text:
An In-Depth Look at The Potential of Blockchain-Based Virtual Real Estate
By Brian Curran November 21, 2018
Blockchain technology has been speculated as a viable infrastructure for the real estate industry for several years. Recently, a luxury condo in Manhattan was tokenized on the Ethereum blockchain as part of a broader trend towards the tokenization of both fungible and non-fungible assets such represented by the likes of securities and real estate, respectively.
However, one of the more intriguing concepts within blockchain networks and cryptocurrencies stems from the virtual arena. Virtual real estate — such as on Decentraland — offers a compelling case for an open and decentralized virtual economy.
A History of Virtual Property
1 A History of Virtual Property
2 Virtual Reality and a Demand for Virtual Real Estate
3 How Lucrative will it Become?
Virtual property derives its history from video games. Video gamers were some of the first to pick up on the potential of cryptocurrencies as a result of their similarities to in-game virtual currencies from games like World of Warcraft to Entropia. Most virtual property in these games tends to come in the form of tradeable skins or upgrades such as in Call of Duty or Counter-Strike also, but virtual property has also remained a lucrative endeavor for some.
For instance, a man sold his Entropia virtual property for a reported $635,000 all the way back in 2010. Ethereum was not even built yet, and Bitcoin was blooming as a fringe crypto-anarchist project. As a result, the $635,000 property was predicated on the notion that it wasn't even provably scarce or could be subject to arbitrary behavior by the game publisher.
Since 2010 and with the advent of blockchains and cryptocurrencies, virtual items have emerged with a renewed vigor as blockchains afford them the properties of verifiable scarcity and decentralized, P2P exchange. Marketplaces like Wax and OpenSea have materialized into open mediums for exchanging non-fungible gaming items such as CryptoKitties or Gods Unchained cards.
Despite Ethereum grappling with current scaling problems, there are some exciting projects with some admittedly odd long-term implications being built on the platform. While perhaps not yet ready for the mainstream, Decentraland and its immersion with other protocols like Aragon may offer a futuristic — and lucrative — glimpse of the market for virtual real estate within an interactive 3D world.
Virtual Reality and a Demand for Virtual Real Estate
According to a 2018 report on the Virtual Reality (VR) market released in April, the global VR Market was valued at $3.13 billion in 2017 and is projected to reach $49.7 billion by 2023 at a CAGR of 58.54 percent over that 5-year period. One of the most compelling forms of VR is the "Immersive" VR experience that can be used for anything from augmenting educational experiences to improving PTSD in post-war military members.
The entertainment side of immersive VR comes more tailored to experiences focusing on gamers. These platforms have even translated to blockchains, with Decentraland representing the prime example on Ethereum. The Block recently provided some excellent analysis on the extent of Decentraland's recent flurry of economic activity and why people may be targeting virtual real estate.
Read: What is Decentraland?
Parcels of land on Decentraland are divided into LAND non-fungible tokens that can be purchased with fungible MANA tokens on the platform. While activity from January 2018 until October 2018 was low — roughly $23.5 million spent –, the highest price paid for a parcel of land was $175,000. Further, data derived from NonFungible.com by The Block reveals that the average price per LAND token is approximately $602.
These prices are also within the context of a very early-stage project that has limited gameplay and a high barrier to entry as it is currently geared towards developers. So why virtual real estate and why pay $175,000 for one parcel of virtual real estate?
The answer may not be very straightforward this early in VR technology, but it essentially comes down to scarcity and interactive immersion. As the gaming industry progresses, virtual worlds will become more and more realistic. Games like Red Dead Redemption 2 are incredibly popular for this very reason. Moreover, games like Minecraft with their sandbox-style environment — similar to Decentraland — are some of the most popular games out there with issues of kids becoming addicted to the games an actual problem. When you throw in an uncensorable, decentralized ledger with provable scarcity, and its own native currency that is teeming with potential, you have a powerhouse product.
Read: What Are Non-Fungible Tokens?
How Lucrative will it Become?
Decentraland will likely not be the only blockchain-based VR 3D immersion game for long. However, analyzing the early-stages of how users and developers build property and cities, go to casinos, and exchange value with each other over an entirely virtual medium has some fascinating implications. Primarily, two components of virtual real estate are the most interesting:
How lucrative can it become?
Will it become a testing environment for concepts like fractionalized ownership and technological innovation?
The potential for virtual real estate to become highly lucrative is real. When considering how blockchain-based, provably fair casinos can be built into a world like Decentraland, where the value derived from that virtual casino can actually translate to tangible value outside of the game, it becomes difficult to place a limit on imagining various interactions within the virtual world. The permanent record of ownership and provable scarcity within a game on a blockchain plays a crucial role too. Real estate is scarce and mirroring that same rarity and value within a virtual realm through a non-fungible standard such as ERC-721 has profound effects on whether or not users will view virtual property as a legitimate long-term investment.
The ability of a virtual reality game built on a blockchain to become a testing environment for a myriad of technical and financial concepts is also absorbing. Fractionalized ownership has been floated as a method for divvying up a commercial real estate among smaller investors, made possible by the flexibility of tokens representing ownership in the property. Applying the concept outright in the real-world would assuredly bring some problems with it, so a medium like Decentraland could prove an exceptionally useful testing environment for working out the kinks in governance that fractionalized ownership necessitates. Subsequently, the viability of specific instances of fractionalized ownership could be determined, such as transferring another ERC-721 non-fungible asset like a digital art piece to Decentraland and testing its fractionalized ownership capabilities.
If we extend the testing environment plausibility of a platform like Decentraland to even technological innovations such as integration with VR headsets, then the boundaries are really being pushed. Finally, governance may prove to be one of the most challenging aspects of decentralized communities. A virtual landscape predicated on public and open standards can provide the type of sandbox for experimenting with governance models without the inherent polarization and negative effects that come with doing so in the real world. Yes, the medium is entirely virtual, but that does not necessarily mean people act completely different than they would under the confines of the Rule of Law. The complexity of governance is why practically experimenting with new models is indeed one of the few legitimate shots at finding a mechanism that works. The consequences don't have to be redefining established institutions and democratic foundations like representative democracy, but more subtle realizations in distributed network off-chain consensus.
Virtual real estate may be some time away from becoming a normal component within the blockchain and cryptocurrency ecosystem, but its potential to become so is there. Whether as an experimental ground for standardized public interactions between users seeking to monetize the virtual landscape or just gamers who are addicted to Minecraft and want to build scarce items, virtual real estate offers some promising ideas.
Author Brian Curran
Blockchain writer, web developer, and content creator. An avid supporter of the decentralized Internet and the future development of cryptocurrency platforms. Contact brian@blockonomi.com
Free Cryptocurrency: Complete Guide to Earning Free Crypto
What is DeFi? Understanding The Decentralized Finance Landscape
What is the Howey Test & How Does it Relate Cryptocurrency?


