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root/LCDモニターの直し・LCD monitor repair/ - 32 ファイル English
評価 : 3.4 (投票数 : 38)
コメント : コメントを追加する
From: Matt on 2012-07-23 18:33:13
Our friends at the Lucky Goldstar company have cunningly arranged matters so that we can tell C101 and C102 are rated at 450V (yow!) but the even more important capacitance value is covered by glue.
From: Matt on 2012-07-23 18:35:18
Note the tool near the top of the picture: it's a desoldering pump. I would have preferred to use desoldering braid, but couldn't find it and had to use the pump. The idea is you heat up the solder joint until it's melted, apply the pump to the joint, and press the button. It slurps up the liquid solder, to be spit into a Kleenex later. The problem is that it doesn't really work very well and requires at least three hands to use. Braid does a cleaner job. I'll have to include some in my order for the replacement capacitors.


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Facebook on Tuesday removed 22 pages connected to conspiracy theorist Alex Jones and his fringe right-wing website InfoWars. The move came as part of a broader effort by Facebook to enforce its recently updated recidivism policy. 89 pages in total were unpublished on Tuesday afternoon as part of the crackdown, a Facebook spokesperson told CNN Business.
"We use a broad set of signals to determine if a Page violates our recidivism policy and determined these Pages violated our policy for reasons including having similar titles to the Pages we unpublished and having the same admins," the Facebook spokesperson said.Facebook had removed four pages associated with Jones and InfoWars in August 2018, saying that the pages had violated its policies against hate speech, graphic violence, and bullying.
In late January, Facebook announced it had tightened its recidivism policy, aiming to prevent repeat offenders from using other pages they manage to continue behavior that violates the social media company's rules.

subset: commoncrawl


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It wasn't easy, but the Boston Red Sox pulled off a dramatic win over the Houston Astros on Sunday.
After dropping the first two games of the three-game set at Fenway Park, the Red Sox entered play Sunday looking to avoid being swept for just the second time this season. And thanks to Mitch Moreland's walk-off single in the ninth inning, Boston emerged with a much-needed 6-5 victory.
The Red Sox, who at one point led 5-1, never trailed in the game.
Rick Porcello got the start for Boston and pitched well at times, but ultimately didn't factor into the decision. Houston starter Dallas Keuchel, who surrendered five runs in six innings, also got a no-decision.
With the win, the Red Sox improved to 98-46, while the Astros fell to 89-54 with the loss.
Here's how it all went down:
The intensity always is turned up a notch on ESPN's "Sunday Night Baseball," and that was again the case Sunday night. Add in the outcome, and it felt like a playoff atmosphere at Fenway.
— Porcello pitched OK, but was pulled with two outs in the sixth inning after allowing a solo homer and two singles in the frame. The Red Sox began the inning with a 5-1 lead, and Porcello was in line for the victory before handing things over to the bullpen with a 5-2 advantage.
The right-hander surrendered four runs on seven hits and one walk in 5 2/3 innings. He allowed two homers and struck out six batters.
— Heath Hembree got the ball next and was unable to escape the jam. The right-hander allowed a two-run double to Tyler White before being lifted by manager Alex Cora.
— Lefty Brian Johnson relieved Hembree and promptly surrendered a game-tying double to Josh Reddick.
— Ryan Brasier came on and struck out George Springer to end the inning.
— Steven Wright held the Astros scoreless in the seventh and eighth innings. The knuckleballer allowed two hits and a walk.
— Craig Kimbrel worked a perfect ninth inning and struck out two batters. The right-hander picked up the win and now is 5-1 on the season.
— The top of the order once again led the charge for the Red Sox on offense.
— Mookie Betts, Andrew Benintendi and Xander Bogaerts all had multi-hit games, finishing 2-for-4, 2-for-5 and 4-for-4, respectively. Bogaerts also picked up his 93rd RBI of the season.
— J.D. Martinez broke out of his home run slump with this three-run blast in the bottom of the fifth inning:
It was the 40th homer of the year for Martinez, who finished 1-for-5 with four RBIs.
— Eduardo Nunez also had a multi-hit game, finishing 2-for-3 before being pinch-hit for by Blake Swihart in the eighth inning.
— Brandon Phillips, Steve Pearce and Sandy Leon all finished 0-for-3. All three eventually were pinch-hit for, as well.
— Moreland, who pinch-hit for Pearce, finished 2-for-2, including the game-winner in the ninth inning.
You get what you deserve, Mitch.
The Red Sox have Monday off before beginning a three-game set with the Toronto Blue Jays on Tuesday. First pitch at Fenway Park is scheduled for 7:10 p.m. ET.
Thumbnail photo via Paul Rutherford/USA TODAY Sports Images


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Newport News Names New Leaders for Its Submarine Programs
president of Columbia-class submarine construction. Dave Bolcar, who served as vice president of all submarine construction, encompassing both the Virginia- and Columbia-class submarine programs, has assumed the role of vice president of Virginia-class submarine construction.Both leaders will report to Ken Mahler, Newport News' vice president of Navy programs."These changes reflect the significant growth and opportunities our submarine programs bring to the business," said Newport News Shipbuilding President Jennifer Boykin. "The Virginia-class program is one of our largest programs
Newport News Promotes Two
positions of increasing responsibility, including manager in Ford-class component engineering and Columbia-class propulsion engineering, and director of submarine engineering. Bolcar earned a bachelor's degree in mechanical engineering from Pennsylvania State University. He will continue to report to Ken Mahler, Newport News' vice president of Navy programs. Effective immediately, Smith is vice president of fleet support programs, with responsibility for both submarine and aircraft carrier fleet support, including Gerald R. Ford-class fleet support work. Smith most recently served as program
Leadership Changes at Newport News Shipbuilding
. Mike Shawcross, who currently serves as Newport News' vice president, CVN 79 and CVN 80 (Enterprise) aircraft carrier construction, will lead the Enterprise and CVN 81 programs. The changes are effective July 1. Southall will report to Boykin; Hicks and Shawcross will report to Ken Mahler, Newport News' vice president, Navy programs. Hicks will be responsible for program management, planning and construction for John F. Kennedy. A 26-year shipbuilding veteran, Hicks most recently served as Newport News' facilities director. He began his career in submarine engineerin


