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|130 posts found
Novice Member
Joined: 6/16/10
Real Animal lovers are ONLY the vegetarians
free to play games always gives to creator lesser money than a subed game. Also gives lesser content to players.
Its a good solution for the companies to keep alive their games.
With so many MMOs these days doesnt killing gaming.
In fact its good for the lovers of a game, without the f2p, they can't continue playing their favorite game.
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Elite Member
Joined: 5/12/10
F2P won't 'kill gaming', only changing it. 'Only', in huge brackets.
And it's not even some a sudden change, it's quite logical: the playerbase is changing, so the industry follows it. Sure, this change won't be good for us, older ones, but they don't really care... As time goes, we're going slowly out of the market, and the new kids won't mind microtransaction, or f2p, or (sadly) the pay-to-win concept. Actually they're almost 'trained' for it, that they can buy anything right away, and for only a small price (music, xbox marketplace, psn store, etc)
But not that's what I wanted to comment, sorry Derek but I laughed at the piracy part so much :) No wonder the first comment by montin was a correction to it right away. What you mentioned with DRM's was the exact opposite, maybe that was the only era where the publishers were able somewhat to fought back.
Piracy was there at Speccy, it was _huge_ at the Commodore era (heck, I could count on one hand the original C64 programs I saw during the 80's), then the BBS's in the early 90's, then with the www. introduction piracy literally exploded... A buddy of mine was a retailer then, with ties to the publishers, the selling numbers were sad... (at least in Eu). Same with the consoles :I
So "Digital piracy had migrated from just music to movies and then to video games." is a really funny statement...
Novice Member
Joined: 5/18/10
F2P isn't killing games. Whats killing a lot of them is that F2P realy means P2W . The P2W sys. costs on average 5 - 10 times per month what a P2P with a 15$ per month cost. So of course F2P got big. Its the same way a drug dealer works if u think about it. heres a taste 4 FREE. Then they make u PAY and PAY. So sure there game lasts a few years at best but by then they have raked in a load of cash
Hard Core Member
Joined: 4/19/08
Originally posted by Yakamomoto
Agree fully with you. Only positive surprise so far for me is gw2. Still only at lv. 15 with my 8 alts. Incredible game, but at same time unique exception.
Novice Member
Joined: 9/22/05
Originally posted by SnarlingWolf
Very well put. The gaming industry would not be racing to join this model if there weren't thousands upon thousands of naive (or mentally lazy) consumers. This group of consumers simply isn't doing the math which would show them just how much they are being overcharged.
My husband and I bought lifetime accounts for LoTRO upon launch. It was a $600 investment. Would we play the game long enough to make this cost effective? A few simple calculations later: Yes.
The lifetime subscription really isn't the point. My point is that a smart consumer does the math before clicking the "add to shopping cart" button.
Sadly, the game has since gone "Free to play", which has morphed into "Pay to Win" because of the types of items now in the store. When games move to something with an in-game store, it seems like the entire development focus shifts from creating solid content with which to lure and retain players, to crapping out bling (and stat increases, etc) fast enough to keep the 'shopping as entertainment' crowd happy.
The original dev team was either a group of Tolkien fans, or understood that their customer base was going to be made up of many people who knew this lore inside-out & were very protective of it. My understanding is that many of them have moved to the development of the game that must-not-be-named.
The current dev team strikes me as Wal-Mart marketing executive types. Solely profit driven and lacking creativity (and seeing no value in it).
It's only we, the customers who can reverse this trend. I wish I was optimistic.
Monetization of a game is hard but it is the dev's choice and people can and will vote with their wallets.
That being said the title is a bit misleading... it should be How Free to Play is killing the people who pay for our biased reviews! Go QQ in the corner and learn to love change or buy yourself a SNES or comperable PC rig and live in your "golden age" forever.
Elite Member
Joined: 5/12/10
Originally posted by Yanari
Thanks Yanari for finding this, I missed it before. When I wrote previously "new kids won't mind microtransaction, or f2p, or (sadly) the pay-to-win concept", my statement also was based on Battlefield Heroes. We sometimes joking on that BFH is EA's testing ground of pay to win brainwashing... :)
That game started as a regular f2p shooting game, with some cosmetics and (slighty better than free) weapons in store. Slightly, like "you really spent money on a mere bonus crit chance? lol, it won't help you winning at all". In 3 years, EA turned it into a massive p2w title (like the pic in Tingle's pvp column, where the kid is the free player: http://images.mmorpg.com/features/6658/images/PvP1.jpg). They reached it by only adding items to the store, slowly raising the bar a bit every time.
Why is it a problem to us, if it's only a lame pew-pew game? Well, because of the playerbase, and what their attitude tells to the industry... They love p2w. If EAsy don't release a new gun for a while (meaning an even playfield, since most of them got the best guns already), they start to whining about new stuff. If not guns, at least new cosmetics. They just need it. Which leading to an even sweeter aspect to companies: they buy everything. Seriously, everything... Sometimes it seems like EAsy testing the limits, how far can they push it :) cough*Bronto head*cough
The thing is, soon they'll be the target audience, not us. And that's a very grim future for our current game style... Not a surprise, but if you check the forums, the f2p-complainers are (mostly) all the time the veteran players, with many mmo's and played years behind.
And I agree with Yanari, LotRO changed during this 2 years of f2p. The change was slow, I wouldn't even say it's p2w now, but I can understand why they erased from everywhere the "convenience, not advantage" post of Patience (luckily I had a screenshot :) )
Novice Member
Joined: 6/05/05
It's my job to be objective, it's my right to have an opinion.
Hello all!
I just had some time to read through all the comments, and I'd like to touch base on a few general points.
1) This is part one of a multi-part article. I'm attempting to start off with some background information, history, and personal experiences with F2P, DLC, "pay2win", etc etc. I noticed a few of you were particularly hostile, and seemingly even offended by this. However, please be patient and recognize that, for many gamers out there, they haven't had the years or the experience of gaming that you may have. Background and history is necessary in order to get to the present!
2) This article will continue to grow and evolve. Check back frequently.
3) The title was designed to be catchy... it seems to be working well :)
4) I'm really pleased with the level of discussion this article has brought about, and will be typing a more in-depth reply to certain posts tomorrow/the next few days (I'm still working on a different piece atm)
5) This is an editorial; it is opinion-based, though I am doing what I can to incorporate facts, history, and background to supplement my opinion.
With that all said, please keep posting, and I'll be back to post in this article in the next few days :)
Derek C.
Waiting for something fresh to arrive on the MMO scene...
Novice Member
Joined: 11/02/10
Some people dont like F2P. Because being able to pay money to get better or progress faster is unfair. To be able to buy any sort of advantage is unacceptable.
There will always be some players that think like that. They will stop playing if they cant find P2P games or true B2P games. For them F2P really is killing gaming. When games like that are the only option it will be time to find a different hobby.
Novice Member
Joined: 10/19/09
I was never a fan of sub to pay or microtransactions, but have spent money on both. I think the end of sub to play or at least compulsory sub to play was inevitable & In the end may be a good thing. That said a lot of f2p games might be well served to charge $5-$10 for the client key so that when a player is banned it actually does cost the banned player something & they can't just re-roll for free.
Elite Member
Joined: 6/10/09
There are crappy games of varying payment models. I like F2P and B2P games. I would much rather try a game and if it is good continue to support it.
I wish the author had acutally used logic and reasoning to support his premise if he's going to make a bold claim. Personally, I think he made a bunch of assumptions and lept to a lot of conclusions without any proof. But hey, whatever floats your boat. He did nothing to change my opinion.
Advanced Member
Joined: 12/17/06
Of course, f2p is to blame. It is f2p that has done every single evil in history since Adam and Eve (for sure, Devil was f2p...). If not f2p, there would be no evil, no bad games, no half-done games, no rude players, no scamming, no gold-farming at all.
The author is terribly wrong on two main topics:
1) focusing on Sims and some 2 other games. Looks like there are more online games than 3 on the market and errors of "Sims" are not necesserily errors of all other games. That is, if John is blonde Lithuanian and he instantly forgets where his glasses are - does it mean all blonde Lithuanian males instantly forget where their glasses are?
2) author has not played any other MMORPG except ones he mentioned. I would like to invite him to play some titles. First example - Istaria. No cash shop, no pay-to-win. You may win with Human race and without plot and every single item is obtainable in-game: most crafted, some - looted from monsters. I also would like to invite the author to the Lord of the rings online: you may purchase xp boosts, mounts...explansion packs by grinding for Turbine points. You may enjoy their shop without spending a cent - Turbine points only. Of course, you are more than encouraged and reminded about being "VIP", but you can bypass it.
