text:
A data transmission system includes: a data generation device generating data in each time slot; a wireless access device; a proxy device interconnecting the data generation device and the wireless access device via wired network; and a mobile device connected to the wireless access device via wireless network and receiving the generated data. The proxy device includes in a packet the generated data in each time slot or the difference of the generated data between each time slot and a reference time slot associated therewith to generate a packetized data in accordance with data loss rate and data transmission delay in the wireless network and sends the packetized data to the wireless access device. The wireless access device determines an upper limit of retransmissions of the packetized data for the mobile device in accordance with the data loss rate and the data transmission delay in the wireless network.
1. A data transmission system comprising:
a proxy device configured for wired connection between a game server and a wireless network having a wireless access device, wherein the proxy device is configured to:
receive generated data from the game server, wherein the generated data relates to network gaming,
select one of plural modes for packetizing information representing the generated data according to a data loss rate and data transmission delay in the wireless network,
packetize the information representing the generated data in a packet according to the selected mode, wherein the information included in the packet differs depending upon which of the plural modes is selected,
send the packet to the wireless network, and
determine an upper limit of retransmissions of the packet to a mobile device coupled to the wireless network, in accordance with the data loss rate and the data transmission delay in the wireless network.
2. The transmission system of
3. The transmission system of
4. The transmission system of
a first mode in which the information packetized in the packet includes the generated data, and
a second mode in which the information packetized in the packet includes differential data representing a difference between the generated data in a given time slot and data in a reference time slot.
5. The transmission system of
6. The transmission system of
7. The transmission system of
wherein the proxy device is configured to select the mode from the plural modes to optimize the data loss rate and the data transmission delay and to reduce distortion of prediction of the current location of the object, wherein the distortion is an error of the predicted current location of the object relative to an actual current location of the object.
8. The transmission system of
a third mode in which the information packetized in the packet includes differential data representing a difference between the generated data in the given time slot and a previous time slot,
wherein in the second mode a number of time slots between the given time slot and the reference time slot is variably configurable by the proxy device.
9. The transmission system of
10. The transmission system of
11. A method of transmitting data from a game server to a mobile device coupled to a wireless network, comprising:
receiving, by a proxy device, generated data from the game server over a wired network, wherein the generated data relates to network gaming;
selecting, by the proxy device, one of plural modes for packetizing information representing the generated data according to a data loss rate and data transmission delay in the wireless network;
packetizing, by the proxy device, information representing the generated data in a packet according to the selected mode, wherein the information included in the packet differs depending upon which of the plural modes is selected; and
determining an upper limit of retransmissions of the packet to the mobile device in accordance with the data loss rate and the data transmission delay in the wireless network.
12. The method of
13. The method of
14. The method of transmitting data of
15. The method of
a first mode in which the information packetized in the packet includes the generated data, and
a second mode in which the information packetized in the packet includes differential data representing a difference between the generated data in a given time slot and data in a reference time slot.
16. The method of
17. The method of
a third mode in which the information packetized in the packet includes differential data representing a difference between the generated data in the given time slot and a previous time slot,
wherein in the second mode a number of time slots between the given time slot and the reference time slot is variably configurable by the proxy device.
18. The method of
19. The method of
applying, by the proxy device, differential coding to the generated data upon selection of the second mode.
The present invention relates to network gaming.
There has been very little prior art specifically tailored for game data transport over cellular wireless networks. Research on general data transport over wireless has focused mainly on TCP traffic; game data differs from TCP bulk transfer in that they are extremely data-sensitive, and thus TCP transport optimization in general cannot be applied directly to game data transport. There has been some recent work on proxy based optimizations for streaming media. Game data differs in that the time required to transport the data is inversely proportional to the utility of the data—variable-deadline data; in contrast, streaming media like video must be delivered by a playback deadline when it is fully consumed—fixed deadline data. Our proxy work can be viewed as an novel extension of these work. Finally, there are some works on gaming protocol over general networks; our work instead focuses on the particulars of the 3G wireless networks. See section 2 for a more comprehensive overview of related work.
Unlike non-time-critical applications like email and file transfer, network games demand timely data delivery to maintain the seemingly interactive presence of players in the virtual game world. Yet the inherently large transmission delay mean and variance of 3G cellular links make on-time game data delivery difficult. Further complicating the timely game data delivery problem is the frequent packet drops at these links due to inter-symbol interference, fading and shadowing at the physical layer. In this paper, we propose a proxy architecture that enhances the timeliness and reliability of data delivery of interactive games over 3G wireless networks. In particular, a performance enhancing proxy is designed to optimize a new time-critical data type —variable-deadline data, where the utility of a datum is inversely proportional to the time required to deliver it. We show how a carefully designed and configured proxy can noticeably improve the delivery of network game data.