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Category: videojogos
Uma campanha que vem do outro lado do mundo!
Está a decorrer uma campanha numa plataforma de crowdfunding com o nome "Bem Vindo Ao Game Design – Livro e Cursos Online" por João Victor Santos Pinho Teixeira. O objectivo é o de apoiar a publicação de um livro relacionado com o desenvolvimento de videojogos.
+infos(oficial): LINK
Livro: A History of Videogames
Mais um livro que gostava de ter acesso:
A History of Videogames, de Iain Simons, James Newman, e Ian Livingstone
+infos(comprar): LINK
A história acerca da pirataria dos videojogos no Brasil
Uma história acerca da pirataria dos videojogos no Brasil. São três episódios:
Episódio 1 – Arcades Improvisados
"Com as máquinas de pinball da Taito, a indústria dos games no Brasil teve seu começo nas lojas sujas do centro de São Paulo e nas fábricas poluídas do Amazonas. Isso marcou o início de uma cultura gamer recheada de adaptações e clones nacionais muitas vezes criados às margens da lei."
Episódio 2 – Consoles e jogos nacionais
"O Brasil passa a ter não só um mercado estável, mas também os primeiros jogadores. O lance é que grandes empresas, como a Nintendo, não estavam oficialmente no país. Então, alguns empreendedores começaram a criar os primeiros emuladores: produtos nacionais que eram adaptações de games e consoles populares. Como o Master System, da TecToy, e o Phantom System, da Gradiente."
Episódio 3 – Modificações e o começo do eSports
"Na virada dos anos 2000, com os cartuchos dando lugar aos CDs e DVDs, a cultura de games no Brasil teve uma febre modder. Patchs de jogos mainstream como Winning Eleven (PlayStation 2) e Counter-Strike (PC) eram mais populares que os games originais, fazendo empresas como Microsoft e Sony finalmente chegarem oficialmente ao país. Também foi o começo da cultura de eSports no Brasil."
+infos(fonte): LINK , pela RedBull
+1a história.. acerca do desenvolvimento de videojogos
Como não existem duas sem três, aqui fica mais uma referência acerca do desenvolvimento de videojogos ao longo dos tempos. A narrativa começa pelo uso de consolas em casa..1940
Since its commercial birth in the 1950s as a technological oddity at a science fair, gaming has blossomed into one of the most profitable entertainment industries in the world.
The mobile technology boom in recent years has revolutionized the industry and opened the doors to a new generation of gamers. Indeed, gaming has become so integrated with modern popular culture that now even grandmas know what Angry Birds is, and more than 42 percent of Americans are gamers and four out of five U.S. households have a console.
The Early Years
The first recognized example of a game machine was unveiled by Dr. Edward Uhler Condon at the New York World's Fair in 1940. The game, based on the ancient mathematical game of Nim, was played by about 50,000 people during the six months it was on display, with the computer reportedly winning more than 90 percent of the games.
However, the first game system designed for commercial home use did not emerge until nearly three decades later, when Ralph Baer and his team released his prototype, the "Brown Box," in 1967.
The "Brown Box" was a vacuum tube-circuit that could be connected to a television set and allowed two users to control cubes that chased each other on the screen. The "Brown Box" could be programmed to play a variety of games, including ping pong, checkers and four sports games. Using advanced technology for this time, added accessories included a lightgun for a target shooting game, and a special attachment used for a golf putting game.
According to the National Museum of American History, Baer recalled, "The minute we played ping-pong, we knew we had a product. Before that we weren't too sure."
Magnavox-OdysseyThe "Brown Box" was licensed to Magnavox, which released the system as the Magnavox Odyssey in 1972. It preceded Atari by a few months, which is often mistakenly thought of as the first games console.
Between August 1972 and 1975, when the Magnavox was discontinued, around 300,000 consoles were sold. Poor sales were blamed on mismanaged in-store marketing campaigns and the fact that home gaming was a relatively alien concept to the average American at this time.
However mismanaged it might have been, this was the birth of the digital gaming we know today.
Onward To Atari And Arcade Gaming
Sega and Taito were the first companies to pique the public's interest in arcade gaming when they released the electro-mechanical games Periscope and Crown Special Soccer in 1966 and 1967. In 1972, Atari (founded by Nolan Bushnell, the godfather of gaming) became the first gaming company to really set the benchmark for a large-scale gaming community.
The nature of the games sparked competition among players, who could record their high scores … and were determined to mark their space at the top of the list.
Atari not only developed their games in-house, they also created a whole new industry around the "arcade," and in 1973, retailing at $1,095, Atari began to sell the first real electronic video game Pong, and arcade machines began emerging in bars, bowling alleys and shopping malls around the world. Tech-heads realized they were onto a big thing; between 1972 and 1985, more than 15 companies began to develop video games for the ever-expanding market.
The Roots Of Multiplayer Gaming As We Know It
During the late 1970s, a number of chain restaurants around the U.S. started to install video games to capitalize on the hot new craze. The nature of the games sparked competition among players, who could record their high scores with their initials and were determined to mark their space at the top of the list. At this point, multiplayer gaming was limited to players competing on the same screen.
The first example of players competing on separate screens came in 1973 with "Empire" — a strategic turn-based game for up to eight players — which was created for the PLATO network system. PLATO (Programmed Logic for Automatic Teaching Operation), was one of the first generalized computer-based teaching systems, originally built by the University of Illinois and later taken over by Control Data (CDC), who built the machines on which the system ran.
According to usage logs from the PLATO system, users spent about 300,000 hours playing Empire between 1978 and 1985. In 1973, Jim Bowery released Spasim for PLATO — a 32-player space shooter — which is regarded as the first example of a 3D multiplayer game. While access to PLATO was limited to large organizations such as universities — and Atari — who could afford the computers and connections necessary to join the network, PLATO represents one of the first steps on the technological road to the Internet, and online multiplayer gaming as we know it today.
At this point, gaming was popular with the younger generations, and was a shared activity in that people competed for high-scores in arcades. However, most people would not have considered four out of every five American households having a games system as a probable reality.
Home Gaming Becomes A Reality
In addition to gaming consoles becoming popular in commercial centers and chain restaurants in the U.S., the early 1970s also saw the advent of personal computers and mass-produced gaming consoles become a reality. Technological advancements, such as Intel's invention of the world's first microprocessor, led to the creation of games such as Gunfight in 1975, the first example of a multiplayer human-to-human combat shooter.
While far from Call of Duty, Gunfight was a big deal when it first hit arcades. It came with a new style of gameplay, using one joystick to control movement and another for shooting direction — something that had never been seen before.
In 1977, Atari released the Atari VCS (later known as the Atari 2600), but found sales slow, selling only 250,000 machines in its first year, then 550,000 in 1978 — well below the figures expected. The low sales have been blamed on the fact that Americans were still getting used to the idea of color TVs at home, the consoles were expensive and people were growing tired of Pong, Atari's most popular game.
When it was released, the Atari VCS was only designed to play 10 simple challenge games, such as Pong, Outlaw and Tank. However, the console included an external ROM slot where game cartridges could be plugged in; the potential was quickly discovered by programmers around the world, who created games far outperforming the console's original designed.
The integration of the microprocessor also led to the release of Space Invaders for the Atari VCS in 1980, signifying a new era of gaming — and sales: Atari 2600 sales shot up to 2 million units in 1980.
As home and arcade gaming boomed, so too did the development of the gaming community. The late 1970s and early 1980s saw the release of hobbyist magazines such as Creative Computing (1974), Computer and Video Games (1981) and Computer Gaming World (1981). These magazines created a sense of community, and offered a channel by which gamers could engage.
Personal Computers: Designing Games And Opening Up To A Wider Community
The video game boom caused by Space Invaders saw a huge number of new companies and consoles pop up, resulting in a period of market saturation. Too many gaming consoles, and too few interesting, engaging new games to play on them, eventually led to the 1983 North American video games crash, which saw huge losses, and truckloads of unpopular, poor-quality titles buried in the desert just to get rid of them. The gaming industry was in need of a change.
At more or less the same time that consoles started getting bad press, home computers like the Commodore Vic-20, the Commodore 64 and the Apple II started to grow in popularity. These new home computer systems were affordable for the average American, retailing at around $300 in the early 1980s (around $860 in today's money), and were advertised as the "sensible" option for the whole family.
These home computers had much more powerful processors than the previous generation of consoles; this opened the door to a new level of gaming, with more complex, less linear games. They also offered the technology needed for gamers to create their own games with BASIC code. Even Bill Gates designed a game, called Donkey (a simple game that involved dodging donkeys on a highway while driving a sports car). Interestingly, the game was brought back from the dead as an iOS app back in 2012.
While the game was described at the time as "crude and embarrassing" by rivals at Apple, Gates included the game to inspire users to develop their own games and programs using the integrated BASIC code program.
Magazines like Computer and Video Games and Gaming World provided BASIC source code for games and utility programs, which could be typed into early PCs. Games, programs and readers' code submissions were accepted and shared.
In addition to providing the means for more people to create their own game using code, early computers also paved the way for multiplayer gaming, a key milestone for the evolution of the gaming community.
Early computers such as the Macintosh, and some consoles such as the Atari ST, allowed users to connect their devices with other players as early as the late 1980s. In 1987, MidiMaze was released on the Atari ST and included a function by which up to 16 consoles could be linked by connecting one computer's MIDI-OUT port to the next computer's MIDI-IN port.
While many users reported that more than four players at a time slowed the game dramatically and made it unstable, this was the first step toward the idea of a deathmatch, which exploded in popularity with the release of Doom in 1993 and is one of the most popular types of games today.
The real revolution in gaming came when LAN networks, and later the Internet, opened up multiplayer gaming.
Multiplayer gaming over networks really took off with the release of Pathway to Darkness in 1993, and the "LAN Party" was born. LAN gaming grew more popular with the release of Marathon on the Macintosh in 1994 and especially after first-person multiplayer shooter Quake hit stores in 1996. By this point, the release of Windows 95 and affordable Ethernet cards brought networking to the Windows PC, further expanding the popularity of multiplayer LAN games.
Multiplayer gaming took the gaming community to a new level because it allowed fans to compete and interact from different computers, which improved the social aspect of gaming. This key step set the stage for the large-scale interactive gaming that modern gamers currently enjoy. On April 30, 1993, CERN put the World Wide Web software in the public domain, but it would be years before the Internet was powerful enough to accommodate gaming as we know it today.
The Move To Online Gaming On Consoles
Long before gaming giants Sega and Nintendo moved into the sphere of online gaming, many engineers attempted to utilize the power of telephone lines to transfer information between consoles.
William von Meister unveiled groundbreaking modem-transfer technology for the Atari 2600 at the Consumer Electronics Show (CES) in Las Vegas in 1982. The new device, the CVC GameLine, enabled users to download software and games using their fixed telephone connection and a cartridge that could be plugged in to their Atari console.
The device allowed users to "download" multiple games from programmers around the world, which could be played for free up to eight times; it also allowed users to download free games on their birthdays. Unfortunately, the device failed to gain support from the leading games manufacturers of the time, and was dealt a death-blow by the crash of 1983.
Real advances in "online" gaming wouldn't take place until the release of 4th generation 16-bit-era consoles in the early 1990s, after the Internet as we know it became part of the public domain in 1993. In 1995 Nintendo released Satellaview, a satellite modem peripheral for Nintendo's Super Famicom console. The technology allowed users to download games, news and cheats hints directly to their console using satellites. Broadcasts continued until 2000, but the technology never made it out of Japan to the global market.
Between 1993 and 1996, Sega, Nintendo and Atari made a number of attempts to break into "online" gaming by using cable providers, but none of them really took off due to slow Internet capabilities and problems with cable providers. It wasn't until the release of the Sega Dreamcast, the world's first Internet-ready console, in 2000, that real advances were made in online gaming as we know it today. The Dreamcast came with an embedded 56 Kbps modem and a copy of the latest PlanetWeb browser, making Internet-based gaming a core part of its setup rather than just a quirky add-on used by a minority of users.
The Dreamcast was a truly revolutionary system, and was the first net-centric device to gain popularity. However, it also was a massive failure, which effectively put an end to Sega's console legacy. Accessing the Internet was expensive at the turn of the millennium, and Sega ended up footing huge bills as users used its PlanetWeb browser around the world.
Experts related the console's failure to the Internet-focused technology being ahead of its time, as well as the rapid evolution of PC technology in the early 2000s — which led people to doubt the use of a console designed solely for gaming. Regardless of its failure, Dreamcast paved the way for the next generation of consoles, such as the Xbox. Released in the mid-2000s, the new console manufacturers learned from and improved the net-centric focus of the Dreamcast, making online functionality an integral part of the gaming industry.
The release of Runescape in 2001 was a game changer. MMORPG (massively multiplayer online role-playing games) allows millions of players worldwide to play, interact and compete against fellow fans on the same platform. The games also include chat functions, allowing players to interact and communicate with other players whom they meet in-game. These games may seem outdated now, but they remain extremely popular within the dedicated gaming community.
The Modern Age Of Gaming
Since the early 2000s, Internet capabilities have exploded and computer processor technology has improved at such a fast rate that every new batch of games, graphics and consoles seems to blow the previous generation out of the water. The cost of technology, servers and the Internet has dropped so far that Internet at lightning speeds is now accessible and commonplace, and 3.2 billion people across the globe have access to the Internet. According to the ESA Computer and video games industry report for 2015, at least 1.5 billion people with Internet access play video games.
Online storefronts such as Xbox Live Marketplace and the Wii Shop Channel have totally changed the way people buy games, update software and communicate and interact with other gamers, and networking services like Sony's PSN have helped online multiplayer gaming reach unbelievable new heights.
Every new batch of games, graphics and consoles seems to blow the previous generation out of the water.
Technology allows millions around the world to enjoy gaming as a shared activity. The recent ESA gaming report showed that 54 percent of frequent gamers feel their hobby helps them connect with friends, and 45 percent use gaming as a way to spend time with their family.
By the time of the Xbox 360 release, online multiplayer gaming was an integral part of the experience (especially "deathmatch" games played against millions of peers around the world for games such as Call of Duty Modern Warfare). Nowadays, many games have an online component that vastly improves the gameplay experience and interactivity, often superseding the importance of the player's offline game objectives.
"What I've been told as a blanket expectation is that 90% of players who start your game will never see the end of it…" says Keith Fuller, a longtime production contractor for Activision.
As online first-person shooter games became more popular, gaming "clans" began to emerge around the world. A clan, guild or faction is an organized group of video gamers that regularly play together in multiplayer games. These games range from groups of a few friends to 4,000-person organizations with a broad range of structures, goals and members. Multiple online platforms exist, where clans are rated against each other and can organize battles and meet-ups online.
The Move Toward Mobile
Since smartphones and app stores hit the market in 2007, gaming has undergone yet another rapid evolution that has changed not only the way people play games, but also brought gaming into the mainstream pop culture in a way never before seen. Rapid developments in mobile technology over the last decade have created an explosion of mobile gaming, which is set to overtake revenue from console-based gaming in 2015.
This huge shift in the gaming industry toward mobile, especially in Southeast Asia, has not only widened gaming demographics, but also pushed gaming to the forefront of media attention. Like the early gaming fans joining niche forums, today's users have rallied around mobile gaming, and the Internet, magazines and social media are full of commentaries of new games and industry gossip. As always, gamers' blogs and forums are filled with new game tips, and sites such as Macworld, Ars Technica and TouchArcade push games from lesser-known independent developers, as well as traditional gaming companies.
The gaming industry was previously monopolized by a handful of companies, but in recent years, companies such as Apple and Google have been sneaking their way up the rankings due to their games sales earnings from their app stores. The time-killing nature of mobile gaming is attractive to so many people who basic games such as Angry Birds made Rovio $200 million in 2012 alone, and broke two billion downloads in 2014.
More complex mass multiplayer mobile games such as Clash of Clans are bringing in huge sums each year, connecting millions of players around the world through their mobile device or League of Legends on the PC.
The Future
The move to mobile technology has defined the recent chapter of gaming, but while on-the-move gaming is well-suited to the busy lives of millennials, gaming on mobile devices also has its limitations. Phone screens are small (well, at least until the iPhone 6s came out), and processor speeds and internal memories on the majority of cellphones limit gameplay possibilities. According to a recent VentureBeat article, mobile gaming is already witnessing its first slump. Revenue growth has slowed, and the cost of doing business and distribution costs have risen dramatically over the last few years.
Although mobile gaming has caused the death of hand-held gaming devices, consoles are still booming, and each new generation of console welcomes a new era of technology and capabilities. Two industries that could well play a key role in the future of gaming are virtual reality and artificial intelligence technology.
Virtual reality (VR) company Oculus was acquired by Facebook in 2014, and is set to release its Rift headset in 2016. The headset seems to lean perfectly toward use within the video games industry, and would potentially allow gamers to "live" inside an interactive, immersive 3D world. The opportunities to create fully interactive, dynamic "worlds" for MMORPG, in which players could move around, interact with other players and experience the digital landscapes in a totally new dimension, could be within arms reach.
There have been a lot of advancements over the last few years in the world of language-processing artificial intelligence. In 2014, Google acquired Deep Mind; this year, IBM acquired AlchemyAPI, a leading provider in deep-learning technology; in October 2015, Apple made two AI acquisitions in less than a week. Two of the fields being developed are accuracy for voice recognition technology and open-ended dialogue with computers.
These advances could signify an amazing new chapter for gaming — especially if combined with VR, as they could allow games to interact with characters within games, who would be able to respond to questions and commands, with intelligent and seemingly natural responses. In the world of first-person shooters, sports games and strategy games, players could effectively command the computer to complete in-game tasks, as the computer would be able to understand commands through a headset due to advances in voice recognition accuracy.
If the changes that have occurred over the last century are anything to go by, it appears that gaming in 2025 will be almost unrecognizable to how it is today. Although Angry Birds has been a household name since its release in 2011, it is unlikely to be remembered as fondly as Space Invaders or Pong. Throughout its progression, gaming has seen multiple trends wane and tide, then be totally replaced by another technology. The next chapter for gaming is still unclear, but whatever happens, it is sure to be entertaining.
+infos(fonte da informação): LINK, por Riad Chikhani
Video Game History Foundation
Aqui está mais um daqueles sites interessantes e a ver se tem pernas para andar. O assunto tem, mas vamos ver se tem força para permanecer e crescer :) Espero que sim.
+infos(Video Game History Foundation): https://gamehistory.org/
Mais um achado em português
Encontrei um blog que tem como tradição postar noticias acerca de videojogos do ZX Spectrum, em português! :)
Destaco também o arquivo que eles partilham acerca das noticias de jornais sobre videojogos e estas tecnologias .. e sem deixar de lado o jornal A Capital :) todas as sextas ;)
+infos(blog): https://planetasinclair.blogspot.com/
História dos videojogos :) (mais um livro)
Encontrei mais uma referência a um livro acerca de videojogos para "consolas" de 8 bits, onde se inclui o meu favorito, ZX Spectrum. Ainda não é desta que vou comprar já que o preço ronda perto dos 50 euros :(
+infos(oficial): LINK
Um pouco de história..
Um post interessante acerca da história no desenvolvimento gráfico dos videojogos que foram desenvolvidos no Japão por VGDensetsu.
+infos(post): LINK
Livros interessantes… (e que gostava de ter acesso)
Resonant Games Design Principles for Learning Games that Connect Hearts, Minds, and the Everyday de Eric Klopfer, Jason Haas, Scot Osterweil and Louisa Rosenheck (LINK)
Future Gaming Creative Interventions in Video Game Culture de Paolo Ruffino (LINK)
Connected Gaming What Making Video Games Can Teach Us about Learning and Literacy de Yasmin B. Kafai and Quinn Burke (LINK)
How Games Move Us Emotion de Design de Katherine Isbister (LINK)
e estudos compilados em livros:
Handbook of Computer Game Studies de Joost Raessens and Jeffrey Goldstein (LINK)
Video Games Around the World de Mark J. P. Wolf (LINK)
Computer Games and the Social Imaginary de Graeme Kirkpatrick (LINK)
Computer Games: Text, Narrative and Play de Diane Carr, David Buckingham, Andrew Burn e Gareth Schott (LINK)
Publicar na Steam
Surgiu na comunidade um relatório que foi desenvolvido a partir das respostas a questões por parte de pessoas que publicam ou publicaram na Steam.
Algumas das sugestões que são feitas estão relacionadas com:
"1. Remove ability for users to delete developers' comments on their reviews.
2. Clarify what a developer needs to do in order to qualify for various featuring opportunities.
3. Bug reporting/technical support should be built into Steam/Steamworks. Filter issues that are Steam issues to Steam support team instead of to the developer.
4. Devs should be able to have one unified landing page for all their games.
5. The Steam Community feature needs better ways to deal with toxic users.
6. Valve should increase the overall volume of sustainable middle class developers.
7. Make reviews on the frontpage representative of the game's review percentage.
8. The "Upcoming Games" list is becoming useless.
9. Devs should have better tools and info for tracking and identifying players who abuse/hack multiplayer, bot/farm item drops, etc.
10. Devs should have the possibility to send messages to forum users.
+infos(análise ao estudo): LINK
+infos(estudo completo): LINK
Livros a consumir (videojogos)
Metagaming Playing, Competing, Spectating, Cheating, Trading, Making, And Breaking Videogames de Stephanie Boluk e Patrick Lemieux
Fans And Videogames Histories, Fandom, Archives
A Lógica Do Jogo: Recriando Clássicos Da História Dos Videogames de Marcus Becker
How To Talk About Videogames de Ian, Prof. Bogost
Digital Games As History How Videogames Represent The Past And Offer Access To Historical Practice de Adam Chapman
Playback A Genealogy Of 1980s British Videogames de Alex Wade
Co-Creating Videogames de John Banks
Developer'S Dilemma The Secret World Of Videogame Creators de Casey O'Donnell
Videogames And Education de Harry J. Brown
Digital Games: A Context for Cognitive Development: New Directions for Child and Adolescent Development, Number 139
The Videogames Handbook de James Newman, David Surman e Iain Simons
How To Do Things With Videogames de Ian Bogost
Persuasive Games The Expressive Power Of Videogames de Ian Bogost
Beyond Game Design Nine Steps Towards Creating Better Videogames de Chris Bateman
Studying Videogames de Wayne O'Brien e Julian Mcdougall
Playing With Videogames de James Newman
Game Writing Narrative Skills For Videogames de Chris Bateman
Computer Games: Text, Narrative and Play de Diane Carr, David Buckingham, Andrew Burn, Gareth Schott
Story or Gameplay? um texto..
+infos: LINK
Estudos sobre videojogos: um portal
Aqui está um portal que agrega alguns trabalhos relacionados com estudos feitos sobre os videojogos.
+infos: http://gamestudies.org/
revista: Entertainment Computing
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
Specific areas of interest include:
• Computer, video, console and internet games
• Cultural computing and cultural issues in entertainment
• Digital new media for entertainment
• Entertainment robots and robot like applications
• Entertainment technology, applications, application program interfaces, and entertainment system architectures
• Human factors of entertainment technology
• Impact of entertainment technology on users and society
• Integration of interaction and multimedia capabilities in entertainment systems
• Interactive television and broadcasting
• Interactive art and entertainment
• Methodologies, paradigms, tools, and software/hardware architectures for supporting entertainment applications
• Mixed, augmented and virtual reality systems for entertainment
• New genres of entertainment technology
• Serious Games used in education, training, and research
• Simulation/gaming methodologies used in education, training, and research
• Social media for entertainment
In the area of empirical and experimental studies we are looking for contributions which are very well documented, innovative, and tested or evaluated in a particular entertainment domain.
+infos(revista): LINK
Livros sobre videojogos..
(2013)Honoring the Code: Conversations with Great Game Designers de Matt Barton
(2003)The Video Game Theory Reader de Mark J. P. Wolf
(2005)21st Century Game Design de Chris Bateman e Richard Boon
(2013)Fundamentals of Game Design de Ernest Adams
(2009)Level Design: Concept, Theory, and Practice de Rudolf Kremers
(2014)An Architectural Approach to Level Design de Christopher W. Totten
(2014)Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game – with Unity and C# de Jeremy Gibson
(2008)Game Feel: A Game Designer's Guide to Virtual Sensation de Steve Swink
(2012)Reality is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal
(2015)Uncertainty in Games de Greg Costikyan
(2012)Game Mechanics: Advanced Game Design de Ernest Adams e Joris Dormans
(2004)Game Design, Theory and Practice de Richard Rouse III
(2003)Rules of Play: Game Design Fundamentals de Katie Salen e Eric Zimmerman
(2008)Understanding Video Games: The Essential Introduction de Simon Egenfeldt-Nielson, Jonas Heide Smith, Susana Pajares Tosca
(2007)Videogame, player, text de Barry Atkins e Tanya Krzywinska
(2012)Characteristics of Games de George Skaff Elias, Richard Garfield, K. Robert Gutschera, Peter Whitley, Eric Zimmerman
(2008)Game Design Workshop: A Playcentric Approach to Creating Innovative Games de Tracy Fullerton
(2013)Videogames de James Newman
(2008)Challenges for Game Designers de Brenda Brathwaite, Ian Schreiber
(2011)Half-Real: Video Games between Real Rules and Fictional Worlds de Jesper Juul
(2014)Play Matters de Miguel Sicart
(2003)Designing Virtual Worlds de Richard A. Bartle
(2010)Replay: The History of Video Games de Tristan Donovan
(2008)The Ultimate Guide to Video Game Writing and Design de Flint Dille, John Zuur Platten
(2007)The Game Maker's Apprentice: Game Development for Beginners de Jacob Habgood , Mark Overmars, Phil Wilson
(2014)Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques de Evan Skolnick
(2010)The Game Maker's Companion (Technology in Action) de Jacob Habgood, Nana Nielsen, Martin Rijks
(2014)Game Design Workshop: A Playcentric Approach to Creating Innovative Games de Tracy Fullerton
(2012)A Mind Forever Voyaging: A History of Storytelling in Video Games de Dylan Holmes
(2001)The Ultimate History of Video Games: From Pong to Pokemon–The Story Behind the Craze That Touched Our Lives and Changed the World de Steven Kent
(2009)Games of Empire: Global Capitalism and Video Games de Nick Dyer-Witheford, Greig de Peuter
(2011)Extra Lives: Why Video Games Matter de Tom Bissell
(2008)Game Feel: A Game Designer's Guide to Virtual Sensation de Steve Swink
(2003)Rules of Play: Game Design Fundamentals de Katie Salen Tekinbas, Eric Zimmerman
(2013)Theory of Fun for Game Design de Raph Koster
(2013)The Art of Failure: An Essay on the Pain of Playing Video Games de Jesper Juul
(2013)Critical Play: Radical Game Design de Mary Flanagan
(2012)Understanding Video Games: The Essential Introduction de Simon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca
(2011)Reality Is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal
(2014)A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design de Anna Anthropy, Naomi Clark
(2010)Persuasive Games: The Expressive Power of Videogames de Ian Bogost
(2011)How to Do Things with Videogames de Ian Bogost
(2012)Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form de Anna Anthropy
(2012)Game Design Theory de Keith Burgun
(2008)The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! de Brian Tinsman
(2006)Game Design Reader: A Rules of Play Anthology de Katie Salen, Eric Zimmerman
(2001)Man, Play and Games de Roger Caillois, Meyer Barash
(2001)The Ambiguity of Play de Brian Sutton-smith
(2014)Fundamentals of Game Design, 3/E de Ernest Adams
(2015)Game Design Vocabulary, A: Exploring the Foundational Principles Behind Good Game Design de Anna Anthropy e Naomi Clark
(2015)Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players de Zack Hiwiller
(2015)Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation de Matthew Johnson e James A. Henley
(2013)Unity Game Development in 24 Hours, Sams Teach Yourself de Mike Geig
(2015)Unity in Action: Multiplatform Game Development in C# with Unity 5 de Joe Hocking
EPoGames 2016
EPoGames 2016
II Encontro Potiguar de Jogos, Entretenimento e Educação
I Escola Regional de Realidade Virtual
Natal, RN, 07-12 de novembro de 2016
O EPoGames é o principal evento do Rio Grande do Norte (RN) voltado ao
estudo do desenvolvimento e do uso de jogos digitais e mídia digital
interativa. Trata-se de um evento de caráter interdisciplinar que tem como
objetivo principal reunir estudantes e profissionais interessados na área
de jogos, com objetivo de entretenimento e/ou educação, a fim de
impulsionar a criação de uma cultura na área no RN. Esta área é
inerentemente interdisciplinar, envolvendo profissionais de computação,
artes, design, música, educação, mas igualmente de psicologia, saúde e
demais áreas que fazem uso de jogos digitais como ferramentas de
transformação individual e social. O EPoGames serve, então, como ponto de
encontro e de troca de ideias e saberes das diferentes áreas em um foco de
aplicação específico: o desenvolvimento e uso de jogos digitais. O evento
possui um viés acadêmico, sem deixar de lado o interesse do mercado,
procurando promover o empreendorismo na área.
Este ano a EPoGames acontecerá em conjunto com a Escola Regional de
Realidade Virtual.
A lista de assuntos de interesse no domínio dos jogos inclui, mas não está
limitada a:
Arquiteturas e motores de jogos; Inteligência artificial aplicada a
jogos; Computação gráfica; Processos e ferramentas de desenvolvimento;
Interação humano-computador; Som interativo e 3D; Modelos e infraestrutura
para jogos em rede; Modelagem física; Modelagem procedural.
Realidade Virtual
Aplicações de realidade virtual; Aplicações de realidade aumentada;
Jogos em realidade virtual; Jogos em realidade aumentada; Inovações em
técnicas de realidade virtual e/ou realidade aumentada.
Artes e Design
Técnicas de modelagem e animação; Métodos, processos e ferramentas para
artes e design; Design conceitual; Criação de arte promocional; Processos
de criação; Narrativas; Quests e mecânicas; Design de níveis; Design de
interfaces; Gamificação de processos.
Ensino e aprendizagem com jogos; Ensino da programação de jogos;
Análise, projeto, desenvolvimento e avaliação de jogos educativos; Análise
da aprendizagem a partir de jogos; Simuladores para apoiar o
ensino/aprendizagem; Realidade virtual e aumentada na educação; Ambientes
tridimensionais para o ensino/aprendizagem; Gamificação na educação.
História dos jogos; Impacto dos jogos em comunidades; Impacto dos jogos
em áreas diversas (Trabalho, Educação, Saúde, Psicologia, Mídia, Juventude,
Violência, Sociedade).
Empreendedorismo na área de jogos digitais; Estratégia organizacional
na indústria de jogos digitais; Formação dos profissionais para a indústria
de jogos digitais; Games, clusters e cidades criativas; Indies na indústria
de jogos digitais; Inovação na indústria de jogos digitais;
Internacionalização de empresas de desenvolvimento de jogos digitais;
Metodologias de gestão de projetos na indústria de jogos digitais; Modelos
de negócio nas empresas de jogos digitais; Políticas públicas na indústria
de jogos digitais.
*Existem quatro categorias para submissão de trabalhos:*
Artigos completos: trabalhos científicos com resultados originais
consolidados ou com análise de experiências (de 8 a 12 páginas);
Artigos resumidos: trabalhos científicos ou análise de experiências em
andamento com resultados parciais (de 5 a 7 páginas);
Minicursos: apresentações sobre temas de interesse para a comunidade de
Jogos Digitais (2 páginas).
Festival de jogos: jogos independentes concebido e desenvolvido por pessoa
física ou jurídica utilizando qualquer tecnologia para qualquer plataforma,
visando ou não fins lucrativos;
Para maiores informações, acesse o site do EPoGames 2016:
20/10/2016 ? prazo de submissão dos artigos completos, resumidos,
minicursos e festival de jogos
01/11/2016 ? notificação de resultados
05/11/2016 ? envio da versão final
07-12/11/2016 ? EPoGames 2016
Um bom site sobre estatística sobre o consumo de videojogos em Portugal e não só.
+infos: LINK
Europe in Crisis (eCrisis) Project Launch
De Malta para o mundo..
"The Institute of Digital Games would like to invite you to the launch of the new research project "Europe in Crisis" (eCrisis), funded through the Erasmus+ Programme. The 3-year eCrisis project aims to enable inclusive education through playful and game-based learning and, thereby, foster the development of social, civic and intercultural competences such as conflict resolution, creative thinking, and reflective debate in primary and secondary education students.
The project will launch with an opening address by the Minister of Education and Employment, Hon. E. Bartolo and the Rector of the University of Malta, Prof. A. Vella. A number of internationally established researchers and educators from Malta, Greece and Austria will also talk about game-based learning, creative thinking, conflict resolution, and social inclusion in education. Guests will also have the opportunity to try out the games that form the basis of the project and connect with the researchers.
Educators are particularly welcome! Through this event there will be the opportunity to collaborate with you over the coming 3 years.
Venue: Institute of Digital Games, University Campus
Date: 21th October 2016
Time: 16:00 – 18:00″
+infos: http://www.game.edu.mt/
Why is selling good games so hard? por Dave Toulouse
Bom artigo para ler e ter em atenção :)
- "It should seem obvious, but people keep doing it.
- Manage your risks. Do a game that can be done in 6-8 months, not one that takes 3-5 years!
- Built up a portfolio of games first. Start small and build up to larger successes.
- Don't spend money on things you don't understand or can't handle properly.
- Players don't care about your engine so make games instead. If existing engines don't meet your needs then you should reconsider your project.
- Your main source of marketing power is your game itself. (Unless you somehow manage to get Sony to pay for it…)
- Don't compare yourself to the big hits. What worked for them might not for you. If there was a recipe for success we'd all be following it."
+infos(artigo): LINK
Grupo de investigação: GILT – Games, Interaction and Learning Technologies
No Porto, mais concretamente no ISEP (Instituto Superior de Engenharia do Porto, IPP) existe um grupo que investiga também sobre videojogos :) interessante..
+infos(oficial): http://gilt.isep.ipp.pt/
Eu gostava de ter acesso / I would like to have access..
eu gostava de ter acesso/I would like to have access to your article..
What We Can Learn About Digital Badges from Video Games de Rudy McDaniel
Application to the StarCraft Game Environment de Seng-Beng Ho
The Essential Components of Game Design in 3D Virtual Worlds: From a Language Learning Perspective de Yu-Ju Lan
Repositório interessante em espanhol acerca da história dos videojogos:
Gostava de ter acesso/access to your article
Gostava de ter acesso/access to your article,
Shaojung Sharon Wang and Shih-Jung Hsu (March 2016)
Not So Angry Birds: Psychological Benefits of Mobile Games
Netta Ganor and Dov Te'eni (January 2016)
Designing Interfaces for Older Users: Effects of Icon Detail and Semantic Distance


