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Urgent appeal for £6,000+ to let Isles play go on tour
A major last-minute funding appeal is being made to the public and Hebridean businesses to support the production of a dramatic new play which shows what life was really like for Hebridean women a century ago – by telling their actual stories.
Deeds Not Words is a new bilingual play that reveals the achievements of Hebridean women during World War One and the struggle of these women in the fight for women's right to vote.
But its local tour throughout the Islands cannot take place unless more than £6,000 is raised in the next week as match funding for money from the public sector.
An appeal is being made for individual donations through http://www.crowdfunder.co.uk/deeds-not-words-a-hebridean-womens-play
And businesses are being asked to donate as sponsorship in return to publicity at the venues from the Isle of Lewis to the Isle of Barra.
The proposed venues include Bernera Community Centre, Leverburgh Hall, Carinish Hall, Stoneybridge Hall and Castlebay Community Hall.
Businesses are being asked to give £250 to £500, which can also be done through http://www.crowdfunder.co.uk/deeds-not-words-a-hebridean-womens-play
The production has been organised by Rural Nations Scotland CIC, based in Stornoway.
But the money has to be raised in a week! The deadline is July 31st and at least £6,000 is needed, although the full cost of the tour is £12,500.
The play presents recently uncovered stories of Island women and their lives locally, nationally and in Europe, during the suffrage period of 1911 to 1918.
Deeds not Words uses these stories to create a fast moving contemporary performance using storytelling, short dialogue scenes, Hebridean humour, filmic sections, Gaelic song, music and soundscape.
Up until 1914 and the outbreak of war, Hebridean women brought back £75,000 of earnings every year from the herring gutting stations down the East Coast – triple the earnings of men from the fishery. Then their economy collapsed – but they were much sought after by the munitions factories across the UK, where they became involved in the football-playing social revolution. And they took part in the war on other Fronts as well, such as in Serbia.
During the play, a multiplicity of perspectives and stories emerge. Whilst some are brief, fragmentary even, the stories of Katie, Christine and Helen, become more involved and dramatic.
In 1911, Katie Macleod was engaged to a minister but the engagement was broken off after she was slandered by another man. She sued, went to court, defending her reputation under lengthy cross examination and won her case.
Christina Morrison campaigned for improved working conditions on behalf of 70 local fish workers. By the 1910s, young, working class Hebridean women were already used to working away from home in the fish gutting yards around the coast of the UK. Paid employment, hard work and contact with the outside world were not new for them in WW1.
Helen's story takes us to the edge of women's experience. Dr Helen Macdougall from Barvas joined the Scottish Women's Hospitals in 1914, an all female medical corps, set up by the NUWSS (National Union of Women's Suffrage Societies) and served in Serbia as an X-Ray specialist.
The performances provides an opportunity for islanders to celebrate these remarkable achievements and give Hebridean women the recognition they deserve.
Rural Nations Scotland CIC aims to inspire today's women to engage with political and local representation and take action in their own communities.
Contributions are required to bring the show to audiences across the Western Isles. The show will first appear in An Lanntair Arts Centre, Stornoway (August 24th-26th) and then – it is hoped - tour through the Outer Hebrides.
The new writing commission for Deeds not Words was funded by CnES and a local bequest from Janet Macleod (1935-2014).
Teatermaskinen in Riddarhyttan Sweden have invited Rural Nations to present the work on tour in Sweden in 2018 and
Deeds not Words has been selected as the Hebrides show to be performed as part of the Reclaim the Future Project and will be reinvented and presented in Dunkirk, France in 2018.
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Boost for Bethesda
Ferry crisis: it's time to act!
HebCelt rock is really sweet!
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Dice & Mystics
VALHAL – Joy and Sorrow in a Viking's Life
Posted on 11. June 2019 by Arboretum
Have you ever come around the next morning after a rollicking party with a headache, scrambling for orientation and finding your befuddled brain completely and totally blank? If you ever experienced such an extreme yourself, you might be able to feel with the stricken heroes in this historical civilisation builder board game. Everybody else will just have to employ their imagination. The name of the game is a clue in itself: VALHAL is all about Vikings. Real ones. The theme of VALHAL is the life and day of the historic Vikings, and their religious beliefs play an important part. But Ragnarök can wait. For now, the most important thing is being a true Viking who, after a glorious death, will then proudly stride into Asgard, with his sword in hand, and claim his place amidst the mead drinking ranks of the heroes of Valhal. This is the sole and most noble purpose of every Viking's very existence! It is just that a combination of too much mead, and a too deeply felt anticipation of the glorious afterlife, can lead to certain unforeseen complications…
On one fateful morning, the Vikings of Fjörnheim, a fictitious island in the North, wake up with a legendary headache. Still struggling with the aftereffect of mead still coursing through their veins and some major memory gaps concerning the finer details of the previous night, they are facing Rattatöskr, messenger of the gods, who brings it to their notice that in their drunken state they "accidentally" chopped up a holy tree to feed their little camp fire. The proprietors of the tree in question, the Gods of Asgard, are not amused. At all. Without further ado they withdraw the post-mortem access authorization to Asgard and Valhal from the hung-over Norsemen. Things cannot possibly get any worse for a Viking-!
The theme of the game:
This civilization builder board game takes place in the early Viking era, which is depicted with great historical accuracy down to the very details. You assume the responsibility of one of the Fjörnheim Jarls under whose leadership the Norsemen strive to manage, improve and further their settlements and, most importantly, perform great deeds – i.e. go a-viking and bring home loot. This is done in order to gain Glory and win back the favour of the Gods and eventually be welcomed at the doors of Asgard and admitted into Valhal after their heroic demise.
Some basic data:
Published by Tetrahedron-Games 2018 (Copyright 2017)
Designed by Martin Otzmann and Mario Arthur
Artwork by Nele Diel
Plays 2 – 4 players
Duration of Gameplay 90 – 120 minutes
Setup-Time about 12 minutes
Box Size square box (23,5 x 23,5 x 6,5 cm)
Lots of fun stuff in a box:
1 Season Marker, which is the central game board in the middle of which the seasons get indicated (there is even a surplus of 3 additional Season Markers in the box that can be used as replacements)
4 Favour of the Gods displays (1 per player)
4 Ravenhead Tokens in the player colours, used to record the progress on the Favour of the Gods display (1 per player)
7 Achievenment Tokens (grant bonus points for being first to achieve certain objectives)
8 Memory Aid Tokens (with the sides "Spring & Disabled" und "Summer & Winter")
16 Food Tokens
16 Building Tokens: 8 Wood Tokens
8 Iron Tokens
5 game boards: 4 Viking Settlements (the Viking settlement of the player where
they can build, train their warriors and manage their ressources)
The Mainland (one central game boardwhere the villages and towns to be raided are laid out)
72 unit cards: 28 units Nordic Warriors
20 units Nordic Veterans (elite warriors) and
24 Longboats (the famous Viking dragon boats)
16 Buildings Cards: 4 Warehouses (improve building of ships)
4 Blacksmith's (help warriors to become "veterans")
4 Granaries (improve the food situation in winter)
4 Sacrificial Altars (grant "Benevolence of the gods" cards)
24 Town Cards (from small undefended villages to strong fortified towns plus relief troops) .
24 Town Cards (from small undefended villages to strong fortified towns plus relief troops)
149 Playing Cards : 50 Event Cards
30 Benevolence of (the) Gods Cards
30 Wrath of the Gods Cards
15 Lesser Loot Cards
10 Large Loot Cards
10 Greater Loot Cards
4 Battletableaus
20 Markers (little wooden cubes in 3 different colours)
4 red D6 Dice
20 white Custom Dice (faces showing 1 to 3, with each number appearing twice)
Sounds like a huge amount of content? It certainly is. It really baffles the mind how is it possible to put out such a lot of gaming fun for such a reasonable price. It is not the sheer number of single game parts alone that is impressive: The artwork is really excellent and the production quality of the components is good. Everything is straightforward, easy to handle, and well-made. For such a modest price (or even higher prices) we have – on other occasions – seen flimsy products with just a fraction of components such as these. So it is truly amazing and also very gratifying to see how much of a game you are getting in a box of VALHAL by comparison.
The creators themselves, however, told us they are not entirely happy with the quality of the components, especially with some of the cards, although we and our fellow gamers had been satisfied with the present production and its components. So anyone who is planning to get themselves a copy of their own: You can look forward to the upcoming re-issue of the game (soon on kickstarter) with components made by different production companies where everything is going to be even better than it is now!
What impressed us the most about this game is the care and thoroughness that went into the way the theme has been translated into the design and the game mechanics. There is not a single aspect that has not been researched and implemented correctly in terms of cultural history: There are no anachronisms anywhere, n horned helmets or any other such popular nonsense in evidence! The creators did not simply paste a popular theme onto a game mechanism, the mechanism organically grows from the very depths and realities of the theme itself. They do take the Nordic culture of that particular era very seriously indeed. This even applies to such detail as the colour scheme of the game and its components which moves within the scope of exclusively such pigments that would actually have been available at the time of the Vikigs. Wow! That's what we call dedication! If you are expecting extravagant fantasy Vikings sprung from a comic strip, you won't find any of those here. But you are not giong to miss them either. VALHAL is a novel and crisp gaming experience with a sound mixture of rules, strategies and luck – just like real life. If, however, you are genuinely into the historic Viking people, you will in fact experience some of their real life while enjoying a game of VALHAL If you have none such expectations and simply want to play an interesting board game, VALHAL is for you, too.
The settlements:
There are four identical settlements. This settlement is the actual playing board for each player, where the destiny of the villagers decides; the victory points generated here are counted on the Favour of the Gods display. In the centre of each settlement there is the Jarl's longhouse; this is where you place your resources. You collect your (unspent) coins, food tokens and building tokens (wood, iron). The number of food tokens in limited to four: Prior to the invention of canned food and freezers, you just could not store an unlimited food supply to last you all year. So in real Viking life, resources did actually run scarce at times…
In your settlement you have a shipbuilder; in that spot you are able to construct your dragon boats. You have a training ground where you may train farmers to become brave seafarers and man your ships, and a rune stone where you may sacrifice gold or glory (victory points) to be granted a favour of the gods. But be warned – gods are not bound to any profane rules. The favours they will grant are not always beneficial to mortals…
Also, each settlement has building sites for additional buildings – a warehouse, a granary and a blacksmith – as well as an (already existing) armoury for the use of which, however, you need a blacksmith, because it requires a blacksmith to adequately equip simple sailors with the necessary means to become seasoned veteran warriors. That makes a lot of sense.
Your objective is to finish your building as soon as possible. In order to do this, you must first place a coin on the building site and provide food for the settlement. (Workers need to eat.) Using resources can enable you to start or speed up the building process even without any food tokens. When finished, buildings allow you to build ships faster and with fewer resources, to train up and equip warriors or also to have more food during the long winter (better storage conditions).
Each game consists of several rounds which take place during the three (!) seasons (summer, winter and spring). At the start of the first round, each player owns one longboat, one unit Nordic warriors manning it, one unit food, two units iron (represented by the two tokens) and three coins.
It starts with a "Vikingfahrt":
You can only go on a Vikingfahrt (Viking sea raid) in summer. Therefore, the game starts in summer, and you begin by placing some (unfortified) villages on the mainland; their number is determined following the number of players present. And off you go!
The villages you aim for are easy prey – or not: There are small unprotected hamlets, but also big, heavily fortified cities that put up some fierce resistance with the help of relief troops in a second wave of defense. You are facing the dilemma that the easy targets guarantee some booty and a safe return of ship and men, but the booty you bring home may be rather unimpressive. Those rich fortified cities, on the other hand, contain a heap of real riches to be gleaned, and often some noble offspring into the bargain that can earn you a handsome ransom, but all this comes at great risk.
One thing is for certain: If you opt for a risk-free life bullying some conveniently harmless farmers into giving up the little they have, you and your settlement will yourself end up having little, no heroic ballads are sung in your praise and the gates of Valhal will forever stay shut. So when you are planning ahead where to risk a sea raid, you should think and re-think before you take action.
You pick out one of the places laid out on the mainland that you want to raid and pillage and chose the longboat and unit of warriors you want to employ for the task. The next step is the actual fight. A successfully pillaged village or city is removed from the mainland and you bag all the loot that is stated on its card: gold, resources like food, wood or iron, ransom for hostages…
That having been done, the next player starts the next raid on the respective target. This continues until all the places on the mainland have been raided.
How you fight:
If a ship has more than one unit of warriors on board, you have to first determine which of them is going to attack first. The attack bonuses do add up, but not the life points. All attack bonuses are used in battle, but only the unit in front takes the damage. If the attacking unit in front loses all life points and die, the remaining unit will be next to attack, but of course there are no more bonuses to add up. This gives you the impression you are dealing with real human beings who are acting together in small groups, though you do not experience them as different individuals. However, you do perceive them in a totally different way than you would if you played "unit" as a mere abstract.
Cities have their life points, too, and they can either put up a weak or a very strong defence. An attempted raid cannot only fail, it can actually end in disaster! This is a somewhat sobering view of the raiding seafarers. What they do is depicted with all the dangers and uncertainties, the risk of paying for some lousy loot with the death of crew members, or even never returning home but sleeping with the fishes forever.
The good news: If your unit of warriors "die", i.e. lose all their life points, they are not dead yet, but wounded to such an extent that their number of life points will be considerably lower in the next fight. The bad news: The wounded warriors are, of course, also weaker now. If the unit lose all their life points a second time, they are then considered dead and are removed from game. If the ship is no longer manned because your first and also second unit of warriors are truly dead, it is removed from the game. (It is lost to you.) This system also adds a lot to the realism of the gameplay.
The clear and well-structured combat system is easy to grasp and plays smoothly. How successful you are is determined by your attacking strength and choosing your targets wisely, but the dice add a random element of luck. The result of this combination convincingly simulates the actual hazards of a "Vikingfahrt": However well you prepare, in reality you simply cannot achieve a total control on events and circumstances! To influence the probabilities in your own favour and prevent the worst from happening, all you can do is to plan ahead as well as you can and think your decisions through. The element of luck adds a lot of suspense to the gameplay, but it also helps you maintain the hope that next time fortune will smile at you again, even while you are failing.
And there is more good news: If at any point a Jarl finds himself without any ship or men, his settlement will immediately provide a new ship and unit of warriors! It rarely ever happens that your settlement has to throw you that lifeline, but it makes certain that all players can always continue to have fun together and game on. When all is said, this is what it's all about, even in a most definitely non-cooperative game. We really like this simple solution because it excludes nobody and there is no interrution in the flow of the game.
This happens during winter and spring:
After your "Vikingfahrt" you will – hopefully – have all the resources necessary to prepare for the coming summer and to further develop your settlement.
You place food tokens on the seasons on your settlement. Food tokens can be replaced by coins; you "buy" food you do not have. Next you need to hire more men, train up your already existing units to become veterans, and of course you have to build things. This is important because the buildings give you certain advantages once they are finished. It is essential to have a larger number of reliable ships, too, and also more warriors manning them, because all those villages that are easy prey will soon be gone (due to certain activities of certain seafarers from way up north). The cities you will be trying to raid next will not be overcome by a handful of men in a glorified rowing boat. In fact, this is a very busy and fast-paced phase in VALHAL .
The zeal you invest in your own village is not unlke the joyous ecxitement you would feel when packing your bags for a world trip. Your setttlement must survive the long winter; the journeys of the summer ust be well prepared for so that the men and boats will return safely and laden with treasures – what could be more important? Nothing, absolutely nothing of what happens here will be without consequence. In fact, this is a very busy and fast-paced phase in VALHAL
How to win – or lose:
You win by collecting the most victory points and thus being the first to reach the open gates of Asgard on the Favor of the Gods display.
The gaming experience viewed from the inside:
We tested VALHAL several times at our Dice & Mystics game nights: People who come to us expect to spend a nice, relaxing and entertaining time with good board games. Such guests only sit down at the table when the new game looks attractive and promises a great, varied gaming experience.
VALHAL immediately passes the visual test: As soon as the box is opened, there is a lot of interest. The artwork is appealing to all, and especially to some outspoken fans of the Viking culture, who admire the great care taken in the game design. They visibly enjoy the fact that the bold seafarers of the North, who so fascinate them, are not just props and decoration. During the following game rounds we constantly hear comments and observations about the life of the real Norsemen, their characteristics and their daily lives; the game arouses interest and furthers understanding.
There is no shortage of players. Setup takes a little time. Good things will take a while. Patiently and full of anticipation we endeavor to learn the rules for the impressive amout of components. What appeared a little complicated at first soon turns out to be quite easy to grasp. In the first round, the rules are still in the foreground, but everything works smoothly and effortlessly: We sit down, start playing, and have fun.
The first "Vikingfahrt" is quite easily accomplished, although success is by no means guaranteed. In our very first trial round, all men and ships return successfully. The Jarls are happy. The first building projects commence in winter, in spring one of the settlements is proud to have their own blacksmith. When the second much more difficult "Vikingfahrt" is in progress, the rules are crystal clear and the combat system does not need to be explained anymore.
The following summer it gets obvious that the first raid with the small easy-to-pillage villages had actually been some kind of tutorial. This is neat. It feels more natural to go through the steep learning curve within the actual gameplay rather than having to complete a separate practise session before. (In later game rounds, for a new gamer to be able to join in, a quic briefing about the bare essentials proves sufficient, everything else can be learned "on the fly". Learning by Doing actually worked just fine!)
As the game proceeds, it turns out that it is not so easy to complete your buildings quickly enough and take advantage of them, if you had previously chosen to follow the less profitable but safer path. Two things become very evident. First, VALHAL rewards taking risks, not choosing the safest way. Second, the smallest mistake in your planning is going to mercilessly lead to serious consequences. That does make sense: The living conditions in the Viking age allowed no mistakes. So you have to be pretty alert and quick-witted. If you miscalculate your sea raids or fail to provide for he long winter or bring home too much of the wrong loot, you will have serious problems at hand – and there go your chances to become the most successful and most renowned settlement in all Fjörnheim. Winners as well as losers – all our gamers are enjoying themselves and want to play again as soon as possible.
At the following game nights and with the same paricpants, the gameplay is even more balanced. Everybody knows how it goes (or rather how Rattatöskr scuttles). Nonody is careless enough to naively attack the most harmless hamlet; all building activities, resource management and storage projects are planned more carefully and with better foresight; more ships and crews go a-viking, the game becomes more eventful, faster and more fluent, and whoever is going to win this time ramains open until he game is finished.
In the end, everybody applauds the winner, but although there is no envy among the players, you can read it in their faces – resolutions are being made to do everything differently and better the next time, all in order to win the favor of the gods. That's the way it is meant to be!
If it was not for this little horned guy, we might have taken a little longer to catch our attention, but a glance round the corner and there he was, his little keen eyes blinking up at us from his place on the corner of the table – and we stood spellbound! We were captivated on the spot!
This little fellow is the messenger of the Gods (the Asen), who came scuttling down the trunk of the world ash Yggdrasil all the way down to our hung-over Vikings to deliver the dire message of the angry management. This unusually attractive figurine is not needed for the game itself, but renouncing him? No Viking way!
The messenger of the gods, a finely sculpted resin figure, and the attractive leather coasters with their beautiful ornaments are the extras that come with the special edition. But even without them the game VALHAL is a visual treat.
VALHAL is more than playable eye candy, it also has substance. It combines original, "organic" game mechanics with a historically correct and realistic representation of a popular theme. You can see very clearly what a huge amount of true passion and great care has been invested in the creation of this game. There is so much to do and experience, and although it is played taking turns, there is no downtime that deserves the name.
The Viking theme so convincingly portrayed by Nele Diehl is not an illustration, it becomes tangible and alive. That is what makes VALHAL so special. Even the steep learning curve at the beginning can be explained by the logical and convincing derivation of the rules from the topic itself.
The playing time given by the publisher is a realistic estimate, as demonstrated on several game nights. This makes VALHAL an interesting game not only for plays at home but also for a game club. Several games one after the other, even with partial change of players, are easily possible.
VALHAL appeals to different types of gamers, is entertaining, plays differently each time and offers excellent value for money for a good and unusual game with good production quality. Its moderate length makes it suitable for adults, but it is easy enough to learn to be accessible to older children.
VALHAL has convinced us: It's great funthroughout! What more can you possibly want? We are glad that we discovered this game which now enriches our collection. "You should bring it to the table more often", we're being told, und there are questions concerning the upcoming kickstarter…
(The Dice & Mystics thank the publisher Tetrahedon Games for the free copy of their game.)
By: Martina Frohme; Dice & Mystics
This entry was posted in Review by Arboretum. Bookmark the permalink.

