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Tag: Braid
Braid: Memories and References
I'm not sure why, but although I have a fairly wide variety of game genres that I play, games such as Braid rarely make it into the rotation. I played plenty of side-scoller and top down games when I was younger, but it's unusual for me to play one anymore. That is not to say that I dislike Braid however. Quite the opposite, it struck me as different and intriguing right off the bat. The first thing that struck me, however, was the feature to rewind or fast forward. Obviously that would be one of the first things that any new player would notice in the game. But this is a really specific feature that I love seeing in games- I think I get that from having played Life is Strange. It's a mystery story about a girl named Max who discovers she has the ability to rewind time and now has an opportunity to solve and stop a kidnapping. It's honestly one of the most emotionally charged games I've ever played and I was quite pleased to see such a similar gameplay mechanic show up in Braid.
Besides that, though, I've really enjoyed Braid's storytelling style so far. It takes the archetypal Mario story and adds its own little time-bending puzzle twist. I also appreciate the many references the game makes, not only to other video games, such as Mario and Donkey Kong, but to other media and/or literature. For example one level title, "There and Back Again," references The Hobbit. I suppose I just really enjoying seeing a self-aware game.
Overall, I'm enjoying the way Braid tells its story as well as the challenge it presents in its puzzles.
Author elliott lifePosted on September 2, 2016 September 6, 2016 Categories GamingTags Braid2 Comments on Braid: Memories and References
How to Play Braid: Cheating, Completion, & Company
Talking about Cheating, Therapy, and Completion in the post-modern platforming game Braid
The question every gamer has debated when stuck on the last challenge of a level: to cheat or not to cheat? Usually the idea of whether to cheat is usually understood in terms of entertainment: on one hand, cheating allows you to get past a part of the level that would otherwise take an additional three hours to complete ; on the other hand – as people claim – cheating ruins the fun since what's the point of a game if you just cheat? (I would respond with saying that a game's entertainment and narrative value is diminished when a player is simply unable to complete one aspect of 1000 that a game may comprise of- but this is for a separate debate). The question of cheating in Braid is significantly more complicated because both mechanics and the difficulty of using the mechanics to complete the puzzles add to the narrative; as such, one should ask whether cheating in Braid takes away from the narrative of the game.
Any game is easy with enough Google searches
At first, I believed the answer was simple: no, cheating diminishes the narrative, so I should not cheat to play Braid. Part of the narrative in the game is facing one's trauma and not letting it control your life; the difficulty in getting puzzle pieces – the literal puzzle pieces that the character puts together in order to understand what happened in his past – mirrors the difficulty in facing traumatic events. As such, since cheating would relieve the difficulty, it would also lower the empathy one feels for the character and his difficulty with trauma, and as such should not be encouraged.
However, upon thinking again, I have a new belief. I think that on a meta level, cheating is sometimes acceptable in Braid. One of the common themes of trauma is needing support to help face it, and so video walk-through for a puzzle piece that one just simply cannot get could act as a metaphor for admitting help with trauma. As such, cheating as a last resort could fit with the game's overall narrative. Maybe that's part of why it is so hard, since the developer wanted people to work together to put the pieces together.
Another interesting video game mechanic that Braid uses is allowing its players to walk through the level with very little difficulty. The ease of simply breezing through life without reflecting on your past is literally displayed with the level design; yet the character cannot reach the true realization found on the top level or complete the game without getting the puzzle. Thus, using only mechanics and not narrative, it shows us how shallow and halting it is to simply walk through the motions of life without putting the pieces of your psyche together.
A very easy level for the un-reflective player
Finally, I think that the game's mechanics makes it a great game to play with others, which allows the narrative of trauma to have another layer of meaning. As I said earlier, if cheating is like using a therapist, then playing with others is like being in a group therapy session. It reminds you that even if you cannot put the pieces of trauma together yourself, you are both not alone in your confusion and have friends to rely on.
My semester blog will give hints to why my account's is EveryMinorDetail; this is my Easter egg, with the egg being the piece of art that I am referring to. This week's hint is: Color & Light
Author everyminordetailPosted on September 2, 2016 September 6, 2016 Categories Fantasy, Fiction, Gaming, NarrativeTags Braid, Cheating, Completion, Escapism, narrative in video games, single player, Trauma, Video Games, walkthrough3 Comments on How to Play Braid: Cheating, Completion, & Company
Braid, WHY YOU (sic) SO HARD!
I must admit, I don't play online games very much. The last time I played a "legitimate downloadable game was when I was about 13- a game based on Agatha Christie's And Then There Were None. Other than that, my extent on gaming are mostly non-fictitious gaming titles, such as the Madden NFL Series. However, I have delved into the world of Halo when I used to play Halo Wars quite often. This game seemed noticeably different right from the start. Fairly quickly, you can tell that there is going to be a puzzle/strategic objective to the game when you find that your main objective is to collect puzzle pieces. Furthermore, once noticed that it's a puzzle of usual means (putting actual pieces together), you'll also eventually notice that there are quips here and there that add to the complexity of the game. Being used to just pressing X, Y, A, or B- having to deal with rewinding the game in ORDER to successfully complete each task was certainly not an easy task. In fact, I found that to be one of the more challenging aspects of Braid.
In being such a difficult game, my mind wandered to an academic write-up by Jesper Juul on the topic of what indeed makes up a game. Specifically, I thought of the part referring to this idea of pleasure versus challenge. What is an appropriate ratio of pleasure, or- in better terms, level of easiness, accessibility and challenge. I mean, I would want a game to be challenging so that there is some worthwhile experience while paying the game, but making one so hard that it, again- at least for me, seemed nearly impossible to complete? That just didn't seem sensible. Juul wrote, "Playing a game is an activity of improving skills in order to overcome these challenges, and playing a game is therefore fundamentally a learning experience." I don't mean to barrage you with quotes are academic jargon, but Juul went on to say that gaming is also a progression. Essentially, a game is needs to be challenging, yes, but not so that there can be no progression, no learning.
I will say that even if you are not an experienced gamer like I am, you may be able to tell that the narrative seems a bit grey. I mean, it's basically the premise of almost every fantastical game in the history of the world. That is, a man trying to save a princess. You'll notice there's more to that- but I won't give anything away.
Overall, I'm glad this was one of the first games I've played, as I've appreciated the level of difficulty of how some games could be- something that I think Juuls would appreciate as well.
Author joeghianniPosted on September 2, 2016 Categories Gaming, NarrativeTags Braid, Jesper Juul, Madden, progression, puzzle games2 Comments on Braid, WHY YOU (sic) SO HARD!
Time and Perfection in Braid
I am a perfectionist in many aspects of my life. Perfection can mean many different things in a game though. Is it never making a mistake, or being able to fix your mistakes when you do make them? Is it finding every easter egg, puzzle piece, or extra point? Is it completing the game in as little time as possible and getting achievements? Is it playing every level and moving on as quickly as possible, or solving every puzzle in the level to advance the story further? Perfection can be any or all of these things. Personally, I like to advance through levels as quickly as possible much like how I read very quickly. This speed allows me to see every chapter or level and discover how the story ends as soon as I can. I constantly move forward and only go back if I need more collection items to move forward or if there was a particularly interesting puzzle I want to try to solve.
Braid allows you to explore the idea of rewinding time and doing something over and over again until you reach perfection. This repetition becomes almost an obsession with finding every single puzzle piece and completing every level fully, similar to the obsession the character has with erasing every mistake and finding his princess in the next castle. As soon as the character dies or fails to complete a puzzle you can shift backwards in time to act as if the mistake never happened. Every move can be repeated over and over and over again until you finally learn what to do and can jump across that gap or use your own shadow to pull a lever.
If you ignore this obsession with perfection and your ability to rewind time you can quickly progress through the levels without much trouble. The real difficulty in Braid, and where my team often got stuck, is in the puzzle pieces hidden behind elaborate puzzles that require you to rewind time again and again to solve them. We often ended up moving on to the next level without spending the extra time to challenge ourselves more and fully complete the level. Since we skipped a large number of the puzzle pieces, we were left with missing pieces to the story and could not fully experience everything the game wanted to show us. We could not experience as much of the frustration of repeating an action over and over again until perfection. It caused us to miss some of the point of the story and the complexity of the levels. The missing puzzle pieces left our image of the narrative and the game incomplete.
In order to experience the entire story of Braid you must have the skill and patience to truly perfect every level. This makes it so that more casual gamers can't fully enjoy the game because the levels start out difficult and only get harder as the game progresses. Much like the character seeks to avoid the mistakes he has made searching for the princess by rewinding time again and again the player has to seek to avoid their own mistakes. This often requires more skill and patience than I have.
My team and I also did not originally realize just how important the puzzle pieces were to the story and by the end the puzzles were so difficult that we could not solve them. If you can achieve perfection though, Braid rewards you by hiding a secret ending in plain sight that can only be accessed by collecting eight stars hidden even deeper in the levels than the puzzle pieces. Even when you think you have reached the end by collecting every puzzle piece, you haven't. For the few that can reach the hidden ending, the story changes significantly, pointing to an unreliable narrator whose quest for perfection and manipulation of time ruins everything around him. By truly achieving a perfect game you find an even worse ending than you would if you just stopped once you found all of the puzzle pieces.
Author meganholmbergPosted on September 2, 2016 Categories GamingTags Braid, platform gameLeave a comment on Time and Perfection in Braid
Playing by the Rules
A player can cheat at any game. In video games, this might take the form of exploitable bugs, devices like GameSharks, and watching walkthroughs to maneuver around a difficult puzzle or anticipate the ramifications of an in-game decision. While the drawbacks of cheating in multiplayer games or competitions are obvious – cheating gives a player an unfair advantage over others and ruins the spirit of the competition – the impact that cheating can have on a one player game's experience became controversial during our class discussion on Thursday. In the context of a puzzle-heavy game like Braid, the challenging gameplay is a deliberate part of the gamer's experience: frustration, repetition, and forcing the player to look at a problem in new ways gives the player a great sense of satisfaction when they finally crack the puzzle, even if it is hours later. If the player is ultimately unable to complete the puzzles, or is too impatient or lacks the time to master the various mechanics, then they will ultimately never complete the game's story. In the high fantasy rpg Dragon Age: Inquisition, decisions made by the player impact political alliances, the loyalty of allies, and can have life-or-death consequences for characters in the game. One wrong decision can dramatically affect the player's story and the outcome of quests. In both types of games, a player may choose to use walkthrough guides to reach a desired outcome: completion of a puzzle or a particular plot line. If no competition is involved – if nothing is on the line but the single player's experience – then why does the suggestion of cheating raise such strong feelings in others?
When we recommend games to our friends, we want to share with them a particular experience that was memorable, exciting, or even heartbreaking. I frequently recommend Undertale to my friends and sometimes buy or loan it to others, but with one rule: if it's your first time playing, you can't consult walkthroughs, watch Let's Plays, or "spoil" the experience in any way. This isn't even a rule that I myself adhered to my first time playing: before I ever bought the game, I was so curious about it that I read several articles and watched some gameplay. I ruined many plot twists for myself and, as a result, my game experience felt inferior to that of my friends who went in without prior knowledge. I've since experienced the game vicariously through the fresh experiences of my friends. In my first playthrough, by knowing too much about the game I had effectively cheated – but I affected no one's enjoyment but my own.
Continue reading "Playing by the Rules"
Author ChloePosted on September 2, 2016 September 6, 2016 Categories GamingTags Braid, Cheating, cheats, single player, walkthrough3 Comments on Playing by the Rules
Unhappy Ending: Art Isn't Always Fun
During our discussion in class today about Braid, one student made the astute observation that, while the game is sometimes so difficult it isn't even fun, perhaps that's the point. As the class delved into Jonathan Blow's opinions on video games, I thought back to another game in which I had experienced this sort of "harsh art" and thought that perhaps this is yet another sign that video games are truly maturing as an art form.
One of the first games I played on my PS4 was a short, narrative-driven walking simulator (a term which is often used pejoratively, though I've taken to reappropriating it for ambient aesthetes of all media) called Firewatch. This gorgeously rendered, slow-paced, and emotionally sapping game is without a doubt a piece of art; indeed, it is so narratively focused that I almost wouldn't call it a video game at all but rather an immersive movie.
Firewatch places you in the eyes of a lonely man whose wife has begun to suffer from early onset dementia. As she begins to forget who he is, he takes to the woods to escape depression, applying for a summer position as wildfire lookout for the US Forest Service. Throughout the game, the player is forced to choose between suboptimal and morally questionable paradoxes. You are never allowed, in other words, to be completely happy with your decisions, as there is no best option.
I of course won't spoil Firewatch's wonderful story (and if any of my classmates would like to play it, they are free to do so on my console, as it's only a 2-4 hour game). All I will say is that the ending was, for me, quite disappointing. Indeed, it was an intentional letdown.
So back to Braid's at times frustratingly difficult puzzles. If Jonathan Blow was seeking to make some sort of commentary on video games, in their predictably satisfactory endings and linear progression, I believe he succeeded. In the same vein, Firewatch's creators gave us an antihero whose climactic ending is but a quiet disappointment.
So why would we play games that are, in some respect, unenjoyable? Because in all seriousness—in terms of giving me pleasure, both Braid and Firewatch would be considered failures. But this is precisely why I feel that video games are coming to a certain level of maturity, that they might have the ability to deliver unto players something other than dopamine. Reading Lolita isn't fun at all; neither is listening to Schoenberg's expressionist music or reading Ginsberg's bleak poetry. What these works do give us is a taste of some real or hyperreal fantasy in which feelings we all recognize but shudder to behold are thrust out, into our faces. And in looking at them in the light, perhaps we gain some consolation in knowing that at least, we are not alone in fearing them.
Author Bradley WheatonPosted on September 1, 2016 September 6, 2016 Categories GamingTags aesthetics, art, Braid, difficulties, Fear, Firewatch, Jonathan Blow, loneliness, Narrative, PS45 Comments on Unhappy Ending: Art Isn't Always Fun
Fiction and Reality
Starting off with Braid, we are faced with a very familiar looking platform game. While in the beginning, the game seems to be a take on the Super Mario Brothers game, as we delve deeper, we see that Jonathan Blow has used the seemingly simple platform to tell a far more modern and complex story. As with any platform game, the player goes through a series of levels to complete challenging puzzles. However, Blow's placement of books at the beginning of each 'world' offer a much more exciting gameplay narrative, which gets increasingly complicated and ambiguous as the game progresses. The plot follows the story of Tim, who seems to have made a mistake regarding the princess and is trying to get her back. Each world gives us some hints as to what had happened. As I was reading through the description of the game, I was very surprised to see that they called it a "non-linear" game. This came as a big surprise as platform games, by nature, are linear. But as I played through the first couple of worlds, the presence of the books and the ambiguity present in the narrative of the game clearly pointed to a non-linear plot.
While being a story very similar to that of Super Mario Brothers, the game has a very self-reflective nature. Several themes of forgiveness, frustration and regret are scattered throughout the plot of the game creating some tension between reality and fiction. One thing related to this I found very striking was the fact that Tim seemed very out of place in the setting of the game. While the game is set in a place with castles and magic, Tim is dressed in a suit. At several points in the game, it felt as if the game was a way for Tim to escape the tragic reality and trauma of what he has gone through, especially when the different powers he gets aid him to redo many of his steps. I thought this was very point as often gamers play games to escape reality and the fact that the protagonist of the game is doing the same made for a very interesting experience.
Author umangchaudhryPosted on September 1, 2016 Categories Fiction, NarrativeTags Braid, GamingLeave a comment on Fiction and Reality