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BEBONCOOL™ products bring out the power of technology to benefit people, transforming their lives for the better. With technology we make life easier, more fulfilling and a lot more fun! We have created a lot of excitement in the gaming space and here are some of our exciting new offerings. We begin with our 2 […]Read More
The latest Beboncool game controller is also built for windows 10 PC games. It supports a wired connection for X-input or D-input Windows PC games, and can support PC-USB gamepad functions. You are provided with both, the gamepad and clip to insert your device clips onto the gamepad, and a long Micro USB to USB […]Read More
Game controllers are specialized input devices developed for use in gaming. Game controllers come in various shapes and sizes with features to suit different gaming purposes. Some sit on the desktop while others clamp to the desk. Some are held in both hands and manipulated directly. Some may provide a joystick, a steering wheel, a […]Read More
If you are a serious gamer, have you ever considered designing your own game controller. It's not rocket science. There's a host of DIY kits available that make it simple and interesting to develop your own customized game controller. To start with you could try and build a simple custom game controller to use with […]Read More
If you are a gamer, there are certain problems which you may have obviously faced in your gaming journey so far. Majorly the problems are related with gaming accessories. In most of the cases, the accessory you choose for gaming may deceive you widely. Haste while buying the accessory and lack of research results in […]Read More
If you are a gaming freak, you sure need a controller with which you can kick some serious ass! With new games and newer versions of games entering the market, constant upgrade of hardware has become an imperative. Here are some super tips on how you could select a game pad that would work best […]Read More
Video-game is trending in the markets for over a period. People (especially kids and teenagers) get crazy about this exciting indoor-game. Though it may keep your child in front of your eyes, but has many demerits. Not penetrating deep into that matter, still video games remain the favourite of the youngsters. Thus, many electronics companies […]Read More