The author also does not see (i.e. does not want to see) bad games that were either P2P or B2P. It's just F2P that is bad.
Finally, the author makes another logical mistake: he fails to see difference between f2p and p2w. Explaining: if player can enjoy full game content without paying in real cash, it is free-to-play; if player cannot enjoy full game content without paying real cash - it's pay-to-win. Example: in game A, player can go anywhere, do any quest for free (however, player can be of limited race or have no personal house) - game A. is f2p. In game B player can't go anywhere, do some quests (player may also be limited in housing), but he may "unlock" anything with in-game currency/points - game B still is free-to-play. in game C, player can't go anywhere, do some quests, may also be limited in housing, but he may "unlock" anything with real currency - game C is pay-to-win.
Originally posted by GrumpyMel2
They may not be "miniscule" in terms of real dollars. I could not afford to pay those costs every month. However, in relation to the other costs of the game, they are pretty negligible. If they weren't, no company in their right mind would ever consider releasing an MMO without a sub to cover those costs. Considering that many do proves the idea that compared to the rest of their budget, the operating costs are basically miniscule.
I guess I wasn't clear enough, but that is what I've been saying all along.
Originally posted by Xstatic912
Because that's what the deluded will pay for them.
No game is worth a sub fee. The only reason sub fees are still around is because some people are still willing to pay them, even though it has been repeatedly shown they are not necessary.
Novice Member
Joined: 11/02/10
Originally posted by evolver1972
In some F2P games with a CS you can pay $200 a month if you feel that you must use every boost and "time saving" item all the time when playing.
How can people be gullible enough to play a fraud and P2W-fest like that? Because it is much more expensive than any P2P game could ever be. If you want to experience the whole game, fastest progress, to be as powerful as possible all the time it is very very expensive to play.
Games like that should not be legal, IMO. In parts of the world politicians would probably ban that business model if they really learned how it works. Because it is not moral. It is greed. It will kill real gaming if not stopped.
Joined: 5/21/08
Originally posted by Hurvart
The thing is nobody is forcing you to pay that per month. Everyone doing it is doing it of their own free will, and simply using it as a shortcut. You could still achieve the same goals in most games, it just takes a lot longer. Doesnt change the fact you can do it for free though.
Most people spending that money are doing it because they have the money to blow and because the option is there. To them, spending $200 is less hassle than spending 100+ hours a month grinding away through boring PvE when all they want is to get to the "good" part, which is usually being max level and fully geared out for PvP. But thats not a flaw of F2Ps, thats a flaw of mearly ALL games. The whole endgame mindset.
Just look at it this way. If you made more than enough money to provide for yourself & family and hadextra money to blow on entertainment, would you spend most of your days playing through the most boring parts of a game doing repetetive quests or grind mobs in 1 spot for hours on end, or would you pay to be able to skip most of that repetetive crap and get to doing what you really want faster?
Truth is most people spending large amounts of money in F2P games are PvPers who are mainly interested in being the strongest in PvP, not killing the same mob 1000 times to gain a couple levels. They can avoid a huge chunk of grinding & farming and get good gear easier by spending what some of us make in just a few hours.
Novice Member
Joined: 6/05/05
It's my job to be objective, it's my right to have an opinion.
Originally posted by Lithuanian
These are not only inaccurate, but unfounded assumptions to make. You're blatantly discounting the fact that is is part 1 of this series. To say I haven't played other games could be verified with the basic browsing of this site.
I'd like to really request that if you're going to hate on the piece, by all means, pick it apart for what it IS, not what it ISN'T.
Waiting for something fresh to arrive on the MMO scene...
Novice Member
Joined: 6/05/05
It's my job to be objective, it's my right to have an opinion.
Originally posted by itsneo
In regards to the GW2 business model vs the Rift business model, I would argue strongly against your claims that it is ideal.
When you are subscribing to a game, you are paying not only for the game, access to it, etc, you are also paying for customer service. Perhaps you haven't explored the G2 forums across the web as much, but you should. There are rampant claims of botting and hacking taking place, all because there is a minimalist approach to stopping it. Similar issues could be noted in games like Diablo 3, where hacking and botting had run rampant for months. While it's true that the GW2 and D3 teams are doing what they can to combat these problems, the lack of an in-game game moderator allows these to carry on until their CSR tickets are resolved. In the case of D3, botting is so profitable that people and botting groups went on record via youtube, claiming they owned 50-100 botting accounts which were effectively paying for themselves.
This is not to say such exploits do not occur in P2P games; anyone who ever suffered through the travesty of Age of Conan can certainly tell you about exploits. Indeed, it is the failure of the P2P games that, in my opinion, has given rise largely to the F2P business model; you can't charge for a service you aren't providing.
By comparison though, the F2P model has produced large-scale fronts of cheating, botting, hacking, etc. If you need any proof, simply search the forums for many of the top F2P games. There are exceptions to the rule, of course. You rarely hear about cheating in League of Legends, DotA2, or the MOBA genre (as it's monitored more tightly, IMO, and games in served in session rather than continuous)
As for games switching from P2P to F2P, they aren't trying to kill the gaming industry. It's a matter of basic economics. While the games aren't as popular as they were, they still have a decent sized playerbase. Rather than closing up shop and folding, those games can still generate revenue. But let's not be fooled; those games aren't bringing anything new to the table anymore either. They're on life-support, fighting to stay competitive and popular. Funding those games with the F2P model isn't going to evolve the industry, it stagnates it by letting titles that couldn't match up staying on the marketplace.
Perhaps my biggest gripe with F2P is the community aspect. When you're paying for something, you're going to be more involved with it. Look at how many F2P MMORPG are out there. Did you make any lasting friendships in those games? Do you feel like you're involved with your server? No. And you won't. Because people can come and go freely with little-to-no regard for the other players in the game. P2P games like Final Fantasy 11 and Eve Online, in my opinion, were the finest community-driven MMORPGs ever made. You were paying to play the game, but more importantly, to be a part of the community it brought. And that's an element I have yet to see *ANY* F2P game even come close to recreating thus far.
Waiting for something fresh to arrive on the MMO scene...
Novice Member
Joined: 6/05/05
It's my job to be objective, it's my right to have an opinion.
Originally posted by Po_gg
Well, I can only go off of what I've experienced and witnessed first-hand in relation to this.
Unfortunately, this is a specific instance of age bearing down on my insight. To my credit, I did specifically say I wasn't sure when it started, but I PERSONALLY started to take notice of it with the peer-to-peer sharing programs, like Kazaa and Napster and such.
Waiting for something fresh to arrive on the MMO scene...
Originally posted by Hurvart
I agree that games set up that way are crap. So I wouldn't ever play them. Just like I'd never play a game with a sub.
The difference, though, is with the F2P game, you are not forced to spend the money to play. You can still play without it. You don't have that choice in a sub game. You must pay to play, period.
As for saying the Pay2Win thing is immoral, I don't agree with that assessment. You are not forced to spend the money and to me, it's no more greedy than charging a sub when the sub is not necessary to cover costs. F2P, or better yet, B2P games prove that a sub is not necessary for a well made game.


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Gallery: Huntington vs. Logan basketball
Feb. 11, 2014 @ 12:09 AM
Huntington High takes on Logan in boys high school basketball. HHS won, 82-67.
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Lafayette, LA (Sports Network) - Terrance Broadway ran into the end zone from 14 yards out for a touchdown with less than a minute remaining to lift the Louisiana Ragin' Cajuns to a 31-27 victory over the Western Kentucky Hilltoppers in a Sun Belt conference game at Cajun Field.
Broadway threw for 258 yards on 23-of-33 passing and also had 145 yards on the ground for Louisiana (6-4, 4-2 Sun Belt). Alonzo Harris finished with 104 yards rushing while Torrey Price added 68 yards and a pair of scores on the ground. Harry Peoples hauled in 13 passes for 144 yards.
The loss spoiled a career-night for Antonio Andrew who rushed for 238 yards and a pair of touchdowns for Western Kentucky (6-5, 3-4). Kawaun Jakes threw for only 149 yards and an interception while completing 10-of-18 pass attempts.
Keshawn Simpson's one-yard rushing touchdown less than five minutes into the second quarter put Western Kentucky ahead 7-0.