redpajama_set_name: RedPajamaCommonCrawl


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Shortnotes of History
History is about people in society, their actions and interactions, the beliefs and prejudices their pasts and presents. History is the science which investigates and then records past human activities as are definite in time and space, social in nature and socially significant. The word 'History' means learned, expert, and knowledgeable. The word history has the connotation of finding out by investigation or inquiry.
Invention of precooked cereal by James Caleb Jackson (1811 – 1895)
The first manufactured precooked breakfast cereal was developed in 1863 by a doctor and health reformer named Dr. James Caleb Jackson at Dansville, New York. Jackson believed, as many did at the time, that sicknesses were based in the digestive system.
Jackson was a disciple of Sylvester Graham of the eponymous crac ker, an early 19th century minister and temperance activist.
James Caleb Jackson was born in Manilus, NY in 1811. He was 47 years old when he first came to Dansville, to take over operations of a water cure facility that had frustrated the efforts of three previous ownerships.
Once in Dansville, in 1858, he wasted no time turning "Our Home On The Hillside," as he rechristened the facility, into one of the most successful and famous medical institutions in the country. For about two decades, he would serve as chief physician, dispensing his medical wisdom (his "Laws of Life") both orally and in numerous publications.
Jackson's health food as made by rolling a coarse whole meal dough into thin sheets which were baked until they were hard and brittle loaves.
He broke up hardened loaves of unleavened whole grain bread into little pieces and served it for breakfast after soaking the brittle chunks overnight in milk. Jackson named this mixture granula.
Ganula, was the first cold breakfast cereal. It consisted with a twice baked wholemeal biscuit ground into crumbs, which had to be soaked on milk or water to make it even vaguely palatable.
Later, food manufacturers began to add vitamins and minerals to cereals, and people began to view cereals as health-promoting rather than as prison or peasant cuisine. During World War II, the government encouraged vitamin and mineral enrichment of foods to improve the nation's health.
Labels: breakfast cereal, invention, James Caleb Jackson
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Home/News/Security roundup: Norton launches Wi-Fi Privacy, Intel may sell cybersecurity unit, ransomware on the rise
Security roundup: Norton launches Wi-Fi Privacy, Intel may sell cybersecurity unit, ransomware on the rise
30th June 2016	News
PCR rounds up some of the developments in IT security over the past week.
Norton launches Wi-Fi Privacy in the UK
According to the Norton Wi-Fi Risk Report 2016, which surveyed over 9,000 people across nine markets, confusion about the security of public Wi-Fi networks can make people easy targets for hackers.
Two in three are unable to recognise the difference between a secure and unsecure Wi-Fi network, putting the convenience of connectivity before the security of their personal information.
To help people safely connect to public Wi-Fi hotspots, Norton by Symantec has introduced Norton WiFi Privacy, a mobile app for Android and iOS devices that helps shield consumers' information from hackers snooping on wireless (Wi-Fi) networks.
Norton also found that 78 per cent of Brits fear personal details theft more than nude photo leaks, while two in three (65 per cent) are unable to tell the difference between a secure and unsecure public Wi-Fi network
67% of used drives sold on eBay hold personal info
E-commerce sites are reselling used electronics without permanently erasing data from them, according to The Leftovers: A Data Recovery Study released by Blancco Technology Group.
Based on an analysis of 200 second-hand hard disk drives and solid state drives purchased from eBay and Craigslist in the first quarter of 2016, 67 per cent of the used drives contained personally identifiable information and 11 per cent held sensitive corporate data, including company emails, CRM records and spreadsheets containing sales projections and product inventories.
Ransomware attacks on the rise
The number of users attacked by ransomware targeting Android-based devices has increased four-fold in just one year, hitting at least 136,000 users globally.
A report on the ransomware threat landscape, conducted by Kaspersky Lab, also found that the majority of attacks are based on only four groups of malware.
Cisco to acquire CloudLock
Cisco has announced its intent to acquire CloudLock., a privately held cloud security company based in Massachusetts.
CloudLock specializes in cloud access security broker (CASB) technology that provides enterprises with visibility and analytics around user behavior and sensitive data in cloud services, including SaaS, IaaS and PaaS.
"The acquisition will further enhance Cisco's security portfolio and build on Cisco's Security Everywhere strategy, designed to provide protection from the cloud to the network to the endpoint," Cisco said in a statement.
International travellers at risk
The urge to go online the moment they reach foreign soil sees a high proportion of people connecting to unsecured Wi-Fi networks, putting their personal data at risk, according to a study by Kaspersky Lab.
The research, which polled 11,850 people from across Europe, Russia, Latin America, Asia Pacific and the US, found that cybercrime is commonplace when abroad.
However, as ever more essential travel information – from maps and hotel confirmations to check-in details and boarding passes – is stored online, international travelers often have no choice but to connect upon arrival. Many will be keen to use Wi-Fi rather than risk incurring roaming charges, despite the fact that doing so will expose them to risk.
Intel to sell cybersecurity unit?
Intel is thinking about selling its security business, according to reports.
The Intel Security Unit, previously known as McAfee, could be offloaded as Intel refocuses its business around chips that power data centres and IoT devices.
Intel bought McAfee for $7.7 billion five years ago.
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Senate Minority Leader Mitch McConnell (L) and Senate Majority Leader Harry Reid testify before the Senate Judiciary Committee on June 3, 2014.
The Senate's top Democrat and top Republican gave clashing testimonies over political spending in an unusual joint appearance before a Judiciary Committee hearing Tuesday, taking their fight to a fresh stage.
Senate Majority Leader Harry Reid, a Nevada Democrat, told senators he supports a constitutional amendment limiting money spent in federal campaigns. Reid said he wants to get "shady money" out of the political system. Read Reid's testimony to the committee.
His Republican counterpart, Mitch McConnell of Kentucky, slammed the idea of amending the Constitution as "embarrassingly bad." The Republican leader said the proposal from Democratic Sens. Michael Bennet and Tom Udall would weaken the First Amendment. Read McConnell's testimony.
Democrats argue that the 2010 Citizens United and McCutcheon decisions by the Supreme Court have "opened the floodgates" for special interests, in Reid's words. The Nevada Democrat has consistently criticized billionaire industrialists Charles and David Koch, who have given millions to conservative groups.
McConnell told senators that the Democrats' attempt was simply a "political exercise" that "will never pass Congress." "The goal here is to stir up one party's political base so they'll show up in November by complaining loudly about certain Americans exercising their free speech and associational rights," McConnell said.
The amendment faces a very steep climb, not only because the Republican-led House is highly unlikely to take it up. Two-thirds of the Senate and House would also have to approve the measure, and Democrats' majority in the Senate falls short of that mark.
But the issue found passionate supporters on both sides at the hearing Tuesday.
Sen. Ted Cruz, a Texas Republican, on Tuesday filed a pair of bills that he said would protect individuals' right to free speech.


