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Feb. 24, 2011
Cal State Northridge track & field will compete in its 12th Mountain Pacific Sports Federation Indoor Championships this Friday and Saturday, Feb. 25-26 at the University of Washington's Dempsey Indoor Facility.
The Matadors will send a squad of 45 student-athletes to the championships, including 25 men and 20 women. Northridge looks to improve on its eighth-place finish on the men's side in 2010 while the CSUN women were ninth in 2010. Senior Sherrina Lofton is the highest ranked Matador athlete as she ranks second in the conference (14th in the nation) in the pentatlon as the 2011 NCAA Indoor Track and Field Championships loom on March 11-12.
The 2011 MPSF Indoor Championships will be the 19th hosted by the conference and is the ninth consecutive indoor championship meet host by Washinton. The championships open Friday at 12:30 p.m. with the men's weight throw and concludes at 6:55 p.m. with the women's 800-Meter run. Saturday's competition opens at 11:00 a.m. with heptathlon men's 60 meter hurdles, while the women's 4x400 Meter Relay will end this year's championship meet at 3:00 p.m.
This year's championship meet features 11 programs hailing from the Pac-10 and Big West Conferences, including first year women's participant UC Irvine. The Oregon women won their first-ever MPSF Championship last year, while the UCLA men repeated their title from 2009. Stanford placed second in each gender, while the California men and Arizona women earned the bronze. On the women's side, Oregon is the nation's top-ranked team with 199.68 points. Arizona is ranked 12th (66.74), Arizona State 20th (39.19) and Stanford 21st (39.00). The Stanford men rank seventh nationally (77.73), followed by No. 12 Oregon (75.75), No. 15 Arizona (58.17), and No. 16 Washington (57.76). Rankings are as of February 15, 2011, provided by www.ustfccca.org. As reported by www.tfrrs.org, there are a total of 27 NCAA Division I Automatic Qualifying Marks from the MPSF in 2011, 14 women and 13 men.
After redshirting the 2010 indoor and outdoor seasons, senior Sherrina Lofton (Fairfield, Calif.) has made a strong return to the track this indoor season. Lofton's top performance so far this indoor season came two weeks ago at the Boise State Team Challenge where she claimed the meet title in the heptathlon. She scored 3,936 points to break her own school indoor record, bettering her previous best of 3,844. Lofton comes in with the second-best total in conference behind Oregon's Brianne Theisen's NCAA-leading 4,507.
NORTHRIDGE MPSF INDOOR CHAMPIONSHIP NOTES The Matador men have finished eighth in the MPSF in each of the last two seasons while the Northridge women have taken ninth in consecutive championships. The women's squad has finished as high as second (1993) in 12 MPSF Championships while the men have finished as high as fourth, also in 1993 ... Senior Morgan Bogard posted the Matadors' lone event win in 2010 as she claimed the women's weight throw while Bradley Ike (60 meters) and Lilyana Morejon (5,000 meters) each set a school indoor record ... Coming in to the meet, Carl Horsley (Oakland, Calif.) owns the third-best time on the Northridge all time freshman list in the 60 (6.97), 200 (22.00) and 400 meters (48.99). Darquis Rucker (Oakland, Calif.) owns the fifth-best freshman time in the 60 meters (7.01) ... senior De'Shawn Waters (Hercules, