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FRESHMAN FOCUS: Max Schmitz finds WashU's friendly students, less-structured majors and dorm Olympics exhilarating
Sonja Hansen September 21, 2016 27 views
0 Comments27 views6 min read
(Photo used by permission of Schmitz)
Max Schmitz stands in front of the Brookings Quadrangle Arch. According to Washington University in St. Louis's website, this quad is the only remaining example of what the campus looked like in the mid-19th century, when the university opened.
Find out what the members of the class of 2016 are up to in their first year of college. A college freshman is featured in the Freshman Focus every week.
Max Schmitz is a freshman at Washington University in St. Louis, Missouri. He currently isn't declared but plans on majoring in history and business.
Q: Did you apply to any other schools?
A: Washington was the only school I applied to because I applied early decision, knowing that I could write my apps during winter if I didn't get in.
Q: The school is famous for social services (such as helping the local St. Louis community). Did this influence your decision?
A: No, I picked Washington University because their programs are not structured in the traditional sense. There are no requirements for what you need to take, and you can really take whatever interests you and build your own major.
Q: How did it feel getting into a college with such an exclusive admission rate (around 17 percent)?
A: It was one of the best feelings I've ever had in my life. It was exhilarating.
Q: What classes are you taking?
A: Japanese Civilizations, Islamic Civilizations, Greek History: The Birth of Democracy, Monuments of Antiquity and Calculus I.
Q: What's your favorite?
A: I really like Japanese Civilizations because the topic is really interesting and the professor is funny.
Q: Least favorite?
A: Calculus I – by far.
Q: Most classes have under 20 students. How do you feel about that?
A: Because the classes are smaller, there is a lot of interaction between the students and the professors, and it leads to a more Country-Day environment. There are a lot more discussions and open conversations. It's a lot more active learning.
Q: Have you participated in any traditions?
A: Oh yeah. So each dorm has a team, and it gets really competitive. My dorm is DJKL (each dorm is assigned four letters), and on move-in night there's a big ceremony with a chant-off between all the different teams. And then on the second night there's a big dorm Olympics, where we all compete against other dorms. There was a twerk-off and stuff like that.
Q: What is the overall attitude of the student body? Are the majority very studious or are they big partiers?
A: It's a good mix. People here know when to have fun and when to work hard. It's the right level of seriousness.
Q: What is your favorite thing about the community?
A: The friendliness of the student body. No one is judgmental. People just want to make friends. They want to talk to you. They just want to have fun, exchange ideas and learn.
Q: Do you plan on participating in clubs or extracurriculars?
A: Not right now, but I plan on rushing a fraternity in the spring because you're not allowed to rush in the fall.
Q: Are you participating in any sports?
A: I'm thinking of doing rugby, but not until spring, because I'm still trying to adjust to college. But we are planning on starting a flag football team with my dorm.
Q: What is St. Louis like? What is there to do there?
A: St. Louis is fantastic, but if you leave the WashU area, it's a bit hairy. But for the most part it's fantastic. The area is hip and trendy!
Q: What is your dorm like?
A: The dorms are great. We have some of the nicest dorms in the country. I'm in a traditional dorm, which isn't as nice as the modern ones, but the dorms are great, and the common areas are huge for only four of us. I highly recommend dorm life here.
Q: How are your roommates?
A: I have a single room in a suite, but the common rooms are where we spend time with our suitemates. The individual dorms are pretty small. Most of my friends are in other suites, but I like my suitemates. They're cool.
Q: What is the weather like?
A: Holy hell! It is horrible right now. It'll start to get better in a week or two, but right now it's hot and humid. It's absurd. It's just warm and sticky. It's worse than Sacramento.
Q: Has college lived up to your expectations so far?
A: It's been better than I thought it would be. I'm having way more fun and enjoying my classes way more than I thought I would.
Q: What don't you like about your college?
A: The weather is basically it.
Q: What makes your school unique?
A: I guess I want to say the availability of professors and ease of access. It's really easy to talk one-on-one with your professor.
Q: Have you made any freshman mistakes?
A: Oh, I got lost going to class at least three or four times in the first week! I went to a dining hall on the other side of the campus because I didn't know there was one on the south side.
Q: Do you have any advice for the class of 2017?
A: Don't sweat it! I mean, you're going to wind up in a great place regardless of where you get in, and you're going to get the right fit. And as soon as you get to college, just make the most out of the experience. Be friendly, be happy, stay positive.
—By Mehdi Lacombe
Freshman Focus
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US Should Allow Irradiation As Means of Preserving Meat
Benefits of a safer food supply outweigh the imagined risks
By Michael Fumento. Michael Fumento is the 1994 Warren T. Brookes Fellow at the Competitive Enterprise Institute in Washington D.C. and author of ``Science Under Siege: Balancing Technology and the Environment.''
THE American food supply, including beef, is as safe as any in the world. Yet, as the poisoning of hundreds of people and deaths of three children in the Pacific Northwest last year showed, it can be made safer. That's why Agriculture Secretary Mike Espy has asked the Food and Drug Administration (FDA) to approve use of irradiation for beef and why a panel of federal, industry, and health officials recently called for widespread irradiation of beef. But it won't come to pass if activists get their way.
Irradiation uses gamma rays from either radioactive material or machines to kill bacteria and other organisms. Irradiated food is no more radioactive than your luggage is after it goes through an airport X-ray machine.
The FDA already has approved irradiation on other foods, including pork, chicken, herbs and spices, fresh fruits and vegetables, and grains.
Activists fought the approval of those uses and through public agitation have succeeded in virtually denying consumers access to all but a few foods.
In condemning Mr. Espy's action, Michael Jacobson, executive director of the Center for Science in the Public Interest, in Washington, declared, ``While irradiation does kill bacteria, it involves the use of inherently dangerous materials and poses its own risks to workers, the environment, and consumers.''
Instead, say irradiation opponents, the answer is increased government regulation, especially increasing the size of the government's meat-inspection force.
Yet government inspection can do little to make meat safer. The government employs only about 8,000 inspectors, including supervisors, for about 32 million head of cattle slaughtered annually.
That's just too few inspectors chasing too many steaks to explain why beef is as safe as it is or to allow the possibility that simply adding a few more federal inspectors will make the system safer. Indeed, the panel last week said that inspection methods do not detect E.coli contamination, which medical authorities have cited as the cause of last year's poisonings.
What makes food as safe as it is in this country is a market system: Foodmaker Corporation, whose Jack-in-the-Box chain sold most of the tainted meat during last year's poisoning outbreak, reported a $44 million loss as a result, along with millions of dollars in lawsuits. Meatpackers and vendors will use anything of reasonable cost to avoid that. To deny them use of irradiation is to deny them a valuable tool in protecting public health.
But what are the dangers of which Mr. Jacobson speaks?
Dangerous materials? The radioactive materials used in irradiation, cobalt 60 or the much less used cesium 137, can pose dangers to exposed persons. But they are far safer than the gasoline that powers our cars or the natural gas that heats our homes.
Danger to consumers? Thirty-seven countries world-wide, according to the Agriculture Department, have approved food irradiation. The World Health Organization (WHO) and the United Nations' Food and Agriculture Organization long ago gave their approval for irradiating food.
A 1981 WHO document states: ``All the toxicological studies carried out on a large number of irradiated foods, from almost every type of food commodity, have produced no evidence of adverse effects as a result of irradiation.''
While other methods of food preservation and preparation, such as canning and salting and curing, have simply been grandfathered in, researchers around the world have scrutinized food irradiation for decades. The FDA drew upon hundreds of studies in its decision to allow irradiation of various types of food.
Far from posing a threat to consumers, the irradiation process can replace some types of meat-food preservation that medical researchers have cited as unhealthy.
Risks to workers? Each year, more than 10,000 US workers in all occupations - including food preservation and packing - die from job-related accidents; 1,800,000 sustain disabling injuries on the job. While the approximately 40 plants in this country that irradiate either food or, more commonly, medical instruments, have had a handful of accidents, they have never had a fatality.
Risk to the environment? No accident at any irradiation plant has ever resulted in radiation leakage. No radioactive material being transported has ever been accidentally exposed.
On the other hand, meat that has been irradiated and hermetically sealed can be stored more or less indefinitely at room temperature. That should warm the heart of any environmentalist bemoaning the heavy use of energy and emission of chlorofluorocarbons (accused of depleting the ozone layer) that refrigeration entails.
So what's eating the anti-irradiation activists?
It's the same technophobia that leads these activists to question the pesticides, the powerlines, and the electronic equipment that have made life so much easier and safer in the postwar period. Any risks from salting and curing or from botched canning are acceptable, they say, but anything smacking of new technology is to be feared and fought - often with great success. The Opinion/Essay Page welcomes manuscripts. Authors of articles will be notified by telephone. Authors of articles not accepted will be notified by postcard. Send manuscripts by mail to Opinions/Essays, One Norway Street, Boston, MA 02115, by fax to 617 -450-2317, or by Internet E-mail to OPED@RACHEL.CSPS.COM.
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redpajama_set_name: RedPajamaCommonCrawl


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A super summery dish making good use of the peppers and corn that are good buying right now.
Using a sharp cleaver, chop off the "ankles'' of the chicken legs, if you like. Place chicken in your largest roasting pan and rub well with olive oil, salt and garlic.
Add peppers to pan and rub these with olive oil too. Tuck a few large basil leaves under the peppers. Add stock or wine to pan.
Roast chicken and peppers at 200C for 45 minutes or until chicken juices run clear when you stick a sharp knife into the meat where thigh meets drumstick. Remove from oven.
Heat a heavy frying pan to very hot. Add a dash of olive oil and the butter, then quickly add the corn kernels and chilli flakes. Stir-fry for 2-3 minutes until corn is soft and golden. Season with salt. Add remaining basil and stir through corn.
Spoon some corn on to each plate, then add chicken, peppers and some pan juices too.