text:
A 4K PS4 Could Be Big Trouble
by Dave Thier via Forbes The big rumor out of last week, aside from everything out of the Game Developer's Conference, is the Kotaku report that Sony might be working on something like a PS4.5 — a mid-generation hardware update that would increase the PS4′s graphical horsepower, assumedly to allow the console to handle 4K gaming. It's a puzzle, from […]
by Dave Thier via Forbes
The big rumor out of last week, aside from everything out of the Game Developer's Conference, is the Kotaku report that Sony might be working on something like a PS4.5 — a mid-generation hardware update that would increase the PS4′s graphical horsepower, assumedly to allow the console to handle 4K gaming. It's a puzzle, from a hardware perspective: I don't know quite how Sony would pull something like this off, or what it would look like, but those aren't the only problems here.
It echoes something we heard from Phil Spencer recently, who suggested that the Xbox One would also be seeing incremental updates. The implication is extreme: essentially, these plans are an attempt to totally upend the concept of a console generation and further break down the barrier between machines like the PS4 and the rest of the panoply of personal computing options available to us.
There is something about it that makes sense, and lord knows that both the PS4 and Xbox One will start to look a little dated if they can't manage 4K. But consoles begin to lose a lot of what makes them special if the hardware stops being static. On the consumer side, the magic is gone: a console plays any game designed for it, it plays it well, and it does so with no tweaking. A sliding hardware scale could work much like PCs do now, but you lose that uniformity that defines consoles now. On the developer side, you've all of a sudden got way more concerns than you had before, and you lose the optimization that static hardware can offer. Notice how much better games look late in a console generation than they did at the beginning? You get a lot of mileage out of a good team of developers learning a specific machine from the inside out.
The obvious concern is that you could split the market: that's the last thing these companies want, but they're going to have to be very careful to avoid it. Would a developer be allowed to press a console for all its worth, and make something that wouldn't run on an older version? Could a company like Naughty Dog still make the graphical showcase it's known for if it has to work on two different systems?
The counter-example that's always giving is the iPhone, and there's a lot of truth to that comparison. The iPhone manages consistency with constant iteration, and that seems to be what Sony and Microsoft MSFT -2.21% have in mind. But it's also important to remember that older iPhones don't run new games, and people don't expect to have a smartphone as long as they expect to have a console. It introduces a whole range of questions that don't have to be asked today.
This might be a necessary move: the death of consoles might have been vastly overstated, but that doesn't mean there aren't several existential threats to the way we game in the living room today. The PS4 and Xbox One may well need to adapt in order to remain relevant, especially if Sony wants to keep working on total living room domination. But it might be a rough transition.
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Posted on March 20, 2016 0 By Gamer's Outpost LLC Press	Opinion Piece Posted in Opinion Piece
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text:
La pieve di San Marcellino è un luogo di culto cattolico situato a Monti, nel comune di Gaiole in Chianti, in provincia di Siena e diocesi di Arezzo-Cortona-Sansepolcro.

Storia
L'edificio venne realizzato nei pressi di Cacchiano, un importante insediamento militare di epoca romana. Nelle sue vicinanze, alla fine del XIX secolo, venne scoperta una necropoli romana risalente al II-III secolo d.C. mentre altre tombe d'età imperiale vennero scoperte nei pressi della pieve.

Ebbe notevole importanza nel Medioevo e risulta di patronato della famiglia Ricasoli già dall 963.

Venne scelta come sede di importanti eventi. Nel 1029 vi fu emessa la sentenza favorevole al vescovo di Arezzo nella controversia con quello di Siena sull'appartenenza di alcune zone del Chianti. L'episodio più importante avvenne però nel 1176 quando i consoli senesi Forano e Rustichino e quelli fiorentini Cavalcante e Ristoradanno vi firmarono una accordo di pace riguardo ai confini tra le due repubbliche nel territorio del Chianti, accordo che venne poi confermato col Lodo di Poggibonsi del 1203.

Descrizione
La pieve di San Marcellino venne completamente ricostruita alla metà dell'Ottocento secondo il gusto dell'epoca. Quando Emanuele Repetti visitò questo luogo l'allora pievano aveva già iniziato i lavori di trasformazione della canonica. Il Repetti descrive la vecchia chiesa così:«...il corpo della chiesa conserva la sua antica struttura a tre spartiti, quasi a croce greca, i di cui archi laterali osano su piccolissime colonne di materia, misure e con capitelli diversi tra loro».

Ai primi del XX secolo nel muro della casa canonica furono rinvenuti due cippi marmorei con iscrizioni databili entrambi al II secolo d.C. Uno recava la scritta: TIBERIUS - CLAUDIUS - GLYPTUS / L-A-D-D ( Tiberius Claudius Glyptus locum adquisivit decreto decurionum) mentre sull'altro vi era inciso: ...PATRONIS PRAES/ TANTISSIMIS/ FFL - SECUNDINUS ET/ PERELIANUS PROC-SUMR/ EX VOTO LOCAVE- RUNT/ CURAN...( probabilmente si tratta di un ex voto che i liberti Secondino e Pereliano fanno ai loro padroni).

Nella pieve si conservano otto colonne e altrettanti capitelli di ordine corinzio già impiegati nella chiesa demolita nell'Ottocento. Le colonne sono state realizzate con materiali pregiati quali Marmo pario, Marmo cipollino e breccia africana e di queste sei sono ancora usate in chiesa mentre due, fino agli anni settanta, giacevano abbandonate nell'orto posto dietro la tribuna. Gli otto capitelli sono posti: due in chiesa sulle colonne ai lati del portale, cinque nella casa canonica mentre l'ultimo è posto sulla sommità della cappella mortuaria del vicino cimitero ed usato come base di una croce in ferro; tutti i capitelli presentano una eterogenea qualità artistica e un altrettanto varia collocazione cronologica tra la metà del I secolo d.C. e la fine del II e sembrano provenire da alcuni tempietti votivi per la adorazione delle divinità campestri.

Piviere di San Marcellino

chiesa di San Marcellino in Colle;
chiesa di San Pietro in Barca;
chiesa di San Pietro a Castagnoli;
chiesa di Santa Maria a Rietine;
chiesa di San Cristofano a Lucignanello;
chiesa di San Martino a Lecchi;
chiesa di San Jacopo a Barbischio;
chiesa di San Quirico a Tornano;
chiesa di San Regolo in Brolio (San Felice in Pincis);
chiesa di Sant'Angelo di Lucignano;
chiesa di Sant'Angelo di Nebbiano;
chiesa di San Martino di Stieula;
chiesa di San Bartolommeo di Stielle;
chiesa di San Pietro a Larginino.