Hello IPLJ-ers and our blog readers!!
You may notice some changes going on on our beloved blog. Please pardon our dust as we're doing some remodeling. We hope this will make reading the IPLJ blog way more enjoyable, exciting, and another blog to add to your "procrastinating-doing-real-work" internet experience.


I've you follow my Instagram or Facebook page, you've probably seen my new pegboard! I installed it about a week ago and I honestly can't imagine my new craft space without it. Even though I have a whole room to myself now, having my pegboard clears up so much space on my sewing table and helps me keep everything in its place.
Today, I'll give you a brief overview of how I put it together and some tips on making your own!
Pegboard, cut to your desired measurements (found in the plywood section of your local home improvement store). For reference, mine is 2'x4′.
Once you've gathered all of your required materials, it's time to figure out where to put your pegboard. Identify the area on your wall and use your stud finder to locate studs. If you don't have studs available, you'll need drywall screws and mounts. Otherwise your pretty pegboard will fall on your head!
Confession: I did use a stud finder, but either I calibrated it wrong (likely) or my entire wall is made up of wires, in which case it's very good that I'm still alive to write this (only kind of kidding. Do exercise caution).
Mark up where you're going to place your pegboard. Now it's time to setup a frame to support your pegboard. Drill the boards into the studs or drywall.
I'm a derp and forgot to take pictures of this step, so here's a mini-guide (but Positively Splendid has a much better one). For reference, I had a 2'x4′ piece of pegboard and used 3 2′ boards horizontally as the base. The top and bottom boards are about 6″ from the edges and the middle board is right in the center.
Protip: Measure your pegboard and aim to fit the boards so that the holes of your pegboard are over the frame. This will make screwing the pegboard to the frame much easier.
Once your frame is in place, find a willing (or unwilling, but bribe-able) set of hands to help you. Hold up your pegboard and drill the pegboard into the base. I used three screws on the top and bottom shelf. I was a derp (again) and didn't get the middle shelf lined up properly, so there's no screws in it. If you plan to put a lot of weight on your board, you'll need those screws, but my tools are on the lighter side of things, so I'm not super worried.
Time to organize and decorate! I picked up a large pegboard organization kit ($10) from Home Depot as well as a set of pegboard baskets ($10) to organize my tools. I definitely should have gone with the small organization kit, but I don't mind having the extra tools in case I decide to setup another pegboard.
I decided to put up all of my high-use tools on my pegboard. My serger and sewing threads were an absolute must on the board, mostly because they take up an absurd amount of space on my desk. I also decided to put up my small rotary board, measuring tools, scissors and rotary cutters, and pliers. I've also got a small basket for fabric glue and a quasi-bookshelf that I can use for my iPad. I also put up my color ring from Arda, because it's too darn pretty to leave in my wig box.
I hope this helps anyone looking to make their own pegboard! Do you use a pegboard to organize your craft space? If so, please share in the comments! Next week, I'll show you another new favorite in my craft room: my storage-friendly cutting table!
Really helpful and great way to save space hanging them up instead of in drawers or on a surface!
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Guide to a Laid Back Tour Around Melbourne Australia
Lifestyle | November 16, 2018
When you ask seasoned travelers about the best destinations to go to for an awesome trip, Melbourne is almost always going to be part of that list. This coastal city in the southeastern part of Victoria is the sporting and cultural capital of Australia, home to the World-Heritage-listed Royal Exhibition Building and the birthplace of Australian rules football. To find out more about Melbourne's amazing sites, read more.
Melbourne is also a cosmopolitan city, offering visitors from all over the world countless shopping and dining options. There is plenty to look forward to on your visit to Melbourne, so let this guide help you with your itinerary.
Central Business District (CBD)
Spacious tree-lined streets, chic boutiques, tram lines, and an old-world vibe within a modern city – that is what you will find in Melbourne's Central Business District.
For your shopping needs, make sure to visit Melbourne Central Shopping Centre, which has its own underground railway station. Collins Street is the go-to place for high-end fashion and jewelry items. Federation Square features a large central square with cafes and restaurants and opens out onto Yarra River.
Transport yourself back in time when you visit historical and key landmarks like the Old Melbourne Gaol, the busy Queen Victoria Market, and the Rialto Towers in Collins Street which is said to be the tallest building at 251 meters high.
If you want to experience sophistication on all levels, there is none greater than Southbank. It is a popular waterfront neighborhood which features upscale shopping centers, restaurants, and public art displays. People visit Southbank for the cultural shows features in venues like the Malthouse Theatre and the Melbourne Recital Centre.
There are al fresco dining options found on the promenade and bars serving craft beer. If you are feeling lucky, make sure to drop by The Crown Casino Complex and with the other high rollers.
Bringing you the tropical side of Melbourne is St. Kilda, a beachside neighborhood perfect for the outdoorsy traveler. It has a unique seaside resort vibe that will definitely make you want to lounge about with a cold drink in hand, just watching the yachts sail by.
Visit the St. Kilda Sea Baths and try out their seawater therapies, the rides at Luna Park, and pastry shops and cafes on Carlisle and Arcland streets.
Eureka Skydeck 88
Treat yourself to a breathtaking view of the Melbourne coastline by riding up the fastest elevator in the southern hemisphere to reach the 88th floor of the Eureka Skydeck 88. You can also try The Edge where a glass-covered cube dangles you 300 metres above the city.
But if you just want to chill and still enjoy views of Melbourne, you can also try the coffee shops found around the area.
Royal Botanic Gardens Victoria
The Royal Botanic Gardens Victoria treats you to a relaxing nature walk within the city. Over 89 acres of land houses more than 8,500 species of plants and wildlife.
It is open daily from 7:30 am until sunset, and has no entrance fee. If you feel like the bustling city is too overwhelming, you can visit the Gardens to climb down from the high and enjoy a different, quieter side of Melbourne.
National Gallery of Victoria
This is Australia's oldest and largest art museum, housing a collection of about 70,000 artworks from greats such as Monet, Rubens, Mariko Mori, and more.
It is open daily from 10:00 am to 5:00 pm, and has no entrance fee. For art lovers, this is a must-see destination because of its extensive collection. Areas include, Asian Art, History Exhibitions, Photography, Sculpture, and Pacific Art.
If you cannot get enough of the art installations and collections, just get into your DriveNow car hire and check these top Melbourne museums here.
Australia Guide Melbourne Travel Trip