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The Relationship Between Posthuman Fashion And Humanity Cost in Cyberpunk 2020
"If my nightmare is a culture inhabited by posthumans who regard their bodies as fashion accessories rather than the ground of being, my dream is a version of the posthuman that embraces the possibilities of information technologies without being seduced by fantasies of unlimited power and disembodied immortality, that recognizes and celebrates finitude as a condition of human being, and that understands human life is embedded in a material world of great complexity, one on which we depend for our continued survival." - N Katherine Hayles
in March of this year at BreakoutCon 2018 my friend Hamish Cameron, author and designer of The Sprawl RPG, asked me if I'd read Cyberpunk and Visual Culture; in particular, an essay in it titled "'Today's Cyborg Is Stylish': The Humanity Cost of Posthuman Fashion in Cyberpunk 2020". I hadn't at the time but months later while designing Veil 2020, my minimalist retro cyberpunk RPG for The Gauntlet gaming community's monthly zine, Codex; I did.
Cyberpunk 2020 has an excellent authorial voice (Mike Pondsmith). From the very start of reading it, the first thing you see is somewhat typical of 90's tabletop games, a sexualized woman in lingerie except she's also got a cyber arm, setting the stage, so to speak, for what's to come. Also attempting to appeal to the demographic of folks buying games at that time, no doubt.
From the Cyberpunk 2020 corebook
The next thing you read is that you're going to be playing a cyberpunk in a "violent, dangerous place, filled with people who'd love to rip your arm off and eat it...you do what you have to do to survive. If you can do some good along the way, great." You find a cause your cyberpunk can get behind and throw yourself at it. To be a 'punk you need to internalize three concepts. The most of important of which? Style over substance.
As you read on the authorial voice continues to reiterate that your entree to this subculture is through fashion and through augmentations via various cybernetics. From chips that go into your head to bolster you to the chromed arms on display previously—your subculture is defined by style. How you do a thing and what you look like doing it matters.
"In Cyberpunk, what you look like is who you are. Fashion is action and style is everything"
Stina Attebery and Josh Pearson argue in their essay that by putting this central to gameplay, players are encouraged to incorporate psychological and technological vulnerabilities into their characters in order to pursue this aesthetic the corebook works hard to build in every facet of the reader's consumption of the material; from art to the layout, to the authorial voice. This, I think, is without question for me. The game presents cyberware and guns and the like as though they were a catalog, literally "selling" you these items and depicting them as desirable. In later supplements, the upgrades emulate the look of consumer brochures.
Beyond this, though, they also posit that by anchoring advancement and development of the character "in fashionable expression shows that posthuman fashion, as a self-conscious style project that is central to the genre of cyberpunk, can destabilize subject/object relationships and invite risky new ethical identities for human subjectivity embodiment." I would also add that by having players on a meta level function as consumers for their characters they are are also adding to this dichotomy.
Because tabletop games are collaborative, players are active participants in the hypocrisy of the game. You're purchasing things as a consumer all the time in order to fulfill your goal of expressing yourself, ostensibly while doing harm to the systems and structures placed there that would only seem to perpetuate our capitalistic reality. This game, unlike some others, is not overly concerned with this at first glance. As Mike Pondsmith, the author of the CP2020 corebook said, "cyberpunk isn't about saving humanity, it's about saving yourself." The text and images presented make it easier for the players to generate a character that is an expression of an identity different than their own. It's "cool" to look different; be different; act different, and to fuck up people who would hurt you and hate you because you are different. In fact, a lot of adventures feature factions and groups that are primarily concerned with hurting people who identify as cyberpunk. Namely: you.
So then. You want to embody someone with cyberware and fashion in this game. It is "what the game is about." It is positing that by forging an identity of an "other'd" person, you are in fact resisting; even if you're also interacting with commodities and products, your self-expression is by appropriating these commodities and products into subversive elements that are the primary focus of your fiction. The "style" of play.
"The perverse, unnatural use of clothes can articulate new gender definitions and destabilize apparently fixed notions of reality and materiality from the nation to individual subjectivity. Commodities, in other words, can be deployed against the cultural, libidinal, economic, and identitarian logic that they also appear to support." -- Maurizia Boscagli
As a player, you're shopping a catalog of subversive elements and then using them to craft an identity. In essence, using the skills we have as consumers in order to "game" our characters cyberpunk identity. Potentially a transformative experience, or at least a unique one; especially at the time of publication in 1990.
Then the game puts these decisions front and center in the fiction with Humanity Cost. Along with your "cool" stat in the game, you'll also find your "Empathy" stat, which is a "measure of how well the character relates to other people and is the basis for such skills as leadership, lying, convincing and romantic relationships." In CP2020 "the ability to be 'human' can no longer be taken for granted" because of the setting, in which most of the people are framed as survivors of a dystopia, cyberpunk or otherwise.
Different cyberware and augmentations cost varying amounts of Humanity Points which are calculated from your Empathy stat; 10 points for every point of Empathy. This means the more modifications you get the more your ability to empathize with others is reduced. The less flesh and bone you have, essentially, the more your ability to empathize with everyone else is degraded at a mechanical level. Eventually, you may even get cyberpsychosis, suffering a mental break. It could even get to a point where you lose control of your character and have to give it to the Referee (the person facilitating your game).
Mechanically this signals to the player that beyond the aesthetic that is prevalent, these choices are inherently risky. There is a cost beyond money that is associated with the identity you're forging for yourself.
In the essay, they posit that this could be leveraged by a player in the spirit of the game and allow a player to "tell a nuanced story about the connections between augmentation, identity, social relationships, and institutional power." Citing an example of a player doing just that to create a veteran who was heavily cyberized after being hurt badly in action and having only 2 Empathy left after the alterations. The play example was extremely positive.
So even as you're maximizing the potential of your character as a player, there is a dichotomy introduced mechanically into the framework of the game, even more so if you create a social character. You could kit yourself out to be an amazing performer, another example in the essay, but with your decreased Empathy you would be less able to participate in the experience you're creating through your augmentations. Every decision in the game is framed as being risky, right down to your self-expression and identity.
Often times when Humanity Points are in a cyberpunk game it signals to me that, well... it's old and reflective of the 90's fear of technology rather than more nuanced takes 25+ years later. However, I can appreciate the mechanical framework and scaffolding because these mechanics serve a clear purpose. Every tabletop game text is trying to help you recreate a specific experience at the table and the mechanics, I think, serve this purpose.
What cannot be denied, in my opinion, is that is not representative of some marginalized people. While there may well be social and psychological repercussions of having a prosthetic, in this system if you used technology to have your character's sex organs altered, for instance, that would also reflect a loss of humanity. Problematic and not reflective of today, let alone the future when presumably even more technology will be utilized and ubiquitous in the average individuals lives. Having a game system decrease your humanity because it's reflective of your own lived experience before you even get playing is understandably something a lot of people aren't going to be interested in. Since the time of writing, we augment our lives with even more technology and do not think of ourselves as less human, even if it does affect the way we socially interact with others.
This mechanic does reinforce the theme and tone of the game, though. Which is more credit than I had initially given it; initially outright dismissing the mechanic entirely as the technophobia of its time. Of course, people playing in the spirit of the game can create the play experiences written about in the essay, which is great! The Referee and players can always house-rule, altering the Humanity Cost mechanic to conform to items that might play toward what the game is trying to explore. What should cost humanity and what shouldn't, if you're keeping the mechanic in your game. But... if you're inclined to do that, why not play a cyberpunk game that doesn't have Humanity Cost and Points. There are many now, whereas back then, this was seminal work and cyberpunk tabletop options were few and far between.
People often conflate some of the problematic content designed for the game as something produced by Mike Pondsmith and R. Talsorian Games. The content produced directly by the company does have some of the 90's marketing stuff you'd expect but it does not have the problematic aspects some people recall; the adventures people made for the system are the culprits. Hopefully with the direction of Mike Pondsmith directly we can expect something that isn't problematic in Cyberpunk 2077.
We already know Cyberpunk 2077 is going to feature the humanity Cost mechanic. Empathy is back, displayed in the demo for press-only at E3 of this year. Will these mechanics translate well into a video game? Have they been at least updated, presumably along with the setting? With so little known about it still, it's hard to know what this means for the game.
cyberpunk 2020, cyberpunk 2077, fashion, style over substance, R. Talsorian games, classic cyberpunk, CD Projekt Red, rpg, ttrpg, tabletop cyberpunk, academia, analysis