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Harry Ramsden's - Scarborough
Harry Ramsden's - Scarborough
22 Foreshore Road,
Cuisine: BritishBook now »
Description of Harry Ramsden's - Scarborough
Harry Ramsden's serve the same great quality fish and chips today that they have been since 1928. The brand was established 80 years ago, when Harry Ramsden opened his first takeaway store in a hut in Guiseley. His top-quality fish and chips brought people from near and far and it wasn't long before Harry's became the most famous fish and chip shop brand in the world. The fish is freshly prepared in Harry's kitchens daily and has that distinctive flavour revered the world over. The menu includes the world-famous battered fish with its closely guarded secret recipe, as well as an extensive choice of mouth-watering options and a fantastic children's menu, to satisfy all the family. There are 13 Harry's restaurants across the United Kingdom, from seaside locations such as Blackpool and Bournemouth to high street restaurants in Cardiff and Southampton city centres, so you're never far from a Harry's.
How to reserve a table at Harry Ramsden's - Scarborough
We advise you avoid disappointment by booking your table in advance. We offer a completely free table reservation service for you. Click below to find availability and book your table...Book Now »
Opening Hours
Sunday to Thursday: 11:00 - 19:00
Friday & Saturday: 11:00 - 21:00
Photos available
Menu availableClick to view menu
Harry Ramsden's - Scarborough Location
Local points of interest:
The following music venues, bars, clubs and hotels are near to Harry Ramsden's - Scarborough:
- Scarborough Lifeboat Station 35 yards away
- The Lifeboat Station 35 yards away
- Futurist Theatre (Live music venue) 78 yards away
- West Pier Scarborough 160 yards away
- Blands Cliff Lodge B&B (Hotel) 167 yards away
Find out more about the local clubs, bars, restaurants and points of interest: Harry Ramsden's - Scarborough map