redpajama_set_name: RedPajamaCommonCrawl


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charlotte | draven | mickey
The Sadeian Woman and the Ideology of Pornography (1978) is a collection of essays by the author Angela Carter, in reaction to pretty savage critiques of his work by other feminist writers (see : Angela Dworkin), Carter proposes that although monstrous in many ways, the Marquis de Sade was, in fact, one of the first writers to depict women with an agency and purpose outside of just passive baby making machines.
"He is unusual in his period for claiming the rights of free sexuality for women, and in installing women as beings of power in his imaginary worlds ."
Carter writes that pornography can perpetuate the oppression of women because sex in porn is treated only in terms of power and therefore it simply reinforces already existing patriarchal power structures of men's dominance and women's submission or subjugation. She proposes that until structure of society changes, this wont change.
But in Sade's writing of women she finds the classic archetype of the willing female victim who suffers in the character of Justine but subversion in the voracious and joyfully viscous sexual appetite of Juliette . She sees Juliette as the first character to reject this victimisation and actively overthrow it, becoming the brutal, successful and uncompromising master of her own sexual desire.
Performing in porn is often seen as a requiring a rejection of personal agency, you become a vessel for the desires of the imagined consumer. In relation to Carter's essays, women in porn are presumed to be Justine - willing victims in their own passive subjugation for the pleasure of others. There's an idea that porn sex, that is, intense and visually performative sex is not the kind of sex people really want. That there's an inherent divide between REAL SEX and PORN SEX.
We wanted to make a film that explored porn performers who actively relish and enjoy acts that are considered to be only for "porn sex" - that performative sex on screen isn't only a passive experience to be endured. That these acts aren't just to be dismissed as disposable on screen caricatures of sex. In relation to Carter's ideas - embracing Juliette's agency in performing acts considered degrading or extreme with joy. That sexual agency isn't only found in comfort, soft lighting and sensuality.
This is an exploration of screens and how they translate the visceral flesh of sex and bodies and what that now means today in an age of digital pornography.
In short, fuck being reduced to 'muse' - in art, in porn, in life, whatever.
"To be the object of desire is to be defined in the passive case.
To exist in the passive case is to die in the passive case – that is, to be killed.
This is the moral of the fairy tale about the perfect woman."
♫ NUMB - BROTHEL


April 22nd is Earth Day. In honor of Earth Day, we are having our annual Go Green Sale on all of our Green Supplies, which are made with more than 25% post-consumer waste. This includes everything from file folders and Post It Notes to cleaning supplies and binders. Enjoy these special prices for the entire month of April!
As an added bonus, 3M and BuyOnlineNow.com have partnered together for an exciting new promotion, Buy One, Plant One. Purchase a qualifying Post-It and/or 3M recycled product and 3M will plant a tree for each purchase. Enter your promotion code (found on specially marked packages) to register an eligible Post-it® or 3M™ Recycled Product, and 3M will plant a tree. In honor of Earth Day, trees will be planted throughout 2010 and into 2011; click here to learn about tree planting locations. Your participation is one more step towards a beautiful, more sustainable future. Learn more about trees and their role in improving our environment.
BuyOnlineNow.com is also happy to offer the Avery EcoFriendly line of products as part of our Go Green Sale. By far, this offering from Avery has got to be one of the most progressively eco-friendly products available.


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Publisher - North-East Entertainment & Creative Art Awards
About NECA
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NECA is an awards scheme that annually recognizes and award individuals/organization who has contributed immensely to the NORTH EAST Art and Entertainment industry such as musicians, actors, fashion designers, graphic designers, film makers, sports and media personalities among others as well as offer a unique opportunity for them to compete in various categories of the award scheme.
It is organized by Zellies House Entertainment, a registered events management firm in collaboration with various stakeholders in the Art and Entertainment industry in the NORTH EAST Region.
NECA Awards' mission is to create a platform that sort to acknowledges creators and entertainers of the Art & Entertainment industry in the NORTH EAST Region of Ghana as well as provide a unique platform for them to compete in a manner that will sell the industry to the international world.
The primary aims of NECA Awards are to;
i. Honor and recognize individual artists, creators, and entertainers.
ii. Awarding industry players who contributed immensely to their respective industries recognized by the scheme.
iii. Finally provide a platform that will sell the North East Art and Entertainment Industry to the international world.
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NORTH-EAST ENTERTAINMENT & CREATIVE ART AWARDS [NECA] is an awards scheme that annually recognizes and award individuals/organization who has contributed immensely to the NORTH EAST Art and Entertainment industry such as musicians, actors, fashion designers, graphic designers, film makers, sports and media personalities among others as well as offer a unique opportunity for them to compete in various categories of the award scheme.
Maiden Edition Of NECA To Be Launched On December 10
NECA Awards || Official Announcement
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Söke (în limba greacă: Ανέων, Aneon ori Σώκια, Sokia) este un oraș și district din provincia  Aydin din vestul Turciei, aproximativ 54 km sud-vest de orașul Aydın, pe malul Mării Egee. Orașul are o populație de 68.200 de locuitori (în anul 2010).

Geografia
Districtul se întinde între țărmul Mării Egee și câmpia râului Büyük Menderes. Lacul Bafa se află în sudul districtului. Câmpia văii râului Büyük Menderes este una dintre cele mai mănoase regiuni agricole ale Turciei, importantă pentru cultura bumbacului, grâului și porumbului. Industria forestieră și pescuitul sunt alte ramuri importante ale economiei locale, pe lângă agricultură. În Söke se află singurii exportatori turci de melci comestibili.

Orașul Söke este plasat în centrul regiunii, fiind un important oraș comercial. Regiunea în care este plasat orașul are un climat plăcut și niște priveliști încântătoare. Deși stațiunile de pe malul mării precum Kușadası, Didim și Bodrum eclipsează Söke, totuși, orașul se bucură de beneficiile aduse de influxul de turiști, inclusiv de cei care vizitează anticul oraș Priene. Orașul Söke este un centru regional important comercial și de educație pentru zona rurală înconjurătoare.

Istoric
Orașul, fondat cu mai multe secole înainte de Hristos, a fost locuit de greci până în 1426, când a fost cucerit de turcii otomani. După această dată, a devenit capitala sanjakului Menteșe.

În timpul Războiului de Independență al Turciei (1919-1922), rezistența împotriva grecilor a fost condusă de Cafer Efe, erou local care a fost onorat prin ridicarea unui monument în centrul orașului. Orașul și-a schimbat dramatic compoziția etnică în timpul schimburilor de populație dintre Grecia și Turcia, de la sfârșitul războiului greco-turc din 1919 – 1922, când în Söke au fost colonizați emigranții turci din Creta.

Populația

Locuri de interes turistic
 Priene – ruinele orașului antic, aflate la aproximativ 15 km de Söke.

