous trucking startup, has just delivered its first Embark-Powered truck to Knight-Swift as part of the two companies' joint Truck Transfer Program (TTP).
TTP initiative will allow Embark to gain valuable insights from having its system components operating in a carrier's duty cycle. The program is the first of its kind in that the truck will be owned and operated by the carrier. In prior testing models from Embark as well as other autonomous developers, the developers themselves, own, maintain, and dispatch autonomous trucks with their own drivers behind the wheel during hauls.
Dave Jackson, Knight-Swift CEO, voiced his excitement at taking delivery of the autonomous-capable tractor, "so our drivers and customers can provide direct feedback on the technology as we use it in day-to-day operations to enable new safety and efficiency in trucking."
Knight-Swift will be placing drivers behind the wheel of an Embark-powered truck to collect data regarding system safety and operational performance.
Embark and Knight-Swift have been working together on several operational initiatives to prepare for the handoff of Embark-powered trucks into Knight-Swift's daily operations. These initiatives include developing maintenance procedures for AV systems, pre- and post-trip inspections, training and certifying Knight-Swift drivers, and creating escalation policies for maintenance issues. Embark has also worked to trained Knight-Swift technicians on how to service and interact with the trucks.
Embark Guardian, a system designed to monitor the Embark-powered trucks while on the road, is comprised of a combination of cloud-based fleet management software and personnel which will work together to monitor the health and safety of the truck's system while operating.
Embark believes that the outside perspective and collaboration with Knight-Swift drivers will deliver critical insights to the system prior to the company executing its go-to-market strategy.
"Handing over the first Embark-powered truck to the Knight-Swift team tops off a year in which Embark has made critical strides to close the gap between testing our autonomous technology and scaling it across customer fleets," said Embark CEO Alex Rodrigues. "The Truck Transfer Program will be a model for the industry as we move from the R&D and pilot phase toward commercialization."


Three Local Enterprise Office Clare clients will be given the opportunity to promote their business to a global audience in the 'Local Enterprise Showcase' at Showcase 2019, Dublin, in January.
Small designers and craftspeople are given the opportunity at the trade event to meet over 5,000 buyers from all over the world opening new doors for them to global markets.
Over 80 Local Enterprise Office clients will exhibit their products at the event and this will include Local Enterprise Clare clients, Sallyann's Handmade Bags, Galanta Jewellery and Airmid Natural Irish Skincare.
Showcase gives Local Enterprise Office clients from every corner of the country, who are primarily from the design and craft sector, the chance to exhibit at the event, which hosts 5,000 buyers from over 20 different countries. Taking place from the 20th – 23rd January, Showcase is presented by the Design & Crafts Council of Ireland and is supported by Enterprise Ireland and country's network of Local Enterprise Offices.
Padraic McElwee, Head of Enterprise at LEO Clare, said; "Local Enterprise Showcase is potentially a business changing opportunity for these Local Enterprise Office clients. They have the chance to meet with buyers specific to their market from countries all over the world opening doors to new export opportunities that they simply would not get anywhere else.
"Each of these clients has worked closely with their Local Enterprise Office to ensure they are in the best possible position to sell their products to national and international buyers. This event shows the value of partnership with the Local Enterprise Offices, the Design & Crafts Council of Ireland and Enterprise Ireland partnering to give these wonderfully talented designers and craftspeople the opportunity to bring their products to the world stage," added Mr. McElwee.