On the ensuing drive, Pierce capped off a five-play, 84-yard drive with an 18 yard touchdown run to pull the Ragin' Cajuns even.
The teams then traded field goals with Garrett Schettman hitting a 42-yarder for Western Kentucky and Brett Baer knocking in a 23-yarder for Louisiana.
The Hilltoppers went ahead yet again, 13-10, on a 25-yard field goal from Schettman in the third quarter.
Pierce's second touchdown run of the game, a 15-yard effort, gave Louisiana its first lead of the contest, 17-13.
In the fourth quarter Western Kentucky scored 14 unanswered points on a pair of touchdown runs from Andrews. The first was a 17-yard rush and the second a 13-yard effort. After those two scores the Hilltoppers led 27-17 with six minutes remaining.
The Ragin' Cajuns were far from finished though with Broadway hooking up with Jamal Robinson for a four-yard touchdown pass with less than three minutes left in regulation.
Western Kentucky was unable to run out the clock on its next possession and punted the ball to Louisiana with just 1:32 left on the clock. That was plenty of time for Broadway who drove the Ragin' Cajuns 93 yards in just 54 seconds for the winning score.
Louisiana had a 582-415 edge in total yards and converted 6-of-10 attempts on third down.
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Grand Master Kim Dae-shik Passes Away February 2, 2007
It is with great sadness that I report the passing of Grand Master Kim
Dae-shik. While I never had the privelege of training directly under GM
Kim, I have been influenced by him through my study at the US Martial
Arts Institute that he founded in Austin, TX.
Here are a couple of links to biographical information.
While USMAI is now defunct and I think Master Yoon is wandering into the realm of bullshido these days, I think Grand Master Kim's approach to cross training was a very good one in terms of incorporating TKD as a component of a more holistic approach to self defense training.
I don't know if this post belongs more in this forum or in the News forum. Mods feel free to relocate as appopriate.
Valiant Monk of Booze & War
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Posted On:
2/06/2007 7:51pm
Registered Member
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Posted On:
2/08/2007 8:10am
--Originally Posted by DerAuslander108
Thank you for submitting the material on Grand Master Kim Dae-shik.
Just as we do with each name that is submitted to us, we sent the material you provided to our editorial library for a background check. Our library conducted its search and I'm afraid they didn't find quite enough for us to consider a news obituary. These searches involve not only past issues of the Times but a wide array of periodicals and newspapers.
While there is no doubt he had a solid professional career , we didn't find the kind of material we were hoping for that would make his story news to a broader circulation.
We regret turning down requests for obituaries, but the great fact for us is that there are far more people of note dying than we can possibly handle in our news obituary coverage. That being the case we have to consider each submission as news. It is an imprecise science at best, but that is the way we have to view it.
You again have our thanks for submitting the material on Kim Dae-shik and our regret that our staffing and space don't allow us to write his obituary.
Claire Noland
Deputy Obituaries Editor
Los Angeles Times
Do any members here from the LA area know of a local paper that is more geared to the common masses that might have some info on Dr. Kim?
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Posted On:
3/22/2011 8:00pm
Style: Isshinryu,aikijujitsu,TKD--
I was senior student in the US to Dr. Kim, 1976-'77. He was a professor at UT Austin then.
I had been in Isshinryu 8 years when I began training with Dr. Kim. My brother, myself and Dr. Kim would work out 5-6 hours a day 7 days straight....I did 7 weeks of this training stretched out over 1 1/2 years...would go back to Fort Worth and train with the weeks content til another week of intensive training one or two months later.....
From Dr. Kim I learned Tomiki Aikijujitsu...later to influence his hosin hapkido. 105 joint twists. Kyokushin, over 100 one step sparring tech. (Dr. Kim was senior to Mas Oyama and director of Mas. Oyama's first three World Championships, also senior to Tomiki)
The 8 Pal gwe forms and other advanced forms. Dr. Kim was very strict as he was taught.
I was 22 in 1976...to train for first encounter with Dr. Kim I had a job at Lake Country estates golf club swinging an axe a good 6 hours a shift for 12 weeks chopping down trees constructing the back nine of the golf course in full Texas heat.
Those were the days, hard training, Austin night life...
Thorne Williams, Tx
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Posted On:
3/29/2011 8:57pm
Style: Isshinryu,aikijujitsu,TKD--
Dr. Kim was the most highly skilled practitioner I have ever seen and I have seen many, many of the pioneers of the arts....his hapkido or joint twisting was almost on par with Ureshiba....
His striking, kicking impecable....but his Judo or Yudo in Korean was a lifetime beyond any repeat ANY other judo master I have ever seen and I have seen and been on the mat with 4 of the 5 Judo founders in Texas....his Yudo was scary....very scary.....Rest in peace
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Arrest made in home invasionMay 18,2013CABOT Vermont State Police have made an arrest in a June 2012 armed home invasion in Cabot.
Police said they arrested 32-year-old Nicholas Johnson of St. Johnsbury, formerly of Cabot, on charges of burglary, reckless endangerment, larceny and unlawful restraint.
Police said during the home invasion, a man armed with a rifle forced his way into a residence and demanded money from the 67-year-old homeowner before tying him up.
Police say the incident occurred when the homeowner on Route 215 was awakened by the suspect, who reported he was having car trouble.
The homeowner gave the suspect an undetermined amount of money before he was tied up.MORE IN This Just InThe family of a Connecticut man who was killed in a car accident on Route 4 last Friday night is... Full StoryAssociated Press Full StoryIt seems like I just started to warm up from last winter and I see back-to-school displays. Full Story
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- RICHARD'S POOR ALMANACK: On this day 1739, 'Richard Palmer' identified in prison at York Castle as the notorious outlaw DICK TURPIN; IN 1836, Battle of the Alamo begins near San Antonio de Bexar, Texas; 1896, the Tootsie Roll invented by LEO HIRSCHFELD.
- RICHARD'S POOR ALMANACK: On this day in 1472, Orkney, Shetland islands put up as collateral by Norway to Scotland in lieu of dowry for MARGARET OF DENMARK on her marriage with JAMES III, king of Scotland; 1962, JOHN GLENN first American to orbit Earth.
- TOMORROW'S HEADLINES TODAY: City mayoral candidates debate campaign issues; Hartford, Conn., woman still missing; Neal Goswami reports attempts to legislate suicide; local woman loses 100 pounds through TOPS program.
- RICHARD'S POOR ALMANACK: On this day in 1878, JOHN TUNSTALL murdered near Lincoln, New Mexico, by the outlaw JESSE EVANS; in 1930, ELM FARM OLLIE first cow to fly in aircraft, first to be milked airborne; 1955, nuke test WASP; '79, snow in Sahara.
- TOMORROW'S HEADLINES TODAY: Rutland Herald News Editor Alan J. Keays and staff writer Gordon Dritschilo discuss stories planned for the February 18, 2015, edition of the newspaper: Winter budgets maxed, legal marijuana, Springfield bank job, USPS slowdown
- RICHARD'S POOR ALMANACK: On this day in 1249 AD, ANDRE of LONGJUMEAU is dispatched by LOUIS IX of France to meet the KHAGAN, ruler of the Mongol Empire; in 1804, during 1st Barbary War, STEPHEN DECATUR scuttles the pirate-held USS Philadelphia in Tripoli.


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North Face
Jester Day Pack
Out of Stock Product Number: 30726
The 27-liter Jester now features a padded 15" laptop sleeve, because this backpack doesn't play around when it comes to protecting and organizing your gear. Designed with two large zip compartments, the front compartment features an internal organization sleeve to stash smaller items. Lash additional layers or equipment to the bungee cords crisscrossing this pack's face to keep them easily accessible.
* This product does not qualify for shipping to all countries.
- FlexVent injection-molded shoulder straps
- Comfortable stitched-foam back panel
- Removable hipbelt
- Large main compartment fits books and binders
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- Mesh side water bottle pockets
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- Women-specific version of this daypack available on page 21
Gender: Unisex
Weight: Avg Weight: 1 lb 12 oz (794 g)
Material: 600D polyester, 1200D polyester
Dimensions: 18.5" x 13.5" x 6.5"
Volume: Volume: 1648 in� (27 liters)
Season: F14 S15
Vendor ProductId: CE83
Review ProductId: 30726


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Bachelor of Applied Horticulture
Why Choose the Bachelor of Applied Horticulture Degree?
- Prepare for a management position or to establish a business in the green industry.