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"Give us a job", say MyDoom authors
Rob Jaques September 13, 2004
The authors of the latest MyDoom email worm variants have embedded a secret message inside their malicious code that asks for a job in the anti-virus industry, security researchers have discovered.
Hidden inside the MyDoom-V and MyDoom-U code is a message: "We searching 4 work in AV industry," which, according to Sophos, does not get displayed on infected users' computers.
The unorthodox job application was not well received by established antivirus companies. "It's hard to tell if the creators of these new versions of the MyDoom worm are being serious, but there is no way that anybody in the anti-virus industry would touch them with a bargepole," said Graham Cluley, senior technology consultant for Sophos.
"It's very simple – if you write a virus, we will never ever employ you. Not only is it deeply unethical to write malicious code, but it raises issues as to whether you could ever be trusted to develop the software which protects millions of users around the world from attack every day."
The MyDoom-V and MyDoom-U worms is spread via email in the form of a file attachment that, once activated by unwitting users, attempts to download a backdoor Trojan horse called Surila. But Cluley said the skills required to write reliable anti-virus software are very different from those shown by a virus writer.
"Anti-virus software is much more difficult to write than a computer virus," he said. "Anti-virus developers have to ensure that their software works reliably, detecting more than 90,000 computer viruses on a wide variety of operating systems and network configurations without making mistakes or causing problems. Virus writers don't care if their code crashes or causes incompatibilities - you don't have to be a genius to write a virus."
www.sophos.co.uk
Rob Jaques


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Dec. 24, 2019 , at 6:00 AM
I was wrong about the campaigns for both Sen. Kamala Harris and Sen. Kirsten Gillibrand. (And also about many, many other things.)
Drew Angerer / Getty Images
Ever screw up so badly that all you could do later on was laugh about it? It's a feeling I know well: I screw up multiple times a year … in writing … for thousands of readers to see. Don't get me wrong, though — I'm not complaining. That's why, every year, I like to go back and laugh about it in front of thousands of readers too. Revisiting my mistakes not only keeps me humble, but it also helps me avoid making the same blunders twice. So in the spirit of accountability, here are some of the many things I got wrong in 2019.
Let's start with the topic that's dominated the headlines over the past week: impeachment. For most of the year, I believed that impeachment was a political risk for Democrats that wasn't worth taking. In March, for example, I predicted that impeachment would drag on through November 2020 and make it harder for Democrats to defeat President Trump at the ballot box. So far, though, there's no sign of that: Impeachment is actually more popular than it is unpopular with the American public, and the impeachment process looks like it will wrap up in the next couple months.
Then there's the litany of things I got wrong about the 2020 presidential primary (and voting hasn't even begun yet!). Over the course of the year, I was high on the candidacies of Sen. Kirsten Gillibrand ("I could see her pumping some of that money into ads at the right time and having a moment"),1 former Rep. Beto O'Rourke ("there's a reason he caught fire in Texas last year"), former Colorado Gov. John Hickenlooper ("he's run some of the best political ads in recent memory") and Sen. Kamala Harris ("still has a lot of untapped potential … I also think her prosecutorial background means she has several good debates left in her"). Yet, as you surely know, all four candidates have already withdrawn from the race. In fact, in our most recent dropout draft, I chose former Secretary of Housing and Urban Development Julián Castro first overall but scoffed when politics editor Sarah Frostenson picked Harris (and went on a long tirade explaining why Harris was doing fine!). Castro is still in the race (for now), so Sarah got the last laugh on that one. Overall, I think I talked myself into seeing the best-case scenario for too many candidates, which I should have known was foolish — there's only room in a primary for maybe three or four serious contenders, and, of course, only one nominee!
One candidate whose rise I did not see coming was South Bend, Indiana, Mayor Pete Buttigieg. In late March, after Buttigieg's buzzy CNN town hall and one Emerson College poll showing him surging in Iowa, I dismissed the Buttigieg bump as overblown, considering the relative lack of evidence behind it. But several polls released after I published that article showed Buttigieg increasing his support. I should have written a follow-up article acknowledging that.
On the other hand, one story I probably shouldn't have written was this one about Selzer and Co.'s September poll of Iowa. Although Ann Selzer is one of the best pollsters in politics, this piece broke a cardinal rule of FiveThirtyEight: Never write a story based on only one poll. Sen. Elizabeth Warren's "lead" (it was actually within the margin of error) in that poll wasn't all that newsworthy, and the poll did not qualify any new candidates for the debates.
Speaking of Warren, one of my first articles of the year attempted to predict the composition of Warren's base based on her previous electoral performance. While I stand by my analysis of Warren's 2018 Senate race in Massachusetts, I've grown less convinced of its applicability to 2020. Specifically, I shouldn't have made the logical leap that Warren's base in past general elections would also be her base in the primary. (I made the same mistake, though I emphasized it less, in a related article about Sen. Amy Klobuchar's past performance in Minnesota.) The article found that Warren was relatively weak in white, well-educated suburbs, yet college-educated whites have proven to be a source of strength in the 2020 primary.
"Lanes" — the theory that specific candidates are fighting mini-primaries among discrete groups of voters — were another topic on which my thinking evolved over the course of the year. In February, I declared the lane theory "overrated" because there wasn't much evidence of it in polls of Democrats' second choices. But honestly, that was way too early in the race to make an assessment; people were barely starting to tune in. When I took a second look at second choices in July, clearer lanes had emerged. More recently, in building our forthcoming primary forecast delegate model, FiveThirtyEight editor-in-chief Nate Silver discovered that lanes really do exist. That said, they remain much more complicated than they might seem; you can't just divide the race into moderate and progressive lanes and expect that analysis to serve you well.
I also lost a friendly bet with Nate about how many Democrats would end up running for president (one that inspired us to finally settle on some objective criteria for what makes a candidate "major"!).2 I thought the Democratic field would not surpass the 17 candidates who ran for Republicans in 2016. Boy, was I wrong — by our count, a total of 27 (!!!) ended up running, although the most in the race at any one time was merely 24. Part of the problem was that I took several people — former New York City Mayor Michael Bloomberg, former Massachusetts Gov. Deval Patrick, billionaire activist Tom Steyer — at their word when they said early on that they weren't running.3 The lesson here is simple: Never listen to politicians!
Or, apparently, political analysts.
She did pump her money into ads, but a moment she did not have.
Yes, Nate, I know I still owe you that sustainably raised pork dog.
Like a chump, I also believed Hickenlooper when he insisted for months he wouldn't drop out to run for Senate. Um, about that…
Nathaniel Rakich is FiveThirtyEight's elections analyst. @baseballot
2019 In Review (6 posts) Mea Culpa (6)


Start planning your Universal Studios vacation before you arrive. Download your Universal Orlando Resort Park Maps here and start planning your adventure! These map are PDF files that you can download prior to your vacation. If you do not have a PDF reader you can download one for free here.
Download the complete Universal Island's of Adventure park map here for you vacation.
Download the complete Universal Studios Florida park map here.
Download the complete Universal Volcano Bay park map here.
We use Google Earth to allow you to explore all of the Universal Orlando Resort in one main park map. You can explore the Universal Park map here or click View Larger Map to open another window of just the park map. In the lower left you can select Street View or Satellite View. Satellite View shows you the buildings / rides and makes for a better park map viewing experience.
What is the ticket prices to enter your volcano park.
Universal Studios + Islands of Adventure + Volcano Bay.
If you just buy the volcano Bay ticket it is $80 per adult / $75 per child as of July 2018.
Give us a call 678-815-1584 or fill out a quick quote and we can get you setup.
If you are in Kissimmee you are about 40 minutes from Universal Orlando Resort.


In the last 36 hours, we have seen intense discussion and speculation on the future of India-Pakistan relations in the wake of Nawaz Sharif attending the swearing in ceremony of Narendra Modi as India's new Prime Minister. But no one seems to be talking about China. What most analysts appear to have missed is that Modi has also sent a multi-leveled but clear message to our giant neighbour in the north.
Take his invitation to all the leaders of neighbouring countries, most importantly Maldives and Sri Lanka. China has been for years single-mindedly pursuing its string of pearls strategy to encircle India. Maldives, traditionally a good and amiable friend of India, is now almost lost to China.
To quote from John Elliott's recent—and eye-opening—book Implosion, "Problems probably created, or at least accentuated, by China have emerged in the Maldives… China opened a mission in Male, the capital, in March 2012, and the country's president, Mohamed Waheed, met (former head of the Chinese government) Wen Jiabao in China a month later, when $500m aid was agreed.
"Previously the islands had relied on Indian assistance, as was well illustrated in 1988 when Indian troops quickly quelled a coup attempt by Sri Lankan Tamil mercenaries. Unsurprisingly, India, which is rarely adept at handling its neighbours, failed to deal smartly with the airport situation and the contract was lost, which was widely seen as a gain for China."
Among the many areas the second regime of United Progressive Alliance (UPA) government was paralysed in, one was foreign policy. The Indian government sat around open-mouthed as China quite openly lured Maldives into its area of influence. Maldives is also crucial to India for another reason: the islands have been seeing a disturbing rise in Islamist fundamentalism, which, while creating social and political instability in the islands, could also have disturbing implications for India. Inviting Abdulla Yameen Abdul Gayoom over for the swearing in, and chatting with him to get an informal sense of the situation in the islands is Modi's first step to woo Maldives back into India's fold. At the least, he is sending a message to China that India would no longer sit idle and watch Maldives slide away and become a pearl in China's string.
Right now, in the wake of the global furore about the way it ended its civil war, Sri Lanka believes it needs a great deal of international support. While the Manmohan Singh government was blackmailed by its Tamil ally Dravida Munnetra Kazhagam (DMK) into not voting for Sri Lanka at the United Nations, China has been happily and not-so-quietly stepping into the breach. Chinese companies are building infrastructure contracts worth some $4 billion including the country's second international airport, a massive special economic zone, and Sri Lanka's first four-lane expressway, and all almost wholly funded with Chinese soft loans.
In August 2013, China opened the Colombo International Container Terminal, a $500 million port 85% owned by a Chinese merchant company to serve as a hub between Singapore and Dubai. The Hambantota Development Zone, which the China is helping to build, will include an international container port, an oil refinery, an international airport and other facilities. It is expected to cost more than $1 billion and again China is funding 85% of the project.
As Jack Goodman writes in The Diplomat, "The recent commitment from Sri Lanka to join the Maritime Silk Road (MSR) indicates the proximity of the two states' strategic aspirations and is a reflection of the assimilation of national interests. The Indian Ocean ports of Gwadar in Pakistan, Hambantota in Sri Lanka and Chittagong in Bangladesh have all benefited from Chinese investment and account for 30% of global trade, according to Indian Ocean Rim Association. The MSR is a vital strategic project for China in the Indian Ocean, and will increase China's presence in South Asian shipping routes. Sri Lanka can be seen as a gateway port up the western coast of India and further west to Iran, a vital exporter of oil to China. The brand new port of Hambantota…is located on (what is) historically not a traditional shipping route. However, it is the perfect location to meet the strategic objectives of the MSR."
There's another pearl, and right next door to India. Indeed, the tragedy is that Sri Lanka turned first to India for assistance in building Hambantota port, but, as usual, we dithered and sat on our hands. Spotting a juicy opportunity, China moved in.
A free trade agreement between China and Sri Lanka is in the offing. Bilateral trade exceeded $3 billion in 2013 and China is Sri Lanka's second-largest source of imports behind India.
The fact that Modi ignored the shrill protests from the Tamil political parties, including the Bharatiya Janata Party's (BJP) own allies in the National Democratic Alliance (NDA), and went ahead and invited Mahinda Rajapaksa and met him, is a clear indication that the new team in charge well understands the China threat. It is time to rebuild relations with Sri Lanka after decades of unease and do what is best for India in its neighbourhood and in the Indian Ocean.
But the smartest move that Modi has made vis-à-vis China—and which hardly anyone seems to have understood the significance of so far—is giving former army chief V.K. Singh an apparently strange combination of portfolios. Singh will be minister of state with independent charge of the north east, and also be minister of state in the external affairs ministry under Sushma Swaraj.
As China continues to refuse to recognise Arunachal Pradesh as an integral part of India, and builds military-grade highways that can rapidly move tanks and heavy artillery to India's border, it's absolutely the perfect stratagem to put a former army chief in charge of the region. This should give the Chinese some pause.
And his additional responsibility in the external affairs ministry is a brilliant piece of thinking. In effect, Modi has made a committed Indian soldier our man for China. The People's Liberation Army may now think twice before sending in troops miles inside Ladakh and camp there for a week and saunter back, sneering at India's supine indecisiveness. China's strategy for long has been to push India and see how far we can be pushed. So far, the message that our neighbour has got is that we can be pushed very far indeed. That message gets altered dramatically now in one stroke.
This is Modi's message to China. One, we will not be sitting around any longer watching you bead your string of pearls around India, and we will try to reclaim some of the pearls. Two, don't expect to be getting those old jollies any more, of pushing us and strolling away, whistling merrily. Many in India may not have understood Modi's intent, but the wise men in Beijing surely will.


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5 Stocks That Could Win in the Digital Age
by RFUHRMANN
It's no secret that the media industry has been deeply affected by the advent of the Internet. It is the most efficient distribution channel ever for consumers to read, listen, and watch content. Newspapers and magazines continue to give way to online content outlets, airwaves are being replaced by Internet radio, and television programs and movies are increasingly being watched on the Internet.
The online shift is wreaking havoc on companies that have invested heavily in owning publishing houses, radio stations and television networks. As a result, many will be less profitable than they were. Many may eventually go out of business.
But those that control the content don't care much how consumers end up obtaining it. In fact, advertising is proving to be quite lucrative in cyberspace and can mean similar levels of revenue for the providers that count on it to justify the costs to create content. Additionally, worries that online video from the likes of YouTube would eat into the profits of large entertainment houses have proven unfounded, as consumers can easily distinguish between amateur and professional content.
With that, here are five leading media firms that focus on creating shows, movies and related entertainment that should prosper in this new era of media.
1. Viacom Inc. (NYSE: VIA) (NYSE: VIA-B)
Forward P/E: 14
Viacom owns an impressive array of entertainment content and broadcasts it on its own television channels including MTV, Nickelodeon and Comedy Central. This segment is known as "Media Networks." It also owns Paramount Pictures is part of its "Filmed Entertainment group." The company should be commended for its forward thinking: it spun off Blockbuster video and CBS Corp. (NYSE: CBS), effectively eliminating two firms that distributed movies and programs via retail stores and television stations, two mediums that are being ravaged in the new media age.
Advertising spending plummets during recessions and it's likely to recover during the next couple of years, Viacom's shares should continue to see upside. Additionally, Paramount entertainment has been struggling and could benefit from a few movie hits, such as from the critically-acclaimed "True Grit" western film.
2. News Corp. (NYSE: NWS) (NYSE: NWS-A)
News Corp. is a media juggernaut that owns cable network programming, the 20th Century Fox movie studio and the Fox TV network. The company still operates as a traditional media distribution company by owning newspaper publishers and satellite broadcast TV providers in Europe, but it continues to use the cash generated by these businesses to fund content and faster-growing operations.
News Corp.'s investment appeal stands out because of its global focus and appealing valuation. At about 13 times both earnings expectations and free cash flow for last year, it is among the cheapest of its large media content peers and is ahead of the game in terms of expanding in Europe and Asia.
3. Time Warner (NYSE: TWX)
Like Viacom, Time Warner has been in transformation mode in recent years. It finally jettisoned AOL after a disastrous merger that focused on outdated Internet distribution and spent some time shedding its cable television distribution assets. What remains are valuable network television, film and publishing assets: HBO is an extremely valuable cable brand, as are the Turner Networks on cable (such as TBS and TNT), Warner Bros.' movie studios and a number of magazine brands that have succeeded in going online.
With some of the best channels on cable television, the stock is appealing at just over 14 times earnings expectations. Cash flow generation is strong, and profitability is likely to continue to improve now that the slow growth and capital intensive divisions have been spun off.
4. Discovery Communications Inc. (Nasdaq: DISCA)
Forward P/E: 22.5
Discovery owns about 100 television channels, including the Discovery Channel, TLC, Animal Planet, and FitTV. Its newest network is the Oprah Winfrey Channel, or OWN, of which it owns 50%. Oprah owns the other half. I'm still working through the value of the potential upside if OWN really takes off, but even without the new network, there is significant value in Discovery's existing shows and channels.
The forward P/E of 22.5 suggests that much of the potential upside from OWN is already priced into the stock, but cash flow has been above earnings, given the company has been selling off non-core assets during the past couple of years. Last year, free cash flow was about $2 per diluted share, so the trailing free cash flow multiple is more reasonable at less than 20.
5. Lions Gate Entertainment Corp. (NYSE: LGF)
Lions Gate is one of the smaller content players, but it has had great success in creating successful niche films and television shows. The company's film content includes the "Saw" franchise, while the critically acclaimed "Mad Men" is one of its television creations.
Legendary billionaire investor Carl Icahn's interest in the company is indicative of its investment appeal. The company has had some issues reporting consistently positive earnings, but the business requires very little capital to operate and could start showing big returns from the many hit shows and movies it is creating. Icahn could also decide to acquire the company for a premium.
Action to Take –> The fact that a number of the above firms shed businesses tied to content distribution should only serve to illustrate where the value is in the media industry. These media providers are appealing for the power of their content, which can be viewed by consumers that are willing to see advertising, and to pay to download and view shows online.
An improving advertising environment and online growth are the two primary catalysts for the stocks going forward. Viacom and News Corp. currently look the most appealing, given their reasonable valuations and world-class media assets. Time Warner is not far behind and has the potential to boost profits significantly going forward. Discovery Communications and Lions Gate are the biggest wild cards, but have plenty of upside potential. Discovery could report big gains should OWN really take off, while Lions Gate could get acquired for a premium to the current share price.
P.S. — We've just identified six surprising events that could break your portfolio wide open in 2011. Knowing these pivot points in advance lets you focus your investing strategy like a beam of light in the dark… and make a lot of money in a hurry. Get them free by simply watching this video presentation.
RFUHRMANN
Ryan C. Fuhrmann, CFA, began his investment career at Northern Trust Corporation in Chicago. He is actively involved with the CFA Institute, an association of investment professionals, and has even co-authored a portion of their curriculum. In addition to his CFA certification, he holds a degree in business from the University of Wisconsin and a MBA from the University of Texas at Austin. Ryan adheres to a value-based investing viewpoint that successful companies generate sustainable cash flow for their owners and earn returns on invested capital far in excess of those costs of capital. In his spare time, Ryan enjoys reading, traveling and catching as many live music shows and movies as possible.


text:
package akka;

import akka.actor._
import org.scalatest.Matchers
import org.scalatest.WordSpec;

/**
 * A spec that verified that the AkkaException has at least a single argument constructor of type String.
 *
 * This is required to make Akka Exceptions be friends with serialization/deserialization.
 */
class AkkaExceptionSpec extends WordSpec with Matchers {

  "AkkaException" must {
    "have a AkkaException(String msg) constructor to be serialization friendly" in {
      //if the call to this method completes, we know what there is at least a single constructor which has
      //the expected argument type.
      verify(classOf[AkkaException])

      //lets also try it for the exception that triggered this bug to be discovered.
      verify(classOf[ActorKilledException])
    }
  }

  def verify(clazz: java.lang.Class[_]) {
    //clazz.getConstructor(Array(classOf[String]): _*)
  }
}

redpajama_set_name: RedPajamaGithub


Unfortunately I only had my phone with me, and quickly ran out of storage space.
The paragliders took turns running/jumping off the mountain area to my left, which is right next to Summit Lake. They landed in the brown and red area down by the road, were picked up by a truck, and kept doing that for a while, taking turns.
As you can hear, there was a fair amount of wind, and each glider sailed for several minutes, maybe five minutes, tops. I may have to add this to my "bucket list" ... I'd love to give it a try, though I'm more of a "distance" person, and I'd love to go as far down that road straight in front of us as I could.
As you can also see from this video, there isn't much traffic on Hatcher Pass, which also makes it an excellent place to visit while you're up here.
If you've never heard of paragliding (I kept referring to it as "parasailing"), here's a link to paragliding on Wikipedia.


How did you become a Mobile Disc Jockey, you ask? More or less by accident is my answer! Of course I will tell you that I have had a thing for music and radio. Growing up, my dream was to one day be "that guy" on the radio! It didn't necessarily have to be as a "Disc Jockey" or an "On-Air Personality" as they call it now! It could have been anything, just as long as I was able to speak on the radio and over the airwaves. It just seemed like the coolest job in the world to me! I always wondered who it was that I was hearing on the radio, what they looked like, and how they got there. I guess you could say that I was intrigued by the mystery of the whole thing!
Then it all happened!!! Yes…it was ME! I was "On-The-Air" and heard "loud and clear"! Sounds incredible, doesn't it? Well, I did leave out just one or two small tidbits of information. First of all, I was probably only about 10 or 12 years old. Secondly, I was broadcasting on a brand spanking new CB Radio from Radio Shack (or, as they'd like to be called now, "The Shack". Sounds sexier I guess!). But hey…I was there! I made the big time! If you were in the neighborhood, had a CB radio in your car or home, you could have tuned in to "Crackerjack" chatting it up with his family and friends across the city of Quincy, MA. What a thrill it was! I don't remember exactly how long that phase in my life lasted, but boy... it sure was fun!
Over time, I had collected a pretty good amount of music and purchased myself some basic sound equipment. My official mobile DJ debut started when I was in my early twenties. I was approached by an old boss of mine who had asked if I'd like to DJ a poolside weekly happy hour at the Adam's Inn in Quincy. I obliged and was glad I did! It was the perfect way to really get a start and feel for the business. It was a pressure-less gig and one that was pretty enjoyable! One thing led to another, and the next thing I'm doing private events such as birthdays, graduations, and other parties. Still not taking it all too serious, but more or less just having some fun while making a little extra cash-o-la!
Years go by, I'm installing point-of-sale computer systems during the day, and spinning tunes on the weekends here there and everywhere. Kind of a double life, wouldn't you say? After numerous offers to be a part of someone's wedding day, I turned to a colleague and friend of mine in the business to ask his advice. He told me I was crazy to not at least try to do a wedding. So, I did!
My first wedding took place on Cape Cod and yes... I'll be completely honest with you. It was a nerve racking experience. I know I didn't sleep much the week (or month for that matter) prior to that wedding. I'm pretty sure my heartbeat was on double-time and that my hands were sweaty the entire ride to the Cape. Not an entirely healthy experience, wouldn't you say? Well…when it was all said and done, the wedding was a success and went off without a hitch. Who would have thunk it!
After a successful run as a part-timer in the mobile DJ business, I decided to go full-time with it in 1993. In the early stages, while trying to build my business and reputation, I worked part-time jobs for a few years at WJDA (a local radio station in my home town of Quincy) and at 92.9 WBOS in Boston. Both great experiences!
Today, I'm running Crackerjack Entertainment on a full-time basis and am happy to say that weddings now make up over 90% of our overall business.
I don't really know where I'll be ten years from now, but...until then, I'm doing what I love - meeting, working with, and entertaining people!
That's my story and I hope to one day be a part of yours!