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Our new year 12 students have been working hard on their charity fundraisers this term.
They split into three groups and picked a worthy charity each.
One group did a sleep out in a cardboard box for Hastings Homeless. They used the money they raised for vital supplies for the people of Hastings who live on the streets.
Another of the groups held a quiz night and cake sale for the charity Little Gate Farm. They raised enough money for a new pig sty for a currently pregnant pig.
The last group raised money for St Michaels Hospice by holding a Charity Fashion Auction. Students raised a £1000 by auctioning jewellery and clothes from local business and from Vivienne Westwood, Cosmopolitian magazine.
Well done to all our students we are very proud of you all.


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Teaching and Learning Emphasis
If you are planning on being an Elementary School Teacher or a Special Education Teacher, this is the emphasis for you!
The Teaching and Learning Emphasis is designed to provide the required multiple-subject content preparation for students to be admitted to the Multiple Subject Teaching Credential for teaching Kindergarten through 8th grade, or the Education Specialist Teaching Credential for becoming a Special Education Teacher.
The Teaching and Learning Emphasis meets the Elementary Subject Matter (ESM) requirement specified by the California Commission on Teaching Credentialing (CTC).
Integrated Elementary Teaching Emphasis
Freshmen who started fall 2017 and Freshmen who will start fall 2018 will have an opportunity to apply to the Integrated Elementary Teaching Credential Emphasis (ITEP) in their Junior year.
Junior Transfers from Community Colleges may be eligible to apply for the first time in fall 2019.
Requirements include earning a C or better in all the courses listed in the first two years of their Four-Year Roadmap with an overall GPA of 3.0 or better. Students must also have passed the CBEST. Entry into the ITEP will require completing other documentation and passing an interview process. The ITEP will allow students to obtain their B.A. Liberal Studies degree and complete all their Teaching Credential coursework and clinical field experience in four years. They will be able to begin their teaching careers after graduation.
Additional Information
- Program Summary/Current Catalog
- Teaching and Learning Four Year Roadmap (PDF, 37.7KB)
- 2020 Teaching and Learning Four Year Roadmap (PDF, 294KB)
Contact Us
Dr. Robert Bleicher
Liberal Studies Program Coordinator
(805) 437-8508


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Published on June 9th, 2015 | by GrowWNY Intern0
Food Bank of WNY
Meet the member organizations of the Western New York Environmental Alliance!
Organization Name: Food Bank of WNY
Mission: Obtain nutritious food and support from public and private sources and efficiently distribute these resources to the hungry in Western New York through our member agencies.
Vision: Respectfully provide food, training, education, and hunger advocacy for our member agencies and their clients
Key Achievements:
- Food Bank of WNY feeds more than 99K people monthly through 330 member agencies in Cattaraugus, Chautauqua, Erie, and Niagara Counties. Feeding America.
Leadership: Marylou Borowiak, President and CEO
Established Date: 1978
Purview: WNY
Location: 91 Holt St. Buffalo, NY 14206
Website and Social Media:
Contact Information: 716.852.1305
Significant Events: Sweet Charity Annual Benefit
Membership Offered: No
This membership profile was created by UB Honors Student Lauren Martinek, Fall 2014.