The accompanying drawings, which are incorporated in the form a part of this specification, illustrate embodiments of the invention by way of example and not by way of limitation. The drawings referred to in this specification should be understood as not being drawn to scale except if specifically noted.
1. Introduction
As shown in
The 3G wireless network 2 includes core packet network 20 and radio access network 22.
The WING 12 is connected to PSTN/ISDN/CSPDN 14 and 3G wireless network 2.
UE 30 is connected to 3G wireless network 2.
While network gaming has long been projected to be an application of massive economic growth, as seen in the recent explosive development on the wired Internet in South Korea and Japan, deployment of similar network games on 3G wireless networks 2 continues to be slow and difficult. One reason is that unlike their wired counterparts, wireless links are notoriously prone to errors due to channel fading, shadowing and inter-symbol interference. While 3G wireless networks 2, such as High Speed Downlink Packet Access (HSDPA) of 3rd Generation Partnership Project (3GPP) Release 5 (R5) [1] and CDMA 1x EvDO of 3GPP2 [5], combat wireless link failures at the MAC and physical layer with an elaborate system of channel coding, retransmission, modulation and spreading, with resulting packet loss rate being reduced to negligible 1 to 2%, the detrimental side-effect to network gaming is the large and often unpredictable transmission delay mean and variance [15]. Such large and variable delays greatly reduce the necessary interactivity of network game players and deteriorate the overall gaming experience.
In a separate development, a new 3G network element called IP Multimedia Subsystem (IMS) [3] has been introduced in 3GPP specifications R5 and later, as shown in
The Session Initiation Protocol (SIP)-based IMS provides a multitude of multimedia services: from establishing connections from the legacy telephone networks to the new IP core network using Voice over IP (VoIP), to delivering streaming services such as video as a value-added service to mobile users (UE 30). Strategically located as a pseudo-gateway to the private and heavily provisioned 3G networks, it is foreseeable that IMS will continue to enlarge and enrich its set of multimedia services in future wireless networks.
In this specification, we propose a performance enhancing proxy (PEP) called (W)ireless (I)nteractive (N)etwork (G)aming Proxy (WING) 12 to improve the timely delivery of network game data in 3G wireless networks 2. WING 12 is located inside IMS as an application service on top of the myriad of services that IMS already provides. In a nutshell, WING 12 improves the delivery of game data from the game server 10 to 3G wireless game players (While peer-to-peer model for interactive network games is also possible, we assume the more common server-client model where the game server 10 maintains and disseminates all game states in this specification) using the following three techniques. First, by virtue of locating at the intersection of the private wireless network and the open Internet, connection from the game server 10 to the wireless game player can be strategically split; for the server-WING 12 connection, only the statistically stable and fast round-trip time (RTT) and low wired-network-only packet loss rate (PLR) are used for congestion control, resulting in a steady yet TCP-friendly server-WING 12 connection. Second, by configuring parameters in the radio link layer (RLC) specifically for gaming during session setup, excessive RLC retransmissions are avoided, and timeliness of game data is improved at the controlled expense of increased packet losses. Finally, by constructing small but error-resilient packets that contain location data, packets can be transmitted in fewer MAC-layer protocol data units (PDU) and hence further reduces delay.
The specification is organized as follows. Related work is presented in Section 2. We overview the 3G wireless system in focus, HSDPA of 3GPP R5, in Section 3. Note that because similar link and MAC layer transport optimizations that chiefly affect delay mean and variance are also employed in other 3G networks, our proposed WING 12 can conceivably be applied to other wireless networks such as CDMA 1x EvDO of 3GPP2. We discuss the design of WING 12 in details in Section 4. Finally, experimental results and conclusion are provided in Section 5 and 6, respectively.
2. Related Work
We divide the discussion on the large volume of related work into two section. Section 2.1 discusses related research on wireless transport optimization. Section 2.2 discusses related research in transport of network game data.
2.1 Wireless Transport Optimization
We note that proxy-based transport optimization for last-hop wireless networks has a long history, with the majority of the research [4, 15] focusing on optimization of TCP over last-hop wireless networks. In particular, [15] showed that while 3G network packet losses can indeed be successfully overcome by using ample link layer retransmissions, the resulting large RTT mean and variance may severely affect the performance of a TCP-like congestion avoidance rate control that is based on end-to-end observable statistics of RTT and PLR. The limiting rate constraint and undesirable fluctuations can be alleviated using a proxy with split-connection—a theme we develop in Section 4.2.
Recently, efforts on proxy design have shifted to delay-sensitive multimedia transport [18, 13, 8, 9], though all of them focused exclusively on streaming media, while we focus on network gaming. Note that due to cited complexity reason, a competing end-to-end approach for rate control that does not rely on an intermediate proxy is popular as well [17, 6]. However, we chose the proxy-based approach and will juxtapose its advantages in Section 4.2.