redpajama_set_name: RedPajamaCommonCrawl


Essex county. This is a maritime township, comprising the whole of Cape Ann, and celebrated for the enterprise of its people in the fisheries and commercial pursuits. It is one of the oldest fishing establishments in the state. This cape extends about 8 miles into the sea, and forms the northern boundary of Massachusetts bay. Its harbor is capacious, easy of access at any season, and of sufficient water for ships of great burthen. Gloucester harbor and the chief settlements are on the south side. Sandy and Squam bays lie on the north side, about 4 miles from the south harbor, and afford harbors for small vessels. The lights on Thatcher's island bear about northeast 6 miles from East Point, the eastern boundary of Gloucester harbor. As early as 1794 the exports from this place, in one year, amounted to $230,000. Here are immense quarries of light and grayish granite, which is split with great ease, and in large regularly formed blocks. This stone is of a fine grain, is easily dressed, and can be put on board of vessels with little expense. The demand for this stone is rapidly increasing, and the quarrying, hammering, and transporting it gives employment to many men and vessels. The canal across the neck of the cape has failed of that success which was anticipated. The manufactures of palm-leaf hats, boots, shoes, hats, vessels, chairs, tin and cabinet wares, in the year ending April 1, 1837, amounted to $46,726. In that year there were 221 vessels employed in the cod and mackerel fishery, the tonnage of which was 9,824 tons. They took 55,181 quintals of cod fish, and 43,934 barrels of mackerel: 113,760 bushels of salt was used, and 1,580 hands employed. The value of the cod and mackerel taken was $522,082. There are belonging to this place a great number of vessels engaged in foreign and domestic trade. The total tonnage of the district in 1837 was 18,802 tons. This town lies in N. lat. 42°36', W. lon. 70°40', and was incorporated in 1639. Population, 1820, 6,384; 1830, 7,513; 1837, 8,822. It lies 28 miles N.E. from Boston and 16 N.E. by E. from Salem. Gloucester is a very pleasant town, and a delightful retreat in summer months.


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Strecker Sets Save Record in Opening Night Victory
By Kyle Dawson
Washington Wins 7-5 in Extras as Two-Time All Star Zach Strecker sets saves record
O'FALLON, Mo. (May 9) - When the Wild Things went down 4-0 on three River City home runs in the home first, it may not have expected that franchise history would be achieved on Opening Night in O'Fallon, but after a comeback and a pair of extra innings, two-time All Star Zach Strecker became the new Wild Things' career saves record holder with his 42nd career save, which closed out a 7-5 Opening Day win against River City.
Strecker's save is his first of the season in his first chance, as he pitched a clean 11th even with the Rascals having a runner on second by virtue of the international tie breaker rule to start the frame. Strecker, who came in to the season tied with Jonathan Kountis with 41 saves for the career mark, passed Kountis and is now chasing the Frontier League record.
After a rough start for Michael Austin, where he allowed four runs in the first on three home runs by the first, second and fifth hitters he faced, the former UMBC Retriever settled in and ended up with a no decision, tossing 5.1 innings of five-run ball. He was relieved by Carter Johnson, who allowed an inherited runner to score but escaped the sixth. Lefty BJ Sabol pitched a clean seventh. James Meeker set down all nine he faced in three scoreless and then Strecker finished the game.
The Wild Things scored on an RBI single by catcher Lucas Herbert in the fourth, before bringing the game to 4-3 with a Preston Scott two-run shot to left in the sixth. Hector Roa's two-run single tied the game in the eighth. Roa then singled home JJ Fernandez, the international tie-breaker rule runner in the 11th before Roa scored on Herbert's second run-scoring single of the evening later in the frame.
Washington (1-0) will send former Traverse City Beach Bum John Havird to the hill tomorrow against River City's Jason Zgardowski. First pitch of the matinee is slated for 12:05 p.m. ET.