Overview: The Cyclones continue their four-game road trip on Friday night in Portland against the Maine Mariners. The Cyclones have won three in a row and are 7-1-1-1 in their last 10 games, following a 2-1 overtime win over the Wheeling Nailers on Tuesday night. The 'Clones continue to lead the ECHL's Central Division by five points over the Toledo Walleye, and are second overall in the ECHL, just five points back of the Florida Everblades.
Tuesday Night Recap: The Cincinnati Cyclones (30-8-3-3) took down the Wheeling Nailers, 2-1, in overtime on Tuesday Night, for their 30thwin of the season. Forward Alex Wideman netted the lone goal in regulation, while defenseman Eric Knodel netted the overtime winner. Cincinnati was outshot, 31-21, on the evening, with goaltender Jonas Johansson stopping 30 in the win.
Last Friday Night Recap: The Cincinnati Cyclones (28-8-3-3) slowed down the Rapid City Rush, 6-3, on Saturday night. Forward Myles Powell led the way with a pair of goals, while forwards Jesse Schultz, Alex Wideman, and Ben Johnson, along with defenseman Arvin Atwal each lit the lamp once for the Cyclones. Cincinnati outshot the Rush, 44-22 on the evening, with goaltender Michael Houser stopping 19 in the win.
Previewing Maine: The Mariners enter Friday night in last place in the ECHL's North Division, however are just five points back of the Brampton Beast in fourth. Maine snapped their five-game losing streak with a 5-3 win over the Adirondack Thunder on Saturday night, and have dropped seven of their last nine games overall. They are led offensively by forward Michael McNicholas who has accounted for 10 goals and 25 assists through 38 games this season. He is followed by forwards Drew Melanson (9g, 15a) and Greg Chase (10g, 13a) who round out the top three. In goal, Brandon Halverson has shouldered the bulk of the load appearing in 30 games with a 15-13-0-1 record, along with a 2.67 goals-against average and a .924 save percentage.
Inside the Series: Friday will be the first all-time meeting between the Cyclones and Mariners, who are in their first season in the ECHL. Hockey returned to the city of Portland following a two-year hiatus after the city's American Hockey League (AHL) team- the Portland Pirates folded.
Next Game Preview: The Cyclones head to Manchester to take on the Monarchs on Saturday night. The teams have met just once before during a three-game series during the 2016-17 season. The Monarchs took two of those three games.
Overtime Winner: The Cyclones picked up their first overtime win of the season on Tuesday with a 2-1 win over the Wheeling Nailers. Cincinnati is now 1-3 in overtime games, and 2-3 in games that head to a shootout.
Johansson Reassigned: Cincinnati Cyclones goaltender Jonas Johanssonhas been reassigned by the Rochester Americans, Cincinnati's American Hockey League (AHL) affiliate. He has appeared in five games with Rochester this season, posting a 4-1-0-0 record along with a 2.26 goals-against average and an .926 save percentage.A native of Galve, SWE, Johansson has a 14-5-1-2 record with the Cyclones this season along with a 2.71 GAA and a .903 SV%, with two shutouts. The second-year netminder led Cincinnati to a pair of wins during the week of November 12, recording a 0.50 GAA and a .981 SV% along with one shutout, earning ECHL Goaltender of the Week honors for his efforts.
Packed Schedule: The Cyclones are in the midst of a stretch of 29 games in 59 days beginning. Cincinnati will play three games in three days on four separate occasions during that time, a pair of four-game-in-five-days stretches, two stretches of seven-games in 10 days, and one of 10 games in 17 days.
On the Plus Side: Cincinnati currently boasts three of the top five and seven of the top 19 on-ice ratings in the ECHL entering Friday night. Forward Myles Powell is third in the ECHL with a plus-35 rating, while forward Alex Wideman (plus-33) and defenseman Arvin Atwal (plus-32) rank fourth and fifth in the ECHL, respectively. Forward Jesse Schultz ranks eighth with a plus-26 mark, while defenseman Devante Stephens is right behind him in ninth at plus-25. Additionally, defensemen Eric Knodel (plus-21) and Tobie Bisson (plus-18) also have spots in the top 20.
Fanning the Flames: Forward Jesse Schultz has points in 22 of his last 28 games, accounting for 12 goals and 25 assists in that time. He is now tied for second in ECHL scoring with 50 points (13g, 37a).
Piling up the Points: The Cyclones have points in 22 of the last 25 games (18-3-0-4) and wins in 22 of their last 30 games (22-5-0-3).
Defensively Offensive: The Cyclones defensive corps have been contributing to the Cyclones offensive success as of late, accounting for 16 goals and 29 assists in the last 25 games. Eric Knodel has five goals and 10 assists in that time, and is currently tied for fifth in ECHL defenseman scoring with nine goals and 19 assists. Additionally, Arvin Atwal has four goals and nine assists, while Tobie Bisson has two goals and 11 assists. Additionally, Devante Stephens (3g, 3a), Anthony Florentino (1g, 3a), Andrew DeBrincat (1g, 1a), and Mitch Jones (2a) have also found the score sheet.
Good in All Areas: The Cyclones are second in the ECHL in both team defense (2.41 GA/GM) and offensive production (3.84G/GM). The Cyclones are outscoring teams, 169-106, and have allowed two or fewer goals in 17 of the last 28 games. Starting and finishing games have been a specialty for Cincinnati, as they have a League-leading 61 first period goals while only allowing 32, and have allowed 25 goals in the third period. Cincinnati is outscoring the opposition, 55-26, in the final 20 minutes of play, and are 23-1-0-2. when leading through two periods. They have given up more than three goals in regulation just six times this season.


text:
What is the Press Team?
The Press Team plays a special role during the conference, making sure the delegates are always up-to-date with the current events and proceedings in all the different committees and that we keep the records of intensive negotiations.
The Press Team is also responsible for creating the MUN Newspaper which covers the work of the forums as well as the various aspects of the conference. The paper is published daily during the conference.
Why join the Press Team?
Since all the committees are simultaneously in session it's up to the journalists of the Press Team to inform the rest of the conference about the work in each committee. The press team is the key observer, responsible for presenting the discussions and the debate concerning the issues of the agenda.
How does the Press Team work?
Each journalist works individually and as part of a team, reporting impartially, accurately and vividly the performance of the committees. A general overview of the issues concerning the global community and the agenda specifically is essential in order to work efficiently.
What do I have to do to join the Press Team?
If you are comfortable using the English language...
If you wish to experience MUN from a different angle...
If you feel you have the potential and the passion to be a member of the press team...
Apply for a position in the Press Team!
Students interested in a position in the Press Team will be selected through a procedure including both a personal interview and a written composition.
An excellent command of English is demanded of all candidates.
The MUN Newspaper will be managed by a team of students in cooperation with a member of the Executive Team.
1. Send your application
The application procedure is carried out through the online press application form.
2. Interview dates
ATTENTION - The interview selection process will be announced shortly. Applicants that fail to attend will not be eligible. Be very careful, therefore, not to miss any further announcements either by checking the website and/or your e-mail account!
Successful candidates will be informed directly and their names will be posted on this page.
School/University name
Class/Faculty
Journalist Photographer
MUN Experience (100 words)
Why do you want to join the ATSMUN Press Team? (200 words)
If you are applying as a photographer, please send us up to 4 professional photographs from your collection in order for us to evaluate your work. The photos must be of high quality. You must send them at info@atsmun.gr. The subject must be phrased as "ATSMUN Photographer Application". The files must be separate and named as "Photograph 1 e.t.c".


text: Valore:This surname can be either of Scottish locational origins, from the lands of Cogle in the parish of Watten, in Caithness, or English from a place called Cogges Hill in the county of Oxfordshire. In both cases the original surname spellings and later variant forms are almost identical, and it is only possible to decide an individiall persons origin, by knowing the birth place of their ancestors. The name spellings including Coghill, Cogill, Cogle, Coggle, Coggell, and Coggles. The Scottish surname deives from the pre 7th century Viking 'kogel' meaning a 'hood', and here used in the transferred sense of 'mountain top', whilst the English is similar, deriving from 'cogg', a serrated wheel, and therefore meaning 'a hill shaped like a cog' . The surname is frequently recorded in Caithness Church Registers from the mid 17th century, and these early recordings include the marriage of Alexander Coghill and Anna Bain in the Canisbay register for July 24th 1653 whilst William Cogill was christened in Thurso on October 25th 1680, and Andrew Coggle in Bowertower in 1790. Other early recordings include Andrew Cogill of Papastour, Waiss parish. in 1628, and in England Mary Coggles was christened at Kings Weight House, Fish Street Hill, London, on April 12th 1758. The earliest recording may be that of John Coghill at the church of St. Michael Bassishaw, London, on September 17th 1592. Throughout the centuries, surnames in every country have continued to 'develop' often leading to astonishing variants of the original spelling.


When Your Recruitment Doesn't Go to Plan!
Jim Foster is determined to deliver the best service he can to both clients and customers. With excellent communication and interpersonal skills he is a trusted advisor and works hard to ensure customer satisfaction. With excellent headhunting skills, Jim will find you the right candidate quickly and effectively. He is a pleasure to work with.
Jim and I worked together for a job opportunity where Jim supported me with all relevant and needed information about the position. Jim was well informed about the position and the company and all questions I had were answered in a high quality. He has a very strong service mentality and a solution driven way of working. I worked with a lot Executive Search Companies and Jim is very well organized and allways up to date.
I worked with Jim on a couple of prospects & found him always to be professional, well-informed and consistent in his approach. He worked with singular purpose to achieve a joint aim and delivered accordingly. I would certainly recommend Jim and his services to anyone.
Jim is a qualified recruiter who helped me find my actual job. Once Jim contacted me, we kept in touch with each other. He made me feel as a professional asset. In sum, I'm really thankful for all the support and advice that Jim gave me through the selection process. I strongly recommend him as a professional recruiter for technology companies, and recommed Antal to whoever wish to explore or pursue new job opportunities.
Jim is a recruiter who thinks outside the box to provide value to his clients. For example, we did a telephone interview recording to differentiate his candidate against the competition. This in turn saves hiring manager's time in due diligence and speed up hiring process to attract to creme de la creme candidates. His high tech marketing campaign works!
Jim is a fantastic gentleman to work with, He is very skilled and professional whilst talking business and will assist in everyway possible. Many thanks Jim.
Jim recruited me into my current role and has continued to provide recrutiment services to the company. In all my dealings with Jim I have found him to be highly professional, focused on the task in hand and able to source high quality candidates, everything you should expect from a quality recruitment professional but not always the case.
For many years Jim has selected the right candidates for interview and his advice has always been accurate and informative.
Having worked for the same company for many years and deciding I wanted to find a new role in a new company, I found the job market to be quite a daunting place. Until I found Jim! He was great, took time to get to know me, the type of individual I am and the type of role and company that would be a complimentary fit. He supported and coached me, and the company through the interview process (all 5 stages) and much to my own surprise, I actually enjoyed the process, feeling informed and well prepared for each stage. I'm now 2 weeks into a new job with a new company and loving it! I would recommend Jim to anyone looking for a new job and any companies seeking a professional recruiter. Thanks Jim.
Jim was always helpful, clear and on time with the information needed to best perform for me as a potential employee, and now I am successfully placed within the company it is confirmed that he is very well regarded for these traits internally as well. Jim has also of course followed up to ensure I am settling in well and we will certainly be using Jim going forward as he finds the right talent at the right time.