Bibliografia

Voci correlate
chiesa di San Marcellino in Colle

Altri progetti

Collegamenti esterni

Marcellino
Marcellino

redpajama_set_name: RedPajamaWikipedia


text:
Wake Me Up When September Ends
Essential Albums
American Idiot (Deluxe Edition)
Sometime in 2002, Green Day went into the studio to work on a new album they were tentatively calling Cigarettes and Valentines. The band were tired, cranky, low on ideas and morale. They'd already sold a zillion records, criss-crossed the world and put out a greatest hits album (International Superhits!), something they'd never dreamed of in the days of playing warehouse shows in Berkeley—and arguably something no self-respecting punk band should do anyway. They talked about breaking up. And just like that, the masters for the album—which none of the members had felt all that strongly about to begin with—were stolen from the studio: Bad fortune, good opportunity.
Released in 2004, American Idiot wasn't quite a reincarnation for the band, but it was close. They'd been experimenting with polka music, salsa, dirty versions of Christmas songs and, maybe most radically of all, not sounding angry all the time. In place of the compression that made their early albums so indelible came a strange new dream: Billie Joe Armstrong wanted to write something big and operatic. He wanted to write "Bohemian Rhapsody".
Weird as it sounds, it was more or less a logical next step. After all, the band were already playing the arenas—why not act like an arena-rock band? Anchored by two sprawling nine-minute song-suites ("Jesus of Suburbia", "Homecoming") and a loose unifying story, American Idiot wasn't just their most musically varied album (it upped their quotient of military marches, glockenspiel and Celtic-sounding ballads by 100%), but their most emotionally varied one, too, by turns bratty ("American Idiot"), anthemic ("Boulevard of Broken Dreams"), goofy ("She's a Rebel") and reflective ("Wake Me Up When September Ends"), sometimes all in the space of the same song.
And where they'd always been political in a casual, lowercase way, here they made their message bolder, channelling their frustrations towards a host of American infirmities, from widening class inequality to the ascendance of religious evangelism to the country's looping preoccupation with war. In case it wasn't clear where the band was coming from, Armstrong often performed the title track wearing a novelty mask of George W. Bush.
Most of all, American Idiot marked the moment when Green Day truly embraced their status as old-fashioned rock stars: ambitious, anthemic, a little clunky, but committed to the big ideas. The album became their best-selling since Dookie and was famously adapted for the distinctly un-punk setting of Broadway—a leap no band of their distinctly subcultural origins had ever really made before. In other words, here was a band by and for losers, finally accepting that they'd won.
In 1993, alternative rock was still ruled by the brooding sounds of what we once called grunge: Nirvana, Pearl Jam, Stone Temple Pilots, et cetera. Released in February 1994, Green Day's third album—and first for a major label—was like a glass of cold water in the face. First off, it was catchy. Not in an oblique, theoretical way, but in a way that was vibrant, sweet, immediate—it wanted to please. Second, it understood the special process of combustion by which angst becomes humor.
Here were songs about panic attacks ("Basket Case"), poverty ("Welcome to Paradise"), and mind-destroying boredom ("Longview") that felt not just familiar, but funny. If it was punk, it was punk not in the style of Sex Pistols but Ramones: guys whose anger was neutered by their own hilarious incompetence, whose smarts were evident in how effortlessly they played dumb. Even the album's sober moments ("She," "When I Come Around") had a directness that made them feel ordinary, routine: These weren't tortured artists mapping the rim of existential despair; they were regular dudes, walking around, hoping to burn off a little nervous energy.
Within a year, the band had gone from sharing a basement near the UC Berkeley campus (you can still see it in the "Longview" video) to sharing a Grammy—a shift that set them on the path to becoming the rabble-rousing arena act they are now, more in tune with artists like Foo Fighters and Bruce Springsteen than Dead Kennedys. (The tradeoff proved bittersweet: Purists from the Bay Area punk scene they'd helped nurture and grow wrote them off as sellouts; a piece of graffiti on the wall of the legendary Berkeley DIY space 924 Gilman Street read "Billie Joe Must Die"—all this despite the band's sound staying pretty much the same throughout.) Snotty, charming, and lighthearted, Dookie was the album that put alt-rock's feet back on the ground.
Father of All Motherfuckers
Revolution Radio
¡Tré!
¡Dos!
¡Uno! (Deluxe Edition)
American Idiot (The Original Broadway Cast Recording)
21st Century Breakdown (Deluxe Edition)
Jesus of Suburbia
Boulevard of Broken Dreams (Live)
American Idiot (Live)
Kill the DJ
Father of All...
Holiday (Live)
Back in the USA
Green Day Essentials
Raise a rocking fist to three-chord ragers, acoustic ballads, and rock opera epics.
Green Day Video Essentials
The pop-punks capture scenes of absurdity and introspection.
Green Day: Next Steps
Snarling, skate-friendly gems from California's long-running, bratty punk heroes.
Green Day: Deep Cuts
The pop-punk giants take on DJs, The Kinks and garage rock.
Green Day: Influences
These radio hits and indie gems shaped the punk icon's sound.
Inspired by Green Day
This is what happens when you introduce punk to kids bred on sugary pop hooks.
Dreaming - Single
Otis Big Guitar Mix - Single
Xmas Time of the Year - Single
Fell for You (Otis Mix) - Single
Letterbomb (Live) - Single
Oh Love - EP
Last of the American Girls - Single
Awesome As Fuck (Live) [Deluxe Edition]
Bullet In a Bible (Video Version) [Live]
Greatest Hits: God's Favorite Band
Demolicious
Uno...Dos...Tré!
International Superhits!
Pinhead Gunpowder
The Longshot
Emily's Army
About Green Day
When Green Day's Dookie broke through in early 1994, rock was still dominated by bands like Nirvana and Pearl Jam: brooding, serious, hostile to pop. Though originally hailed as punk revivalists blindsiding the mainstream from the margins, Green Day has become one of rock's sturdiest institutions, a band whose sound threads the three-chords-and-a-head-rush excitement that runs through everything from '50s rockabilly and '60s garage to '80s New Wave and '90s skate-punk. Even when they go big—the rock-operatic scope of 2004's American Idiot and 2009's 21st Century Breakdown, for example—they keep things catchy and concise, never letting their ambition interfere with the premise that the best way to get people involved in an idea is to make it fun. In other words, Green Day wasn't here to explore personal pain, but communal joy.
Formed in the late '80s in San Francisco's East Bay, the band (singer/guitarist Billie Joe Armstrong, bassist Mike Dirnt and drummer Tré Cool, the latter of whom replaced John Kiffmeyer early on) became one of the preeminent forces in '90s and '00s rock, joining a wave of artists—including Rancid, NOFX and blink-182—that merged the energy of punk with the affability of pop. From Dookie on, they've remained remarkably consistent, peppering their albums with hints of Beatlesque pop, soul rave-ups and radio-ready ballads ("Good Riddance [Time of Your Life]", "Boulevard of Broken Dreams", "Wake Me Up When September Ends") that extended their reach without altering their core. Looking back, it's hard not to see the band's success as a microcosm of alternative music's migration into the mainstream: Instead of erasing arena rock, Green Day reinvented it.
East Bay, CA


Freed from the Real Price | Magic: the Gathering (MTG) on sale at Manaleak!
Rules Text: Enchant creature: Tap enchanted creature.: Untap enchanted creature.
Flavour Text: When a strong mind moves, form and energy shift to heed it.


The Four-Color Matrix method (FCM) was developed to improve the accuracy of chromaticity measurements of various display colors. The method is valid for each type of display having similar spectra. To develop the Four-Color correction matrix, spectral measurements of primary red, green, blue, and white colors of a display are needed. Consequently, a calibration facility should be equipped with a number of different displays. This is very inconvenient and expensive. A spectrally tunable light source (STS) that can mimic different display spectral distributions would eliminate the need for maintaining a wide variety of displays and would enable a colorimeter to be calibrated for a number of different displays using the same setup. Simulations show that an STS that can create red, green, blue and white distributions that are close to the real spectral power distribution (SPD) of a display works well with the FCM for the calibration of colorimeters.


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Varca is a census town in South Goa district in the Indian state of Goa.

Geography
Varca is located at . It has an average elevation of 0 metres (0 feet).

Beaches

Varca is renowned for its beaches, hence it has become a popular destination for tourists. The row of wooden fishing boats seen on the beach belongs to the Christian fishing community. Popular beach resorts and stays in Varca include the Caravela Beach Resort, Sterling Goa, Varca., ZURI White Sands Resort, the Club Mahindra Varca Beach Resort and Serenity By The Origami Collection, Goa, Monica Guest House, Varca Beach House.

Demographics
As of the 2001 India census, Varca had a population of 4859. Males constitute 47% of the population and females 53%. Varca has an average literacy rate of 77%, higher than the national average of 59.5%: male literacy is 80%, and female literacy is 75%. In Varca, 10% of the population is under 6 years of age. As of today, the population is about 25,000. Most of the males in Varca, take up jobs as Sea farers or as NRI(Non Resident Indians) in the middle east like Kuwait, UAE and Bahrain. The Town mostly comprises Catholics and Hindus.

Business
Businesses have boomed in Varca, since it is a tourist spot for major hotels. Many banks like HDFC Bank and Corporation Bank have opened their services in the town of Varca. Borkars Super Store, Magson's Supermarket, Home Centre etc provide a complete shopping experience for tourists and locals.

Monuments
The Our Lady of Gloria church is considered one of the oldest buildings in Varca. It is still operational with locals and many tourists attending its services. Beside the church, is St Mary's High School, which is managed and run by the church.

References

External links

 Varca Photographs, 2012

Cities and towns in South Goa district
Beaches of Goa
Comunidades of Goa
Beaches of South Goa district


This quality dimensional paint is great for beginners, family crafts, school projects and more. The paint is nontoxic, dries permanent, and is machine washable for creativity that lasts. What's more, the easy-squeeze bottle makes applying paint simple.
Great for all kinds of projects on different types of materials such as: denim, t-shirts, shoes, backpacks, purses, jewelry, frames, lamps, pillow, wood and much more.