Pucker Up, America: Beers Are Going Sour : The Salt A brew that has all the complexity of a wine and the zing of a Sour Patch Kid, these tangy beers are rising in popularity. And with few hops in them, they're a great option to try if you don't like bitter beers or prefer a pinot noir to a Pilsner.
Move over, bitter IPAs and chocolaty stouts. There's a new kid on the craft brewing block, and it's going to knock your salivary glands into action.
It's called "sour beer." When you take a sip, it's like biting into a Granny Smith apple that's soaked in a French red wine: crisp, refreshing and a bit odd.
Where Can You Find Sour Beer?
Look for descriptors like tart, funky, wild, barrel-aged and spontaneous fermentation at bars and restaurants. These beers will very likely be sour. Here are a few bottles to look for in wine and beer shops or even Whole Foods Markets. Just be ready to shell out at least $10 for a 750-ml bottle.
Sour beers are probably the oldest style of brew in the world, but they're just starting to get popular in the States. They were all the buzz at this year's Great American Beer Festival. And with hundreds of brewers now dabbling in sours, it's easier than ever to find them at a local bar or grocery store.
Most sour beers have few or no hops. So they're a good option to try if you don't like bitter beers or you're a wine lover who prefers a pinot noir to a Pilsner, says New Belgium's CEO, Kim Jordan of Fort Collins, Colo.
New Belgium, which produces the ubiquitous Fat Tire Ale, has started a whole series of sour beers called Lips of Faith — one of the most widely available lines of sour.
So what in the heck are these strange brews?
Sours beers are to the adult beverage world what yogurt is to dairy. Its beer that's been intentionally spoiled by bacteria — the good bacteria.
"We use the same microbes that make yogurt, miso and salami," says Alex Wallash, who co-founded The Rare Barrel, in Berkeley, Calif., one of the few breweries in the U.S. devoted solely to making sour beers.
Bacteria gobble up sugars in the beer and convert them into acids, like the ones in Granny Smith apples and lemons. The microcritters also churn out a smorgasbord of flavors and aromas. The result is a brew that has all the complexity of a wine and the zing of a Sour Patch Kid.
"Sour beers are tart like a raspberry or strawberry, but a lot of them are dry, like Champagne," Wallash says. So their taste sits somewhere between an ale, wine and cider, he says. "It will definitely change your expectation about what a beer tastes like. It's a new flavor experience all together."
And one that you might not like right away.
"When I first tried a sour, I was shocked," says Patrick Rue of The Bruery in Placentia, Calif. "I thought it had spoiled, and I threw the rest of the beer down the drain."
But it was too late for Rue. He had been bitten by the sour bug and went on to make some of the first sour beers in Southern California, including the popular Tart of Darkness.
In traditional beer-making, yeast is added to boiled grains to ferment the sugars into alcohol. Then the brew is ready for bottling.
But for sour beers, the process doesn't stop there. Brewers also add the bacteria Lactobacillus and Pediococcus. Sometimes they'll include a dash of Brettanomyces, a type of wild yeast that makes cherry, mango and pineapple flavors as well as an earthy aroma that some call funky, horsey or leathery.
Most sour beers are moved to oak barrels for aging, which can be a messy business. Now how would Homer Simpson handle this situation?
The alternative approach for brewing sours is to go old-school and just let all the wild yeast and bacteria in the air drop into the beer naturally. It's risky but — when done right — can produce magnificent beer.
That's the strategy Ron Jeffries at Jolly Pumpkin in Dexter, Mich., uses. He's a pioneer of the sour movement in America, and he made some of the first commercial sours way back in 2004.
"There's wild yeast and bacteria everywhere, especially if there are orchards nearby," Jeffries tells The Salt. "When you make a happy home for them in your barrels, they just show up and spontaneously ferment — and sour — a beer."
"For thousands of years, all beer had sour notes to it," Jeffries says. "It was refreshing and crisp because people didn't understand how to keep things clean.
"Then with pasteurization, refrigeration and an understanding of how to keep cultures free of bacteria, beers started to become nonsour," he says.
A handful of breweries in Belgium continued to produce sour beers, known as lambics, Flanders ales and guezes. But it's craft breweries in America that are making them fashionable again.
"They're taking the beer style in crazy directions, just like they did with IPAs and porters," Jeffries says. "The reason why you're seeing sour beers gaining popularity is because they taste great, but also because of the creativity of American brewers."


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Castel Malosco è un castello medioevale che sorge nel paese omonimo in provincia di Trento. La costruzione sorge a metà strada fra i borghi di Fondo e Malosco.

Storia

I primi documenti riguardanti il maniero risalgono al 1188: anche se non ne viene citato esplicitamente il nome è probabile che si riferiscano ad esso.  La prima attestazione esplicita risale invece al 1228, quando Pietro di Malosco, nel suo testamento, lo lascia in eredità ai fratelli Bertoldo ed Enrico. Il luogo aveva la funzione di sede di giudizio itinerante per  Petri de Malusco, Ananie vicedomini come attestato nel Codice Wanghiano, fascicolo XII, foglio 96.

Il castello passa quindi varie volte di mano, diventando di proprietà tra gli altri dei Boymont e dei Neideck. Nel 1579 Vittore Neideck lo cede a Girolamo Guarienti che lo ristruttura. I Guarienti manterranno il possesso del castello fino al 1820 quando si estinguono e il castello passa al demanio austriaco che vi insedia l'ufficio giudiziario di Fondo.

Nel 1863 subisce una profonda ristrutturazione per adattarlo alle esigenze dell'ufficio giudiziario a cui dobbiamo l'aspetto attuale: vengono abbattute le mura esterne, aperte finestre più ampie, ridefiniti gli spazi interni e spostato l'ingresso.

Nel 1892 vi nasce Fortunato Depero, il cui padre viveva nel castello in quanto dipendente dell'amministrazione austriaca. Dopo la prima guerra mondiale vi trova sede prima la pretura di Fondo e poi quella del Libro Fondiario, finché negli anni'80 non viene lasciato inutilizzato dall'amministrazione pubblica.

Da allora il castello ha subito un forte degrado anche se non in maniera irreversibile. Nel 2006 è partito un progetto per il suo recupero che però al 2014, nonostante un'importante stanziamento finanziario nel 2012, non ha ancora portato a un suo risanamento completo.

Note

Bibliografia

Altri progetti

Malosco

redpajama_set_name: RedPajamaWikipedia


Trout Unlimited produces a poster illustrating both good and bad news about endangered fish in North America.
Mark Trahant's booklet, "Pictures of Our Nobler Selves," gives history of Native American journalism.
Forest Service and Southwest Center for Biological Diversity produce dueling studies on Southwest forest health.
Economist Tom Powers' report, "Economic Well-being and Environmental Protection in the Pacific Northwest," says the region is thriving despite dire predictions.
Todd Wilkinson's "Track of the Coyote" praises the predator's intelligence and adaptability.
Workshop, "Beyond the Rangeland Conflict: The Future of the West," will be held Jan. 31.
Annual Headwaters conference set for Feb. 1-4.
"Whirling Disease - Where Do We Go From Here?" is set for Feb. 6-8.
Public Rangelands Grazing workshop is set for Feb. 3-4.
Disgruntled residents of Yellowstone's gateway communities blame Babbitt and the "War on the West" for the federal budget crisis that shut down the national park they make their living from.


text:
Q: How can I stop loading my 'ProgressDialog' after a sign in test? I created a sign in screen (in portuguese) and used a 'ProgressDialog' while loading, but it never ends. How can it stop?
    btnSignIn.setOnClickListener(new View.OnClickListener() {
        @Override
        public void onClick(View view) {
            final ProgressDialog mDialog = new ProgressDialog(SignIn.this);
            mDialog.setMessage("Carregando...");
            mDialog.show();

            table_user.addValueEventListener(new ValueEventListener() {

                @Override
                public void onDataChange(DataSnapshot dataSnapshot){
                    if (dataSnapshot.child(edtPhone.getText().toString()).exists()){
                        mDialog.dismiss();
                        User user = dataSnapshot.child(edtPhone.getText().toString()).getValue(User.class);
                        if (user.getPassword().equals(edtPassword.getText().toString())){
                            Toast.makeText(SignIn.this, "Login Feito com Sucesso!", Toast.LENGTH_SHORT).show();
                        }else{
                            Toast.makeText(SignIn.this, "Senha Incorreta!", Toast.LENGTH_SHORT).show();
                        }
                    }
                    else{
                        mDialog.dismiss();
                        Toast.makeText(SignIn.this, "Usuário Não Existe", Toast.LENGTH_SHORT).show();
                    }
                }

                @Override
                public void onCancelled(@NonNull DatabaseError databaseError) {

                }
            });
        }
    });

I waited for a long time, but it never ends.