2.2 Transport of Network Game Data
In [3], a general gaming platform for IMS that provides network services needed for network gaming such as session setup and registration is proposed to ease deployment over 3G networks. Our work is orthogonal to [3] since we focus only on the efficient transport of game data.
An early work on gaming protocol is [10], which defined a Game Transport Protocol (GTP) for massive multi-player on-line games (MMPOGs) over the Internet. Our proposed gaming proxy WING 12 differs in the following respects: i) we design WING 12 specifically for lossy, bandwidth-limited networks, hence focusing on design of network-optimized differential coding to produce small but loss-resilient packets; and, ii) we tailor WING 12 for HSDPA of 3G wireless networks 2, optimizing performance by intelligently configuring parameters of the RLC layer.
The most similar related work is [12], which proposed an end-to-end adaptive FEC and dynamic packetization algorithm to combat packet losses due to wireless link failures and reduce packet sizes. Unlike [12], our approach is proxy-based, and we tailor our gaming optimization exclusively for 3G networks.
3. Overview of UMTS Release 5
HSDPA of UMTS Release 5, also known as 3.5G, improves upon Release 4 with numerous lower-layer optimizations. First, a shared channel is periodically scheduled to users in the cell with good observable network conditions to take advantage of user diversity during fading without sacrificing fairness. Second, an elaborate MAC-layer scheme chooses an appropriate combination of FEC, hybrid ARQ, modulation and spreading based on client observable network state. In this section, we instead focus on the RLC layer, where the user has limited control over channel behavior using configuration of parameters during session setup.
The Radio Link control (RLC) layer [1] buffers upper layer service data units (SDU) on a per-session basis—IP packets in this case, and segments each SDU into smaller protocol data units (PDU) of size SPDU and await transmission at lower layers. There are three transmission modes: transparent mode (TM), unacknowledged mode (UM) and acknowledged mode (AM). Only AM performs link-layer retransmissions if transmission in the lower layer fails. For error resiliency, we focus only on AM. In particular, we look at how SDUs are discarded in the RLC layer: using a method of retransmission-based discard (RBD), an SDU can be discarded before successful transmission. In a nutshell, an SDU is discarded if a predefined maximum number of retransmissions B has been reached before successful transmission of a PDU belonging to the SDU. We will investigate how the value B can be selected to trade off error resiliency with delay in Section 4.3.
4. WING for Wireless Interactive Network Gaming
Before we discuss the three optimizations of our proposed gaming proxy WING 12 in details in Section 4.2, 4.3 and 4.4, we first define a new type of transport data called "variable deadline data" in Section 4.1—a consequence of a prediction procedure used at a network game client to predict locations of other game players in the virtual game world.
4.1 Variable Deadline Data Delivery
Unlike media streaming applications where a data unit containing media data is fully consumed if it is correctly delivered by a playback deadline and useless otherwise [9], the usefulness (utility) of a game datum is inversely proportional to the time it requires to deliver it. This relationship between utility and transmission delay is the behavioral result of a commonly used game view reconstruction procedure at a game client called "dead-reckoning" [2]. It works as follows. To maintain time-synchronized virtual world views among game players at time t0, a player PA predicts the location
4.1.1 Examples of Dead-Reckoning
We first consider two simple movement models that model a game player in two-dimensional space (x, y). The first is "random walk", where for each time increment t, probability mass function (pmf) of random variable of x-coordinate xt, p(xt), is defined as follows:
Random variable of y-coordinate yt is calculated similarly and is independent of xt.
The second movement model is "weighted random walk", whose pmf is defined as follows:
In words, the player continues the same movement as done in the previous instant with probability ⅔, and changes to one of two other movements each with probability ⅙. Random variable y-coordinate yt is calculated similarly.
We defined a simple prediction method called "0th-order prediction" as follows: each unknown xt is simply set to the most recently updated xτ. Using each of the two movement models in combination with the prediction method, we constructed distortion-delay curves experimentally as shown in
4.2 Proxy-based Congestion Control
We argue that by locating WING 12 (
Past end-to-end efforts [17, 6] have focused on methodologies to distinguish wired network congestion losses from wireless link losses, in order to avoid unnecessary rate reduction due to erroneous perception of wireless losses as network congestion. Split connection offers the same effect regarding PLR by completely shielding sender from packet losses due to wireless link failures. Moreover, by performing TFRC (3) in the server-WING 12 connection using only stable wired network statistics, split connection shields the server-WING 12 connection from large rate fluctuations due to large RTT variance in the last-hop 3G link as shown in [15]. For this reason, [15] showed experimentally that indeed proxy-based split-connection congestion control performs better than end-to-end counterparts, even in negligible wireless loss environments.