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"Chocolate & Gin Tasting"
Get together with friends and or relatives, sit back in your living room we are taking care of the rest.
Enjoy a Chocolate tasting pairing with the finest Gins from Hidden World Gin. Come across new flavours and learn to identify them. Try new Chocolate and discover new Gin flavours.
Learn interesting facts about Chocolate, that are always useful in casual conversation!
Ready to challenge your palate?
Minimum 3 people
Session: 1h30
Price: From NZD $75 pp


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Living on campus provides a unique opportunity to meet people and make friends. Williston State College provides a home-away-from-home for approximately 250 students. Each residence hall is equipped with cable TV, internet, and laundry facilities. Limited family-style housing is also available. Housing applications for both residence halls and apartment-style housing should be filled out and submitted following the instructions below:
1. Enter the WSC Housing Website
2. Log in using your Campus Connection username and password
3. Select the application and follow on-screen prompts
To claim your campus connection account or retrieve a password, please see the Student Registration Guide.
Questions? Contact: Director for Residence Life at 701.774.4528 or at email@example.com
All residence halls are close to classroom buildings, the library, the Teton Grill and other campus resources.
Outside residence hall doors are locked 24 hours a day. Residence hall students are issued an outside door key for their hall only. All visitors must be accompanied by a hall resident.
Director for Residence Life
|Housing Contract & Rates
|On Campus Housing
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|2020-21 Residence Hall Contract
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Posted about 1 year ago
We are seeking a UX designer with an expertise in content strategy. In this role, the UX & Content Strategist brings deeper knowledge of content strategy principles and practices, communicates a clear and consistent tone across software touch points (forms, emails, notifications), uses the appropriate language to meet the needs of different end users, and can collaborate effectively with project managers and other UX designers to deliver a great product. We are also looking for someone who is passionate about developing digital services for large federal and state government agencies, and the people they serve.
Sound good so far? Great, keep reading!
What we are about
CivicActions is a mission-minded company focused on transforming government through modern software practices. We are looking for others like us with a true passion for using technology to make a positive change in our world. We work in cross-functional, agile teams, communicate openly, honestly and enjoy keeping a balanced, autonomous lifestyle.
Our team is entirely distributed (remote) across the US and Canada. For this position, you can normally work from home or find a great co-working space, although occasional on-site visits and working sessions with clients will be necessary. You will need a computer, webcam, strong internet connection and the ability to keep a Monday to Friday schedule because we are a truly collaborative team. Ideally your timezone will be within the continental United States.
U.S. citizenship is required for this position.
What you'll do
Define the content strategy for clients and write clear and concise content across multiple touch points (including form questions, form labels, and navigational elements, emails, and tutorials).
Apply a service design mindset to challenges with a relentless focus on user needs.
Work collaboratively with clients and team members in a remote work environment with potential for some on-site travel.
Identify user content needs, develop strategy, and execute on content needs through stakeholder interviews, user research, content audits, gap analysis and other industry methods
Facilitate discovery workshops with government agencies to help them prioritize and create focus for what user problems to tackle first.
Sketch, prototype and work with the client and internal team on design/product direction.
What we expect you to bring
Excellent writing and editing skills; copywriting experience
Experience planning, writing, and implementing user experience copy for digital products and services.
Experience being apart of agile, human centered software teams that have iterated on product.
Experience writing content style guides, product documentation/help, and participating in user research.
Experience advocating for content design with stakeholders and project team members.
Experience leading content efforts for cross-functional agile and human-centered design teams building complex digital projects.
Experience working closely with visual designers, researchers and engineering teams to ensure that customer goals are met and design specifications are delivered upon
CivicActions believes that people who are well taken care of can be more balanced, healthy and happy. We offer 100% company-paid medical insurance, disability insurance, and life insurance. We have a generous 401(k) program. We have an open vacation policy -- employees are encouraged to take time off as needed to feel balanced, productive and healthy. We have paid maternity and paternity leave. We have an annual retreat to connect with each other in-person. We also emphasize professional development and offer an annual stipend for courses, books and conferences.
Community participation is important to us and we ask that you spend 5% of your working time giving back to a community that you care about. We attempt to keep our work products 'open by default'. This means that it is our intention that your work contributions during your time at CivicActions will be published under public license, enabling you to bring your passion fully into your activities without the fear that your expressions will be locked away or prevented from having a positive impact in the world.
CivicActions is a dedicated, fun-loving team, looking for some talented folks to help us bring revolutionary digital services to government agencies and the people they serve.
We find strength and inspiration in the things that make each of us unique. In striving for a more diverse team, we strongly encourage women, people of color, and physically-challenged people to apply.


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iCollectcom Online Vintage Antiques and Collectibles. Shop and Find Great Antiques, Vintage, Collectibles and More at Icollectcom. Reputable.
Vintage Antique Hershey Aero Milk Chocolate Candy Bar Store Display Box | eBay. cigarettes tin. Made by Merckens, Buffalo, N.Y. Vintage Candy.
Over the years, Western New York has cultivated a chocolate People grew up with treats from the local candy maker, developed a another South Buffalo chocolatier of the same vintage was saved from extinction as well.


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San Jose Employees and Their Families Participate in Rebuilding Program; Folsom Office Holds Food Drive
On October 28th, employees from Advantest America, Inc. (AAI) volunteered to participate in a home-repair project "Rebuilding Day." This is a social contribution program organized by "Rebuilding Together Silicon Valley" that rehabilitates houses of low-income, senior, and disabled homeowners free of charge. AAI has been participating in this project since 2005.
This time, the program was held as the second collaboration with the organization LifeMoves, which provides interim housing and supportive services for homeless families and individuals to rapidly return to stable housing and long-term self-sufficiency.
AAI's volunteers were tasked with renovating the laundry room and back courtyard of one of the facilities. In the laundry room, tables and lockable storage were added. n the courtyard, a fence was built to create two separate areas -- in one section, large bike racks were built, and in the other, picnic tables were arranged. Additionally, the volunteers repaired the sprinkler system.
On November 10th, AAI's Folsom office held a successful food drive. Employees donated 120 pounds (approx. 54kg) of food to Twin Lakes Food Bank.
AAI will continue to participate actively in social contribution activities in the future.


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Posted 08.09.2012 in by Jess
一品彩票注册 With the growing number of worldwide nuclear weapons, horrific past events and negative press, people have naturally associated the word "nuclear" with violence and destruction。 And since the disasters at Fukushima and Chernobyl, many people are critical of the use of nuclear power plants as a safe source for energy。While nuclear energy can be dangerous if misused or mismanaged, it is a valuable and resilient energy resource。 Once properly understood, it's easy to see that nuclear energy is a viable asset to our electricity needs now and for the future。 But the question remains: If it isn't being used as a weapon, how is nuclear power harnessed as a source for energy?
Nuclear energy isn't some crazy radioactive kryptonite that scientists made for a killing weapon。 It actually comes from an atom, which are tiny particles that make up every object in the universe。 Nuclear energy comes from the energy in the nucleus, or core of an atom。 There's a huge amount of energy in the bonds that hold the nucleus together。 Breaking the bonds is what releases this enormous amount of energy。
This energy in turn can be used to make electricity but before it can do that, the energy must be released。 Energy from the atoms can be released in two ways: nuclear fusion and nuclear fission。 The latter means that atoms are split apart to form smaller atoms, thus releasing energy。 Nuclear power plants use this energy to produce electricity。 Nuclear fusion means that energy is released when atoms are combined, or fused, together to form a larger atom。 This is how the sun produces its energy。 Fusion is a subject of extensive ongoing research, but it is not yet clear that it will ever be commercially feasible technology for producing electricity。
So how do we get nuclear fuel? The most widely used substance by nuclear plants for nuclear fission is uranium。 It's nonrenewable though it is a common metal found in rocks all over the world。 Nuclear power plants use a certain kind of uranium known as U-235 because its atoms can be easily split apart。 Most U。S。 uranium is mined here in the Western United States and from there the U-235 must be extracted and processed。 During nuclear fission, a small particle called a neutron hits the uranium atom and splits it releasing a great amount of energy as heat and radiation。 More neutrons are released and go on to bombard other uranium atoms and the process repeats itself over and over again – or a chain reaction。
一品彩票注册 Nuclear power plants generate about one-fifth of U。S。 electricity and provides about as much electricity as they use in California, Texas and New York, the three states with the most people。 Not many people know this but the U。S。 has 65 nuclear power plants with 104 nuclear reactors。 36 of these plants have two or more reactors。 These plants are located in 31 different states but are mostly located east of the Mississippi。 Most of these plants use heat to produce electricity and rely on steam from heated water to spin large turbines, which generate electricity。 Instead of burning fossil fuels to produce the steam, nuclear plants use heat given off during fission。 The uranium fuel is then formed into ceramic pellets which are about the size of your fingertip。 While these may be small, each one produces roughly the same amount of energy as 150 gallons of oil。
These pellets are stacked end-to-end in 12-foot metal fuel rods. These bundles of fuel rods, sometimes hundreds, are called a fuel assembly and each reactor core contains many fuel assemblies. The heat that's given off during fission in the reactor core is used to boil into steam, which turns the turbine blades. As the turbines turn, they drive generators that make electricity. The steam is then cooled back into water in a separate structure at the power plant called a cooling tower. The leftover water can be used again and again.
一品彩票注册 In terms of how good or bad nuclear power plants are for the environment, they do not produce any air pollution or carbon dioxide while operating. However, the process for mining and refining uranium ore and making reactor fuel require large amounts of energy. They have large amounts of metal and concrete, which also require large amounts of energy to manufacture. The main environmental concerns are radioactive wastes such as uranium mill tailings, spent (used) reactor fueled, and other radioactive wastes. They can remain radioactive and dangerous to human health for thousands of years. Regulated by the U.S. nuclear Regulatory Commission. There are two different types of radiation waste: lo level radioactive wastes and high level. Low level radioactive wastes are the tools, protective clothing, wiping cloths, and other disposable items that get contaminated with small amounts of radioactive dust or particles at nuclear fuel processing facilities and power plants. High level radioactive waste consists of "irradiated" or used nuclear reactor fuel (i.e., fuel that has been used in a reactor to produce electricity). The used reactor fuel is in a solid form consisting of small fuel pellets in long metal tubes.
Once they're done with the fuel, they don't just dump it in the river or outside wherever they are. Spent reactor fuel assemblies are highly radioactive and must initially be stored in specially designed pools resembling large swimming pools where water cools the fuel and acts as a radiation shield, or in specially designed dry storage containers. There is currently no permanent disposal facility in the U.S. for high-level nuclear waste. High level waste is being stored at nuclear plants.
Because it can be dangerous, nuclear reactors and power plants have complex safety and security features。 The risk of a widespread contamination of air and water with radioactivity for hundreds of miles around a reactor is very small due to the diverse and redundant barriers and numerous safety systems at nuclear power plants, the training and skills of the reactor operators, testing and maintenance activities, and the regulatory requirements and oversight of the Nuclear Regulatory Commission。 A large area surrounding nuclear power plants is restricted and guarded by armed security teams。 U。S。 reactors have containment vessels that are designed to withstand extreme weather events and earthquakes。
Once the idea of nuclear power is out of the way, nuclear energy is just as harnessable as wind or solar power. Advances in technology and infrastricture have allowed for nuclear power plants to become safer,
Image (CC) Idaho National Laboratory