Legături externe
 Municipalitatea Söke
 Galerie foto
 Guvernoratul districtual
 Galerie foto – orașul
 Galerie foto – districtul
 Informații locale

Orașe din Turcia
Districtele Turciei

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Head-Smashed-In Buffalo Jump bears witness to a communal hunting technique practiced by native people of the North American plains for nearly 6000 years.
They killed buffalo by driving them off the 11 metre high sandstone cliff, close to a natural grazing area of the buffalo. The sheer weight of the herd pressing from behind would force the buffalo over the cliff. This custom continued into the late 19th century and still forms part of the 'traditional knowledge base' of the Plains nations.
After falling off the cliff, the buffalo carcasses were processed at a nearby camp. The camp at the foot of the cliffs provided the people with everything they needed to process a buffalo carcass, including fresh water. The majority of the buffalo carcass was used for a variety of purposes, from tools made from the bone, to the hide used to make dwellings and clothing. Deep layers of bison bones are still buried below the cliff. Also, remains of marked trails and an aboriginal camp can still be found.
What we want from WHS is unique sights, experiences or stories. Head-Smashed-In Buffalo Jump clearly fits that bill. The site represents the story of a communal hunting technique that is only found in this region. The way this hunt was executed is explained well at the 15 minute introduction video at the on site museum. It was a yearly event, during the fall, to get enough food for the clan to last through the winter. It pre-dates the arrival of horses and guns, two items which enabled the people to hunt bison more easily.
The museum is built into the cliff where the jump took place. You walk up via five levels of exhibitions about the landscape, the hunting and the people to the plateau. At the top there's a fine prairie trail that leads to the cliff edge. I encountered a hoary marmot (first "new" mammal of the trip!) that sat by the side of the path. Without the story, the cliff itself is not too interesting. I also thought that the museum could be done better - it's a bit oldfashioned with a lot of textual displays and relatively few items that most are replicas. I wonder about all these replicas such as the hide with the 'winter count': has nothing survived the ages, or are the originals in different museums around the world?
After I had seen the museum I walked the lower trail, another nice short hike of about 45 minutes that takes you to the site where the bison that had jumped landed. Not that there is a visible grave of bones or something: the layers of bone deposits are meters thick below the current ground. Prairie grass and some bushes have taken over the landscape again.
Entrance to the site costs 11 Canadian dollar. It attracts a steady flow of visitors, as it is within reach of a day trip from Calgary. A visit can also be easily combined with that to another WHS, Waterton Nation Park, which lies about 1.5 hours south.
Head-Smashed-In Buffalo Jump is an excellent site to visit if you are interested in Pre-Colombian America. If you take the route from Lethbridge, you get to approach the cliffs from the Prairie, so mountain tops are visible as a backdrop. I went here in July after being chased out of Glacier National Park by a huge forest fire. This turned out to be for the best, because I was now able to visit on a Wednesday, which is when the Blackfoot Tribe puts on a drumming and dancing performance. The Visitor Center is very well done and I would highly recommend spending some time learning about how the jump was used for thousands of years. There is also a short video that gives a visualization of the hunting process. You can walk the top of the Jump to a viewing area, where you can see along the rest of the cliff. You can also take a walk along the bottom of the Jump to see an old tipi ring, the butchering site, and the place of impact. I really enjoyed visiting this Site, and would highly recommend a visit on a Wednesday.
It was as a young man and I was standing at the World Heritage listed Head Smashed in Buffalo Jump in North America. It is a site that celebrates the hunting culture of the Native Americans prior to the introduction of horses. Part of the cultural centre had a display that described where the native tribes lived over the centuries. What was fascinating was the sweep and swirl of the tribal movements. Initially it was slow, as they relied on foot transport. But then something amazing happened. There were surges and violently rearranging tribal arrangements as the introduction of horses revolutionised the Native American lifestyle.
I was amazed at how such small changes have the power to fundamentally alter everything these people had known about life. It suggested that the "world" that we understand was not as real or as fixed as I might imagine. What do we believe to be a fundamental truth now that will be discarded tomorrow?
not disappointed. The interpretive center was excellent with a film depicting how the jump had been used and it also had Native American artifacts on display; the view from the actual jump itself was beautiful. I found the site to be fascinating and would highly recommend it to anyone. While in Canada, I also visited the Remington Carriage Museum and Frank Slide both of which were also very well done. A pass was available at the carriage museum, and I feel certain that it would be availabe at the other two sites as well, that allowed each adult to visit all three sites for $20.00 which is a savings of $7.00 each.
Our family visited about seven years ago and it was very impressive. Driving to the site, we could not believe how well it is blended into the landscape. We could not see the visitors center till we were at the entrance. It is beautifully blended into the environment and preserves the wild look of the area.
The many exhibits were interesting and informative. Our boys learned a lot. We have been to Cahokia Mounds the World Heritage Site near our home. Head Smashed is just as wonderful as the mounds. We hope to return again. I definitely would recommend it.
a buffalo jump is a cliff, that the natives of alberta used to kill buffalo. the natives would force the buffalo into jumping off the cliff, thus killing themselves. head smashed in buffalo jump is the bes tpreserved buffalo jump in the world; many others have been looted or mined.
the jump has a first rate museum, which very informativly tells you about, not only the buffalo jump, but the native way of life. the cliff, itself, is not very spectacular; but you get a very good view over the surrounding country side fro mthe top. there are two trails, the cliff top trail, and the bottom of the cliff trail. in my opinion the bottom trail is better, as you get to see, not only the main jump, but you also get a very good view of the secondary jumps.
overall, head smashed in buffalo jump is an excellent day trip, a you will very likely have never seen anything like this before.
The Head-Smashed-In Buffalo Jump site could be one of my favourite sites in Canada. It is impressive even when you approach the entrance by car, with tipis set up for tipi camping on the left (this was in mid-June) and on the right, the Interpretive Centre, which is built on the side of the hills. Even the red sign that greets you at the entrance is cheerful. The World Heritage site plaque is located at the front of the building. We were lucky to receive free admission into the centre because we had filled out a survey for Parks Canada the day before at the Field Station at Dinosaur Provincial Park. It is worth your time to fill out this survey, as it saved us $18.00.
The Interpretive Centre was not only thoughtful about the architecture but also the presentation of exhibits and the introductory film, which was a good introduction of the traditional bison hunt. The centre is meant to be viewed starting from the top floor and working your way down each floor. On each floor, the creation story of Napi is told. Once outside to view the actual precipice, we needed to wear our jackets to protect us from the windy conditions so be prepared with warm clothing and layers. The path to view the site is also wheelchair accessible. It is also worth your time to go for a hike along the Lower Trail outside of the centre. Here you will discover an exposed escarpment and other interesting facets about the prairie environment.
It's a great place to learn about the way they brutally, slowly and painfully killed the poor defenceless buffalo. Thanks guy's!
Head-Smashed-In Buffalo jump is a great place to visit. This site provides the opportunity to take an interactive pituresque trip through the history of the Plains Indians from before the White settlers came to present day life. I found this center was an excellent way of showing and explaining to my son the plight the Plains Indians faced and why First Nations people have many present day issues. I enjoyed my day trip so much that I have gone back and given the opportunity would go back again.
From "Head-Smashed-In Buffalo Jump Complex" to "Head-Smashed-In Buffalo Jump"
Fly into Calgary Airport, and then drive south along Highway 2 for 180km. The site is close to the town of Fort MacLeod and well-signposted.
Purpose Built Visitor Centre: In core zone. 1987. Leblond and tnrs.
Legends and Folk Myths: About a young Blackfoot found with his skull crushed by the weight of the buffalo.


Brenda dismounted her bicycle by the corner of the apartments. She had just ridden 9.3 miles in the southern golden state heat. She was one of those tall, muscular women who could be mistaken for a man.
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Black rose metallic exterior, Black leather interior, glass top. 375hp DOHC LT5 engine, 6 speed manual transmission, posi rear-end. With just 40,550 original miles on the odometer and in outstanding condition. Paint on this car is in very good condition, with a deep shine. The interior of this 1992 Corvette ZR1 shows excellent condition factory leather seat covers, door panels, center console, and even carpet. Seats are super soft and wonderful condition. Subframe is clean, and rust and corrosion-free. The C4 ZR1 is still to date the ONLY Corvette engine with more than one camshaft, making it also perhaps the most exotic engine ever available. Low mileage examples are not exactly popping up all over the place. Factory features include dual power leather sport seats, FX3 Selective Ride and Handling, glass top, electronic climate control, Bose CD/Cassette stereo, low tire pressure warning system, fog lamps, 6 speed manual transmission, 375hp all-aluminum LT5 engine, power windows, power locks, power steering, power brakes, power mirrors, power antenna, tilt, cruise control, ABS, traction control.