Lastly, we note that split connection can benefit from a "rate-mismatch" environment [8, 9], where the available bandwidth R1 in the server-WING 12 connection is larger than the available bandwidth R2 in the WING 12-client connection. In such case, the surplus bandwidth R1-R2 can be used for redundancy packets like forward-error correction (FEC) or retransmission to lower PLR in the server-WING 12 connection. We refer interested readers to [8, 9] for further details.
4.3 Optimizing RLC Configuration
Prior to the start of the game session, our proposed game proxy will appropriately set the maximum number of retransmissions at the Radio Link Control (RLC) layer. An appropriately selected number of retransmissions, resulting in an associated queuing and transmission delay, optimizes the expected utility of delivered game data.
The optimization of RLC configuration is performed between the radio access network 22 in the 3G wireless network 2 and the UE 30 (
Given utility-delay function u(d) in Section 4.1, we optimize configuration of RLC to maximize utility. More precisely, we pick the value of maximum retransmission limit B—inducing expected SDU loss rate l* and delay d*, so that the expected utility (1−l*)u(d*) is maximized.
We assume a known average SDU size SSDU, PDU loss rate εPDU, and probability density function (pdf) of PDU transmission delay Φ(φ) with mean mφ and variance σφ 2.
First, the expected number of PDUs fragmented from an SDU is
For a given B, the expected SDU loss rate lSDU can be written simply:
where PPDU is the probability that a PDU is successfully delivered given B.
The delay dSDU experienced by a successfully delivered SDU is the sum of queuing delay dq SDU and transmission delay dt SDU. Queuing delay dq SDU is the delay experienced by an SDU while waiting for head-of-queue SDUs to clear due to early termination or delivery success. dt SDU is the expected wireless medium transmission delay given the SDU is successfully delivered. dt SDU is easier and can be calculated as:
where XPDU is the expected number of PDU (re)transmissions given PDU delivery success. To calculate dq SDU we assume a M/G/l queue (Our system is actually more similar to a D/G/l queue, since the arrivals of game data are more likely to be deterministic than Markovian. Instead, we use M/G/l queue as a first-order approximation.) with arrival rate λq, mean service time mq, and variance of service time σq 2. Using Pollaczek-Khinchin mean value formula [14], dq SDU can be written as:
In our application, λq is the rate at which game data arrive at WING 12 from the server, which we assume to be known. mq is the mean service rate for both cases of SDU delivery success and failure and can be derived as follows:
where YSDU is the expected total number of PDU (re)transmissions in an SDU given SDU delivery failure. Similar analysis will show that the variance of service rate σq 2 for our application is:
We can now evaluate expected queuing delay dq SDU from which we evaluate expected delay dSDU. Optimal B* is one that maximizes left(1−l*SDU)u(d*SDU).
4.4 Loss-optimized Differential Coding
The proxy performs the repacketization of game data using loss-optimized differential coding. This is done to achieve two objectives simultaneously: i) to reduce the transmission time by reducing the size of the data packet and hence the number of lower layer packet fragmentation; and, ii) to avoid error propagation due to dependency introduced by traditional differential coding.
The WING 12 (
If the location data—player position updates sent to improve dead-reckoning discussed in Section 4.1—are in absolute values, then the size of the packet containing the data can be large, resulting in large delay due to many PDU fragmentation and spreading. The alternative is to describe the location in relative terms—the difference in the location from a previous time slot. Differential values are smaller, resulting in fewer encoded bits and smaller packets, and hence smaller transmission delay. This "differential coding" of location data is used today in networked games.
The obvious disadvantage of differential coding is that the created dependency chain is vulnerable to network loss; a single loss can result in error propagation until the next absolute location data (refresh).
To lessen the error propagation effect while maintaining the coding benefit of differential coding, one can reference a position in an earlier time slot. An example is shown in
4.4.1 Specifying Coding Modes
Table 1 shows an example of differential coding.
To implement loss-optimized differential coding, we first define a coding specification that dictates how the receiver should decode location packets. For simplicity, we propose only four coding modes, where each mode is specified by a designated bit sequence (mode marker) in the packet. Assuming the original absolute position ξ is specified by two 32-bit fixed point numbers, mode 0 encodes the unaltered absolute position in x-y order, resulting in data payload size of 2+64n bits for n game entities. Mode 1 uses the previous position as reference for differential encoding with 16 bits per coordinate, resulting in 2+32n bits for n entities. Mode 2 uses the first 2 bits to specify r in reference position t-r for differential encoding. Each coordinate takes 8 bits, resulting in 4+16n total bits for n entities. Mode 3 is similar to mode 2 with the exception that each of the reference marker and the two coordinate takes only 4 bits to encode, resulting in 6+8n bits for n entities.