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Indian Hotels Company (IHCL) launched Qmin
With Coronavirus pandemic hitting the hospitality industry, Indian Hotels Company (IHCL) launched a food delivery platform called Qmin that addresses a growing consumer demand for online gourmet food ...
Lithuania: Vilnius to become one large outdoor café
In a concerted effort to keep businesses such as these afloat, restaurants, cafés and bars in Vilnius (Lithuania) can now serve outdoor.
Solidarity at work in the sector against Covid-19
Mutual support initiatives for the most disadvantaged and fragile ones in this unprecedented health crisis have multiplied in the hotel and restaurant sector throughout France and Europe.
The Hôtel Barrière Le Fouquet's Paris reopens its restaurant Le Joy
After a second renovation completed in 2017, Fouquet's Paris, owned by the Barrière group, unveils its new restaurant Le Joy.
Eiffel Tower Restaurants: Sodexo wins the call for tenders
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"Beaupassage": the Paris pedestrian street dedicated to gastronomy
The new concept site plans to open on August 25, 2018, in the 7th arrondissement of Paris.
Service Included : AccorHotels refreshes F&B
On the 15th of May, 2017, Sébastien Bazin announced the addition of restauration to the service portfolio of Accorhotels. Identifying that the French giant's customer base had new expectations that ne...
Big Mamma opens Europe's largest restaurant in Paris
XXL restaurant, la Felicità opened at the F Station in the 13th arrondissement of Paris.
Fruit bearing trees must be tended to!
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Marriott continues to expand its F&B offering
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DogHouse: world's first "beer hotel" to open in Scotland
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Michelin Announces 2018 Stars for France
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Worldwide Hospitality Awards welcomes Philippe Joannès, Executive Chef at the Fairmont Monte Carlo
Philippe Joannès will join the kitchen brigade at the InterContinental Paris Le Grand for the Worldwide Hospitality Awards ceremony. According to custom, he will participate in preparations for the ev...
You sleep, you dine
The two pillars of the hotel industry are accommodations and restaurants. A fresh wind is also blowing on the catering industry, with newcomers and changes in customer expectations and practices. The ...
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Amir Nahai, new CEO F&B for AccorHotels
AccorHotels has a new chief executive officer group Food and Beverage, whose mission it will be to redefine the objectives and strategy on this segment.
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Happy Hogan is the assistant of Tony Stark. He appears in Iron Man 4 and Iron Man 5. He is portrayed by Jon Favreau
Iron Man 4
Happy Hogan appeared at the party. He controlled James Rhodes and let him in.
Happy later appeared at the plane with Tony Stark. They flew from New York to Los Angeles.
Later, when Tony Stark went with Carol Danvers to Berlin, Rhodey asked to Happy: "Where is Tony?" Happy saw Tony fly away and he said: "It will be a long time before we see him back".
Iron Man 5
To be added
- Tony Stark/Iron Man - boss
- James Rhodes/War Machine - friend
- Pepper Potts † - friend
- Carol Danvers
Community content is available under CC-BY-SA unless otherwise noted.


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On Friday, March 15th the University of Michigan is hosting a campus-wide kick-off event for the Connected Learning Environment Series at the Hatcher Graduate Library Gallery tomorrow focusing on a discussion about connected learning environments, considering ways to create, manage, and investigate the outcomes in these spaces.
Friday, March 15, 2013
Noon – 4 pm
Refreshments provided
Hatcher Graduate Library Gallery (Room 100)
What is a connected learning environment? From a 2013 report from the Digital Media and Learning Research Hub in Irvine, CA, it is a "design model [that] builds on this approach by focusing on supports and mechanisms for building environments that connect learning across the spheres of interests, peer culture, and academic life."
The event will kick off discussing the 2013 report as well as one successful interdisciplinary and technology-enabled environment, Design Lab 1 in the Duderstadt Center, will be presented along with several themes emerging from the findings.
See the full agenda here (with full abstracts available) and register for the event here.
The Connected Learning Environment Series is sponsored by MLibrary and by the Collaborative Domain Group, a cross disciplinary team of faculty and administrators across the university.
For additional information contact the Series organizers at: firstname.lastname@example.com


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Leslie And Elgin Mills Banking Centre
CIBC Branch with ATM (Cash at ATM only)
10652 Leslie Street, Building B
Richmond Hill, ON L4S0B9
Phone (905)737-2931
Fax (905)737-1137
Toll Free 1-800-465-2422
Transit #05192
Temporary closure alert: This banking center will be closed until further notice. Our ATMs will still be available during this time. We apologize for the inconvenience.
Note: Cash accessible via ATM. For teller services not available at this location, please visit one of our nearby Banking Centres.
Banking Centre Services
- Wheelchair access
- Accessible parking
- Free parking
ATM Services
- Withdraw US $
- Withdraw CAD $
- Drive through
- Envelope-free deposit
- Audio access
Languages SpokenEnglish, Mandarin, Cantonese, Farsi (Persian)
Banking Centre LeaderMr A Lai (905)737-2931 x222
CIBC Mortgage Advisor
Helen Ho firstname.lastname@example.com 1-866-872-9566
Kevin Chan firstname.lastname@example.com 1-888-410-8793
Rosanna Ho email@example.com 1-855-230-9545


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Vibrant, environmentally responsible apparel that visually represents 11 (and growing) conservation topics, empowering you to use what you wear as a fun and functional science communication tool. For each design, we donate 10% of profits to leading research & education organizations and use their expert knowledge to guide behavioral change recommendations.Learn More
10% of profits go to marine science research & educational organizations that are putting in the hard work to make a tangible difference.
Minimizing negative impact on the environment drives all of our decision making. If we can't make it responsibly, we won't make it at all. Until we find a way.Learn More