A: btnSignIn.setOnClickListener(new View.OnClickListener() {
        @Override
        public void onClick(View view) {
            final ProgressDialog mDialog = new ProgressDialog(SignIn.this);
            mDialog.setMessage("Carregando...");
            mDialog.show();

            table_user.addValueEventListener(new ValueEventListener() {

                @Override
                public void onDataChange(DataSnapshot dataSnapshot){
                    if (dataSnapshot.child(edtPhone.getText().toString()).exists()){
                        mDialog.dismiss();
                        User user = dataSnapshot.child(edtPhone.getText().toString()).getValue(User.class);
                        if (user.getPassword().equals(edtPassword.getText().toString())){
                            Toast.makeText(SignIn.this, "Login Feito com Sucesso!", Toast.LENGTH_SHORT).show();
                        }else{
                            Toast.makeText(SignIn.this, "Senha Incorreta!", Toast.LENGTH_SHORT).show();
                        }
                    }
                    else{
                        mDialog.dismiss();
                        Toast.makeText(SignIn.this, "Usuário Não Existe", Toast.LENGTH_SHORT).show();
                    }
                }

                @Override
                public void onCancelled(@NonNull DatabaseError databaseError) {
                        mDialog.dismiss();
                }
            });
        }
    });

Put mDialog.dismiss() in OnCancelled block may be you are not getting success response.

redpajama_set_name: RedPajamaStackExchange


The ESD program of study at IOUF is designed for individuals who, as social change practitioners, are grappling with the challenges of different global settings. The Program's mission is to educate leaders who will help transform nonprofits, social enterprises, international NGOs, educational systems, businesses, civic associations, government, social service agencies, art and cultural institutions, foundations, advocacy and volunteer organizations. The world needs new thinking and new approaches to address long-term challenges for real and sustainable social change.
Education for Sustainable Development studies the product or process that can be re-used or re-grown over and over again with minimal long-term effect on the environment and its inhabitants. A multitude of terms have been created to cover Sustainable Development, such as Energy Conservation, Renewable Energy, Green Energy, Green Entrepreneurship, Environmental History and Health, Ecopreneurship, Green Technologies, Green Movement, Ecology, Environmental Studies, etc. The color "green" has become the symbol of environmental protection and social justice. However, the bottom line is to create a field of study that will protect the environment and its inhabitants at local and global levels while making the world a better place to live.
The Graduate Program in Education for Sustainable Development (ESD) with IOUF and our international partners the Universidad Azteca and Universidad Central de Nicaragua provide Master and Doctoral learners a framework to study and research areas related to sustainability and prepare learners to become social change agents for ESD.
IOUF provides learners with creative and interactive methods of studying that include facilitated discussions, simulations, workshops, conferences, all methods of experiential learning, and e-learning.
Learners engage in field practice with organizations relevant to their professional goals.
Research based on knowledge and skills learned through ESD and applied experience. Entry into the Graduate Program (ESD) requires an accredited undergraduate degree for the Masters Program and an accredited masters degree for the PhD Program. The Masters degree is one and one- half to two years and the PhD is a minimum of two years to a maximum of four years. Scholarships are available for learners from developing countries based on need.


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text:
Classical Music Home > Johann Friedrich Franz Burgmüller
JOHANN FRIEDRICH FRANZ BURGMÜLLER
Friedrich Burgmüller, in Paris known under the French form of his name, Frédéric, was born in Regensburg in 1806, the son of the composer, pianist and music teacher Johann August Franz Burgmüller, and elder brother of the composer, conductor and pianist Norbert Burgmüller. Friedrich Burgmüller was taught by his father. After the latter's death in 1824 he followed him as director of music in Düsseldorf, teaching music in Mühlhausen and as a cellist in Basel. In 1832 he settled in Paris, where he won a considerable reputation as a piano teacher, and internationally as a composer of salon pieces and studies. He did much to promote the work of his brother Norbert, four years his junior, whose career had been cut short by his sudden death at the spa in Aachen in 1836.
Friedrich Burgmüller's activities brought continued success in Paris. Many of his compositions proved successful among amateurs, for whom his pieces offered limited technical challenges, coupled with the satisfaction of musical interest. His Études ('Studies') have continued to provide a basis for piano teaching and the development of technical proficiency. His other compositions included works for the ballet, starting with two contributions to the score of Giselle in 1841.
Role: Classical Composer
Ballet Music - BURGMULLER, J.F.F. / TCHAIKOVSKY, P.I. / MINKUS, L. / PAULLI, H.S. / HERTEL, P.L. / ASAFIEV, B.V. (Spassov) Capriccio
C67012 Ballet
BURGMÜLLER, J.F.F.: 25 Études faciles et progressives, Op. 100 / 18 Études de genre, Op. 109 (C. Petersson) Grand Piano
GP816 Instrumental
CHINA Fu Ren-chang: Cicada Dance (Yangqin) Yellow River Chinese
82007 World
PIANO MUSIC FOR STUDENTS - Associated Board Piano Examination, Grades 1-4 (1995) Marco Polo
AB-80102 Instrumental
PIANO MUSIC FOR STUDENTS - Associated Board Piano Examination, Grades 5 - 7 Piano (1995) Marco Polo
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redpajama_set_name: RedPajamaGithub