For given position ξt=(xt,yt) and reference ξt-r=(xt-r, yt-r), some modes may be infeasible due to the fixed coding bit budgets for reference and coordinate sizes. So limited to the set of feasible modes, we seek a reference position/mode pair that maximizes an objective function.
4.4.2 Finding Optimal Coding Modes
For an IP packet of size st containing position ξt that is sent at time t, we first define the probability that it is correctly "delivered" by time τ as αt(τ). αt(τ) depends on expected PLR l(st) and delay d(st), resulting from retransmission limit B chosen in Section 4.3:
where N(st) is the number of PDUs fragmented from an SDU of size st. l(st) is PLR in (5) generalized to SDU size st. d(st) is the expected queuing delay in (8) plus the transmission delay in (7) generalized to SDU size st. We can now approximate αt(τ) as:
where l(x)=1 if x≧0, and =0 otherwise. If no acknowledgment packets (ACK) are sent from client to WING 12, then αt(τ) is simply the second case in (15).
We next define the probability that position ξt is correctly "decoded" by time τ as Pt(τ). Due to dependencies resulting from differential coding, Pt(τ) is written as follows:
where j
Given utility function u(d) in Section 4.1 and decode probability (16), the optimal reference position/mode pair is one that maximizes the following objective function:
5. Experimentation
We first present network statistics for HSDPA and discuss the implications. We collected network statistics of 10,000 ping packets, of packet size 50, 100 and 200 bytes, spaced 200 ms apart, between hosts in Tokyo and Singapore inside HP intranet. The results are shown in Table 2. We then conducted the same experiment over a network emulator called WiNe2 [16] emulating the HSDPA link with 10 competing ftp users each with mobility model Pedestrian A. We make two observations in Table 2. One, though results from both experiments had similar RTT means, HSDPA's RTT variances were very large, substantiating our assertion that using split-connection to shield the server-WING 12 connection from HSDPA's RTT variance would drastically improve TFRC bandwidth (3) of server-WING 12 connection.
Two, larger packets entailed larger RTT means for HSDPA. This means that the differential coding discussed in Section 4.4 indeed has substantial performance improvement potential.
We next used an internally developed network simulator called (mu)lti-path (n)etwork (s)imulator muns that was used in other simulations [7] to test RLC configurations and differential coding. For PDU transmission delay Φ(φ), we used a shifted Gamma distribution:
where Γ(α) is the Gamma function [14]. The parameters used are shown in Table 3.
Next, we compare the results of our loss-optimized differential coding optimization opt in Section 4.4 with two schemes: abs, which always encodes in absolute values; and, rel, which uses only previous frame for differential coding and refreshes with absolute values every 10 updates. abs represents the most error resilient coding method in differential coding, while rel represents a reasonably coding-efficient method with periodical resynchronization. Note, however, that neither abs nor rel adapts differential coding in real time using client feedbacks.
abs and rel were each tested twice. In the first trial, limit B was set to 1, and in the second, B was set to the optimal configured value as discussed in Section 4.3. 20000 data points were generated and averaged for each distortion value in Table 4. As we see in Table 4 for various PDU loss rate εPDU, the resulting distortions for opt were always lower than abs's and rel's, particularly for high PDU loss rates. opt performed better than rel because of opt's error resiliency of loss-optimized differential coding, while opt performed better than abs because opt's smaller packets induced a smaller queuing delay and a smaller transmission delay due to smaller number of RLC fragmentations. This demonstrates that it is important not only to find an optimal RLC configuration, but a suitable differential coding scheme to match the resulting loss rate and delay of the configuration.
6. Conclusion
We propose a performance enhancing proxy called WING 12 to improve the delivery of game data from a game server 10 to 3G game players using three techniques: i) split-connection TCP-friendly congestion control, ii) network game optimized RLC configuration, and, iii) packet compression using differential coding. For future, we will investigate how similar techniques can be applied for the 3G uplink from game player to game server 10.
7. Reference
Patent Citations
Non-Patent Citations
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46 years of experience
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Syar proposes Napa Valley quarry expansion
California-based Syar Industries has proposed an expansion of its Napa quarry operations that would extend quarrying to the easternmost portions of its site, according to the Napa Valley Register.
The plans would require Skyline Park Citizens' Association to redesign the park's Skyline Trail because portions of the trail are located on Syar's property. The land on which the trail is located was originally leased to Syar by the state, but Syar purchased part of it in 1998.
The expansion proposal is undergoing environmental review. A draft environmental impact report is expected to be released next month.