- Learn from experienced horticulture faculty in a variety of specialized teaching environments, such as a laboratory, greenhouse, arboretum and gardens.
- Gain hands-on experience with on-site instruction, fieldwork and an internship.
- Develop managerial-level expertise in landscape architecture, urban ecology, sports turf management, various areas in landscape design, plant propagation and nursery operation.
- Gain technical and professional depth, plus business management skills.
- If you have completed the Associate of Applied Science in horticulture technology, credits can transfer seamlessly into the Bachelor of Applied Horticulture degree.
Career Opportunities The Greenhouse at Kent State University at Salem
- Nurseries and greenhouses are the fastest- growing segments within agriculture in the country. (USDA, www.ers.usda.gov/publications/flo)
- Ohio is one of the top six horticulture providers in the United States with over $4 billion in sales.
- Landscape contractors employ 12,000 to 15,000 people every year in Ohio alone.
- Urban forestry is one of the top five horticulture markets in the country.


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|79 posts found
Novice Member
Joined: 3/07/11
Originally posted by Karteli
Yes cyrodiil is to scale, 16sqm, but the rest of the comparison isn't
For instance it says wow is 80sqm, yet the link you provided where it was measured said it was less than 60sqm (28sqm per continent)
That means cyrodiil is MORE than half the size of kalimdor, so for teso to have less than 2/3 a wow continent per faction the pve area per faction would have to be less than the size of cyrodiil, which is just not going to be the case, hell we know from experience that skyrim alone is pretty close to the size of cyrodiil, so even if we only had access to one full area per faction we would still have access to much more than your claiming
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Joined: 7/24/04
Originally posted by ShakyMo
Elder Scrolls games arent known for big worlds. Except for Daggerfall that is which IMO they should develop further instead of making those cluttered, tiny maps we saw in other ES games.
Lol Mael reveals self as one of the make eq3 with tes lore crowd
Don't bother, its like arguing with a creationist, you put the figures in front of him, he ignores them and uses his own "special" maths to back up his prejudiced opinion. You could show him the complete game, walk through the map and he would still say its smaller than a wow continent "because I say so".
Novice Member
Joined: 3/07/11
Originally posted by ShakyMo
I wouldn't mind so much but the figures I'm using are the ones he provided
Novice Member
Joined: 10/06/12
Let me add 9 and 10...
9. Class balance
10. Polish
Elder Scrolls have been these huge, lengthy games that suck you in, but also some of the buggiest pieces of software in existence. There were always skills that were must have, multiple ways to exploit the game play, and parts and scripting that flat out didn't work. The hype and pretty graphics will get you the initial box sales. Balance and polish are vital to keep people playing.
Apprentice Member
Joined: 1/22/13
That map again?
Where Burn out Paradise is bigger than World Of Warcraft when you can clearly count the buildings on burnout paradise?
Doh, are people really that ignorant and fooled? I mean it's clear the picture OBVIOUSLY compares size to "what they represent" not actually scale and feature!
According to Google and Wiki the Earth has 510,100,000 km² / 196,940,400 square miles.
If i build a minecraft Earth with 100 blocks diameter it is bigger than everything in that ^above picture because it's "196,940,400 square miles". In truth it respresents 196,940,400 square miles in a 100 block diameter scale!
Lotro developers try to pull that many times everytime someone says the new areas are tiny. Lotro DEV: "But in the books it's 4 days worth of travel on a horseback and xxxxxxxx square miles" we have that here in lotro!
Playing: EVE Online
Used to play for 5+ years: Lineage 2, Lord of the Rings Online and Ragnarok Online
Utter disappointing MMO experience for 1 - 3 Months:
Originally posted by ShakyMo
Do me a favor, stop making random shit up (where the fuck does this EQ3 crap come from) and stop avoiding any questions I raise in reply to your nonsence. I can see now you are just making arguments up to cause trouble so either stop making stuff up and stop posting or stay on topic. Your random troll posts do not help the discussions.
So how do you think TESO should handle pvp?
Originally posted by ShakyMo
I like how they have decided to do the PvP except for having faction locks. It affects so much of the game not just the PvP and in my opinion is detremental and wasn't even neccessary.
You would have the same results if each faction were a great house (think Morrowind) that you could join if you wanted to (All TES games) from any race.
Then you could explore the entire continent (part of their marketing campaign)
PvP could still be restricted to Cryodil and work as it does now.
An option could be to even allow PvP outside Cryodil by only between great houses but not between random characters, thus keeping house (faction) pride alive, allow FFA PvP for those that want it and not have it for those that do not.
You could create a character of any race and ally with the Great House of your choice (choice) so each house could comprise many different races.
Guilds would not have the dilema of membesr not being able to agree on which faction to join as each guild and each great house would allow any race.
Friends could freely choose their race rather then having to come to an agreement on which faction they want to join first.
PvP would still have 3 way fights (great houses rather then factions) and how the PvP works now wouldn't be affected.
Faction pride would be replaced by House pride and because you do not HAVE to create alts to see the world or do all the quests you can actually have 1 character and not feel like you are missing out.
PvE would be unafected except for the openning up of a lot of things like exploration, dungeons in other area's being open, many more quests being available to either do as your main or to prevent repetition as an alt (Unless the game has enough quests for each faction to allow 3 characters to level to max without repetition then creating alts with faction locked content means you WILL repeate stuff).
New content released will not have to be done 3 times as you can just release a dungeon and not have to worry about how each faction can reach it.
All this off the top of my head....
So to answer your question again...except for race locked factions I like how the PvP will be.
Now what form of personal attack are you going to use now...
Originally posted by PongLenis
What part of my version of PvP don't you like specifically? remember, the only thing I change is have freely chosen houses rather then hard coded factions. So what exactly is terrible about it?
Well the first problem I see potentialy with that is once the games bedded in a bit, new players would pile on the biggest house (if they are path of least resistance types, which sadly many modern players are)
You would also get that with factions as is though, but too a lesser degree.
But with a tweak your system could work better. They could incentivise players to join houses with less players (better signing on fee) or even block players joining a house if its too big.
So yeah I don't particularly have a problem there.
Now some people will say there is a 2nd problem, all these unaligned players, there's nothing prodding them to take part in the pvp as they don't belong to a faction they have nothing to loose or gain. But I'm not bothered i would rather pveers stay out of pvp than feel pushed into doing it, as often they come in and keep trade and stuff.
The 3rd point would be the lore bh
3rd point will be the lore behind pvp. With the system as is you can bet there will be a ton of quests building uo as your character advances to promote animosity to the other 2 sides. That would be lost.
Overall I don't this your system is bad though. I was afraid you were going to say pve everywhere with a voluntary /pvp switch
Ah another thing would be lost uniqueness of factions, although on the upside it would be easier to balance. But I kinda like unique classes to factions, its a useful tool for promoting hostilities or even buffing the underdog.
Originally posted by ShakyMo
1 - Why a lesser degree with factions? Afterall, isn't there 3 games in 1 with factions so why a lesser degree?
I have already posted before, which got shot down, that you could even make part of the game each house holding a recruitment drive with incentives for character to join each house.
2 - People who remain unaligned to a PvP house would probably be (suprise suprise) people totally uninterested in PvP. I fail to see that as a problem.
3 - Lore? Seriously? It makes more sence for example that ALL Orcs join the Breton Merchant lord in promise of land rather then some Orcs seeking to join a house fighting against the Breton Lord. What sounds more like Orcs and Malacath their God?
Seek peaceful restitution with your enemy in the hopes they become your friends and give you back land
Through strength of arms kill your foes and take what is theirs.
Originally posted by PongLenis
Faction hoppers...you mean as in people that play for a faction and then choose to join another faction just because they can....like a system where, to see the entire world due to faction locks the designers of the game MAKE you change faction to see the rest of the game?
You sir are ignorant of the current game design and your own lack of IQ.
Originally posted by ShakyMo
I understand your point but I see it more in terms of how it affects PvP (seeing as the current design FORCES PvP restrictions onto everyone irrespective of the players desire for PvP or not). I would much prefer a game where, upon seeing a Group of Orcs you are cautious because you are unsure if they are allies or the enemy (ignoring any kind of red highlight kind of system of course). If ALL Orcs are the enemy then it take a lot of the thrill away personally.
Originally posted by ShakyMo
What if every quest replaces the word faction with Great house for example. Why would having animosity to a great house be any different to another faction? I honestly cannot see how it changes anything other then the naming convetions involved (And I am under no illusion this will happen, just discussing how I tihkn it should have been done and my incredulity as you why paid professionals did it this way).