Most people think it's a good thing to be on workers comp. That's what my family and friends told me but it's not all sunshine and rainbows.
Bad experience at IHOP. A look into what happens to me over two days.


Linaro Connect continued on Tuesday with two guest keynote speakers. First up was Sreekant Kotay, SVP- Chief Software Architect at Comcast. Mr. Kotay gave a talk on how the open source community and modern development models are re-shaping the feature velocity and security models for embedded devices like set-top boxes, cable modems and gateways. Following Mr. Kotay was Pradeep Kathail, Chief Network Architect for Cisco. Mr. Kathail gave a presentation titled "Open Network Environment: Software Defined Networking & Beyond". He spoke about Software Defined Networking (SDN) as a new approach to networking, complementing traditional network architectures. SDN aims at the normalization of network configuration and control through open programmatic interfaces to individual network devices as well as to the whole network.
After the opening keynotes concluded all the attendees gathered for our traditional group photo.
Once group photo was taken the sessions for the day began. Tuesday was full day of sessions, whether you were interested in Linux Kernel, Tools, Automation and Validation, Android, Power management and many others there was something on the agenda for you. Below are the videos and presentations from those sessions.
Wednesday LCA14 will continue with more great sessions and two more keynote speakers. Xinwei Hu from Huawei will give a presentation on "Profiling server workload for Arm64" followed by Cole Crawford, Executive Director, of the Open Compute Project Foundation.
As always if you are unable to attend you can participate remotely and by watching sessions via the Google +Linaro On Air or YouTube accounts. There will be links to the live stream in each session descriptions. For more information on Remote Participation please visit the Linaro Connect website.


The European Commission has announced the imposition of new anti-dumping duties on imports of hot rolled flat steel products from four countries.
The countries affected are Brazil, Iran, Russia, and Ukraine. Hot rolled flat steel products from these countries will face duties ranging between EUR17.60 (USD20.60) and EUR96.50 per tonne, following the conclusion of an investigation by the European Commission.
The Commission said that although Serbian imports of hot rolled flat steel products to the EU were initially part of the investigation, they were not included in the final regulation because their volume was considered negligible.
The EU now has a total of 48 anti-dumping and anti-subsidy measures in place on steel products.


text:
Q: Cloud vision Web Detection in Android Hi i have been implementing an application to detect image from Cloud Vision. I have a sample source code for detecting Data's in the following link,
https://github.com/GoogleCloudPlatform/cloud-vision/blob/master/android/CloudVision/app/src/main/java/com/google/sample/cloudvision/MainActivity.java
But this one doesn't have an option to detect Web Entities from cloud so can anyone help me to let me know the possibilities of cloud detection with Android SDK given in the link.
Thanks in advance.

A: Google Cloud Vision API can detect web resources normally, you just have to use the API instead of that sample (which is only a specific application of the general Vision API).
I assume you want to detect what's in the image? If that's the case, you need the detect labels option.
You have to make a AnnotateImageRequest which contains an Image resource which can either be a byte String or a URL (also works with GCS URLs).

redpajama_set_name: RedPajamaStackExchange


text:
Campaign Responses
Joan McAlpine MSP
Joan McAlpine Welcomes Announcement of New Powers to Protect Victims of Domestic Abuse
posted by Ruaridh Thin-Smith | 0pc
Joan McAlpine has welcomed news that police, and the courts will be given new powers to remove suspected domestic abusers from the homes of victims or others at risk.
The Scottish Government will introduce a Bill to Parliament which will create new protective orders to keep a suspected perpetrator away from the household of someone at risk of abuse.
In contrast with existing civil measures such as Non-Harassment Orders and Exclusion Orders, protective orders would not require the person at risk to make the application to the court themselves. Police would be able to impose a short-term order directly and to apply to a court to put in place a longer-term order.
Welcoming the announcement, Joan McAlpine MSP said:
"Domestic abuse remains a significant problem for many people in Scotland, and I am thrilled that the Scottish Government will introduce a Bill to strengthen the protections already in place to protect victims in Scotland.
"In 2017-18, the highest percentage of incidents of domestic abuse that included the recording of at least one crime or offence also being recorded was in Dumfries & Galloway, which goes to show that victims in our region are particularly at risk of harm.
"I welcome this announcement from the First Minister, and I hope that the new protections, once introduced, will go some way to combatting key issues like Women's homelessness, which is most often caused by domestic abuse."
First Minister Nicola Sturgeon said:
"Parliament came together to pass what campaigners described as 'gold standard' domestic abuse laws, creating a specific new offence that includes not only physical abuse but other forms of psychological abuse and coercive, controlling behaviour. The legislation gave clarity for victims and more powers for police and prosecutors to bring perpetrators to justice.
"But with many tens of thousands of people reporting domestic abuse in Scotland each year, we can and we must go further – and that includes taking action to reduce the threat of homelessness from those who seek safety for themselves and often for their children.
"We need to change the reality that for many women and their children the only way to escape an abuser is to flee their home. It should not be the victims of abuse who lose their homes, it should be the perpetrators.
"So we will introduce a Bill in this Parliament to give police and courts new powers to remove suspected perpetrators from the homes of those at risk.
"Such orders would allow Scotland's justice system to safeguard people who, for example, are being controlled to such an extent that they could not initiate court action themselves, and give victims time to seek advice on longer-term housing options.
"While violent crime has significantly reduced in Scotland over the last decade, instances of domestic abuse – an appalling, often hidden crime – remain far too high. Our legislative reforms, together with work to promote healthy relationships and tackle the roots of gender-based violence, can help build a safer Scotland."
Dr Marsha Scott, Chief Executive of Scottish Women's Aid, said:
"Domestic abuse is the leading cause of women's homelessness in Scotland. This Bill, if passed, would be an immediate and significant improvement, offering children and women a breathing space as they seek safety. Without this legislation, women experiencing domestic abuse in Scotland will continue to have to choose between staying in the home with an abuser or making themselves and their children homeless to get away from the abuse.
"As survivors have asked for years, why should those being abused, rather than the perpetrator, have to leave their homes, pets, and belongings?
"We very much welcome today's announcement and look forward to engaging with the Scottish Government on the detail of the legislation going forward."
Campaign with me
This website is not paid for with parliamentary funds
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text:
www.dichtung-digital.org/2007/ciccoricco.htm
"Play, Memory": Shadow of the Colossus and Cognitive Workouts
by David Ciccoricco
This paper applies the distinction of episodic and procedural memory from cognitive science to the experience of contemporary video games. It aims to illustrate how participation in the simulative digital environments of "coherent world games" not only draws on but also relies on both forms of memory. Toward this end, the paper employs Fumito Ueda's _Shadow of the Colossus_ (2005), a game that combines a complexity of interaction (play and puzzle-solving) with a narrative complexity that allows for - and encourages - an interpretative understanding of its characters and storyworld.
1. A Literary Turn?
As video games continue to occupy their place as a culturally dominant form of popular entertainment, it is clear that some forms of game design and production are growing in artistic – and indeed, literary – sophistication and complexity. Game designers see themselves as artists in their own right involved in a defining moment of cultural production (Freeman 2004:16). It is also clear that the commercial video game industry is pursuing game creation with more emotionally compelling and complex story mechanics (the high profile contracting of Stephen Spielberg by video game giant Electronic Arts in 2005 offers a crude indication of this trend). In his endorsement of David Freeman's Creating Emotion in Games (2004), Scott Miller, CEO of 3D Realms and co-creator of Max Payne, writes, 'It's time game designers grasp the power of creating games with emotional depth, meaningful characters and dialogue, and themes that reach players' hearts and really – I mean REALLY – make them care about their game's story' (Freeman 2004: jacket blurb).
Despite these popular trends, the emphasis on storytelling in games and the concomitant project of intensifying their emotional impact – what Freeman (2004:7) has dubbed 'emotioneering' – does not mean that narrative complexity is coming to the rescue of an otherwise deficient form and saving it, in the nick of time, from the brink of inadequacy (as the language of the conventional narrative arc might frame it). Nick Montfort (2003) has cautioned against such a view, casting a critical eye on the 'hope […] that action-oriented games, which people clearly do not play for narrative reasons, can be enhanced with good stories – as if "story" might be the deus ex machina that could arrive to save an otherwise incomplete gaming experience' (499). It is difficult to assert, unconditionally, that narrative mechanics do not motivate gameplay or contend that games cannot be enhanced in this manner.[1] The underlying premise of Montfort's statement, however, is instructive: what makes games theoretically engaging artifacts is not their function as storytelling machines but rather the experience they yield as rule-based simulations.
It should come as no surprise that out of a range of critical approaches invoked to study this emergent field, narrative theory and the custom-built discipline of game studies – or ludology – have been cast as opposing methodologies. The opposition is rooted in a tension between the unambiguous formal rules and algorithms that describe how the game works, and the ambiguous (and often incomplete) representation of the gameworld that is, arguably, non-essential to the game in a strict sense. That is, remove the formal rules and you no longer have a game; remove the fiction and you are still left with an abstract or abstracted game. But a radical ludology, however necessary it may have been in order to clear ground for a new discipline, ultimately fails to justify its insistence on a mutually exclusive approach whereby either a video game is 1) read and interpreted as a text (which is the wrong way according to the ludologist), or 2) treated as a rule-based simulation (which is the right way according to the ludologist). The partition is a particularly unproductive one given that some games place a heavy investment in constructing thematic frameworks and portraying a fictional world – what Jesper Juul (2005) describes as 'Coherent World Games', while others do not.
In coherent world games, it is possible to suggest that, aesthetically, the rules of the game are inseparable from the fiction, and further explore the relationship between story mechanics and game mechanics. Juul (2005:15) considers the question of an 'essential' relationship between 'theme' and 'structure', a question that not only takes this inter-relationship as a given but also offers a productive starting point for criticism of actual games that deliver coherent worlds. It is possible to further qualify the player's experience of coherent world games by looking through other lenses outside of – and perhaps in between – ludology and literary theory (and there is after all much more to literary theory than narratology). This paper considers the relationship between story mechanics and game mechanics by applying the basic distinction of episodic and procedural memory from cognitive science, illustrating how participation in digitally simulated environments not only draws on but also relies on both forms of memory. To demonstrate this distinction in practice, I discuss Fumito Ueda's Shadow of the Colossus (2005), a game that combines the complexity of gameplay (puzzle-solving, exploration, combat) with a narrative complexity that encourages an interpretative understanding of its represented world.
2. Accounting for Memory
The distinction between short term memory and long term memory is a familiar one. Short term memory (or working memory) is what allows you to keep the words you are reading at this very moment in your head long enough to make sense of them. Long term memory refers to everything remembered, from childhood to this morning. It can be reliably divided into two subgroups: declarative and procedural (Squire et al. 1993: n.p.). Declarative memory can be consciously recalled and described in words, and for this reason it is also called explicit memory. In contrast, procedural memory, which is also called implicit memory (Schacter 1987:501), refers to skill sets or organizational routines, such as riding a bicycle or swimming. It is a form of memory that operates without you being conscious of it. The distinction basically describes a form of memory that is expressed through recollection and one that is expressed through performance (Squire et al. 1993: n.p.).
As Figure 1 shows, declarative memory is further subdivided into semantic and episodic memory (Tulving 1983). Semantic memory refers to factual or general knowledge; it allows us to remember the name of a significant historical figure, for example. Semantic memory is not context dependent: the time and place you acquired this form of knowledge is not significant to your storage and retrieval of it. Episodic memory is what most people think of when they think of memories generically, and it differs slightly from semantic memory. It refers to the recall of certain episodes in one's life and amounts to our personal stable of autobiographical details. Episodic memory, then, is context dependent in that it is always tied to a specific time and place. Because it involves sequencing of events into coherent and meaningful stories episodic memory is also understood as a form of "narrative" memory. The separation of semantic and episodic memory is still a matter of debate, as it is unclear to what extent they imply discrete cognitive functions (Squire et al. 1993: n.p.). But the governing distinction of declarative and procedural memory is widely accepted in the field (Squire et al. 1993: n.p.). In turn, different modes of learning have been recognized to accommodate for these different memory systems in practice.
Figure 1: Common distinctions for Long Term Memory. The memory systems discussed in this paper, procedural and episodic, are highlighted.
There is a groundswell of research on games and cognition that looks at the (positive) pedagogical impact of playing video games. Scholars and critics such as James Paul Gee (2003a) and Steven Johnson (2005) have already established that video games, to put it plainly, can "exercise your brain". This body of research focuses mainly on the procedural learning that results from being immersed in simulated worlds – the skills of pattern recognition, systematic thinking, even patience. Decision-making also plays a crucial role, specifically time-constrained decision-making that involves solving all manner of problems and puzzles in order to advance through the game. Typically, the puzzles become more subtle and complex as the player progresses through the levels, which in pedagogical terms is a process directly analogous to "regime of competence" learning. Other research on games and cognition has focused on visual and spatial intelligence: 'Video game play frequently activates cognitive skills by calling upon the player to construct mental representations of space in order to win the game. Repeatedly playing video games may cultivate visual spatial skills' (Calvert 2005:127). In all of these cases, the idea is that there is a 'clear transfer of skills from gameplay to real-world application' (Johnson 2005:209-10); '[p]layers are learning HOW to think as much as learning WHAT to think' (Malloy 2000; emphasis in original). Players are thus learning processes in the game that can be transferred – or recalled – outside of the game as well. Procedural memory, which is effectively performed recollection, is what allows them to do so.
Coherent world games invested in the story and themes of their fictional worlds, however, mobilize both procedural and episodic memory in order to make the gameplay meaningful for the player. After all, such games are not only dynamic real-time interactions, but also elaborate fictions teeming with narrative detail; acts of interpretation can – and do – accompany the act of play (as the following analysis of Shadow of the Colossus will illustrate). It is possible then to align the distinction of procedural and episodic memory with the ludic and narrative elements of gameplay respectively: performative gameplay calls on our procedural memory, whereas the fictional and narrative elements of the game call on our episodic memory.
Because video games and adventure games in particular typically force players to engage with simulated environments in a rapid and reflexive way, it only makes sense that there is a focus on procedural response systems in terms of the player's 'cognitive workout' (Johnson 2005). But that is still not the whole story, so to speak, and the comparably slower, more reflective response implicit in episodic memory comes into play. A discussion of both systems can move toward a further understanding of the kind of "meaningful play" Katie Salen and Eric Zimmerman (2005) describe as 'the emotional and psychological experience of inhabiting a well-designed system of play' (61).