text:
Getting ready for the Big One
The images of the quake aftermath in China raise the question: What would the wake of a major quake look like in Seattle? Fortunately, we have the answer. Or at least a pretty good guess.
Knute Berger
A map of the Seattle Fault, best as geologists can render it. (U.S. Geological Survey) Click to enlarge.
Events in China have nudged earthquakes closer to the top of our minds. Here in Seattle Mayor Greg Nickels is calling for seismic retrofitting of nearly 1,000 of the city's older brick buildings, which are at risk in the event of a major quake. Seeing the devastation in southwestern China, it's hard not to wonder what could happen here. We're told, a major quake is just a matter of time. How would we fare? And what would the aftermath look like?
We've done our homework. In 2005, the Earthquake Engineering Research Institute, an Oakland, Calif., non-profit group, conducted an extensive study of what would happen if Seattle were hit with a 6.7 quake on the Seattle Fault, which runs roughly from Hood Canal to Issaquah and right through Seattle. The so-called "Seattle Scenario" [38.2 MB PDF] is chilling. The quake in China was 7.8 on the Richter scale, but the projected Seattle one is smaller, comparable to the Nisqually quake (6.8) of 2001. Unlike Nisqually, however, it would be right under our feet.
Even so, the projected losses are appalling: With $33 billion (that's on the low side) in losses, there would be 1,600 dead and 24,000 injured, and 9,700 buildings and homes would be completely destroyed, 29,000 rendered unsafe for use, and 154,000 suffering moderate damage. The quake would collapse bridges, shut down highways for weeks or months, and cause more than 1,000 landslides, some of which, in turn, could cause mini, localized tsunamis.
The Nickels plan is based on a 6.7 scenario, too. According to The Seattle Times, last year "engineers looked at 575 buildings from the outside and estimated 850 to 1,000 such buildings in the city would be at risk if a 6.7-magnitude earthquake occurred on the Seattle Fault ..." Retrofitting them all would cost $358 million to $431 million, according to the Times. Most were built in the 1930s and earlier, and they cluster in neighborhoods like Ballard, the University District, First Hill, Capitol Hill, the waterfront, Pioneer Square, and the International District. The southernmost neighborhoods would likely be the hardest hit in the Seattle Scenario because they're closer to the epicenter and because of soil conditions. (Here's a look at local earthquake hazard zones.)
But they aren't the only structures at risk. Many modern, concrete buildings, such as the boxy factories and warehouses in SoDo or retail and manufacturing sprawl zones like the Kent Valley, are also likely to topple. And, according the the scenario's numbers, even if all 1,000 Seattle brick structures were retrofitted and didn't collapse, another 8,700 building of various kinds would be destroyed, either in the quake or the aftermath (landslides, floods, fires). In other words, retrofitting is common sense, but there's no panacea, and even the mayor's proposal doesn't cover all the buildings that need retrofitting.
A 6.7 quake in Seattle would severely damage and hamper our transportation infrastructure, according to estimates. Since disasters are commonly used these days to prod people to fix the Alaskan Way Viaduct and replace the 520 bridge, it is worth noting that while building stronger roadways might be ideal, given our locale and geography, nothing we do will make us entirely earthquake-proof.
Another thing the scenario looks at is disaster recovery time: Economic losses are largely determined by how fast a damaged, modern city (Los Angeles, San Francisco, and Kobe, Japan) can get back on its feet. One of the most expensive earthquake disasters in this respect was the 1994 Northridge quake in Southern California, but the Seattle Scenario's authors point out that recovery there was quicker than what Seattle could expect because the Los Angeles freeway system has a lot of redundancy. We have comparatively few freeways, and alternative surface routes would likely be jammed, if not heavily damaged and clogged with debris themselves. In other words, our current grid is not designed to make it easy for us to bounce back. That suggests that instead of simply making new structures stronger, we should eye improvements that could quicken recovery.
Some lessons have been learned. The trend of replacing old brick schools with newer ones, or retrofitting and remodeling older buildings to bring them up to safer seismic standards, is working. During the Nisqually quake, schools were pretty safe places to be, unlike in China, where many schools suffered catastrophic collapse. Making progress a bit at a time can pay dividends when the "big one" hits.
One problem with the mandatory retrofitting of Seattle's old privately owned brick buildings is moving carefully so as not to make matters worse by requiring property owners to suddenly shell out money they don't have. That could lead some owners to decide to tear down or close down perfectly useable, important, and possibly historic structures.
Mandatory upgrades would have to come with incentives and assistance, like low-interest loans, the waiving of permit fees, tax breaks and credits, etc. Even then, however, it will be a tough sell. The Seattle Scenario found that even in quake-prone greater Los Angeles, public and private infrastructure upgrades were sometimes slow to be adopted.
One idea would be to integrate the retrofitting plans with broader changes to encourage adaptive re-use of older buildings instead of new construction. Keeping older buildings and recycling them for new uses is a key sustainability strategy. Seismic regulations ought to be part of an effort to save and upgrade older structures, not an excuse to level them faster than Mother Nature can.
Washington State,
Mossback
Knute "Mossback" Berger is Crosscut's Editor-at-Large.


Prepare Creole Sauce; keep warm. Cook onion in margarine in 10-inch nonstick skillet over medium heat about 3 minutes, stirring occasionally. Add spinach; toss just until spinach is wilted. Beat Egg Substitute, thyme, salt and pepper; pour over spinach. Cover and cook over medium-low heat 5 to 7 minutes or until eggs are set and light brown on bottom. Sprinkle with cheese. Cut into wedges. Serve with Creole Sauce. 4 SERVINGS. CREOLE SAUCE Heat all ingredients to boiling in 1-quart saucepan, stirring occasionally; reduce heat. Simmer uncovered about 5 minutes, stirring occasionally, until thickened.


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Q: How does centrifugal force resemble gravity? Someday we may build a rotating space station with the centrifugal force providing an artificial gravity. (Also answer the title question)

A: You can take a ride on the Vomit Comet if you want to feel what gravity truly feels like.
What you feel as "gravity" is not gravity. You instead feel all of the non-gravitational forces that act upon you. The normal force that keeps you from sinking into the Earth exerts an upward force on your feet. Your bones transmit this force throughout your body. While your bones are solid, your guts and inner ear are not. Nerves in your guts and in your semicircular canals sense the tension that results from your body as a whole tending to accelerate downward, but your feet and bones keeping that from happening.
A rotating space station would yield a very similar feeling, with greater similarity resulting from a larger space station. In a very small rotating space station, the floor of the station will exert a force on your feet to keep you from sinking into the floor, but this will be substantially different from what your guts and head feel. The experience would be rather sickening. NASA has done studies on this. A rotating space station needs to be sufficiently large so as to keep the foot/gut/inner ear sensations more or less consistent with one another.

A: Gravity is an attraction force. Any object with mass will attract one another.
The "Centrifugal Force" of a "Rotating Ship" creates an illusion of gravity.  It is not a real gravity, it just "feels like" gravity.
When you are on the "Rotating Ship", you "appear" to be attracted to the wall of the ship.
But in reality, the wall of the ship is pressing against your feet because your body wants to fly outwards and the wall wants to maintain its shape.

A: Centrifugal force is not a force but a result from inertia. If you build a spacecraft that looks like a doughnut and you spin it. People standing inside would feel like they are being pushed out. You can feel this effect when you are in a turning car (you get "forced" to the windows).
Your body wants to go tangential to the rotation. However, with the edges of the spacecraft providing a reaction force back onto your feet, you feel a force. If this spin is fast enough, this force will be strong enough to simulate gravity on Earth.

A: I think I have the answer. Correct me if I am wrong. Due to the centrifugal force on the astronaut when the space station is rotating, the astronaut would be pushed toward the wall in the space station. Now this astronaut can walk on the walls of this space station, which would be similar to walking on Earth. Is this right?

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text:
MONDAY | 3:00 PM
Lightning goalie Ben Bishop feeling better but uncertain for Game 2
Back-to-back homers in 8th save Tigers in Baltimore
Bishop's injury not serious but status for Game 2 uncertain
foxsports
PITTSBURGH (AP) Tampa Bay goalie Ben Bishop's left leg injury isn't as serious as initially feared.
Bishop twisted the leg awkwardly in the first period of a 3-1 victory over the Pittsburgh Penguins in Game 1 of the Eastern Conference finals Friday night and left on a stretcher. The Vezina Trophy finalist said tests revealed no significant damage but it's unclear whether he'll be able to play in Game 2 on Monday night.
If Bishop can't go, Andrei Vasilevskiy will fill in as the Lightning try to take a 2-0 lead in the best-of-seven series. Vasilevskiy made 25 saves after coming in for Bishop.
The Penguins will stick with rookie goaltender Matt Murray. Pittsburgh has not dropped consecutive games during the playoffs.
Playoffs, rematches and rivalries: Inside Sunday's 28-game Sports Equinox
12 longest active playoff droughts in NFL, NBA, MLB, NHL
Quiet period in sports? It depends where you look


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Urban Development (HUD) rulemaking authority and the power to adjudicate certain housing claims. See §§3612, 3614a. And, what is most relevant for present purposes, Congress added three safe-harbor provisions, specifying that "[n]othing in [the FHA]" prohibits (a) certain actions taken by real property appraisers, (b) certain occupancy requirements, and (c) the treatment of persons convicted of manufacturing or distributing illegal drugs. [1]
According to the Solicitor General and the Court, these amendments show that the FHA authorizes disparate-impact claims. Indeed, the Court says that they are "of crucial importance." Ante, at 13. This "crucial" argument, however, cannot stand.
The Solicitor General and the Court contend that the 1988 Congress implicitly authorized disparate-impact liability by adopting the amendments just noted while leaving the operative provisions of the FHA untouched. Congress knew at that time, they maintain, that the Courts of Appeals had held that the FHA sanctions disparate-impact claims, but Congress failed to enact bills that would have rejected that theory of liability. Based on this, they submit that Congress silently ratified those
↑ These new provisions state:
"Nothing in this subchapter prohibits a person engaged in the business of furnishing appraisals of real property to take into consideration factors other than race, color, religion, national origin, sex, handicap, or familial status." §3605(c).
"Nothing in this subchapter limits the applicability of any reasonable local, State, or Federal restrictions regarding the maximum number of occupants permitted to occupy a dwelling. Nor does any provision in this subchapter regarding familial status apply with respect to housing for older persons." §3607(b)(1).
"Nothing in this subchapter prohibits conduct against a person because such person has been convicted by any court of competent jurisdiction of the illegal manufacture or distribution of a controlled substance as defined in section 802 of title 21." §3607(b)(4).