No, I only have 1 problem with the information released so far and that is faction locks and how it affects the PvE side of things. I PvP but it isn't why I play MMO's, I see PvP as just a mechanic to tell the story. SO my main concern is that so much of what I expect from having TES turned into an MMO is being perverted to satisfy their PvP design when, as best as I can see, there is actually NO reason a better way could have been done. A way that does not have such a huge impact on the PvE but maintains all aspects of the PvP as it currently is, but replaces factions with great houses.
Originally posted by PongLenis
I will ask again...Is the crappy idea my idea or the idea of faction hopping that the developers of the game have designed so that it is a must to change factions to see the entire game world?
Oh and I can keep asking the same question repeatedly until you answer it and prove how stupid you point is or you stop posting.


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Tuesday, February 11, 2014
Charleston County School District schools and offices will be closed Wednesday due to inclement weather. Bishop England, Palmetto Christian Academy, Ashley Hall, First Baptist and Coastal Christian Prep will also be closed. Charleston County government offices will be closed, Charleston City offices will open at 10 a.m. All Mount Pleasant Municipal Court proceedings scheduled for Wednesday are canceled. College of Charleston, Charleston Southern and Trident Tech will also be closed.
A freezing rain advisory has been issued for Charleston County from midnight Tuesday until 10 a.m. Thursday. The advisory also includes tidal Berkeley, Daniel Island, Ridgeland, Claxton and Naval Weapons Station. Freezing rain is expected to fall early Wednesday morning in the Lowcountry. Inland Berkeley, Dorchester and Colleton counties are under an ice storm warning. Ice accumulations are projected as high as three quarters of an inch north and northwest of Moncks Corner, Summerville, Walterboro and Allendale. According to Live 5 News meteorologist Bill Walsh, the freezing rain will become normal rain by noon Wednesday. The freezing rain will be pushed from the area as mild temperatures return to the coast.
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The Assembly is a deliberative, advisory body to the Board of Trustees. It represents the individual members of the Association and acts for them in the affairs of the Association by means of the District Branch representatives. The Bylaws of the Association were amended in 1952 to create the Assembly of District Branches, commonly known as the Assembly. This allowed for representatives members of local/state psychiatric societies to meet and influence the direction of the national organization. Meetings of the Assembly are held twice yearly, each November in Washington, DC and each May just before the APA Annual Meeting.
The Assembly is officiated by a Speaker, Speaker-Elect and Recorder and governed by a Procedural Code of the Assembly. The Standard Code of Parliamentary Procedure by Alice Sturgis, is used to maintain order during Assembly meetings.
The Assembly is comprised of Representatives and Deputy Representatives elected by the District Branches; a Representative and Deputy Representative from each Minority/Underrepresented Group; a Resident-Fellow Member Representative and Deputy Representative from each Area; an Early Career Psychiatrist Representative and Deputy Representative from each Area; a Representative from each Assembly Allied Organization; and the Assembly Executive Committee.
For information on submitting an action paper, including the action paper template, please visit Action Paper Central.
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Family Education Rights and Privacy Act
Notice of Student Rights with Respect to Education Records
SPSU includes the following within the definition of Directory Information:
- student's name
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- current enrollment status/rank (e.g. undergraduate or graduate; freshman, sophomore, junior, etc.)
- dates of attendance
- major field of study
- participation in officially recognized activities and sports
- degrees, honors, and awards received
- hometown
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Students who wish to have their directory information withheld must notify the Registrar's Office in writing. (Please note that such a notification will prevent SPSU from providing your directory information to your friends, prospective employers, professional organizations, and others with whom you may wish us to share such information, so make your decision carefully.) You may give such notification at any time, but it will be effective only prospectively. Students who do not wish to have their address (or other information) published in the student directory must notify the Registrar's Office.


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Green Cleaning
Chemfree Carpet Cleaning
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Clean Up America is a full-service refuse removal company that specializes in the collection, removal and disposal of everything from household items to commercial and industrial waste. Clean Up America prides it's self as being one of the best full service construction and demolition recycling facility in Los Angeles. Clean Up America has implemented its newest and most environmentally conscious division in the greater Los Angeles area. With the Clean Up Americas 60,000 square foot construction
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A professional, dependable, and trustworthy green house cleaning company in San Diego. Our vision is to make people's lives less stressful by providing amazing customer service and state-of-the-art green home cleaning services. We have an edgy & hip image; who said house cleaning needs to be boring? We also clean windows, provide carpet cleaning, & are very pet friendly.
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Hi Everyone--aka: Mommysangel (couldn't find my information to log bck in) Hope all your peanuts are doing well! DD was born at 29 wks 3 dys and this past August 2010 she was diagnosed with dust mite, seasonal and chocolate allergy. Luckly, the dust mite and seasonal are controlled by Allegra and the chocolate allergy isn't severe she just has to stay away from all chocolate. We were never big on giving her candy and chocolate before it just happened she got some brownie under her icecream and she broke out insantly. She will also be tested very shortly for a sugar allergy since she breaks out from sprinkles and frosting people put on cookies.
I am wondering if its very common for a preemie to get allergies esp to foods?


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An avid whiskey drinker, Andrew Hellman was fed up with the dreaded dilution effect of ice when he came across a set of stones in his grandfather's liquor cabinet. Made from traditionally milled Vermont soapstone, the Teroforma Whisky Stones are an update to this old Scandinavian drink-chilling trick. They're soft against glass, resistant to temperature, and incapable of absorbing flavor. When chilled, they keep your drink cold, potent, and flavorful until the last drop. This set of two brings you whisky on the rocks, as nature intended.
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According to reports provided by the Aiken Department of Public Safety:
A 34-year-old man was detained for shoplifting on Tuesday after he pushed a shopping cart full of clothing out of a store without paying. The man fled the scene in a silver car when approached by a loss prevention officer, but he was later apprehended during a traffic stop.
A television and a pillow were reported missing from a hotel on Whiskey Road on Wednesday.
According to reports provided by the Aiken County Sheriff's Office:
An Aiken man reported on Thursday that someone cut the tires on his vehicle outside his Henry Street home.
A burglary was reported at a home on Hillsboro Drive in Aiken on Thursday. The owner reported a gun missing.
Additional burglaries were reported on Sand Bar Ferry Road in Beech Island and Augusta Road in Warrenville.
Vehicles were reported stolen from Lewis Road in Beech Island, Old Apache Lane in Warrenville and Sandy Lane in Aiken.
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Intermediate Sam Cooke Sheet Music: 1 items found
Portrait of A Legend - 1951-1964
Voice, piano and guitar (chords only) - Difficulty: medium
Piano/Vocal/Chords. By Sam Cooke. This edition: Piano/Vocal/Chords. Artist/Personality; Personality Book; Piano/Vocal/Chords. Classic Soul. Single. Vocal melody, piano accompaniment, lyrics, chord names and guitar chord diagrams. 207 pages. Published by Alfred Music (AP.PFM0316).
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Sam Cooke


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Lunch & Learn - Santa Monica
With the rapid growth of digital content, finding and managing your own files and documents is difficult. Managing the content of an organization taking into account access control, retention policies, search and disposal can be a nightmare. Tribloom, an Alfresco Partner, provides customer proven solutions to manage your information. Regardless of the filetype – whether documents or presentations, video or images - Tribloom can help you bring order to the lifecycle of your digital content from creation or ingestion to disposal or archive.
In the second half of the Lunch and Learn you will hear two case studies on current Alfresco implementations and how Alfresco can be run on Amazon Web Services (AWS) to offer high availability and disaster recovery.
Case Studies to be presented:
1. UC Berkeley: Alfresco is used as a free campus wide offering called Research Hub. Research Hub provides an on-premise, secure and backed up intranet to all departments, scholars and researchers on campus. Research Hub allows for full life cycle content management and archiving for the campus.
2. ESource: Alfresco was implemented on AWS as a way to respond and track customer inquiries. Alfresco provides a central repository to all customer inquiries and responses from the ESource team that allows knowledge and information to be searchable and easy to find.


text:
Media content is streamed from a server computer to a client computer. A media file format is used to store data for multiple timeline-altered streams that provides support for switching between the different timeline-altered streams during their presentation. In one aspect, a user can switch between different timeline-altered streams. Upon receiving a user request to switch to a particular timeline-altered stream (the target stream), the client computer accesses a time code stream data object corresponding to the current data unit being presented. The time code stream data object identifies a primary stream presentation time corresponding to the data unit. The client then uses the primary stream presentation time to index into a table of mappings to byte offsets. The table provides a mapping of the primary stream presentation time to a corresponding byte offset of the target stream.