The thing I love about make-up and natural beauty is that there is ALWAYS more to learn. You often get told (and it is actually true) that your real training starts when you get out of the classroom and into the real world. So naturally, I was so excited when I won a consultation with the incredible Kristen, founder of Kjaer Weis. I was nervous, excited and in awe. What this lady has created is amazing. It's the Cartier of cosmetic design (and recyclable), natural and luxurious. What I learnt from Kristen, will stay with me for a ever – she is insightful, talented and most of all, an inspiring lady! So enough of how in awe I was with what I had won, what did I learn?! Read on my Content beauties, welcome to the world of Kjaer Weis.
Tip 1. Beauty starts from the Inside: We all kind of know this already but always brush it aside: there is only so much a product can do for us because, beauty comes from within. Kristen starts her day with green juice (green lemonade if you're Kristen) and always has 2 litres of water a day – and you can tell. So get drinking your green juices girls, and glow from the inside out.
Tip 2. Don't always think you need concealer under your eyes: We chatted about how I sometimes get a lot of build up under my eyes because of foundation and concealer due to those deep, dark bags that have a party underneath my peepers. Kristen blew it out of the water and simply said, just don't use it. Go with foundation as your coverage for underneath there and keep it at that. The Kjaer Weis Foundation is amazing for that, as it's ground breaking: super sheer but gives coverage, moisturising and is basically skincare, because of the amazing ingredients.
Tip 3. Don't be afraid to work with your fingers: The debate rages on with who prefers what, which is better and what gives the best finish. Kristen is a fingers girl for the most part. She loves to feel the products in her hands and warming the product to use on the face. If her makeup was anything to go by from our consultation, I'll be using fingers from now on. The blush that she uses most on herself is Desired Glow. You can use this all over the face to instantly look like you've come back from your holidays and you radiate beauty. I shall be stocking up immediately.
Tip 4. Highlight down your nose: Now, I've not really done this much before. I've always stayed away from doing anything with my nose, because, it's just my nose. Kristen talked about highlighting with Radiance from her collection on the cheekbones and down your nose. It gives a glowy, dewy, super pretty look and leaves you feeling fresh as a daisy and ready to take on the world. Highlighting your nose is now a new trend. You heard it here first!
Tip 5. And finally, Kristen's last nugget of wisdom. If you mist your eye brush with some water and use the eye shadows, the pigment becomes more intense and gives you a totally different look for a night out. That means you're essentially buying two eyeshadows for the price of one. Which means that you've saved money from only buying one eyeshadow. Which means, you can buy another one and then you have four. Girls, not only are the products incredible, we now have two for one eyeshadows as well! If you've not checked Kjaer Weis out before, I recommend you do so. It's basically skincare with coverage. Downright amazing.


Kerin Spadaro never breaks a sweat.
When the Bay Shore / Islip gymnast competed for the third time in the state championships as a freshman, placing fifth on the uneven bars, her palms weren't sweaty.
When she went toe-to-toe with former top Suffolk gymnast, Half Hollow Hills' Nicole Jackson, at the county championship and state qualifier, beating her on bars both times, her knees weren't weak and her arms weren't heavy.
Spadaro, now a sophomore at Islip, is always calm and ready. This year, she'll aim for the No. 1 all-around spot in the county, even while battling back from ankle injury suffered during the summer.
Spadaro has the experience and the expertise. She started gymnastics at 5-years-old and joined the combined Bay Shore/Islip varsity team as a seventh grader. It's been an uphill tumbled ever since.
It doesn't seem to affect Spadaro at all. Spadaro secured a spot on the state team her first varsity year as a floor exercise specialist.
For the last two years, she was a member of the all-around state team. In 2017, she placed third on the uneven bars and 17th in the all-around.
Last year, Spadaro was named captain and was undefeated in the all-around during the regular season. At states, she also placed 12th in the all-around.
She isn't sweating it. During the regular season, Spadaro will start on bars, her favorite event. Eventually, she hopes to vault her way back to an all-around spot in the county and state championship.
Sarah Moussa, Connetquot, Soph: Moussa is also returning from an injury, a broken finger, but it won't hinder the top competitor from improving on her freshman season. She competed as an all-arounder at the state championship and placed 12th on beam.
Haylie Kelly, Babylon, Soph: Last season was Kelly's second year on the state team, this time as an all-arounder. Look for her on the floor, which is her best event.
Bella Kelly, Babylon, Soph: Like her twin Haylie, Bella is also a floor specialist. She made the state team on floor for the first time.


Margins for retail packs of butter have been squeezed over the past year and with strong wholesale prices, those supplying the packed butter market have some interesting decisions to make.
The average wholesale butter price for May was recorded at £4,300/tonne, around 112% more than the price in May 16. While this was the average for the whole month, prices ended the month closer to the £5k mark.
By comparison, in this time, consumer prices have increased by just 10%. These movements mean those involved in supplying retail packs of butter are likely to have seen their margins reduced.
So what will happen next if wholesale butter prices remain high? Fundamentally, retailers have three options; increase retail prices, work with their suppliers to absorb the additional cost, or a combination. However, this is a slightly simplistic view. Some retailers and suppliers might be looking at longer-term deals to limit some of the volatility in prices.
The retail market is so fierce with competition that retailers will not want to increase retail prices if it makes them uncompetitive. It has been suggested we have already seen some retailers "testing" price increases to see what other retailers do.
However, demand for fat is high and supplies are low, placing upward pressure on prices. If this continues, we are likely to see retailers going down the option 3 route and try to spread the price rises to the consumer while not eroding their own margin too much.


Accelerating the economic growth of the Northern Netherlands is the greatest and most important ambition of the Northern Innovation Board, a collaboration among the northern entrepreneurs, governments and academic institutions who created the Northern Innovation Agenda in 2014. NIB is tasked with implementing and updating this agenda with the ultimate goal of expediting economic growth in the Northern Netherlands. This includes yielding a greater return from the energy, water, food/agro, health and industry ecosystems. Entrepreneurs have been tasked with taking the lead in this endeavor by sharing their vision, initiating collaborations and stimulating its development. Our board consists of entrepreneurs, representatives of the three northern Dutch provinces, the four largest northern cities and all of the vocational and secondary education institutions and universities of applied sciences and research in the north.