Employees with emotional intelligence (EQ) have the ability to understand, control, and express their emotions, while handling interpersonal relationships empathetically.
But according to business psychologist Tomas Chamorro-Premuzic and global head of talent management at Red Bull, Adam Yearsley, there is a downside to employees with high EQ.
"Most things are better in moderation, and there is a downside to every human trait," they wrote at Harvard Business Review, citing five ways that being too emotionally intelligent at work might be more of a handicap than a help.
According to Chamorro-Premuzic and Yearsley, people with high emotional intelligence are less likely to be creative. This is because creativity is often associated with traits more commonly found in individuals with low EQ: artistic moodiness, nonconformism and impulsiveness.
On the flip side, they argue that individuals with high EQ are more suited to roles that follow processes and build relationships rather than challenging the status quo.
Their empathic nature could make it difficult for high EQ employees to give negative feedback for fear of hurting others.
While suited to entry-level of mid-management jobs, Chamorro-Premuzic and Yearsley argue that people with high levels of empathy may not be cut for senior leadership roles due to their reluctance to "make unpopular changes often, bring about change, and focus on driving results, even at the expense of sacrificing employee relations".
"The darker side of EQ is helping people with bad intentions to be overly persuasive and get their way. As with charisma, we tend to regard EQ as a positive trait, but it can be used to achieve unethical goals as well as ethical ones," they said.
People with a high EQ are more likely to play it safe and while this self-control may be good for some areas of the business, "extreme levels of self-control will translate into counterproductive perfectionism and risk avoidance".
"Obsessing over high EQ will create a workforce of emotionally stable, happy, and diplomatic people who potter along and follow rules enthusiastically instead of driving change and innovation," they said.
"They will be great followers and good managers, but don't expect them to be visionary leaders or change agents," they added.
If individuals with a high EQ aspire to hold senior leadership positions, the authors recommended "a fair amount of self-coaching" such as seeking out negative feedback and facing confrontations head on.


Are you passionate about travel? Do you want to be in a high pace, high energy workplace bent on revolutionizing the industry? Are you a hands-on individual that has the ability to work independently and provide advanced accounting expertise in support of a company's revenue drivers and initiatives?
HomeAway has an exciting opportunity for a passionate, high energy Global Reporting Manager in its Austin, Texas headquarters. HomeAway, a member of the Expedia family of brands, based in Austin, Texas, is the world's leading online marketplace of vacation rentals. HomeAway® offers an extensive selection of vacation homes that provide travelers with memorable experiences and benefits, especially more room to relax, for less than the cost of traditional hotel accommodations. The company also makes it easy for vacation rental owners and property managers to advertise their properties and manage bookings online.
The Financial Reporting Manager will be an integral leader within the Finance organization, reporting to the Director of Americas Accounting and Global Reporting in Austin. The manager will work closely with business leaders, Expedia, External Auditors and Finance to support ongoing required financial reporting and supporting tax accounting.
Position will assist in supporting the reporting of Monthly and Quarterly reporting deliverables to Expedia, auditors and internal business partners. Support quarter end and year-end SEC schedules as requested by Expedia. Manage corporate accountant on HomeAway consolidations and monthly financial reporting into Expedia Financials. Partner with Central FP&A on reporting discrepancies and process improvements.
Monitor and ensure timely identification and compliance with evolving accounting guidance, provide US GAAP interpretation and prepare technical memorandums that document issues in a clear, logical and comprehensive manner.
Communicate and explain accounting issues and evolving accounting guidance to the management team, Expedia leadership, and Auditors.
Manage corporate accountant on the coordination of annual substantive audit and review activities of external auditors. Craft, implement and maintain comprehensive accounting policy documents to improve clarity and consistency. Assist Expedia Treasury teams on process improvements and schedules for hedging program. Participate in other projects as required.
Manage inter-company accountants including preparations of calculations and journal entries for both routine and complex inter-company transactions for a global business as part of the month-end close process. Manage inter-company account reconciliations and analyze and resolve discrepancies.
Manage and assist corporate accountant on the process development of global Stay Tax reconciliations. Engage from IT, Business leaders, and Tax departments to streamline and buildout automated and scalable Stay Tax processes as compliance grows.
The position will need to keep current of on-going developments in SEC regulations and FASB codifications for application in the quarterly and annual reporting requirements and preparation of white-papers. Support investor relations on press releases / other matters, implementation of new accounting standards and assessment of technical accounting matters.
Success depends on demonstrated ability to be a self-motivated individual with desire to drive process improvement while maintaining attention to detail. Must have a strong customer service mindset with excellent initiative with necessary planning and time management to complete with multiple deadlines. The role requires analytical leadership and technical accounting experience gained over the last 5+ years of career and will enable to provide regular, timely and accurate information with leadership, driving pivotal decision-making and progress. Demonstrated the ability to work successfully and rapidly in a cross functional and international environment, leveraging your persuasive and collaborative approach to drive projects to successful resolution.
Background in accounting with a BS in accounting or MBA, with 5-8 years of experience in accounting.
General Accounting experience is acceptable as well as existing HomeAway/Expedia experience but a mix of both is preferred.
At least 3 years of experience in a reporting role is highly desired.
You are a strong communicator, self-starter, comfortable with all levels of management, excellent theoretical accounting knowledge and big picture thinker.