Because episodic memory refers to one's personal narrative experience, it is necessary to make a further assumption before pursuing this theoretical model: it is necessary to allow a conflation of our own embodied narrative memory with the fictionalized narrative memory of our playable character,[2] our prosthetic agent in the gameworld. All gameplay requires some degree of make-believe, and in this regard such an assumption might seem unproblematic. At the same time, it is important to acknowledge that the relationship between the embodied gamer and the playable character is always layered, and the player's consciousness can be framed in at least three ways: 'as character in a simulated world, as a player in a game, and as a person in a larger social setting' (Salen and Zimmerman 2004:454; emphasis in original). For the purpose of conveying the model, however, it is necessary to make this assumption given the simple fact that the playable character is not cognitively equipped to draw on a "personal" narrative memory; for this, he or she needs you as much as you need them.
3. The Play of Memory's Shadow
In Fumito Ueda's Shadow of the Colossus (2005), a game made for the Sony PlayStation2, "you" are the nameless wanderer who must travel across a vast expanse on horseback and defeat sixteen giant "colossi". This young wanderer (also referred to as "Wander" or "Wanda") strikes a deal with a disembodied entity known as Dormin, who agrees to bring his sacrificed lover back to life if these sixteen giant beings are killed. He has only a bow and his ancient sword to complete his task, and only his horse, Agro, to accompany him. No two beasts are the same. Some stand on two legs, others on four; some fly; some are intensely aggressive, whereas others do not even seem to notice your presence until your first arrow pierces its hide. Furthermore, they each must be brought down in a different way, by exploiting a different weakness peculiar to each one.
For example, one colossus carries a massive rectangular club, and has a distinctive arm band around its club-wielding arm. In order to destroy it, you must run your blade through its weak spot – denoted by a luminous "sigil" – that sits on the back of its head. You must first, however, find a way up there. A slightly raised, circular platform made of seemingly solid rock offers the best clue: you must stand on the platform and bait the giant, who will laboriously swing the club so that it hits the platform, just after you roll out of the way of course. The force of the club on the platform the first time breaks the arm band of the giant, which will allow you, upon its second swing, to climb directly up the club and continue up the exposed arm (see Figure 2). From there, you have to either find parts of the giant's armor that will act as ledges to stand on, or – failing that – you can grab hold of its thick pelt. Grabbing on too long, however, will drain your energy, so you will have to time your ascent. When you summit the beast, you will repeatedly run your sword into the designated weak spot. The rest is academic.
Figure 2: Ascending the club of the colossus. Copyright © StrategyInformer.com
In these fight scenes, the player is drawing on procedural memory to puzzle-solve and conquer each new beast. With the repetition of failed attempts for each particular giant, as well as each successful kill that allows you to find the next one, you are filtering out non-essential information and streamlining the interaction to reach your goal more quickly and efficiently. As Robert Sylwester (1997) explains, this type of response is fast and reflexive, and involves an action that typically has a direct and immediate outcome in the environment: one 'identifies the fearful and survival elements in a situation, and quickly activates automatic response patterns if survival seems problematic' (n.p.). In this case, our environment is virtual, but one glance at our life meter confirms that our "survival" is problematic nonetheless.
This is not the only way to respond to challenges or changes in our environment, however, whether we are in an actual environment or a virtual one. A comparably slower response system considers 'objective factual elements' (Sylwester 1997: n.p.) of a given situation, and draws from our related store of personal experience (our episodic memory bank) to make sense of it. This response 'often functions through storytelling forms and sequences, and so is tied heavily to our language and classification capabilities' (Sylwester 1997: n.p.). A lot happens in between the epic fight sequences – or "boss" battles – that mark your progression through game levels, though some would suggest that what happens is a lot of nothing. And that is the point. As adventure games go, Shadow of the Colossus is unique in that it makes time and space for a reflective response (perhaps even more remarkable for a game meant to entertain and sell, not educate); that is, it makes you think about what you've done after you've done it while, experientially, it may seem as though you're not doing anything in terms of a material outcome in the gameworld.
The game accommodates this response in two ways. First, what follow after each successful battle are long cut scenes, cinematic intermissions that can advance the plot and project the fictional – and indeed literary – qualities of the game (see Figure 3).[3] In these scenes, you return to the temple, have a dialogue with Dormin, the disembodied entity, who briefs you on the next beast, and you then carry on, using your sword's magic to guide you toward the next colossus.
Figure 3: The wanderer brings his deceased lover to the temple in the cinematic prologue. Copyright © StrategyInformer.com
In addition to these cut scenes, long periods of riding punctuate your experience of the gameworld. There are no smaller, intermittent enemies (common in adventure games); there is no-one at all besides you and your horse (see Figure 4). You ride across vast sepia-toned deserts and rambling plains, valleys full of mist and dense forests that splinter whatever sunlight they allow in. Occasionally, you lift your magic sword to the sun, and a conspicuous convergence of light will indicate that you are moving in the right direction. Then you keep riding.
Figure 4: The wanderer and Agro take a break from riding. Copyright © StrategyInformer.com
What does one do when riding alone all that time? You think. You think about the fact that you are about to bring down another one of these awe-inspiring creatures even though you know that they have not wronged you in any way, and they are definitely not expecting you and your sword. All you know – all you remember – is that you must kill them in order to complete your quest.
The sense of moral ambiguity evoked by the storyworld is one of the main reasons why Shadow of the Colossus is an aesthetically compelling video game. One reviewer suggests that the reason for these long stretches of riding is that they make 'the player feel the isolation that the story tells the player they should feel' (Sherman 2006: n.p.). The observation speaks to Juul's (2005:15) question of an essential relationship between 'theme' and 'structure' in video game design, and serves as a productive example of story mechanics and game mechanics working in concert. With regard to gameplay and cognition, furthermore, the lengthy cut scenes and long stretches of riding in isolation are both design qualities that allow the player to respond reflectively to the storyworld, a response that calls on the player's own form of narrative memory. In effect, the player not only inherits the task of the wanderer and the tools with which to accomplish that task, but also (potentially and ideally) the psychological baggage that his ordeal entails. The process of drawing on procedural and episodic memory systems is thus critical to the player's experience as the character of the wanderer in the simulated world of Shadow of the Colossus.
4. Reading into Games
Even though the player experiences the world of Shadow of the Colossus AS the wanderer, the player's response to the game clearly transcends this "in-character" response. The subjective experiences of an empirical player color both what is brought to the game and what is taken away from it. In addition, the creator(s) of the game to some extent prompt and pre-structure the player's response through various elements of the game's design, and in such a way that is similar to how we arrive at meaning when we read a fictional text.
Literary theorist Wolfgang Iser (1978:27-38), for instance, differentiates between 1) the 'actual reader', who brings his/her individual experiences and preoccupations to the text, and 2) the 'implied reader', who is established by the 'response-inviting structures' of the text and in a sense produced by the text itself. Coherent world games invite a parallel notion of an actual and implied gamer, in which an implied gamer is similarly constructed by various components of the game's fiction – such as characterization, themes, or even expressly narratological elements such as point of view.[4] In this regard, the player's episodic memory is also informing what might be described as "extra-textual" acts of interpretation, which is a productive and inevitable consequence of reflective engagement with coherent world games. As Gee (2003b: n.p.) writes, players should 'think reflectively and actively about the games and their connections to other texts, activities, and the world' (Gee 2003b: n.p.). From the perspective of game design, some games do not simply allow for such interpretation: they cry out for it.
Like your typical adventure story fare, Shadow of the Colossus borrows from diverse mythologies. There is a magic sword, a Sleeping Beauty, a Faustian pact, and of course a David and Goliath. Each giant has a weak spot reminiscent of Achilles, and these are revealed to the wanderer in the form of the sigils, which are derived from Jewish mysticism and the Kabala. (It can be said that a coherent world game does not necessarily imply a coherent "theme" game). Some of the allusions are more subtle. The name of the disembodied spirit/demon in the temple, Dormin, is Nimrod spelled backward. Nimrod is the first super-human, God-on-Earth figure in Biblical lore (Genesis 10.9), and is said to have persuaded the masses to build the Tower of Babel. Upon Nimrod's death he was cut to pieces and spread throughout the earth. In Shadow of the Colossus, we learn that Dormin's soul was separated into sixteen parts and sealed in the Colossi, who are spread out across the sacred land. Killing these giants [spoiler warning] will in turn set him free.
Beyond their self-contained and unambiguous rules, the inter-textuality of such games is obviously part of what makes them meaningful – from politically activist games by independent designers to the pulp of the PlayStation mainstream. But it remains a matter of debate how far we can or should take this practice of interpretation.[5] In the gameworld authored by Ueda, for instance, we might consider the allegories implicit in the notion of the colossus itself. After all, it names not only a mythological giant but also a giant of a much different nature: the monstrous computer used by the British to decode German messages during World War II, which was arguably the earliest electronic digital computer produced. Twelve of these Colossi contributed to the Allied victory, but because they were top secret, Churchill ordered their destruction immediately after the war, much to the horror of the engineers who had devoted themselves to their creation (Copeland 2006:172). Like the unique giants killed by the wanderer, the computer colossi were to be erased from history, and erased from memory, before their popular discovery (which has only come with the recent declassification of documents in 2005). Moreover, German media theorist Friedrich Kittler's (1999:257-63) conception of the Colossus as an informatic monstrosity, one that has subsumed all power of symbolic manipulation, could also have a bearing on our reading of this game, and what we are (symbolically) destroying. And, if we read the game in light of its contemporary cultural and political context, it would be difficult to ignore the fact that piercing a giant's head with a final death blow results in a geyser-like explosion of black fluid that looks unmistakably like an oil well.
Are all or any of these inter-texts and observations fair game? Or are we just reading into things? In the end, it might all be a matter of how we want to exercise our brains, and what kinds of deposits we have made in our episodic memory banks. Nonetheless, what remains clear is that distinctions from the cognitive sciences can inform both ludologically and narratologically inclined approaches to gameplay, and more generally lead to a richer understanding of games in aesthetic and pedagogical terms.
1. Montfort is writing in the context of Sherry Turkle's 'Video Games and Computer Holding Power' (1984), which is based on extensive empirical data on the experience of gamers. The advances in graphical capability, cinematic special effects, and, as I am suggesting here, the increasing literary sophistication of games, however, has to some extent invalidated Montfort's statement. At least in the popular realm, empirical evidence on fan forums would suggest that what sets a game apart is quite possibly its story. On a fan forum for Sony's God of War (2005), for example, one player writes, '[R]ecently, I borrowed God of War from a buddy of mine. The storyline intrigued me so much I decided to write a plot summary of the game' (http://faqs.ign.com/articles/675/675093p1.html, cited 20 February 2007).
2. The concept of "playable character", which denotes agency, clearly transcends "character", which denotes a fictional person that elicits a sense of identification from a reader or viewer as it may be. Nevertheless, I use the term "playable character" as opposed to "avatar" to reserve the latter, in line with its origins in role-playing games, for discussions of playable characters that are configurable to some degree by the user.
3. During cut scenes, the player is temporarily a viewer only, not engaged in gameplay. For this reason, cut scenes have been considered as problematic "non-game elements" in some circles and indispensable for conveying the game's fiction in others (see Juul 2005 [16, 135] for more on this point).
4. Diane Carr (2006:41) has drawn a similar distinction in 'Games and narrative' – and even refers to the "implied player" as a 'textual construct' (my emphasis).
5. Discussing varied interpretations of Tetris, Juul (2005:133) has established that some interpretations are more convincing than others. Furthermore, Juul (2005:195) has discussed a divide between more experienced players who are more interested in game rules and less experienced players who are more interested in game fiction. I would propose adding a third "category" here: those who, whatever their level of gaming experience, are watching someone else play. These people are participating in the performative aspect of gameplay (as audience) as well as its social aspects, offering verbal input – and perhaps criticism – of the player's moves. These participants (also referred to as "backseat button-mashers") are arguably more attuned to analyses or reflection given that they are not otherwise occupied with direct cybernetic control of the game. Not only can these indirect participants help figure out puzzles for the player by observing the gameworld in a less constrained manner, they are more likely to view the game as an aesthetic object for the same reason.
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