--The layout of the Omni Hotel was VERY FAVORABLE for us. The auto and pedestrian entrance to the hotel was directly off a wide public sidewalk—not many yards inside private hotel property (like the Hilton Anatole in Dallas). We were set up on the sidewalk just outside the Omni. Many of the Planned Parenthood enthusiasts walked along the sidewalk into the venue. Others used valet parking, parking their cars very close to use. They could not miss our signs. We had good access to engage Planned Parenthood supporters in conversation.
--Kendra Bush went along with the gang for her first ever pro-life outreach. She was very good at engaging folks in positive conversation and enjoyed her first experience as a pro-life foot soldier.
--The Fort Worth Star-Telegram interviewed Carol Warschak. He was included in an article about the luncheon that was printed the next day.
--Happily, the weather was nice all through our outreach from 11 a.m to 12:30 p.m.
--We stopped at Denny's in Burleson coming back for a meal provided by Pro-Life Waco. Such a good time of fun and fellowship!
We made their heads spin. We wanted to send a message to Planned Parenthood bigwigs that they will pay a price for their decision to bring back the shedding of innocent blood the Waco. We succeeded with a high-spirited outreach on the sidewalks of Austin with over 50 pro-life foot soldiers involved. The best way for me to let you know about what happened is to simply insert the Facebook post on the largest pro-life protest in the history of downtown Austin. See the photos below of this memorable outreach.
And here is more on our big day in Austin on May 11, 2017.Cocktails for a Cause, was one of the two major fundraisers of Planned Parenthood of Greater Texas in Austin. We hoped that pro-life foot soldiers from south of Waco would join us in Austin for the protest, life chain, or whatever you want to call it. The coming together of a pro-life remnant on the sidewalk in front of the venue was a big success. At least 50 pro-life foot soldiers from Waco, Temple, Belton, Harker Heights, Copperas Cove, Round Rock, Georgetown, and Austin were on board with high spirits as Planned Parenthood's supporters arrived and walked by dozens of our signs to get into their festive occasion. Pro-Life Waco protested this event in previous years, but never with his many is 10 people. The reason for the surge this year is that just after Easter, Planned Parenthood of Greater Texas resumed the shedding of innocent blood at their Waco facility. At the Austin sidewalk, I had the opportunity to personally greet the CEO of PPGT, Ken Lambrecht. He earns a yearly salary of $405,000. As Director of Pro-Life Waco, I happily receive an annual salary of zero. I am ready to continue the battle with PPGT over their decision to kill babies in the womb in my hometown. The return of abortion to Waco and Central Texas has generated much opposition, which will continue. THANK YOU to all who participated in the outreach on 6th Street in downtown Austin.
Protest outreach for Planned Parenthood Dallas annual luncheon fundraiser at the Hilton Anatole Hotel on March 23, 2018.
The "Waco Seven" hopped on a passenger van generously provided by St. Louis Catholic Church and departed for Dallas at 9 AM for the annual fundraising gala luncheon of Planned Parenthood. We were there at 11 AM to greet PP supporters. We positioned ourselves at the three entrances to the Hilton Anatole Hotel. The hotel is just off the service road of Interstate 35. So, we sent our messages of love for life to the supporters of Planned Parenthood and abortion. We also sent our messages to thousands of passengers along Interstate 35 and the Interstate 35 service road.


text:
Cellular Phone Timeline
Since its inception in 1973 by Dr. Martin Cooper, the cell phone has grown in leaps and bounds. In the early years, utilizing mobile equipment entailed carrying around a two-pound, foot-long Goliath that cost a whopping $4,000. Nowadays, practically anyone can obtain an inexpensive handset that weighs under half a pound and is shorter than one's hand. The irony is that the public still complains, though they might gripe less if they only knew the history of cell phones.
The Early Years (80s)
If you need help downloading the printable timeline, check out these helpful tips.
History of Cell Phones
Former Motorola employee Dr. Martin Cooper introduced the world to the first cell phone on April 3, 1974, when, while standing near the New York Hilton hotel, he dialed a base station located across the street from the hotel. Almost a decade later, that particular phone finally went public.
1983: First Mobile Phone
Download a Printable Cell Phone Timeline
In 1984, Motorola released the Motorola DynaTAC to the public. It contained few features save for a basic numeric keypad, a single-line display and a deplorable battery with only one hour of talk time. Even so, it was revolutionary for the time, which is why only the richest of the rich could afford to purchase one or pay for the accompanying voice service, which cost $50.00 per month, not including $0.40/minute during peak and $0.24/minute during non-peak hour fees.
1989: Inspiration for Flip Phones
Six years after the DynaTAC appeared, Motorola took a step further by releasing what became the inspiration for the first-ever flip phone. Dubbed the MicroTAC personal cellular phone, this analog device introduced a revolutionary new kind of flip design wherein the mouthpiece folded over the keypad. In addition, it measured only 9 inches long and weighed under 1 pound, making it the lightest cellular device ever produced.
The Mid Years (90s)
It was during the 90s that the type of modern-day cellular technology you see everyday began to form. The first text messages, digital signal processors and high-tech networks (iDEN, CDMA, GSM) all sprouted into existence during this tumultuous time period.
1993: First PDA Phone
In 1993, IBM and BellSouth teamed up to release the Simon Personal Communicator, the first mobile phone to feature PDA features. Not only could it send and receive voice calls, but it could also serve as an address book, calculator, pager and fax machine. Plus, it offered the first-ever touchscreen by which customers could use their fingers or a stylus to make calls and create memos.
1996: First Clamshell Flip Phone
Half a decade after the original MicroTAC, Motorola released an upgrade known as the StarTAC. Inspired by its predecessor, the StarTAC became the first-ever true flip phone. It operated on GSM networks in the United States, included support for SMS text messaging, added digital functions like a contact book and was the first phone to support lithium-ion batteries. Plus, the device weighed only 3.1 ounces.