Syar, which mines blue basalt, rhyolite and tuff, has not released any further information. John Perry, a representative for Syar, said the company wants to wait until the draft environmental impact report is released before discussing detailed expansion plans.
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text: I had a roommate who used to cook chicken from time to time. He used to coat boneless chicken breasts with egg and breadcrumbs. He would always set the oven temperature too high, and by the time it was done cooking, smoke would pour out of the oven and set off all the smoke alarms in the house. He never knew how long it should cook for, but the general rule-of-thumb was that when the smoke alarms went off, it was done.


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Presumably Xi is borrowing from the "70% correct" Mao and not the "30% incorrect" Mao. Funny how millions of dead fit into only 30% of a leader's legacy.
The japanese nationalists went and visited the Diaoyus without a peep from China. If the Xi team loses the Diaoyus, then they will be next on trial after Bo....
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The U.S. has been urging allies to steer clear of Asia's new China-led infrastructure investment bank. Robert Zoellick, former president of the World Bank, calls that approach mistaken on multiple levels.
Can legal reform and Communist Party control coexist in a way that will benefit Chinese governance and society?This is the question that confronts the country in the wake of its annual legislative gathering.
China's just-concluded legislative sessions seem to be another example of the deinstitutionalization of politics under Xi Jinping. Months from now, these meetings won't be seen as harbingers of reform, so much as another lost opportunity, writes CRT analyst Russell Moses.
China Real Time Report is a vital resource for an expanding global community trying to keep up with a country changing minute by minute. The site offers quick insight and sharp analysis from the wide network of Dow Jones reporters across Greater China, including Dow Jones Newswires' specialists and The Wall Street Journal's award-winning team. It also draws on the insights of commentators close to the hot topic of the day in law, policy, economics and culture. Its editors can be reached at email@example.com.


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The 20th edition of the Young World Painting Competition was a memorable event for the kids.
It was a riot of colours. Train compartments with seat numbers and chai walas, a museum complete with mummies, dinosaurs skeletons and the works.
The 20th edition of the The Hindu Young World Painting Competition this year saw 450 young artists at work at the venue, Geetanjali Devashray School, Secunderabad.
One could see peacocks and tigers of all sizes in the junior category (Stds. IV - VII) where the topics were "Your favourite animal/bird", "Fancy dress competition in school", "Playing a game with friend/s" and "Watching TV with family" respectively.
Beautiful sunrises in villages and interesting observations of an IRCTC train dominated the senior category (Stds. VIII - X ) works the topics were "Visit to a museum", "Village scene", "Working on a school project with friends" and "Travelling in a train."
These were the finalists chosen from the nearly 4000 entries received which were selected by artists, art critics and curators Atika and Atiya Amjad of Daira Art Gallery.
Apart from finalists from the twin cities, there were many from Kurnool, Karimnagar, Gulbarga, Khammam, Orissa and Pune. Shivajyothi who came from Warangal was happy on receiving the consolation prize.
The chief guest was actor Nani of "Ashta Chamma" fame.
And the winners in juniors were K.S. Sri Laxmi (Std. VII, Bhavans Sri Rama Krishna Vidyalaya, Sainikpuri) who stood first, Nazeen (Std. VII, St. Joseph's Public School, Habsiguda) and M. Mounika (Std. V, Kendriya Vidyalaya-2, Golconda) who bagged second and third prizes in this category.
Winners in seniors were Sangram Pradhan (Std. IX, Army School, Bolarum) who took home the first prize followed by Srinivas Baskar (Std. X, Johnson Grammer School, Habsiguda) and Mohammad Zubair (Std. IX, SBR public School, Gulbarga) in second and third places respectively.
The judges said, "we need to see more such original works. We did find a lot of copies of original works during the preliminary round which we had to eliminate. Art teachers must encourage this."
The sponsors
The sponsors for the event were Miot Hospitals, Aakar Art Academy, Spencers Bread and Scoops ice-cream who gave away goodies like ice-cream and fruit bread to the children
Keywords: Young World Painting Competition


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We grab a gondola with 2013 FWT champ Drew Tabke to talk life on the tour, skiing for himself and the essence of adventure.
Eddie Bauer skier Drew Tabke takes fifth place on the burly Bec de Rosses venue in the Xtreme Verbier Freeride World Tour finals
Eddie Bauer skeir Drew Tabke wraps up the third leg of his season on the Freeride World Tour in Kappl, Tirol, Austria.
Eddie Bauer skier and defending Freeride World Tour champ Drew Tabke reports from the road in Austria between stops of the big-line circus.
Drew Tabke's Freeride World Tour runs from Courmayeur, Italy and La Flegere in Chamonix, France.
Eddie Bauer athlete Drew Tabke tackles round two of the Freeride World Tour this Saturday at La Flegere in Chamonix, France.