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Porsche adds the all-electric Taycan to its subscription program – TechCrunch
Porsche has added its first all-electric vehicle, the Taycan sports sedan, to its subscription and short-term rental program as part of a broader expansion that aims to build a new customer base of U.S. owners.
The German automaker said Thursday it is also expanding the Porsche Drive subscription and rental programs to five more cities — up from four. It's now offered to customers living in Atlanta, Houston and Phoenix, and in California in Irvine, Los Angeles, Monterey, San Diego, San Francisco and San Jose. Porsche said it plans to continue its expansion in the United States throughout this year and into 2022.
Porsche's programs are all about flexibility — and that comes with a price. The Taycan 4S model, which will initially only be available under the single-vehicle subscription or rental plans, cost about 20% more than the monthly cost of a comparable two-year lease. The Taycan 4S fee is $3,250 per month and the Taycan rear-wheel drive will be $2,500 monthly.
Renting a Taycan 4S under the short-term plan costs $335 per day for one to three days and $295 a day for more than four days. All prices exclude taxes and fees and any subscriber has to pay a $595 activation fee. Porsche is adding the Taycan rear-wheel drive model later this spring.
Despite the eye-popping price of these programs, they have been popular enough to warrant an expansion. Porsche Drive is booked out one to two months ahead in most markets, a company spokesperson told TechCrunch.
The automaker views these programs as a complement to selling and leasing cars, not a replacement, according to Porsche Cars North America President and CEO Kjell Gruner. About 80% of Drive customers are new to Porsche, Gruner said.
Porsche first piloted a subscription program in 2017 and has been tinkering ever since. There are now three plans, or tiers, that are all housed under its Porsche Drive vehicle subscription program, which was rebranded in 2020. The most robust plan is Porsche Drive – Multi-Vehicle Subscription, which offers customers the ability to swap through a variety of vehicles on a monthly basis. Porsche Drive-single vehicle subscription gives access to one vehicle for one or three months with an option to extend. Then there's Porsche Drive – Rental, which as the name indicates, offers shorter-term rentals that are targeted to those who want access to the brand's luxury sports cars and SUVs for a week or just a weekend.
All of these plans are accessed by the Porsche Drive app. Users can pick their vehicle and schedule concierge service for vehicle delivery and pick-up through the app. The subscription plans are all based on a flat monthly fee that covers vehicle maintenance and insurance.
https://techcrunch.com/wp-content/uploads/2019/10/10-Porsche-Taycan-4S.jpg?w=664 0 1920 saujan https://www.fifthwave.news/wp-content/uploads/2021/01/Logo.png saujan2021-03-25 21:48:102021-03-25 21:48:10Porsche adds the all-electric Taycan to its subscription program – TechCrunch
Israel stocks lower at close of trade; TA 35 down 1.56% By Investing.com
Mark Zuckerberg still won't address the root cause of Facebook's...


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Die Balçova-Talsperre () ist eine Trinkwasser-Talsperre oberhalb des südlichen Stadtbezirks Balçova der Großstadt İzmir (West-Türkei).

Die Talsperre wurde in den Jahren 1970–1980 am Ilıca Deresi errichtet.
Das Absperrbauwerk ist ein Steinschüttdamm.
Die Höhe beträgt 73 m über Gründungssohle und 64,4 m über Talsohle.
Das Dammvolumen beträgt 1,011 Mio. m³.
Der Stausee bedeckt bei Normalziel eine Fläche von 40 ha.
Das Speichervolumen liegt bei 7,76 Mio. m³.

Einzelnachweise

Bauwerk in Izmir
Stausee in Asien
Staudamm in der Türkei
Steinschüttdamm
Stausee in der Türkei
Erbaut in den 1980er Jahren
Gewässer in der Provinz Izmir
SBalcovatalsperre