1998: First Candybar Phone
Nokia popped up on the scene in 1998 with the first-ever candybar phone, the Nokia 6160. Weighing only 6 ounces, the 5.2-inch tall device sported a monochrome display, an external antenna and a rechargeable battery with a whopping 3.3-hour talk time. Because of its price and ease of use, the Nokia 6160 ended up becoming Nokia's best-selling device of the 90s.
1999: Precursor to the BlackBerry Smartphone
The first BlackBerry cellular device appeared in the late 90s as a two-way pager. It featured a full QWERTY keyboard and could be used to transmit SMS/email messages and pages. Plus, it offered an 8-line display, a calendar and an organizer. Due to a lack of interest in mobile email devices at the time, however, the device was used primarily by those individuals who worked in the corporate industry.
The Smartphone Era (00s)
The new millennium brought with it the emergence of integrated cameras, 3G/GPRS/EDGE networks and smartphones, as well as the final dissemination of analog cellular networking in favor of digital networking.
2000: First Bluetooth Phone
The Ericsson T36
The Ericsson T36 introduced Bluetooth technology to the cellular world, thus allowing consumers to wirelessly connect their phones to their computers. The phone also offered worldwide connectivity via 900/1800/1900-band GSM, voice recognition technology and Aircalendar, a tool that allowed consumers to receive real-time updates to their calendar or contacts folder.
2002: First BlackBerry Smartphone
Tired of making PDAs, Research in Motion (RIM) finally took the plunge in 2002 with the release of the BlackBerry 5810. It was the first BlackBerry PDA to feature cellular connectivity. Operating along a GSM network, the BlackBerry 5810 allowed users to send e-mails, organize their data and prepare memos. Unfortunately, it lacks a speaker and a microphone, meaning a headset was required to use it.
2002: First Camera Phone
The Sanyo SCP-5300 removed the need to buy a Kodak, as it was the first cellular device to feature an integrated camera with a dedicated snapshot button. Unfortunately, it was limited to a 640x480 resolution, 4x digital zoom and 3-foot range. Regardless, users of the phone could snap photos on the go and then later upload them to their PC using a bundled software suite.
2004: First Ultra-Thin Phone
Prior to the release of the Motorola RAZR v3 in 2004, phones tended to be big and bulky. The RAZR changed this with its its ridiculously thin, 14mm-thick frame of aircraft-grade aluminum. Other highlights included an internal antenna, a chemically-etched keypad and blue backlighting. It was, in essence, the first phone built to not only provide great functionality, but to also exude style and elegance.
2007: Apple iPhone
When Apple entered the cellular industry in 2007, everything changed. Apple replaced the keyboard and keypad with a multi-touch touchscreen display that allowed customers to feel as if they were physically manipulating data with their fingers: clicking links, stretching/shrinking photos and flipping through albums. Plus, it brought the first ever fully-featured platform to cell phones. It was as if they took a computer operating system and squished it into a tiny phone.
The Modern Day And Beyond (2010+)
As of this March 2012 writing, it's only been two years since the turn of the decade and yet cell phone technology has already grown by leaps and bounds. 4G technology is on the rise, the iPhone is on its 5th iteration and the top smartphones can record full 1080p video, playback full-fledged movies and serve as a mobile hotspot for other devices. The future of cellular phones remains a mystery, but one thing is for certain: it will be remarkable!
Choosing a Pink Cellular Phone
Cellular Phone Record
Timeline of Digital Photography Technology
By Tania Dworjan
LG Cellular Phone Options
Cell Phone Privacy Laws
By Audrey M. Jones
Affordable Cellular Phones
Fido Cellular
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text:
High schools break from tradition for 2013 graduations
Nancy Angel
Updated: Sept. 11, 2012, 9:21 a.m.
For years it has been a tradition for Turlock and Pitman high schools to hold their graduation ceremonies on the same day, leaving friends, family, and school district staff to race against time and traffic to attend both events, but this year the schools will break from tradition.
The Turlock Unified School District polished the 2013 graduation and promotion schedule, adding significant changes to accommodate friends and families of the graduates — and make getting around Turlock easier during graduation week.
Pitman High School will celebrate its graduation ceremony on Thursday, May 30 at 7 p.m. at the Pitman Amphitheatre, while Turlock High will host its ceremony on Friday, May 31 at 7 p.m. at Joe Debely Stadium.
"The TUSD is very pleased with the changes made for next year's promotion and graduation ceremonies," said Assistant Superintendent of Educational Services Lacrisha Ferriera. "These changes were necessary to accommodate the families of the graduates. There are some parents that have their children attending both schools and it is merely impossible to go to both of them when you have them on the same day. This new plan is effective and equitable."
Turlock Adult School has also undergone a significant change in its graduation schedule. Students will graduate before the last week of school on Wednesday, May 22 at 7:30 p.m. at the Community Auditorium.
"In the past years, students from Turlock Adult School would have to wait a week after school was over to walk on their graduation ceremony," added Ferriera. "This new schedule makes better sense for them and their family members. We also changed the time to 7:30 so it gives the students' parents enough time to get out of work to attend the ceremony."
TUSD is no stranger when it comes to change. Just two years ago, Turlock Junior High split their promotion into four separate ceremonies. This year, it's no different. TJHS Cheetahs will celebrate their promotion on Thursday, May 30, at 12:45 p.m. at the TJHS Auditorium. The TJHS Bengals will have their promotion the same day at 3:30 p.m. On Friday, May 31, the TJHS Cougars will walk at 12:45 p.m. and the Panthers later that day at 3:30 p.m.
"Four different promotion ceremonies means four times the number of students participating in this joyous event," said Ferriera. "This adds to more student involvement and more proud parents on the stands."