New Eddie Bauer ski athlete Drew Tabke takes a top 10 finish in the Freeride World Tour in Courmayeur, Mont Blanc, Italy. Next stop Chamonix.


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The Skin
"'It is a shameful thing to win a war.' The reliably unorthodox Curzio Malaparte's own service as an Italian liaison officer with the Allies during the invasion of Italy was the basis for this searing and surreal novel, in which the contradictions inherent in any attempt to simultaneously conquer and liberate a people beset the triumphant but ingenuous American forces as they make their way up the peninsula. Malaparte's account begins in occupied Naples, where veterans of the disbanded and humiliated Italian army beg for work, and ceremonial dinners for high Allied officers or important politicians feature the last remaining sea creatures in the city's famous aquarium. He leads the American Fifth Army along the Via Appia Antica into Rome, where the celebrations of a vast, joy-maddened crowd are only temporarily interrupted when one well-wisher slips beneath the tread of a Sherman tank. As the Allied advance continues north to Florence and Milan, the civil war intensifies, provoking in the author equal abhorrence for killing fellow Italians and for the "heroes of tomorrow," those who will come out of hiding to shout "Long live liberty" as soon as the Germans are chased away. Like Celine, another anarchic satirist and disillusioned veteran of two world wars, Malaparte paints his compatriots as in a fun-house mirror that yet speaks the truth, creating terrifying, grotesque, and often darkly comic scenes that will not soon be forgotten. Unlike the French writer however, he does so in the characteristically sophisticated, lush, yet unsentimental prose that was as responsible for his fame as was his surprising political trajectory. The Skin was condemned by the Roman Catholic Church, and placed on the Index Librorum Prohibitorum. "-- Provided by publisher.
Publisher: New York :, New York Review Books,, [2013]
Branch Call Number: FICTION MALAPARTE 2013
Characteristics: xv, 343 pages ;,21 cm
Additional Contributors:
From the critics
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Hollywood keeps us on the edge of our seats with action movies, from James Bond to Jason Bourne.
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Great location with large, comfy rooms. The staff are excellent and can't do enough for you. This is especially so in the restaurant where the staff work marvellously as an efficient, friendly, polite team. Didn't go down to the beach so can't say what the facilities were like there. Excellent holiday venue or for just a short break which is what we were on. - Anonymous
The Hotel is the Oasis of harmony and quietness for the holiday. Location is exellent: in the outskirts of Kos city with splendid view to the fields and mountings and near the beach.
All buildings surround pools and canals, which are
the focal points of the place. This is the Venice of Kos.the staff is very friendly and try to do everything for you. It is situated in the distance 3 km from the Kos city, it is possible to reach it by bus and bicycle. There are bustling night life and many rest - Anonymous
Staff was nice. The hotel was very clean. Food at the dinner moderate/good. Breakfast was excellent.
We stayed in a junior suite and I think the room was just a regular hotel room, but the restaurants, pool area etc. we're really nice. The view to the sea was wonderful.
Our three year old son had excellent time in the Playland and in the Aqualand which had an area for smaller children.
Would definitely recommend this hotel to families with small children. - Anonymous
The recreation facilities are excellent - Dov
everything! lovely hotel!!!!!!!! - Anonymous


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For Bose there are 1600 on Yasni with different names. The most frequently searched first names for Bose are: Deepika
Among the most common last names on Yasni Bose is on position 1647.
During the last seven days Bose was searched 32 times.
- About Old Saxon name "boso" -> "Noble" or Old High German


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Please bear with me ---- weepers
I've been on this board for what? Nine years? Please bear with me. My husband and son are out of town camping, I've had almost a bottle of wine, so I thought "chick flicks."
I just wept my way through Steel Magnolias. I hadn't watched it for years. What a beautiful film, and what strong women.
Now I'm watching Terms of Endearment. Anyone else have a depressing chick lit film death wish? And never with wine. Oy. Thank God I'm alone!!
Please? Sisterhood?b
Oh I hated hated hated My Sisters Keeper. I cannot begin to describe my hatred for that movie. The book was excellent, perhaps why I hated the movie so much. If you want to be really depressed but read a well-written and interesting book, I would recommend the book (Jodi Picoult is the author).
Okay so I'm a big book over movie person. So will read Sisters Keeper first.
But now that I'm in secondary hysterics over Terms of Endearment ( read book 25 years ago) I think it's time to go to bed.....and count my blessings.
DH laid off 4 months ago.. I'm a mess. Thank you for letting me kvetch.
PS. Loved Beaches. So my BFF and I.
"My Sister's Keeper" was definitely depressing but worth the watch. The actors are really good.