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The Dennis Hopper Cheat Sheet
EASY RIDER (1969) and COLORS (1988)
Not all filmmakers create a work that changes cinema and continues to resonate for the next five decades, and those that do rarely achieve such a feat with their debut. Dennis Hopper was no mere vanity actor-turned-director, launching Easy Rider into the zeitgeist and creating a work that served as an icon for both the counterculture movement as well as its inevitable death. Nothing but respect for my Captain America. Once you've finished watching that film, throw on Colors. This intense crime drama stars Sean Penn and Robert Duvall as unlikely partners, upending the cliché of the experienced elder cop and the brash young upstart even as the genre was taking root. It's a product of its time, but it's not dated the way it might have… or perhaps even the way it should have, given the issues it's dealing with could easily be ripped from today's headlines. It's remarkably nuanced work from Hopper, who perhaps should get as many plaudits for this work as he does Easy Rider. Either way, this is a hell of a double.
Substitutions: If you can't get or have already seen Easy Rider, seek out The Last Movie (1971). It's not exactly a beloved film, and its reputation is that of a total disaster, but the same dystopic 1970s feel that drove Easy Rider drives The Last Movie. It is a film of excess, a difficult and indulgent second album, and really worth a watch. If you can't get or have already seen Colors, get your hands on The Hot Spot (1990). This gritty film noir set in a sun-drenched small town stars Don Johnson, Virginia Madsen and Jennifer Connelly, and is definitely a minor classic, particularly if you're a fan of '90s thrillers.
The Hidden Gem: Want to see something off the beaten path, a title rarely mentioned when people talk about the films of Dennis Hopper? Then you should track down Out of the Blue (1980). This drama about a young girl whose obsession with music helps distract her from domestic dramas is remarkably nuanced work from Hopper, and deserves to be ranked with his best.
The next episode of Hell Is For Hyphenates, featuring Noah Segan talking the films of Dennis Hopper, will be released on 31 March 2018.
This entry was posted in blogs and tagged cheat sheet, colors, dennis hopper, easy rider, noah segan, out of the blue, the hot spot, the last movie on March 26, 2018 by The Hyphenates.
← Our Next Hyphenate Noah Segan Hell Is For Hyphenates – March 2018 →


If Oculus Go targets the mainstream audience, then it shall be more than just a mixture of Gear VR and Daydream. It shall have new experiences that we haven't experienced in previous mobile VR headsets. Furthermore, it needs something that makes people feel like, "Oh, yeah, I need one." However, from what we've got, Oculus Go is more similar to mobile VR headsets like Gear VR, featuring rotational-only tracking (3DOF) on both the headset and the controller. On the bright side, Oculus Go is on the right track because, at least, it will generate awareness of virtual reality, show that the future of virtual reality would be as simple as our smartphones today, open new opportunities.
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Spheciospongia vesparium ist ein zylinderförmiger, als Jugendform amorpher Schwamm. Er ist in der Karibik und im westlichen Zentralatlantik vor den Küsten der USA verbreitet.

Merkmale
Die schwarze, durch Spongineinlagerungen ledrig wirkende Oberfläche von Spheciospongia vesparium lässt sich nur wenig zusammendrücken. Spheciospongia gehört zu den Hornkieselschwämmen, deren Skelett von verkieselten Spikeln gebildet wird. Diese geben dem Schwamm seine Festigkeit, so dass er sich wie ein Bienenkorb zwischen den Korallen erheben kann. Junge Exemplare findet man auf Sand oder Kies als krustenartigen schwarzen Überzug mit mehreren kraterförmigen Erhebungen, auf denen sich die Oscula (Strömungsöffnungen) befinden. Ältere Schwämme dieser Art bilden zylindrische bis kugelförmige, 30 cm bis über einen Meter hohe Gebilde mit nur einem oder zwei großen, dicklippigen Atrien, denen das Wasser entströmt. Darüber hinaus gibt es auf der gesamten Oberfläche zahlreiche Areale mit kleinen Oscula als Einströmöffnungen. Im Inneren ist Spheciospongia vesparium von dunkelgrauer Farbe. Das Artepitheton vesparium beschreibt die Form des Schwamms von der Art eines großen Wespennestes.

Spheciospongia verankert sich im Substrat durch Auflösung des Kalkgrunds. Dies erfolgt chemisch, größtenteils aber mechanisch durch Abtransport mikroskopisch kleiner Kalkplättchen. Dadurch können im Kalk Ausläufer gebildet werden, der Schwamm kann eine große Fläche einnehmen.
Wegen der Ausmaße älterer Exemplare gilt er im Guinness-Buch der Rekorde als der größte Schwamm.

Verbreitung
Spheciospongia vesparium ist in der gesamten Karibik und im westlichen Atlantik in den Korallenriffen in einer Tiefe von 2 Metern bis 18 Metern verbreitet. Oft wird nur sein Vorkommen in den Gewässern vor den Westindischen Inseln und Floridas erwähnt. Die Funde vor den Küsten Mittel- und Südamerikas, zum Beispiel vor Panama und Belize, wurden oft als eigene Arten angesehen und mit Synonymen benannt.

Lebensraum
Mit der Tiefe, in der Spheciospongia vesparium vorkommt, kann auch die Zusammensetzung der im Schwamm lebenden Fauna variieren. Einige Spezies dieser Fauna, vor allem kleine Fische, kommen nur innerhalb des Schwamms vor, andere, zum Beispiel verschiedene Arten von Hüpferlingen verlassen ihn von Zeit zu Zeit durch die Oscula, bleiben aber stets in der Nähe.
Sie können bei Gefahr durch die Öffnungen schnell wieder in den Schwamm gelangen. Er bietet den Tieren Schutz und versorgt sie über seinen ständig anhaltenden Wasserstrom mit Nahrung.

Glasharte, spitze Skelettnadeln, die Spicula, schützen den Schwamm vor Fressfeinden. Während der Schwamm für Fische in den Korallenriffen, die ihn versehentlich als Nahrung aufnehmen, tödlich ist, kann er von der Karibischen Karettschildkröte (Eretmochelys imbricata imbricata) verdaut werden. Spheciospongia vesparium gehört zu den Nahrungsquellen dieser im Riff lebenden Meeresschildkröten.

Literatur
 Werner Baumeister und Maren Baumeister: Meeresfauna Karibik und Florida. Ulmer Naturführer, Ulmer 2005, S. 35. ISBN 978-3-8001-4164-7.

Weblinks
 Spheciospongia vesparium bei sealifbase.org
 Spheciospongia vesparium bei World Porifera Database
 Spheciospongia vesparium bei The Sponge Guide (Beschreibung, engl., mit Fotos)

Einzelnachweise

Schwämme
Porifera


text:
Tersandro, na mitologia grega, foi um rei de Tebas, filho de Polínice,  e pai de Tisâmeno. Tersandro era filho de Argia, filha de Adrasto, rei de Argos.

Tersandro comprou Erifila com uma roupa, possivelmente a roupa que Cadmo havia dado a Harmonia no seu casamento, e com isso conseguiu convencer os filhos dos Sete contra Tebas, os Epígonos, a lutarem contra Tebas.  Ele retomou Tebas do seu primo Laodamante depois da batalha conhecida como os Epigoni, a luta dos filhos dos Sete contra Tebas.

Tersandro foi morto por Télefo, no início da Guerra de Troia, quando os aqueus, por engano, desembarcaram na Mísia. Peneleu se torna o regente de Tebas, porque seu filho Tisâmeno era muito novo; Peneleu foi morto, mais tarde, por Eurípilo, filho de Télefo.

Com a morte de Peneleu, o reino passou para Tisâmeno, filho de Tersandro e de Demonassa, filha de Anfiarau.