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This article was co-authored by Jurdy Dugdale, RN. Jurdy Dugdale is a Registered Nurse in Florida. She received her Nursing License from the Florida Board of Nursing in 1989.
There are 13 references cited in this article, which can be found at the bottom of the page.
This article has been viewed 6,947 times.
Liposuction can be a great way to achieve the kind of body you've always wanted, especially if you just have some trouble spots that seem to be resistant to diet and exercise.[1] X Expert Source Daniel Barrett, MD. Board Certified Plastic Surgeon Expert Interview. 23 July 2020. During a liposuction procedure, a doctor sucks fat out of your body using a suction machine. If you're considering liposuction, it's important that you find a highly-qualified doctor. Make sure you follow all pre-op instructions and stay positive about your results, as it may take several months after the procedure for you to see all of the changes.
Part 1 of 3:
Determining if You Are a Good Candidate
1Consider your overall health. Even though liposuction is a relatively minor procedure, there are still some risks involved – so candidates need to be in relatively good health. Talk to your doctor about your medical history and have your records sent to their office. Make sure to be completely honest – you want to be aware of all potential issues![2] X Research source
- Your doctor will also need to do tests before you get the procedure.
- This is especially important if you have a compromised immune system, circulation problems, heart issues, lung disease, or chronic ailments like diabetes.
- You should not be taking blood thinners (or must be able to stop taking them several weeks before the procedure), and make sure you aren't allergic to lidocaine.
2Avoid thinking of liposuction as a weight loss cure. Liposuction is not a magic procedure that will turn an overweight body into a perfect body. It is a process that can help you reach specific goals, with the aid of diet and exercise. If you don't plan to also use diet and exercise to achieve your overall health and fitness goals, then liposuction may not be an effective choice for you.[3] X Expert Source Daniel Barrett, MD. Board Certified Plastic Surgeon Expert Interview. 23 July 2020.
- Typically, people get liposuction to target specific areas of fat deposits that do not respond well to diet and exercise. At the same time, liposuction can also be used to help morbidly obese patients make life-saving progress toward their weight loss goals.
- Liposuction can be used to remove between 1 pound (.45 kg) and 50 pounds (22.7 kg), though larger amounts will be limited to the morbidly obese.
- Ideally, you should be within 25 pounds of your goal weight, and looking to contour your body a bit – not drastically change your overall appearance.
- The amount of fat removed will determine your recovery time, so talk to your doctor about how long you can expect to be down after the procedure.
3Make a budget or contact your insurance. Liposuction can be expensive, and unless you are morbidly obese and need the surgery, insurance companies typically don't cover any of the cost because they consider it an elective procedure. Liposuction normally costs between $3,000 and $10,000, depending on the location on your body, the doctor chosen, and the extent of the procedure.[4] X Trustworthy Source National Health Service (UK) Public healthcare system of the UK Go to source
- While liposuction can be costly to those who are getting it for vanity reasons, insurance often pays for the procedure if you are morbidly obese.
- Make sure you can afford this type of expense before you commit to getting liposuction.
Part 2 of 3:
Choosing the Right Doctor
1Do some internet research. Start looking for a plastic surgeon by doing some online research. You can find reviews and summaries online that outline other people's experiences with similar procedures. Find a doctor in your area who has a lot of experience with the specific kind of procedure you're interested in.[5] X Research source
- Be sure to check the doctor's website and follow up with an in-person consultation to make sure you are a good match before you take the process any further.
- Don't be afraid to shop around with several different doctors. It's important to compare price, experience, and bedside manner to find the doctor that you are most comfortable with.
2Check credentials. In the United States, the American Board of Plastic Surgery (ABPS) is the governing body that qualifies any cosmetic or plastic surgeon to practice this specific field of medicine. You need to find a surgeon who is ABPS certified.[6] X Expert Source Daniel Barrett, MD. Board Certified Plastic Surgeon Expert Interview. 23 July 2020.
- Your doctor's credentials should be clearly listed on their professional website.
- Additionally, you can look for the distinction of holding a Certificate of Advanced Education in Cosmetic Surgery given by the American Society for Aesthetic Plastic Surgery (ASAPS).
- In Canada, the equivalent of an ABPS certification is approval by the Royal College of Physicians and Surgeons of Canada.
- Other countries should have similar board certifications that you should look for.
3Ask for referrals. A great resource for you to find the best plastic surgeon is often your family, friends, and acquaintances. If you know someone who has had liposuction (or another cosmetic procedure), ask them what they thought about their experience and whether they recommend their doctor.[7] X Research source
- If you have friends who are doctors, you can also ask them for a recommendation.
- Or ask your general practitioner doctor for a referral to a plastic surgeon they know of and trust.
Part 3 of 3:
Preparing Yourself for the Procedure
1Follow all pre-op instructions from your doctor. Make sure that you take your doctor's orders seriously and follow all pre-op instructions to the letter. Your doctor may ask you to refrain from eating or drinking for a certain period before the procedure.[8] X Research source
- This may also include taking any prescribed medications that your doctor recommends, or adjusting any doses of medication you may currently take.
- Any blood thinners or heart medications should be discussed with your doctor.
- You should also avoid taking aspirin, anti-inflammatory drugs, or herbal supplements as they can increase bleeding during the procedure.
2Stop smoking. If you are a smoker, you should quit smoking as soon as you can before the procedure. Smoking can cause additional complications during the surgery – like problems with blood circulation. Smokers are also at a higher risk of chest infection after receiving anesthesia.[9] X Research source
- At the very least, try not to smoke for several days before the procedure.
3Make recovery preparations. Make sure that you have a room in your home that you have prepped for your recovery. You should have a soft, comfortable place to relax (like your bed or couch), things to keep you occupied while you remain as still as possible for several days (like television, movies, books, or games), easy access to food, and someone to check on you, if possible.[10] X Research source
- You should follow your doctor's orders about rest after the procedure. You will most likely need to take several days off work to stay at home and relax while you recover.[11] X Expert Source Daniel Barrett, MD. Board Certified Plastic Surgeon Expert Interview. 23 July 2020.
- You will need to take it easy and refrain from strenuous activities for a couple weeks after the procedure.
- If you have had a large amount of fat removed, then your recovery time will be longer than if you have had a small amount removed.
4Arrange for someone to drive you home. After your procedure, you may feel a little bit groggy from the anesthetic. It's important that you don't try to drive yourself home in this condition, so ask a friend or family member to pick you up and take you home.[12] X Trustworthy Source Mayo Clinic Educational website from one of the world's leading hospitals Go to source
- Make sure you ask someone you trust to take care of you since you may be feeling a bit under the weather and foggy-headed.
5Manage your expectations. Remember that not all of the results of the procedure will be immediately visible post-op. It can take 3-6 months for the full effect to show. Even though some fat has been removed, it is often replaced by fluids and swelling. It takes time to heal from the procedure and see the finished product.[13] X Research source
- Try not to get disappointed if your body doesn't look exactly how you imagined immediately after the procedure.
Community Q&A
QuestionCan anyone get liposuction?Daniel Barrett, MDDr. Daniel Barrett is a Board Certified Plastic Surgeon and the owner of Barrett Plastic Surgery based in Beverly Hills, California. With over six years of plastic surgery experience, Dr. Barrett specializes in aesthetic and reconstructive surgery of the face, nose and body. He has developed detailed scar management protocols and closure techniques to reduce the appearance of scars for his patients. Dr. Barrett obtained a BS from James Madison University and an MD along with an MS in Physiology and and an MHA (Masters of Health Administration) from the Medical College of Virginia in Richmond.
Board Certified Plastic SurgeonBoard Certified Plastic SurgeonExpert AnswerLiposuction works best for people who already follow a healthy diet and exercise regimen and just need a little extra help with problem areas. If you're considering liposuction, I would schedule an appointment with a doctor certified by the American Board of Plastic Surgery. They'll be able to help you determine what your best option is.
- ↑ Daniel Barrett, MD. Board Certified Plastic Surgeon. Expert Interview. 23 July 2020.
- ↑ http://www.docshop.com/education/cosmetic/body/liposuction
- ↑ Daniel Barrett, MD. Board Certified Plastic Surgeon. Expert Interview. 23 July 2020.
- ↑ http://www.nhs.uk/Conditions/cosmetic-treatments-guide/Pages/liposuction.aspx
- ↑ https://find.plasticsurgery.org/
- ↑ Daniel Barrett, MD. Board Certified Plastic Surgeon. Expert Interview. 23 July 2020.
- ↑ http://www.smartbeautyguide.com/select-surgeon/how-to-choose-a-surgeon/
- ↑ https://www.plasticsurgery.org/cosmetic-procedures/liposuction/preparation
- ↑ https://www.lipo.com/undergoing-liposuction/getting-ready-for-liposuction/
- ↑ http://www.medicinenet.com/liposuction/page3.htm
- ↑ Daniel Barrett, MD. Board Certified Plastic Surgeon. Expert Interview. 23 July 2020.
- ↑ http://www.mayoclinic.org/tests-procedures/liposuction/details/how-you-prepare/ppc-20197279
- ↑ https://www.realself.com/forum/knew-before-liposuction-surgery


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Super Cutie Classic
Gold Super Cutie Classic are perfect for casual and special occasions! Dress your little one like a princess!
Because of special finish, footwear may have marks during its manufacture and / or variation in coloration according to the piece, which tend to increase over time. Therefore, this type of product needs special care:
- Avoid friction, which causes scratches, scaling and scratches, heat, which reduces the brightness of the part, making it frosted, and friction, which causes excessive wear and can leave it whitish;
- For cleaning and maintenance, it is recommended to use a lightly moistened cotton cloth, making gentle movements.


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Join us for a free online series and learn how to spot and stop scams, protect yourself from cyber crimes, and prevent… Read More »
When it comes to ensuring that our parents are receiving the care they need—and deserve—especially during the… Read More »
AARP's voter-engagement campaign "Protect Voters 50+" is aimed at helping Americans cast ballots safely during the… Read More »
AARP and AARP Foundation are urging a Minnesota District Court in Ramsey County (St. Paul) to send absentee ballots to… Read More »
The state is encouraging voters to cast absentee ballots amid the coronavirus pandemic Read More »
Our minds take shortcuts to get through the day. Usually, these shortcuts are helpful, learned series of tasks that… Read More »
Speak up if you think your health and safety may be compromised by their actions Read More »
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Friday, Aug 21, 2020 at 8:00pm Eastern Time
Wednesday, Aug 26, 2020 at 7:00pm Central Time
Friday, Aug 28, 2020 at 8:00pm Eastern Time
You can find CDC's latest coronavirus information at cdc.gov/coronavirus; AARP information and resources are at aarp.org/coronavirus. En español, visite aarp.org/elcoronavirus.


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Tuesday, 29 November 2011
You Are What You Read Department: Time Makes It Easy for Americans
An interesting comparison between the front pages of this week's Time, for the US, Europe, Asia and South Pacific. The Americans get the cover story "Why Anxiety Is Good for You" while the other ones get a photo of a protester in Egypt.
Posted by Mary Soderstrom
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Eastham Lodge Golf Club
117 Ferry Road
Tel: +44 (0)151 3273003
Situated in a picturesque area of the Wirral, overlooking the River Mersey, this is a fine test of golf that won't leave you fatigued or your legs weary. It is a mature parkland course with plenty of natural hazards that will excite you, frustrate you, and if you keep your concentration, ultimately reward you.
The greens in particular are well guarded so your iron play will be tested to the full. The par 3s are also tricky to negotiate and you will need to carefully consider the clubs you use from the tee on them. If all of that leaves you in need of a drink, the clubhouse has a great atmosphere to relax in, and the catering facilities offer a full range of snacks and meals.