I never did see what the big deal was over "Terms of Endearment!" I don't know, but I didn't find it sad at the end at all. What mother just sits there watching her daughter die instead of getting in bed and holding her? lol
I haven't read the book so I have no comparison. Generally, I hate the movie version of all books though! Still, I thought the movie was great; entertaining, surprising, moving, it's a tear jerker like Terms of Endearment is but which is still funny/poignant.
I'd rather see a tear jerker than a comedy, but that's just me. A weeper doesn't have to be depressing.
Pirula - I'm sorry about your husband's job. Thanks for sharing pix of your home on the other thread. I wasn't sure if you remembered me from when the Atticmag board was around. I remember the darling room you did for your little boy.
Tinam61-- we are so made from the same cloth (how many times have we said this?!). I cry in so many movies it's embarrassing to list.. my youngest niece is a frequent movie partner and she started announcing to those around us that "be prepared, my aunt is probably going to cry!" lol! Sad, happy.. drama, animation-- doesn't matter.
I cried at all of the above-- and plenty of others. HATED HATED HATED Marley and Me. Yes, I cried but I felt the movie (and the book) were just one big build up to the gratuitous tear fest. I could go on.. but I'll spare you my rant :)
You hit most of the ones that make me weep. When I was a kid I sobbed my way through the movie of West Side Story and one called The Umbrellas of Cherbourg. It starred Catherine Deneuve at her most gorgeous and had the song "I Will Wait for You". The lyrics are ten tissue worthy.
If it takes forever, I will wait for you
For a thousand summers, I will wait for you
Till you're back beside me, till I'm holding you
Till I hear you sigh, here in my arms
And... she doesn't wait for him, for good reasons, I guess, but still. Just rip my heart out of my chest!
I enjoyed (and cried through) the book Sister's Keeper, but never liked any other Jodi Picoult books after that. I thought the movie was a ripoff. They changed the story!
I really broke down watching Peggy Sue Got Married. There is something about that story that hits people of my generation. I have a friend who watched it on an airplane and began to cry so hard the attendants had to help her. She was coming back from dealing with family stuff, so she was especially vulnerable.
Although not a chick flick, I bawled at Sophie's Choice. Who wouldn't.
Wow, now I am in the mood for a good cry.
Message in a Bottle with Kevin Kostner and Robin Wright. It was also a book by Nicholas Sparks.
I had my first panic attack while watching Steel Magnolias cemetery scene and had to leave the theater. I had no idea what is was going to be about, but my daughter had only had diabetes for 1 year and was 7 years old at the time. Great movie though and I've now seen it several times.
I was going to say Beaches, I see it was already mentioned. Why do we do this to ourselves.
This may sound corny, but most recently - A Dolphin's Tale had me in tears. Not a death and dying type tears but feel good, touching, happy tears, at the end of the movie where they show the actual footage. It really was a touching story.
I don't know if anyone mentioned this movie, but if you want a feel good weeper, one that makes you LOL and cry at the same time, I'd watch "Secondhand Lions." That's one movie I can watch over and over again. And I do! The cast is top notch.


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Journo fills Ortiz's shoes
CBS News has tapped Janet Leissner to head up its Washington bureau.Leissner, a 14-year veteran of the Eye web, replaces Al Ortiz, who relocated to New York in August after being named executive producer of "The CBS Evening News With Dan Rather." Leissner has been a New York-based senior producer for "Evening News" since April 1996. Before that, she served as the newscast's senior producer, based in Washington. CBS News chief Washington correspondent Bob Schieffer, whose name had been mentioned as a candidate for the bureau chief job, issued a statement Wednesday praising Leissner as "exactly the right person" for the position. "She has terrific news judgment and is a great reporter," he said. Leissner joined CBS News in 1984 as a Washington producer for "Evening News."
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How do hospitals measure the success of their social media programs? Moreover, how can hospitals effectively measure the impact that their social media program has on their local community.
For hospitals, proximity is key. After all, 49 percent of patients rank proximity as the top factor in choosing a hospital. You might launch a dynamic campaign about being a 'world-class' or 'nationally-recognized' name in healthcare, but if your hospital is lackluster in the eyes of your local community, you're overlooking potential patients in your own backyard.
The other week I posted social media statistics from local hospitals in Central Indiana. This information below is my follow-up to help healthcare marketers (and those working in social media for hospitals) to better analyze and tweak their programs.
You need to engage with your local community online. Here are some tools to help you do so more effectively…
Map My Followers – Geographic data of your Twitter followers.
Peer Index - A tool that measures your Twitter and Facebook audience, activity and authority, as well as pinpoints the topics you are most dominant in.
Page Lever – A tool that provides a more detailed interpretation of your Facebook page insights.
Google Analytics: Tracks and interprets all website statistics in relation to your site traffic.