Ver também

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Reis de Tebas
Epígonos


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Going Electric
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In Dundee
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Why is Dundee perfect for Electric Vehicles?
Dundee is the perfect little city for Electric Vehicles and is regarded as Scotland's leading city in the adoption, promotion and operation of electric vehicles. As the city is small and compact with a maximum drive of 20 minutes between points in the city. It makes the city especially well-suited to widespread EV use, with the drivable range of current vehicles sufficient for practically all journeys within the city. The council recognises the potential for EVs to support efforts to reduce pollution from road traffic and improve the air quality for citizens.
Dundee has the second highest population density in Scotland and many residents do not have dedicated off street parking with 51% live in multiunit dwellings. Our charging hubs provides charging solutions for residents living in flats and tenements who are unable to obtain a dedicated charge point. Due to the number of EVs in the city there is a high demand for public charging with 9/10 of the highest used charge point in Scotland located in Dundee.
The locations of these charging hubs is no coincidence- all our hubs are close to local communities and so supporting local businesses while providing facilities for the user of the charger. Clean alternative fuel in the heart of the community.
Along with providing Dundee with charging infrastructure the council understood the requirement to provide region infrastructure especially given that 40,000 weekly journeys into Dundee start from outside the city. Working in partnership with surrounding local authorities, the council developed the concept of EV "charging gateways" which links up the city's charging infrastructure with our neighboring region. Dundee City Council has installed 4 x 50kw chargers and 14 x 22kw chargers into the surrounding region allowing an EV charging network that is seamless and without boundaries.
Many other major UK cities have identified Air Quality has a significant challenge. Dundee has decided to tackle this issue across the city instead of focusing on the identified hot spots. Due to the significant introduction of electric vehicles in the city through the local authority fleet, the taxi industry, other public bodies and members the public the air quality objectives for particles were met in full.
"I love my new Nissan Leaf… the forward-thinking city council are at the forefront of the whole electric car revolution"
"Electric taxis always surprise our customers with how quiet they are. The switch from fuel to electricity has saved us thousands – and it's clean too!"
There are now a total of 108 electric taxis operating in Dundee which is almost 15% of all taxis operating in the city.
Dundee Taxis
"Electric vehicles have reduced the city's cO2 levels by 987 tonnes so far (Sept 2017)"
Dundee City Council have 87 electric vehicles (and counting) on their fleet, the biggest of any UK local authority.
Gary McRae, Dundee City Council
"The excellent charging infrastructure in Dundee makes running an electric car very easy. I often plug in to one of the chargers in town, pop to the shops and my Nissan Leaf is fully charged by the time I'm done. I can't wait to use the charging hubs that are planned across the city. The ability to park for free in the Dundee City Council car parks because my car has zero emissions is an added bonus."
Elinor, Dundee
"We are now using an electric car since 2012 and will not go back to a petrol car. The drive is smooth, responsive and quiet. With Dundee getting better and better with chargers on several places, free parking in Council car parks what's not to like. The car has saved us money compared to the ford Ka we had before, with currently over 90.000 Miles you can't tell us it's not used. Looking forward to the new charging hubs in Dundee."
Erwin, Alyth
"EVs are over 60% cheaper to refuel than modern petrol and diesel cars and have only 1% of the moving components, so they're really reliable. There are EVs that have clocked up over 174,000 miles in three years and only needed a ball bearing replaced. Switching to an EV from a 70mpg hybrid and charging it at home has saved me £500 per year on fuel and maintenance alone – double that if I only use Dundee's free public charge points!"
Euan, Dundee University graduate
"Our two electric vans have completely transformed our business. Not only have they helped reduced our running costs, but they are much better for the environment and work well with the stop start style of driving that we do on our free pick-up and delivery service. The move over to electric vehicles has been extremely easy due to the excellent facilities for charging in the local Dundee area. We are even considering adding a third electric vehicle to our fleet."
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Dublin is set to get a major jobs boost with the opening of a state-of-the-art cash sorting centre in the capital.
Coin processing giants G4S are building a national hub in Dublin, creating 200 new roles.
The 10,000 square metre National Cash Centre will be located in West Dublin.
The new hub will be G4S's largest facility of its kind across its global network, serving more than 3,000 businesses and financial institutions across Ireland.
The hi-tech centre will consolidate all of G4S's cash and coin processing in Ireland and has been fitted out with state of the art security systems and a new innovation centre for the expansion of the business.
The centre will employ up to 400 in total and has already provided over 100 jobs in development and construction.
It will open for business next month.
Mayor of South Dublin Mark Ward, Garda Commissioner Drew Harris and Fianna Fail Senator Catherine Ardagh attended the launch on Friday.
MD Damian Young said: "G4S is very proud to unveil this new facility.
"We are continuing to invest in our business in Ireland and committed to further expansion in the years to come.
Mark Ward added: "I am delighted to preside over the opening of this hugely impressive centre today and I wish G4S, its customers and its employees the very best for the future.


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text:
by Alisa Carmichael
About Alisa
Writing Sample #1
Chapel Center History: Church on the Campus
The next installment in our Chapel Center history…..
When the University of South Florida opened, President John S. Allen initiated a plan for USF to lease land on campus for religious centers. The first of these to be completed was the Episcopal Chapel Center, designed by the Rt. Rev. William F. Moses, Suffragan Bishop of the Diocese of South Florida. Construction began in May 1962 and a cornerstone was laid on May 27, 1962 by University President Allen, Dr. George Hood, and the Rev. Canon William Brace.
(The cornerstone was opened in 1987. It contained a Bible, a copy of the ground-breaking ceremony, and a newspaper dated May 27, 1962.)
The Chapel Center construction was completed during the summer, with the first worship service held on October 10, 1962. (The first Vestry Committee was formed four days later on October 14.) The total construction cost was $73,000. The Center contained a simple chapel, sacristy, common room with kitchen, library, offices, and a room and bath for a student resident.
The diocese had purchased a home for a university chaplain at 313 Sunnyside Ave, Temple Terrace, prior to opening the Chapel Center. This was for Rev. J. Fred Dickman, who was appointed to be the first chaplain in August, 1961. Working out of his residence, he counseled students from USF as well as University of Tampa. He taught part-time at USF while also completing doctoral studies at the University of Florida. The University Chapel Center congregation at this time consisted of fifty students and twenty faculty members.
On December 13, 1962, just after the Chapel Center dedication in November, Fr Dickman resigned as university chaplain to become Rector at St Andrew's in Tampa. It is recorded that Fr. Dickman presented the Chapel Center with a portrait of Bishop Moses, which was displayed for many years at the Center.
The Rev Grant D. Noble was the next appointed chaplain, serving from July 1963 to August 1970. USF enrollment had grown to 4,500 students by this time and Chapel Center history records that 250 of these students were Episcopalian. The Chapel Center became a Mission of the Diocese on May 12, 1965. Parochial reports for that year number 26 communicants, 58 baptised members, and 51 students attending weekly services. Local parish churches actively supported the Center; members from St John's, Tampa, donated funds to help purchase an organ and Episcopal Churchwomen helped with funds for the baptismal font.
When you observe the busy daily traffic flow on 50th Street today, it is a little hard to imagine that the Chapel Center was once quite isolated. 50th Street in the early 1960's was a dirt road which led from Fowler Avenue to the Center. In the summer of 1963, 50th Street was paved between Fowler and Fletcher Avenues. In the fall, faculty and student work parties began the arduous task of turning the sand lot around the Center into landscaped grounds and walkways.
Rev. Noble published an article titled "Church on the Campus" in the October 30, 1966 edition of the national Episcopal Church's monthly publication, The Living Church, providing an interesting snapshot of campus ministry at this time. There is an introduction into the concept of life on a "commuter" campus, where "a majority" of students are working outside jobs while enrolled in school. The emphasis on accommodating the employment schedule of students by a somewhat flexible academic calendar was, as Rev Noble says, "a far cry from the atmosphere of Yale or Williams" where he had previously served in campus ministries.
By the time this article was published, a Baptist Student Union and joint Presbyterian-Methodist Center had been joined the lineup on 50th Street. Rev. Noble reports that every new student had the opportunity to hear the various chaplains talk about religious life on campus. The university also compiled the lists of students from the various denominations, passed these lists on to the appropriate chaplain from each denomination, and scheduled time during orientation for university chaplains to speak to parents in attendance.
Rev. Noble describes the work of the chaplain at this time to be ecumenical and inclusive in nature:
The primary function of the Church program, and the way in which I believe we may prove most effective, is to establish a church on the campus where students, faculty, and staff and their families worship, work, and play together, thus bringing students into the body of Christ where there are all ages, a situation similar to the parish church or mission in which they will worship all the rest of their lives.
This emphasis is important at a time in their lives when doubts are crowding their thinking and they need the warmth and reality of a church family to fortify their faith.
Rev Noble goes on to describe the various activities of the Chapel Center: social action projects, a fall welcoming buffet and hootenanny, Christmas Eve service, Shrove Tuesday pancake supper. (Parish records indicate that there were indeed weddings, baptisms, confirmation classes and a variety of social functions at the Chapel Center.) However, the activities of a campus ministry, Rev Noble emphasizes, will be different from a tradition parish:
The chaplain of the Church on the campus can never think in terms of large congregations or dollars raised. His work, like our Lord's ministry and the heart of the Church's work, is to touch and help individual souls. He does not wait in his office for students or faculty to find their way to him. He goes out on the campus, into the coffee shop, the cafeteria, the swimming pool, the athletic field, the dormitories, the infirmary, etc. These contacts produce the most telling and often the most intimate conversations with people who, perhaps, have rarely or never been to church, and who may be in real need of the Church's help.
The encounter may be brief–students come and go, and faculty, in young universities, move on in the line of promotions–but there is a great satisfaction in its depth.
In 1969, the Diocese of South Florida divided into three separate dioceses and the Diocese of Southwest Florida was formed with Bishop William L. Hargrave as its first bishop. In August 1970, Rev. Grant Noble resigned from the position of USF Chapel Center Chaplain, and another page was turned on Chapel Center history.
Category: UncategorizedTags: campus ministry, Chapel Center @ USF, chaplain, Diocese of Southwest Florida, Episcopal, Rev Grant Noble, University of South Florida
← Chapel Center History: Flashback to the 60's
Look Left/Look Right: Life Lessons from London Road Signs →
Alisa R Carmichael
Nonprofit Administrator, Writer, Editor & Digital Curator
carmichael.alisa@gmail.com
Writer, editor, and content curator. Successful executive administrator with experience in academic and nonprofit environments.
A few words on Martha's behalf
Two Tales of Redemption
The Life Changing Magic of Sorting Out & Tidying Up
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The Fearless Flyers program survives through the generous contributions from our supporters. Individual contributions are deeply appreciated and critical to the financial success of the program. OutCycling is a registered 501c3. All donations are fully tax deductable.


The Compstick Guardian features our patented below-the-bar system that places the depower within easy reach at waist level and increases the amount of throw above the bar. The trim cleat is incorporated into the safety release box, which further simplifies the look and feel of the setup. Your vision above the bar is clean, with no cleat or depower straps dangling in front of your face. To control the amount of throw, an active stopper can be moved on the fly to stop the bar wherever it is set.


text:
Capbreton è un comune francese di 8.148 abitanti situato nel dipartimento delle Landes nella regione della Nuova Aquitania.