text:
Achates Claims Huge Gains in Fuel Efficiency of Opposed-Piston Design
be profitable by the end of this year, according to Larry Fromm, Achates' vice president of business and strategy development. (When I asked Johnson about achieving profitability, he was more circumspect, saying, "We feel really good about our goals and our progress, but we'll see.")
But Achates' lucrative contract work also comes with a key PR disadvantage—Achates' customers usually impose non-disclosure requirements that prevent the San Diego startup from identifying its customers or discussing its projects.
So Johnson and company were pleased to discuss a three-year contract that was awarded last month by the U.S. Army Tank Automotive Research, Development and Engineering Center (TARDEC) to AVL Powertrain Engineering and Achates Power.
"It's the first contract we could talk about," Fromm said. "We are working on other engines for other companies. Truck engines. Stationary power engines. But we can't talk about that."
A48 engine undergoing tests (Achates Power)
TARDEC, a major Army research, development and engineering center based at the Detroit Arsenal in Warren, MI, awarded the contract for design and construction of a "next-generation combat engine." The $4.9 million contract calls for AVL, the prime contractor, to make an engine based on Achates' opposed-piston design, with superior fuel efficiency, high power density, and reduced heat loss through combustion and exhaust gases. The engine is intended for use in a wide range of military vehicles, and must be multi-fuel capable. When completed, Fromm estimates the engine will produce between 200 and 250 horsepower.
"Think of the fleets of vehicles our military uses," Johnson says. "Trucks, ambulances, humvees, MRAPs [Mine-Resistant Ambush Protected]. It's a huge logistical infrastructure, and it uses about 2 percent of all fuel used in the U.S."
The Army allowed Achates to disclose the contract award, but Johnson said the company wouldn't be releasing performance data and other details about the Army's next-generation engine once it's completed. Still, he says the Army contract is "a reflection of the work we've done so far. It's actually a modest contract for us, and one that's easy for us to deliver."
So what can Achates disclose?
In numerous benchmark comparisons with various engines, including both production models and advanced development engines, Johnson says the Achates engine "consistently shows a 15 to 20 percent improvement in fuel efficiency over the very best engines that are out there." This includes published data for the best-selling diesel truck engine in the U.S., the Ford 6.7 liter V-8 power-stroke engine, built for Ford's popular SuperDuty pickup truck. Achates says its engine also can comply with the strictest emission standards, including EPA 10 and Euro6.
In an industry that typically strives for a 1 or 2 percent gain in fuel efficiency, Johnson says, "20 percent is huge. It'll change the world. But not like the lightbulb. It's going to take some time."
In addition to contract work, Achates sees revenue-generating opportunities in technology licensing. "We expect to sustain ourselves doing engineering services, and once engines are in production, we'll get royalty revenue from every engine sold," Fromm said.
Johnson says Achates is focused initially on the U.S. and global markets for commercial engines, an estimated $51 billion market. The next target he sees is the combined market for gasoline and diesel-powered engines, which is now at more than $300 billion and accelerating to an estimated $526 billion in 2020. That should be enough to get a startup company out of first gear.
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2 responses to "Achates Claims Huge Gains in Fuel Efficiency of Opposed-Piston Design"
show_us_something says:
Seems like an exaggeration.
There are LOTS of technologies that increases mileage by 15%. Hybrids do it easily. Direct fuel injection makes a huge difference. Turbos, etc.
The question is the cost and reliability.
Seems like having less parts and a more Boxer-like cycle for better heat dissipation would make it ultimately more reliable and at least somewhat cheaper.
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The cricketing world has witnessed a wildly seesawing, if not enthralling, contest during the 2015 Ashes campaign. Contrary to expectations, pre-series underdogs, England, lead bitter rivals, Australia, 2-1 heading into the fourth of five Test matches at Trent Bridge.
As the pivotal fourth match approaches, there's one quandary at the forefront of every cricket diehard's mind: Will Australia rediscover its form from the second Test at Lord's, and keep the series alive with a dominant display? Or will England push on with its devastatingly efficient bowling attack to reclaim The Urn in an unexpected Ashes trouncing?
Let's use data visualization and Business Intelligence software to see if England can claim a fourth straight Ashes series on home soil, or whether Australia can revive the form that saw it complete a 5-0 Ashes whitewash just 18 months ago Down Under.
Note: Bowling averages are only made-up of full-time bowlers and genuine 'part-timers'. Team batting average comprises individual averages of all squad members – after all, if you're in the Test eleven, you have to bat!
England began its 2015 Ashes campaign by playing some highly disciplined cricket, 'taking the chocolates' at Cardiff by 169 runs – in the face of hostile local and international media speculation about Australia's anticipated dominance.
Australia then showed its mettle, wrestling back the ascendancy at the Home of Cricket in the second Test, defeating England by 405 runs for the loss of only 10 wickets across its two innings at Lord's.
In a wildly oscillating series, England turned the tables back on the Australian's during the third Test at Edgbaston, beating the Aussies by eight wickets inside three days. And, with both teams evenly matched on the stats sheet, it seems just as likely that Australia's touring squad could fight back into the frame during the fourth test at Trent Bridge and extend England's bizarre win-loss-win-loss world record (currently standing at seven matches in a row alternating between victory and defeat).
After the three matches of the 2015 Ashes contest thus far, Australia holds a marginally stronger batting and bowling average. Australia is averaging 2.53 more runs per wicket, with its bowlers conceding 3.07 fewer runs per wicket compared to England.
Assessing the Test career batting and bowling averages per team also underscores the closeness of the two squads. When batting in Tests, Australia averages 3.76 more runs per wicket, while England's Test bowlers concede 1.84 fewer runs per wicket.
So, with batting and bowling statistics tightly matched, which individual members of each team need to improve to bolster their country's chances of Ashes glory?
Note: Steven Finn has not been required to bat in the 2015 Ashes series to date, and so has no batting average for the series.
Moeen Ali has the fourth best batting average of any English player during the 2015 Ashes series, and is batting at number eight!
In two vulnerable line-ups, which batsman can hold their nerve?
So far, 2015's fight for The Urn has been characterized by a battle of brittle batting line-ups. For Australia, it's an increasingly insecure middle order that's the cause of its batting frailty. For England, a vulnerable top order has been repeatedly exposed.
The potential problem for England is that it seems to be out of options to replace its underperforming batsmen. Buttler, Balance and Bairstow have all been in-and-out of the Test team of late, and all are underachieving and short on confidence. At the top, the long-term troubles of captain Cook have been well documented, with the English skipper just doing enough to avoid the wrath of the tabloids. Over the same period, a number of opening partners have come and gone with little success. And, with Lyth averaging a mere 12 runs per innings, the opening partnership remains an unsolved problem for England.
Australia's batting issues seem a little more immediately fixable. Rogers has been the most consistent batsman of the series to date, opening partner Warner has begun to show signs of returning to form, while Smith's double ton at Lord's exuded class and swept aside concerns over his unorthodox technique in English conditions.
While Australian captain Michael Clarke is badly out of touch – with just 94 runs in six innings this series, he has a habit of pulling out a big innings when his team needs him (Cape Town 2014, anyone?). In addition, Australia's second worst performing batsman, veteran Adam Voges, seems likely to be substituted for the in-form Shaun Marsh – a ready-made replacement and proven international performer. Additionally, Australia's next worst performing batsman, Brad Haddin, has been replaced by, Peter Nevill, with the debutant wicketkeeper acquitting himself well thus far in his two Test career.
As we know, it's a tight tussle between Australia and England's bowling units, which (aside from Australia's resurgence at Lord's) have held sway over the opposition's batting units during the series.
As a bowling unit, Australia has conceded 3.07 fewer runs per wicket during the first three matches of the 2015 Ashes series compared to England's attack. Conversely, England's Test bowlers concede 1.84 fewer runs per wicket based on the career averages of both bowling units.
But pure statistics can be a little misleading in this instance. In a series where the seamers have been dominant, England's pace attack holds the edge. Frontline quicks Broad, Anderson and Finn are all conceding fewer runs per wicket than their career averages. The resurgent Finn is averaging an impressive 14.62, while Broad (27.41) and Anderson (27.50) are both conceding comfortably fewer than 30 runs per wicket.
Australia's much hyped pace attack has struggled by comparison – not that they've played badly. Both Hazelwood and Johnson have conceded more runs be per wicket in the 2015 Ashes series (22.50 and 33.60) than their Test career bowling averages (20.34 and 27.78). Starc has managed to marginally better his Test bowling average during his Ashes campaign (32.11 vs 31.66). Unlike their English counterparts, none of Australia's first choice pace attack have conceded fewer than 20 runs per wicket, with the inconsistent Mitchell Johnson and Mitchell Starc both conceding more than 30 runs per wicket.
However, the absence of James Anderson for the fourth Test (side strain) just made things interesting.
So, will England's pace attack be able to maintain ascendency without Anderson – its all-time leading Test wicket-taker?
Note: 'England' refers to all tests played by England since May 2003. 'England without Anderson' includes all games played by England since May 2003 in which James Anderson did not play. 'James Anderson' refers to all games played by Anderson since his Test debut in May 2003.
As counterintuitive as this might sound, England is better off without Anderson – according to the stats, anyway.
Arguably England's best Test bowler of all-time – who cares? Fifty-three wickets in eight tests in Nottingham (at an average of less than 20, including a 10-wicket haul in the 2013 Ashes series) – whatever!
Since making his debut in May 2003, England's Test record indicates that the team actually lifts in his absence. England has the best winning percentage in Test matches played without Anderson (46.94%), the lowest losing percentage for matches without Anderson (20.41%), as well as the highest rate of drawn matches without Anderson (32.65%).
Prediction? The Urn looks set to return to the birthplace of cricket (that's England, if you weren't sure).