1. A computer-readable data storage medium with computer-program instructions embedded thereon, the computer-program instructions being executable by a processor for performing operations comprising:
receiving a user selection to switch from a first timeline-altered media stream to a second timeline-altered media stream;
accessing a time-compressed stream object corresponding to a data unit, currently being rendered, of the first timeline-altered media stream;
identifying, from the time-compressed stream object, a presentation time of a primary media stream whose timeline has not been altered, the presentation time indicates when the data unit of the first timeline-altered media stream is to be rendered, the presentation time being independent of a delivery time that indicates when the data unit is to be delivered to a rendering client;
accessing an index table to identify an offset into the second timeline altered stream corresponding to the presentation time of the primary media stream; and
wherein the second timeline-altered media steam is for presentation to a user by the rendering client.
2. The computer-readable data storage medium of
3. The computer-readable data storage medium of
4. The computer-readable data storage medium of
5. The computer-readable data storage medium of
6. A computing device comprising:
a processor; and
a memory coupled to the processor, the memory comprising computer-program instructions executable by a processor for performing operations comprising:
receiving a user selection to switch from a first timeline-altered media stream to a second timeline-altered media stream;
accessing a tune-compressed stream object corresponding to a data unit, currently being rendered, of the first timeline-altered media stream;
identifying, from the time-compressed stream object, a presentation time of a primary media stream whose timeline has not been altered, the presentation time indicates when the data unit of the first timeline-altered media stream is to be rendered, the presentation time being independent of a delivery time that indicates when the data unit is to be delivered to a rendering client;
accessing an index table to identify an offset into the second timeline altered stream corresponding to the presentation time of the primary media stream; and
wherein the second timeline-altered media stream is for presentation to a user by the rendering client.
7. The computing device of
8. The computing device of
9. The computing device of
10. The computing device of
This is a continuation of U.S. patent application Ser. No. 09/564,297, titled "Media File Format to Support Switching Between Multiple Timeline-Altered Media Streams", filed on May 3, 2000, which is hereby incorporated in its entirety by reference.
Multimedia streaming—the continuous delivery of synchronized media data like video, audio, text, and animation—is a critical link in the digital multimedia revolution. Today, streamed media is primarily about video and audio, but a richer, broader digital media era is emerging with a profound and growing impact on the Internet and digital broadcasting.
Synchronized media means multiple media objects that share a common timeline. Video and audio are examples of synchronized media—each is a separate data stream with its own data structure, but the two data streams are played back in synchronization with each other. Virtually any media type can have a timeline. For example, an image object can change like an animated .gif file: text can change and move, and animation and digital effects happen over time. This concept of synchronizing multiple media types is gaining greater meaning and currency with the emergence of more sophisticated media composition frameworks implied by MPEG-4, Dynamic HTML, and other media playback environments.
The term "streaming" is used to indicate that the data representing the various media types is provided over a network to a client computer on a real-time, as-needed basis, rather than being pre-delivered in its entirety before playback. Thus, the client computer renders streaming data as it is received from a network server, rather than waiting for an entire "file" to be delivered.
The widespread availability of streaming multimedia enables a variety of informational content that was not previously available over the Internet or other computer networks. Live content is one significant example of such content. Using streaming multimedia, audio, video, or audio/visual coverage of noteworthy events can be broadcast over the Internet as the events unfold. Similarly, television and radio stations can transmit their live content over the Internet.
A U.S. patent application entitled "Multimedia Timeline Modification in Networked Client/Server Systems," filed Sep. 15, 1998, Ser. No. 09/153,664, by inventors Anoop Gupta and Nosakhare D. Omoigui, describes a system that allows a user to vary the playback speed of streaming multimedia content using time-scale modification technology. It was noted that both linear and non-linear timeline alteration techniques might be used.
When using linear techniques, time modification is applied consistently in times and across all individual streams of a composite media stream. With non-linear techniques, on the other hand, some segments of an individual or composite stream might be more highly expanded or compressed (in time) than other segments. This presents problems in switching and synchronizing between different versions of streams that have been non-linearly altered by different amounts or through the use of different non-linear techniques.
The invention described below addresses these problems, providing a media file format that supports switching between different timeline-altered streams.
In a networked client/server system, media content is streamed from a server computer to a client computer. Multiple timeline-altered streams for the media content are stored using a media file format that provides support for switching between the different timeline-altered streams during their presentation. In one aspect, a user can switch between different timeline-altered streams. Upon receiving a user request to switch to a particular timeline-altered stream (the target stream), the client computer accesses a time code stream data object corresponding to the current data unit being presented. The time code stream data object identifies a primary stream presentation time corresponding to the data unit. The client then uses the primary stream presentation time to index into a table of mappings to byte offsets. The table provides a mapping of the primary stream presentation time to a corresponding byte offset of the target stream.
This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the detailed description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter
The present invention is illustrated by way of example and not limitation in the figures of the accompanying drawings. The same numbers are used throughout the figures to reference like components and/or features.
General Network Structure
Server computer 102 has access to streaming media content in the form of different composite media streams. Some composite media streams might be stored as files in a database or other file storage system 108. Other composite media streams 110 might be supplied to the server on a "live" basis from other data source components through dedicated communications channels or through the Internet itself.
Streaming Media
In this discussion, the term "composite media stream" describes synchronized streaming data that represents a segment of multimedia content. The composite media stream has a timeline that establishes the speed at which the content is rendered. The composite media stream can be rendered to produce a plurality of different types of user-perceivable media, including synchronized audio or sound, video graphics or motion pictures, animation, textual content, command script sequences, or other media types that convey time-varying information or content in a way that can be sensed and perceived by a human. A composite media stream comprises a plurality of individual media streams representing the multimedia content. Each of the individual media streams corresponds to and represents a different media type and each of the media streams can be rendered by a network client to produce a user-perceivable presentation using a particular presentation medium. The individual media streams have their own timelines, which are synchronized with each other so that the media streams can be rendered simultaneously for a coordinated multimedia presentation. The individual timelines define the timeline of the composite stream.
There are various standards for streaming media content and composite media streams. "Advanced Streaming Format" (ASF) is an example of such a standard, including both accepted versions of the standard and proposed standards for future adoption. ASF specifies the way in which multimedia content is stored, streamed, and presented by the tools, servers, and clients of various multimedia vendors. ASF provides benefits such as local and network playback, extensible media types, component download, scalable media types, prioritization of streams, multiple language support, environment independence, rich inter-stream relationships, and expandability. Further details about ASF are available from Microsoft Corporation of Redmond, Wash.
Regardless of the streaming format used, an individual data stream contains a sequence of digital data sets or units that are rendered individually, in sequence, to produce an image, sound, or some other stimuli that is perceived by a human to be continuously varying. For example, an audio data stream comprises a sequence of sample values that are converted to a pitch and volume to produce continuously varying sound. A video data stream comprises a sequence of digitally-specified graphics frames that are rendered in sequence to produce a moving picture.
Typically, the individual data units of a composite media stream are interleaved in a single sequence of data packets. Various types of data compression might be used within a particular data format to reduce communications bandwidth requirements.
The sequential data units (such as audio sample values or video frames) are associated with both delivery times and presentation times, relative to an arbitrary start time. The delivery time of a data unit indicates when the data unit should be delivered to a rendering client. The presentation time indicates when the value should be actually rendered. Normally, the delivery time of a data unit precedes its presentation time.
The presentation times determine the actual speed of playback. For data streams representing actual events or performances, the presentation times correspond to the relative times at which the data samples were actually recorded. The presentation times of the various different individual data streams are consistent with each other so that the streams remain coordinated and synchronized during playback.
Exemplary Computer Environment
In the discussion below, the invention will be described in the general context of computer-executable instructions, such as program modules, being executed by one or more conventional personal computers. Generally, program modules include routines, programs, objects, components, data structures, etc. that perform particular tasks or implement particular abstract data types. Moreover, those skilled in the art will appreciate that the invention may be practiced with other computer system configurations, including hand-held devices, gaming consoles, multiprocessor systems, microprocessor-based or programmable consumer electronics, network PCs, minicomputers, mainframe computers, and the like. In a distributed computer environment, program modules may be located in both local and remote memory storage devices.