text:
Barbershop: Political Dust-ups And Advocacy In The NBA
Published December 26, 2015 at 4:16 PM CST
And now it's time for our trip to the Barbershop - that's our weekly conversation about what's in the news and whatever else is on our minds. Sitting in the chairs for a shapeup this week are Dru Ealons, a political blogger, former Obama appointee at the Environmental Protection Agency. Hi, Dru.
DRU EALONS: Hey there.
MARTIN: NPR's own Morning Edition editor Ammad Omar. Hi, Ammad.
AMMAD OMAR, BYLINE: Hey, how are you?
MARTIN: And Wesley Lowery, reporter for The Washington Post. Hi, Wesley.
WESLEY LOWERY: Hello.
MARTIN: Thanks for coming in, happy holidays to everybody. I hope...
LOWERY: Merry Christmas.
MARTIN: ...Everybody had a pleasant day, whether you observe the holiday or not. But we see that not everyone is feeling the love and joy of the season. For example, Donald Trump has not taken time off from slinging the rhetoric. Hillary Clinton was the target on Monday of this week - what a surprise. Trump used what I think a lot of people heard as a Yiddish slur, saying that she got schlonged in the 2008 Democratic primaries. You know, Ammad, I just have to ask, as a person who sort of sees all of the traffic around these stories when they come in, is it even worth asking anymore whether he's crossed the line?
OMAR: It's funny because, you know, if you go back to the earlier parts of this campaign, we heard his comments about Mexican immigrants; we heard his comments about Megyn Kelly, the Fox News anchor - he said there was blood coming out of her you-know-where, something along those lines. At all of these moments, people were saying that he must have gone too far now. This has got to be it for Donald Trump because we're not used to hearing candidates use that sort of language I guess. But this one, it just seems like - it's like oh, he said something again. I think the surprise if he were to stop using this kind of language because now it's par for the course for him. And he's doing great in the polls, so it seems like maybe it's working.
MARTIN: Dru, what about his comment about - Hillary Clinton - he had a lot to say about her this week. He said that her - remember, Saturday night was the last Democratic debate of the year. And there was a point at which the cameras came back to the stage and Hillary Clinton was not yet back from what we assume was a stop. And, you know, he said it was too disgusting to talk about. I'm just wondering how do you hear that as a person who's kind of done campaigns, been involved and sort of knows what it's all like to be involved. And she was the only woman on the stage, of course. How do you hear that?
EALONS: What I - what - you know, I guess from the political perspective of what I hear is he's just playing right into her game. Like, he - she wants the conversation between him and her to be around the sexism that he automatically already puts out. But now he has focused it towards her, so it gives her something that she can actually poke at and peel back at and that - honestly, I feel like he fell into her own trap. So now he has all week, unlike how he has before been a little bit more apologetic. He's been more apologetic this time than he really has the last time, or he's been explaining himself more than he has beforehand, usually as a matter fact. So yeah, it was stupid on his part. But...
MARTIN: Interesting...
EALONS: ...He fell into her playbook.
MARTIN: That's interesting. Wesley, what do you think? This is funny because you're big into social media, too, and you sort of follow this stuff. What do you think about it?
LOWERY: Well, of course, I mean, it's never surprising when Donald Trump does one of these things. You know, every single - tomorrow, we'll be talking about something completely new that he's said and done. It'll be the new worst thing he's said or the new, you know, most hyperbolic thing he's said. But again, you know, I think that that was right. It does really play into kind of where Hillary Clinton wants the conversation to be, but it also doubles down on what Donald Trump supporters want to hear. You know, people who like Donald Trump like these things. They like this kind of hyperbolic celebrity, not afraid to say whatever's on his mind no matter who knows what that is. And so it's interesting to see how that cuts both ways.
MARTIN: Interesting. You know, there's another interesting dustup I wanted to talk about this week, and that's between Ted Cruz and The Washington Post. It started with this holiday-themed campaign ad featuring his family. And it's supposed to be a spoof infomercial of Cruz reading re-imagined classic Christmas stories but with a snarky political twist. I'll just play a little bit of that.
(SOUNDBITE OF POLITICAL AD)
UNIDENTIFIED MAN: The whole family will enjoy reading stories like "The Grinch Who Lost Her Emails."
UNIDENTIFIED CHILD #1: I know just what I'll do, she said with a snicker. I'll use my own server and no one will be the wiser.
UNIDENTIFIED MAN: And if you act now, we'll throw in the inspiring new Christmas story soon to be an instant classic
UNIDENTIFIED CHILD #2: Please read this when daddy.
TED CRUZ: OK.
UNIDENTIFIED MAN: "The Senator Who Saved Christmas."
MARTIN: So then there was this political cartoon mocking the ad. It shows Sen. Cruz in a Santa outfit with a grinder and two monkeys on leashes - presumably, the monkeys representing the two little girls. So this was not appreciated by the Trump campaign. The Post then pulled the cartoon. So Wesley, you work for The Post.
LOWERY: I do.
MARTIN: I don't want to put you on the spot, but I kind of do. So, I don't...
LOWERY: The Washington Post is right always - period.
MARTIN: Well, exactly...
LOWERY: Are the bosses listening?
MARTIN: But, you know, The Post featured the famous political cartoonist Herblock for decades, and he made a lot of people angry but particularly political leaders. I don't remember them ever pulling a cartoon.
LOWERY: Well, you know, the conventional wisdom or the rule of thumb is always that, you know, you keep children out of it. No matter who the politician is, you don't go after the children. Now, that rule is always broken. We've seen - whether it be the Palin children or George W. Bush's children or even Michelle and Barack Obama's children be attacked previously. But I think that - and so it feels as if, you know, this may have been over the line because it invoked his children. That said, when you - you know, Ted Cruz is one of the smartest people in the campaign. You know, a very book smart - a debater, Ivy League-educated. You know that when you involve your children in something like a political ad, you're potentially drawing fire to them so that you can then take the high ground of saying don't attack my kids and raise money off of it, which he did.
MARTIN: He is raising money. But you talked to the Cruz campaign, Ammad. What did they say?
OMAR: Right, so we were talking before about how the Hillary Clinton bit - the Donald Trump bit played into Hillary Clinton's hands - throughout this campaign, Ted Cruz has been kind of playing this - this theme about how the mainstream media is attacking him and the liberal media is out to get him. And they've been pounding this over and over and over again. And like Wesley mentioned, they immediately turned around and launched a fundraising appeal off of this...
MARTIN: Saying what?
OMAR: Saying that - again, look at the liberal media...
MARTIN: They're trying to get me, so you need to help me to...
OMAR: Exactly.
MARTIN: ...Defend myself.
OMAR: And so I asked the campaign if they've been getting more money from that. They didn't really want to go into specifics about whether or not the fundraising is showing any immediate impact, but they went into it. They said look, this is just another example of how the mainstream media is out to get us. And they're saying they're using this - they're very open - they're saying they're using this as a way to energize their supporters and keep playing this theme that they've been hitting over and over again. And I really - I think it played into their hands perfectly.
MARTIN: Dru, what do you have to say about this? As a mom and also as a person who saw how there are some just vicious things said about the Obama girls in - on the other hand, people say well, you know, it's one thing for a politician to use - your people - just a picture of your kids and say look at my beautiful family; I'm a good person. And to actually put them in a political ad in a very particular way - I don't know, where...
EALONS: Right.
MARTIN: ...Do you come out on this?
EALONS: Exactly. I think one - the way that I look at it is he opened the door. Now, we can debate on whether The Washington Post should have walked through that door and actually put that picture - but the actual ad really depicted that whole sentiment of just bringing your children into a conversation around a particular person and taking that story and having them being a part of the politics versus saying oh, here's my beautiful family...
MARTIN: OK, but the monkey thing - that's exactly the kind of thing that has...
MARTIN: ...Really infuriated Obama supporters over the years...
EALONS: Oh, yes.
MARTIN: ...Is depicting him as a monkey and so forth.
EALONS: Oh, no, no.
MARTIN: So just on that basis, they're not the same ethnic group. And so, of course, there are particular issues around, you know, depicting African-Americans in a certain subhuman light, which is infuriating. But given that...
EALONS: Oh, yeah, I - again - if I was the mother, of course I'd be very upset. And as a mother, I would not want my child, an African-American son, depicted as a monkey. I think that was inappropriate on The Washington Post's part. But I also say when you bring your children into the debate - not about just showing your family but having them talking about the Grinch who used emails or tried to get away - I mean, they have them in what I call the messiness of politics versus just saying here, as a prop, my beautiful family and wouldn't you want to see them in the White House?
MARTIN: I see, so you think they stirred - OK.
EALONS: They opened the door. We shouldn't have walked through it as the media, but they opened the door.
MARTIN: OK. Well, speaking of TV commercials, one more commercial. Another one making headlines this week is from the NBA with basketball stars Steph Curry, Carmelo Anthony and Chris Paul speaking out about gun violence along with the families of some victims. And, you know, Ammad, just is this something new? I mean, it seems as though the league is getting involved or at least embracing something that is a polarizing political issue. Does that seem like a new thing to you, the way - yeah.
OMAR: It's interesting because it does seem like a new thing. And I chatted with some folks over at the NBA just today asking them about this. And they were very careful about how they're kind of framing this. They're saying this is nothing new. We have been doing community outreach for a long time. And they made it very clear - they're very precise about - and careful about their language. They were saying we're not advocating for any new gun laws. We're not calling for gun control. We just want to stop gun violence and make safer communities. And who can be against that? Everyone's for that, so they're trying to make this a non-controversial thing. But obviously, that's a very fine line to walk.
MARTIN: Wesley, you get the last word on this.
LOWERY: Of course, I mean, I thought it was really interesting. I mean, I thought it was really interesting. Now, it's not the first time. You know, we've seen after Sandy Hook, there were some similar PSAs involving a lot of celebrities, including some NBA players. But one thing that's really fastening is the NBA players tend to be the most outspoken about social issues, whether it was LeBron James wearing the I Can't Breathe shirts after the Eric Garner - it seems to be - they are some of the athletes who are the most human. And for me, as a basketball fan, as an NBA fan, it's very attractive to me to see them engaging, no matter what side of some of these issues you're on.
MARTIN: All right, we have to leave it there for now. That's Wesley Lowery of The Washington Post, Ammad Omar from NPR's Morning Edition and blogger Dru Ealons. Thank you all so much for joining us.
OMAR: Thank you.
EALONS: Thank you.
LOWERY: Merry Christmas, happy New Year. Transcript provided by NPR, Copyright NPR.


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