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Gold From A Galaxy Far, Far Away
Astronomy	by Majken Christensen October 18, 2017 April 27, 2018
Monday earlier this week the internet exploded with the news from ESO that two neutron stars merged in the galaxy NGC4993 located 130 million light years away. This was measured on August 17 this year and the discovery was therefore named GW170817, which is short for 'Gravitational Wave on August 17, 2017' as measured by LIGO in USA and Virgo in Europe.
The discovery is groundbreaking for several reasons:
It was the first time gravitational waves were measured from merging neutron stars. Until August 17 gravitational waves had been measured only four times and each time was from merging black holes. Gravitational waves tell us something about the mass of the merging system.
Neutron stars emit light (unlike black holes) and this is important, because light carry the information we have about the Universe. Light tells us something about the composition and content of any system in the Universe, including a neutron star merger. The light was also measured on August 17 and for the first time astronomers had access to gravitational waves AND light from the same system.
It had long been thought that heavier elements in the periodic system, such as gold or platinum, were created in neutron star mergers to a much higher degree than in supernova explosions. By measuring the spectrum from a neutron star merger, astronomers can directly observe this creation process – and not just have a theory.
Astronomers published more than 60 papers on arXiv after the ESO announcement on Monday. Some 3,000 scientists have worked on this discovery, and the observation data will keep them busy months and maybe even years into the future.
So, while astronomers are working on more details, let us look into how the gold in your ring is created and how it ended up on your finger.
Communication In The Universe
The fastest way something can move is the speed of light (roughly 300,000 km/s). This was something Einstein came up with in his theory of relativity about 100 years ago. So far, all measurements have confirmed this theory and even though there are still some unanswered questions (like what is dark energy?), the theory is consistent with observations. The consequence of this is that nothing moves fast than the speed of light – even gravity obeys this law. When something happens anywhere in the Universe we (on Earth) can not know faster than it takes for the signal to travel to us. If something happens 300,000 km away, we will know of the event 1 second after it happened. If something happens 150 million km away, then we will know after 8 minutes. This is why it takes 8 minutes for the solar light to reach us after it was emitted from the Sun's surface.
The distances in the Universe are far too big for it to be efficient to measure distances in km. Therefore, astronomers use light minutes or light years. The sun is 8 light minutes away, because it takes 8 minutes for the sun light to reach us. Much easier to work with this unit, and astronomers do not have to spend time writing too many figures on the paper.
Some say the GW170817-source is 130 million light years away – others say it happened 130 million years ago. So who is right? The answer is: Both are right. The merger event happened 130 million years ago, because it took the gravitational wave signal 130 million years to travel to us.
And by the way: you are right! Gravitational waves and light are two very different things. But when it comes to travel speed they both propagate at 300,000 km/s, because both wave types are massless. In fact, the velocity of gravitational waves was confirmed by the GW170817, as the two wave types arrived within less than two seconds of each other.
The gravitational waves from the neutron star merger are ripples in space-time (whoa!) that propagates at the speed of light.
So we can never know something faster than the signal can travel much the same way, that you can never get faster to work than your legs can walk or your car can drive. Why is it then called the speed of light and not the speed of gravity? For that simple reason that the physics of light was formulated way earlier than the physics of gravity.
Where Do Neutron Stars Come From?
The GW170817 had two neutron stars that merged into one object. Each of the two neutron stars used to be a normal star. This means a regular star to observe on the night sky – just like any other star. Their only special features were their masses, as each of them need to be above the threshold for highmass stars, which is estimated to be around 8 solar masses. A star above that mass will die in a violent supernova. A star with a mass below that threshold (like say our own Sun) will not.
Throughout its life a highmass star will produce up to iron in the periodic table of elements. This happens though nuclear processes in the core of the star, where the temperature and density is high enough for atomic nuclei to fuse. At some point the star will exhaust iron production and can not continue to produce elements with higher atomic number as the nuclear binding energy is too high for it to be favorable. After all, atoms are all about having the lowest possible energy. The star therefore explodes as a result of the contraction when the core fusion comes to a halt. A shock wave is sent out from the core as the star violently dies.
Stars that die in supernova explosions will send out massive amounts of material into space, leaving only a small central object called either a neutron star (as in the case with GW170817) or a black hole. Highmass stars typically live some 10 million years before they explode.
For the GW170817 this needs to have happened twice as there were two neutron stars. It also needs to have happened sufficiently close for the two neutron stars to start their famous spiral dance. There is time enough. After the neutron star has been formed from a supernova explosion, it will stay this way for the next billions of years – until something happens to it, like for instance a kilonova explosion!
This is the new word in popular astronomy: kilonova. As the word sort of implies, it is similar to a supernova explosion but different.
A kilonova explosion can happen when two neutron stars spiral together and eventually merge into one object. The stars can orbit each other for years and years, slowly approaching one another until finally the inevitable will happen. They merge into one object. This does not go by unnoticed as both objects are very dense. A spoonful of neutron star will weigh as much as Mount Everest! When the Universe produces so extreme objects, then extreme events are bound to happen when two such objects interact.
In the neutron star case, the two stars come together and release a large amount of energy before they turn into a joint object. This could be a new neutron star or even a black hole.
Gold Production From Kilonova
The kilonova is different from the supernova, because the origin of the explosion differs. A supernova originates from a regular star composed of hydrogen, helium and a few heavier elements up to iron. When the star explodes the production of new elements depends on which elements were there to begin with. In this perspective it should not be hard to imagine that when two gigantic balls of neutrons splash together the explosion will be different and so will the element production.
Is it exactly this difference that is thought to account for production of elements like gold or platinum. As material is shot in all directions during the explosion, new elements are formed in the turbulent and energetic cloud of excess energy and material. All the material that does not go into the new object (that is a neutron star or black hole) will be distributed in space with very high energy. It is in this process that new elements like gold is believed to be formed.
Getting The Space Gold On Earth
The explosion is violent and short. The light from the kilonova is measured over a few days, before it disappears on the night sky. The explosion is over. Done. But all the material that was sent into space during the explosion is still hanging there in the space between stars: the interstellar space. The material is mostly gas mixed with dust and is called 'the interstellar medium' as it is large clouds of gas and dust distributed in the galaxy between the normal burning stars. Examples of such regions are The Pillars Of Creation or the Crab Nebula.
The cloud will contain all the atoms that were created in the kilonova explosion – likely mixed with gas and dust that were already present. These clouds are called nebulae or molecular clouds as they contain a broad variety of atoms and molecules. From hydrogen to gold, from water to alcohol.
The cloud is turbulent because everything in space continues to move until something stops it. At some point regions in the cloud can become so dense, that they start to collapse under their own weight. This is how stars are formed. This is how our Sun was formed. Most material from the region will go onto the star, but the leftovers – the material that did not make it onto the surface of the newly born star – will go into planet formation. So all the gold and platinum along with all other atoms that were produced with the kilonova explosion and eventually left in the nebula, will now be swept up by the clumps of rocks that will eventually become planets like the ones in our own Solar system.
goldGW170817kilonovaspacesupernova
The Golden Merger Of Neutron Stars
3 Crazy Features Of Neutron Stars – Outreach Consultancy


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text:
package org.apache.lucene.facet.search;

import java.io.IOException;

import org.apache.lucene.search.DocIdSet;

/**
 * Document IDs with scores for each, driving facets accumulation. Document
 * scores are optionally used in the process of facets scoring.
 *
 * @see FacetsAccumulator#accumulate(ScoredDocIDs)
 * @lucene.experimental
 */
public interface ScoredDocIDs {

  /** Returns an iterator over the document IDs and their scores. */
  public ScoredDocIDsIterator iterator() throws IOException;

  /** Returns the set of doc IDs. */
  public DocIdSet getDocIDs();

  /** Returns the number of scored documents. */
  public int size();

}

redpajama_set_name: RedPajamaGithub


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The African continent is growing ever more obese.
Rapid urbanization, population growth and expanding economies which swell the ranks of middle-income families, are leading to more Africans indulging in fast foods.
And like seen in more advanced economies, this has led to an increasing overweight and obesity levels across Africa. Health systems that aren't equipped to deal with the challenge are already being stretched.
A new report from the Malabo Montpellier Panel, a group of international agriculture experts, says African children are increasingly exposed to high-sugar, energy-dense, processed foods that are cheap in cost but lower in nutrients. Obesity among 7- to 11-year-olds increased from 4% in 1990 to 7% in 2011 and is expected to reach 11% in 2025.
Africa now has the fastest growing middle class in the world with current trajectories showing they will grow to 1.1 billion by 2060. Over the last few years, big fast food brands like Burger King, McDonald's, KFC, Pizza Hut, and Subway all set shop in the continent in the hope of taking advantage from the expanding middle class who have disposable income and a palate for processed food. Given that, an obesity epidemic is now unraveling in countries like Egypt, Ghana, South Africa, and Nigeria. Surprisingly, malnutrition and obesity also co-exist in the same households sometimes, with stunted children living alongside overweight adults, who themselves manifest multiple micronutrient deficiencies.
As diets laden with sugar, meat, and carbs grow, the prevalence and impact of diabetes are also growing. And with healthcare in Africa long focused on communicable diseases like malaria and HIV/AIDS, national health systems are not well developed to treat diabetes or its long-term consequences like heart attacks, kidney failure, and strokes. Hypertension has also risen as a critical problem. And besides the consumption of junk food, adults in Africa are increasingly consuming less fruit and vegetables, while smoking and drinking a lot.
In a continent with 233 million hungry people, poverty and undernourishment are still a daily fact. And while parts of the populations have expanding waists, the Malabo experts note that government agencies need to act on stopping food wastage, balance food production, and ensure a minimum dietary diversity for children and adults alike.


text:
Town and Country Planning Notices 7 May, 2013
Members of the public may inspect copies of the applications, the plans and other accompanying documents submitted at the Civic Offices, Knoll Street, Cleethorpes from 9.00 am to 5.00 pm during the period for making representations or online via the Council's web site at http://www.nelincs.gov.uk/. Applications for development in the Habrough, Immingham and Stallingborough areas can also be viewed at the Civic Offices, Pelham Road, Immingham. If any of the planning applications below refer to a householder application, in the event of an appeal against a refusal of planning permission, it may be dealt with on the basis of representations in writing. Any comments made about the application will be sent to the Secretary of State, and there will be no further opportunity to comment at appeal stage. Anyone who wishes to make representations should respond to Development Management Services at Origin 1, 1 Origin Way, Europarc, Grimsby, DN37 9TZ by: 30th May 2013
(2) Development affecting a Listed Building; (3) Development affecting the setting of a Listed Building; (10) Development affecting the Central Area Conservation Area; (12) Development affecting the Great Coates Conservation Area
DC/216/13/FRE - Erect 2.46m x 1.85m (8' x 6') wooden garden shed ship lap and 2.46m x 1.85m (8' x 6') wooden framed single paned garden greenhouse, 21 Cooks Lane, Great Coates, Grimsby-(2)(3)(12)
DC/165/13/WMA - Display one internally illuminated fascia sign, two internally illuminated projecting signs, two internally illuminated ATM collars, two ATM backing vinyls, one external applied vinyl overlay & one internal applied vinyl overlay, 50-52 Victoria Street (Lloyds Banking), Grimsby-(3)(10)
Date: 9th May 2013