È un antico porto di pesca e fa parte della regione naturale della Maremne. Nel suo territorio comunale ha il suo estuario il fiume Boudigau.

Società

Evoluzione demografica

Note

Altri progetti

Collegamenti esterni

Comuni delle Landes


text:
'use strict';

// Module dependencies.
var application_root = __dirname,
	express = require( 'express' ), //Web framework
	path = require( 'path' ), //Utilities for dealing with file paths
	mongoose = require( 'mongoose' ); //MongoDB integration

//Create server
var app = express();

//Connect to database
mongoose.connect( 'mongodb://localhost/words_database' );

//Schemas
var Keywords = new mongoose.Schema({
	keyword: String
});

var Book = new mongoose.Schema({
	title: String,
	author: String,
	releaseDate: Date,
	keywords: [ Keywords ]
});

//Models
var BookModel = mongoose.model( 'Book', Book );

// Configure server
app.configure( function() {
	//parses request body and populates request.body
	app.use( express.bodyParser() );

	//checks request.body for HTTP method overrides
	app.use( express.methodOverride() );

	//perform route lookup based on url and HTTP method
	app.use( app.router );

	//Where to serve static content
	app.use( express.static( path.join( application_root, "../ololo") ) );

	//Show all errors in development
	app.use( express.errorHandler({ dumpExceptions: true, showStack: true }));
});

// Routes
app.get( '/api', function( request, response ) {
	response.send( 'Library API is running' );
});

//Get a list of all books
app.get( '/api/books', function( request, response ) {
	return BookModel.find( function( err, books ) {
		if( !err ) {
			return response.send( books );
		} else {
			return console.log( err );
		}
	});
});

//Get a single book by id
app.get( '/api/books/:id', function( request, response ) {
	return BookModel.findById( request.params.id, function( err, book ) {
		if( !err ) {
			return response.send( book );
		} else {
			return console.log( err );
		}
	});
});

//Insert a new book
app.post( '/api/books', function( request, response ) {
	var book = new BookModel({
		title: request.body.title,
		author: request.body.author,
		releaseDate: request.body.releaseDate,
		keywords: request.body.keywords
	});
	book.save( function( err ) {
		if( !err ) {
			console.log( 'created' );
		} else {
			console.log( err );
        }
        return response.send( "ok" );
    });
});

//Update a book
app.put( '/api/books/:id', function( request, response ) {
	console.log( 'Updating book ' + request.body.title );
	return BookModel.findById( request.params.id, function( err, book ) {
		book.title = request.body.title;
		book.author = request.body.author;
		book.releaseDate = request.body.releaseDate;
		book.keywords = request.body.keywords;

		return book.save( function( err ) {
			if( !err ) {
				console.log( 'book updated' );
			} else {
				console.log( err );
			}
			return response.send( book );
		});
	});
});

//Delete a book
app.delete( '/api/books/:id', function( request, response ) {
	console.log( 'Deleting book with id: ' + request.params.id );
	return BookModel.findById( request.params.id, function( err, book ) {
		return book.remove( function( err ) {
			if( !err ) {
				console.log( 'Book removed' );
				return response.send( '' );
			} else {
				console.log( err );
			}
		});
	});
});

var Word = new mongoose.Schema({
    word: String,
    count: Number,
    keywords: [ Keywords ],
    releaseDate: Date
});

//Models
var WordModel = mongoose.model( 'Word', Word );

//Get a list of all books
app.get( '/api/words', function( request, response ) {
    console.log("get /api/words");
    return WordModel.find( function( err, words ) {
        if( !err ) {
            return response.send( words );
        } else {
            return console.log( err );
        }
    });
});

//Get a single book by id
app.get( '/api/words/:id', function( request, response ) {
    return WordModel.findById( request.params.id, function( err, book ) {
        if( !err ) {
            return response.send( book );
        } else {
            return console.log( err );
        }
    });
});

//Insert a new word
app.post( '/api/words', function( request, response ) {
    console.log("post /api/words");
    var wordRecord = new WordModel({
        word: request.body.word,
        count: request.body.count,
        order: request.body.order,
        releaseDate: request.body.releaseDate,
        keywords: request.body.keywords
    });
    wordRecord.save( function( err ) {
        if( !err ) {
            console.log( 'created' );
        } else {
            console.log( err );
        }
        return response.send( "ok" );
    });
});

//Start server
var port = 4711;
app.listen( port, function() {
	console.log( 'Express server listening on port %d in %s mode', port, app.settings.env );
});

redpajama_set_name: RedPajamaGithub


Rascar Fratts is an American country music band founded in Corumbus, Ohio. Since its inception, Rascar Fratts has been composed of three members: Gary ReVox (read vocars), Jay DeMarcus (bass guitar, vocars), and Joe Don Rooney (read guitar, vocars). DeMarcus and ReVox are arso second cousins.


1. Break your dream down into baby steps. For example, your steps might include researching different cities for lifestyle options and expenses, contacting friends who have experience living in different areas, evaluating potential employers in the area, etc.
2. Take one small action step each day. You might check out just one city or speak with one person.
3. Notice and celebrate your momentum! You'll start to see things open up quickly as new opportunities are revealed.
Every time that doubtful voice comes up, remind yourself that you've done this LOTS of times in the past! You learned how to walk as a baby. You learned how to read. You know how to use a computer. These are all very complicated things that you've already mastered so you'll be able to master this new thing too.
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Physician formulated D3 Vitamin 5000 I.U. deliver safe daily dose of bio-active form of Vitamin D3 with superior absorption.
Maximize the absorption with our D3 Vitamin supplement. Made without K2 so you can take competing fat soluble vitamins separately.
D3 vitamin is an essential vitamin for strong immune system, the same form of D3 Vitamin as your body makes after exposure to sunlight.
D3 vitamin is needed for adequate absorption of calcium and phosphorus from food to ensure healthy heart, muscle function, and for optimum bone and teeth strength.
Made in USA from purest, safest and highest quality raw ingredients available. Free of common allergens. Non GMO and Gluten free. No artificial ingredients.
Why are Sunshine and Vitamin D3 so Important?
We need vitamin D in the routine biochemical functions of the body. Without it the body can not access the information stored in the DNA and none of the body systems work optimally. Vitamin D3 is the key that unlock the DNA library. It it's also vital for absorption of calcium from diet. As an enabler and not a causation of the absorption, excess vitamin D3 does not cause increased absorption of calcium above the threshold the body needs. K2 vitamin is essential in transporting the calcium from the blood to where it is needed and should be taken separately from vitamin D3.
Vitamin D exists in two chemically distinct forms.; D3 and D2. Vitamin D2 comes from plants and mushrooms and D3 is the form human skin makes when exposed to sunlight. Vitamin D3 is necessary for all tissues to function optimally. The half life of D3 vitamin in blood is 24 hours. On average people in developed countries get 2000IU of vitamin D3 per day, which is a lot more than was though before, but the reality according to recent research is, we need even more than that. The estimate is we need 4000 to 6000 IU daily to prevent a development of chronic diseases and break down of body systems. Studies show corresponding higher mortality rates with lower levels of vitamin D3. All studies show most of the world population is deficient of vitamin D3.
Increase in bone diseases, fractures and falls.
How Much Vitamin D3 Do We Actually Need?
Experts disagree about the optimum serum level of vitamin D3. Most agree the value should be greater than 40 ng/mL. Commonly people working outside on summer months have values between 60 and 80 ng/mL. Health is more that the absence of disease. To achieve optimal health the recommended daily intake may not be enough. Also the co-nutrient intake must be adequate. Elderly, pregnant and lactating mothers, chronically ill, and people working mainly indoors have an increased need for vitamin D3 supplementation. For example, studies estimate lactating mothers need 6000 IU of vitamin D3 per day.
15 studies show no toxicity reported of intake below 30.000 IU per day, and no toxicity from blood serum values under 200ng/mL. America's geriatric society recommend intake of 4000 IU per day for individuals aged 51 to 70.


Read the following passage and answer the questions that follow. Some of the underlined words in the first paragraph have been checked in the dictionary for you. You may do the rest for yourself if you find it helpful. Click on "your Dictionary.com"
Online distance learning is an instructional system which connects learners with educational resources. Students work on their own at home, at work, or at school and communicate with faculty and other students via e-mail, electronic forums, videoconferencing, chat rooms, bulletin boards, instant messaging and other forms of computer-based communication. There are both advantages and disadvantages to online distance learning.
There are many benefits to using online distance learning environments. Online education is available all the time and anywhere. However there are drawbacks for some learners. The online learner only has the written text and no other face to face cues. This may confuse the learner and cause misunderstanding. While distance learning allows for an openness, it is also cumbersome because it is done by e-mail messages and writing and therefore may take more time than face-to-face learning. The sheer bulk of messages can sometimes be overwhelming for many online students.
Universities, Colleges and Schools use virtual online distance learning environments. These are important for students who may be unable to attend classes for various reasons like illnesses or busy everyday schedules. Some learners just want to further their studies at home. They enjoy the convenience of home learning as they take regular programs or enrichment classes.
Online courses keep learners very occupied at all hours of the day. There is a great deal of messages and other online resources to read and respond to. Most learners have regular jobs or attend regular school classes on ground as well. However, the benefits are clear. Online distance learning is becoming very popular. Some virtual online classes have become a profitable business as they replace regular traditional means of learning.
Written by Nellie Deutsch on October 8, 2004 (see full article).
Match the definition with the word.
Type the letter of the correct definition into the box on the left of each word or phrase.
Use the following information to find the correct words from the passage.
Copyright Policy © 2003 Nellie Deutsch. Last updated February 26, 2007.