Computer 120 includes one or more processors or processing units 121, a system memory 122, and a bus 123 that couples various system components including the system memory to processors 121. The bus 123 represents one or more of any of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, and a processor or local bus using any of a variety of bus architectures. The system memory includes read only memory (ROM) 124 and random access memory (RAM) 125. A basic input/output system 126 (BIOS), containing the basic routines that help to transfer information between elements within server computer 120, such as during start-up, is stored in ROM 124.
Computer 120 further includes a hard disk drive 127 for reading from and writing to a hard disk, not shown, connected to bus 123 via a hard disk drive interface 155 (e.g., a SCSI, ATA, or other type of interface); a magnetic disk drive 128 for reading from and writing to a removable magnetic disk 129, connected to bus 123 via a magnetic disk drive interface 156; and an optical disk drive 130 for reading from or writing to a removable optical disk 131 such as a CD ROM, DVD, or other optical media, connected to bus 123 via an optical drive interface 157. The drives and their associated computer-readable media provide nonvolatile storage of computer readable instructions, data structures, program modules and other data for computer 120. Although the exemplary environment described herein employs a hard disk, a removable magnetic disk 129 and a removable optical disk 131, it should be appreciated by those skilled in the art that other types of computer readable media which can store data that is accessible by a computer, such as magnetic cassettes, flash memory cards, digital video disks, random access memories (RAMs) read only memories (ROM), and the like, may also be used in the exemplary operating environment.
A number of program modules may be stored on the hard disk, magnetic disk 129 optical disk 131, ROM 124, or RAM 125, including an operating system 135, one or more application programs 136, other program modules 137, and program data 138. A user may enter commands and information into computer 120 through input devices such as keyboard 140 and pointing device 142. Other input devices (not shown) may include a microphone, joystick, game pad, satellite dish, scanner, or the like. These and other input devices are connected to the processing unit 121 through an interface 146 that is coupled to the system bus. A monitor 147 or other type of display device is also connected to the system bus 123 via an interface, such as a video adapter 148. In addition to the monitor, personal computers typically include other peripheral output devices (not shown) such as speakers and printers.
Computer 120 operates in a networked environment using logical connections to one or more remote computers, such as a remote computer 149. The remote computer 149 may be another personal computer, a server, a router, a network PC, a peer device or other common network node, and typically includes many or all of the elements described above relative to computer 120, although only a memory storage device 150 has been illustrated in
When used in a LAN networking environment, computer 120 is connected to the local network 151 through a network interface or adapter 153. When used in a WAN networking environment, computer 120 typically includes a modem 154 or other means for establishing communications over the wide area network 152, such as the Internet. The modem 154, which may be internal or external, is connected to the system bus 123 via an interface (e.g., serial port interface 133). In a networked environment, program modules depicted relative to the personal computer 120, or portions thereof, may be stored in the remote memory storage device. It will be appreciated that the network connections shown are exemplary and other means of establishing a communications link between the computers may be used.
Computer 120 also optionally includes one or more broadcast tuners 158. Broadcast tuner 158 receives broadcast signals either directly (e.g., analog or digital cable transmissions fed directly into tuner 158) or via a reception device (e.g., an antenna, satellite dish, etc.).
Generally, the data processors of computer 120 are programmed by means of instructions stored at different times in the various computer-readable storage media of the computer. Programs and operating systems are typically distributed, for example, on floppy disks or CD-ROMs. From there, they are installed or loaded into the secondary memory of a computer. At execution, they are loaded at least partially into the computer's primary electronic memory. The invention described herein includes these and other various types of computer-readable storage media when such media contain instructions or programs for implementing the acts described below in conjunction with a microprocessor or other data processor. The invention also includes the computer itself when programmed according to the methods and techniques described below. Furthermore, certain sub-components of the computer may be programmed to perform the functions and acts described below. The invention includes such sub-components when they are programmed as described. In addition, the invention described herein includes data structures, described below, as embodied on various types of memory media.
For purposes of illustration, programs and other executable program components such as the operating system are illustrated herein as discrete blocks, although it is recognized that such programs and components reside at various times in different storage components of the computer, and are executed by the data processor(s) of the computer.
Multimedia Time-Scale Modification
As shown in
The system also includes network clients 104. Generally, network clients 104 are responsive to user input to select or request identified composite media streams. In response to a request for a composite media stream, server 102 streams the requested composite media stream to the requesting network client 104 in accordance with some known format, such as ASF. The client 104 renders the data streams to produce the multimedia content.
In accordance with the invention, a network client also accepts a speed designation or playback speed from a human user. The speed designation might be a speed factor relative to the original or default playback speed of the selected multimedia stream. For example, a speed factor of 1.2 indicates that the composite media stream is to be rendered at 1.2 times its original or default speed, thereby achieving time compression. A speed factor of 0.8 indicates that the composite media stream is to be rendered at 0.8 times its original or default speed, thereby achieving time expansion.
In addition, or alternatively, the speed designation might indicate one of a plurality of different types or levels of non-linear timeline compression. As an example, such levels might include a type of non-linear timeline compression that removes audio pauses from a spoken presentation. Another level, perhaps referred to as "summary" compression, might retain only short periods of a presentation that are marked by high energy levels in either audio or video portions of the content.
In response to the speed or playback designation from the user, the client requests a composite media stream from the server, indicating the desired type, level, or degree of timeline alteration. A plurality of composite streams are available at the server, corresponding to different possible timeline alterations. In response to the request from the client, the server begins streaming a composite stream that has already had its timeline altered in accordance with the speed designation.
With some types of media, such as video streams, timeline alteration involves either omitting selected frames or modifying the presentation times of the individual data units or video frames. In other cases, such as with audio streams, the time modification is more difficult—simply changing the presentation times would alter the pitch of the original audio and make it unintelligible. Accordingly, some type of audio processing technique is used to time-compress or time-expand audio streams, while maintaining the original pitch of the audio—thereby maintaining the intelligibility of the audio.
There are various known methods of audio time modification, commonly referred to as "time-scale-modification," most of which concentrate on removing redundant information from the speech signal. In a method referred to as sampling, short segments are dropped from the speech signal at regular intervals. Cross fading or smoothing between adjacent segments improves the resulting sound quality.
Another method, referred to as synchronized overlap add method (SOLA or OLA), consists of shifting the beginning of a new speech segment over the end of the preceding segment to find the point of highest cross-correlation (i.e., maximum similarity). The overlapping frames are averaged, or smoothed together, as in the sampling method.
Sampling with dichotic presentation is a variant of the sampling method that takes advantage of the auditory system's ability to integrate information from both ears. In improves on the sampling method by playing the standard sampled signal to one ear and the "discarded" material to the other ear. Intelligibility and compression increase under this dichotic presentation condition when compared with standard presentation techniques.
More information regarding audio time modification is given in an article that appeared in the March, 1997, issue of "ACM Transactions on Computer-Human Interaction" (Volume 4, Number 1, pages 3-38) (1997). For purposes of this disclosure, it can be assumed that audio time modification involves some combination of changing individual data stream samples, dropping certain samples, and adjusting presentation times of any samples that are actually rendered.
The timeline alteration methods mentioned above are considered "linear" because all portions of the speech signal are compressed or expanded uniformly. That is, timeline alteration is applied consistently in time and across all individual streams of a composite media stream. With non-linear timeline alteration techniques, on the other hand, some segments of an individual or composite stream might be more highly expanded or compressed (in time) than other segments. Furthermore, the respective individual streams of a composite stream might be expanded or compressed by different amounts relative to each other.
One example of a non-linear time-compression method is referred to as pause removal. When using this method, a speech processing algorithm attempts to identify and remove any pauses in a recording. Similar techniques might be used in conjunction with video, by identifying and removing periods of relative inactivity. Non-linear timeline alteration presents special challenges when attempting to synchronize different streams having timelines altered by different techniques.
The need to synchronize between streams can occur when switching between different streams during playback. For example, a user might view the first two minutes of a multimedia stream at a normal or 1.0 playback speed, and then request a "pause removal" type of time compression. The system responds by streaming a new composite media stream, having the requested time compression. However, the user does not want to start over by again viewing the first two minutes of the presentation. Rather, the user wants to resume playback at the same point in the content at which the request to change the playback speed was made. This point is two minutes into the original stream, but is at some time less than two minutes into the time-compressed stream.
Client computer 104 has a demultiplexer component 182 that receives composite media stream 180 and separates out the individual media streams from the composite format in which the data is streamed (such as ASF). Assuming for purposes of discussion that the composite media streams consist of audio and video streams, this results in an audio media stream 184 and a video media stream 186. The individual media streams are sent to and received by respective decoders 188 and 190 that perform in accordance with the particular data format being employed. For example, the decoders might perform data decompression.
The decoded data streams are then sent to and received by respective renderers 192 and 194. The rendering components 192 and 194 render the streams in accordance with their potentially modified timelines, as the streams continue to be streamed from the network server.
For any particular multimedia segment, the server creates and stores several versions of a composite media stream. A plurality of such composite media streams are shown in
There is a known timeline correlation between the data units of the various media streams. The term "timeline correlation" as used herein refers to a correlation in content between two streams that differ in the degree and/or manner in which their timelines have been modified. The timeline correlations for non-linear timeline modification (and alternatively for linear timeline modification as well) are compiled and stored with the composite media streams, and typically are generated as the timeline modification is performed. The stored timeline correlation data is then referenced by the system when it becomes necessary to find content in one stream corresponding to the same content in another stream.
Specifically, server 102 stores an index table of timeline correlations mapping presentation times of the primary media stream to byte offsets of each of the timeline-altered media streams. Server 102 further stores, for each of the timeline-altered media streams, a time code stream mapping presentation times of the timeline-altered media stream to presentation times of the primary media stream.
Also shown in
In one implementation, the correlated offsets into the timeline-altered streams are based on ranges of samples rather than specific samples. For example, the correlations may be based on 100 millisecond (ms) ranges (referred to as a 100 ms granularity). Thus, a single offset would correspond to each 100 ms time period (e.g., the offset corresponding to the time of 525 ms would be the same as corresponds to the time of 530 ms). Any of a wide range of granularities can be used, balancing increased accuracy (achieved from lower granularities) against reduced storage space requirements (achieved from higher granularities).
By itself, table 208 is useful when switching from primary media stream 202 to one of the timeline-altered media streams 204 or 206. To transition, for instance, from primary media stream 202 to timeline-altered media stream 204, the current presentation time of primary media stream 202 is noted. This presentation time is used as an index into table 208 to find the corresponding offset into the first media stream. This offset is a byte offset, identifying a number of bytes into the data of timeline-altered stream 204 that corresponds to the presentation time of primary media stream 202. Presentation of the media stream 204 is then initiated at the correlated offset as found in the table.
Time code streams 210 and 212 are associated respectively with first and second timeline-altered media streams 204 and 206, and are used as references to the primary media stream. Each of these time code streams includes objects with data that maps presentation times of its associated media stream to presentation times in primary media stream 202, at some specified fixed or variable granularity.
Index table 208 and time code streams 210 and 212 can be stored and referenced by server 102 of
Index object 220 includes an object identifier 224, an object size 226, an index entry time interval 228, an index specifier count 230, an index specifiers identifier 232, an index block count 234, and one or more index blocks 236. Object identifier 224 is a 128-bit globally unique identifier that uniquely identifies object 220 as an index object rather than some other type of object. Object size 226 is a 64-bit identifier that identifies the overall size (e.g., in bytes) of index object 220.
Index entry time interval 228 is a 32-bit identifier of the granularity of each index entry. That is, index entry time interval 228 identifies a temporal range of the multimedia content that each index entry corresponds to, as discussed in more detail below.
The index specifier count 230 is a 16-bit identifier of the number of index specifier entries that exist in index specifier identifiers 232, which identifies the different index specifiers that are used in index object 220. Examples of index specifiers include: Nearest Clean Point (the closest data unit containing an entire object that has the Clean Point Flag set, identifying whether the object is a "clean point" (e.g., a video key frame)); Nearest Object (the closest data unit containing an entire object or first fragment of an object); and Nearest Data Unit (the data unit with a presentation time closest to the index entry time).
Index block count 234 is a 32-bit identifier of the number of index blocks 236 that exist in the index object 220.
Each index block 236 includes a block position identifier 240, an index entry count 242, and one or more index entries 244. The block position identifier 240 is a 64-bit block offset into the data stream.
Index entry count 242 is a 32-bit identifier of the number of index entries 244 included in block 236. Each index entry 244 corresponds to a particular data unit of the composite data stream. The temporal range (granularity) of the multimedia content that the data units correspond to can vary between ASF files (e.g., 10 millisecond or 100 millisecond samples or frames). The temporal range that the data units correspond to, and thus the range that the index entries correspond to, is identified by index entry time interval 228 discussed above.
Each index entry 244 includes one or more 32-bit offsets into the data stream. In the illustrated example, each index entry 244 includes one 32-bit offset for each of the different index specifiers in specifiers identifier 232. The 32-bit offset of an index entry 244, in combination with the block position identifier 240, identifies a byte offset into the corresponding stream that is associated with the presentation time of the index entry 244. A different index entry 244 is associated with presentation time ranges (equal to the granularity identified by interval 228).
Object identifier 252 is a 128-bit globally unique identifier that uniquely identifies object 222 as an index parameter object rather than some other type of object. Object size 254 is a 64-bit identifier that identifies the overall size of index object 222. Index entry time interval 256 is a 32-bit identifier of the granularity of each index entry (analogous to index entry time interval 228 of
Each index specifier entry 260 includes a stream number identifier 264 and an index type 266. Stream number identifier 264 identifies a particular composite stream in the ASF file that the specifier entry 260 corresponds to. Index type 266 identifies which index specifier type (e.g., Nearest Clean Point, Nearest Object, or Nearest Data Unit) the specifier entry 260 corresponds to.
Each index specifier entry 260 corresponds to an index entry 244 of
By way of example, the ASF file may include a primary stream that has not been timeline-altered and two secondary streams, one that has been timeline-altered with a speedup factor of 1.5� (e.g., 1.5 times faster than the primary stream), and another that has been timeline-altered with a speedup factor of 2.0� (e.g., 2 times faster than the primary stream). If the byte offset into the 1.5� secondary stream that corresponds to 30 seconds into the primary stream is desired (that is, 45 seconds into the 1.5� stream), then the index entry 244 that corresponds to the primary stream presentation time of 30 seconds and which has an index specifier entry 260 that indicates the entry 244 corresponds to the 1.5� stream is identified. The offset included in this index entry 244 is the byte offset into the 1.5� secondary stream corresponding to 30 seconds into the primary stream. Similarly, if the byte offset into the 2.0� secondary stream that corresponds to 30 seconds into the primary stream is desired (that is, 60 seconds into the 2.0� stream), then the index entry 244 that corresponds to the primary stream presentation time of 30 seconds and which has an index specifier entry 260 that indicates the entry 244 corresponds to the 2.0� stream is identified. The offset included in this index entry 244 is the byte offset into the 2.0� secondary stream corresponding to 30 seconds into the primary stream.
Time-compressed stream properties object 282 includes an object identifier 284, an object size 286, a speedup factor 288, and a skimming level 290. Object identifier 284 is a 128-bit globally unique identifier that uniquely identifiers object 282 as a time-compressed stream object rather than some other type of object. Object size 286 is a 64-bit identifier that identifies the overall size of object 282.
Speedup factor 288 is a 64-bit identifier of the speedup factor for the timeline-altered stream. Speedup factor 288 can identify the amount of linear timeline alteration with respect to primary stream 202 of
Skimming level 290 is a 16-bit identifier of the skimming level or priority number of the timeline-altered stream. The number of different timeline-altered streams for particular media content, as well as their relative skimming levels or priority numbers can vary in accordance with the author's or designer's wishes.
Time-compressed stream data unit object 302 includes an object identifier 304, an object size 306, an extension system identifier 308, a data unit extension size 310, an extension system information size 312, and extension system information 314. Object identifier 304 is a 128-bit globally unique identifier that uniquely identifies object 302 as a time-compressed stream data unit object 282 of
Client 104 then accesses an index table 208 of
A media file format that supports switching between multiple different timeline-altered media streams of the same media content has been described. The file format of the invention includes an index table mapping presentation times of a primary media stream to byte offsets into each of the different timeline-altered media streams, and a time code stream for each of the different timeline-altered media streams that maps presentation times of the timeline-altered media stream to presentation times of the primary media stream. These time code streams and index table advantageously allow switching between presentation of the different timeline-altered streams.
Although the description above uses language that is specific to structural features and/or methodological acts, it is to be understood that the invention defined in the appended claims is not limited to the specific features or acts described. Rather, the specific features and acts are disclosed as exemplary forms of implementing the invention.
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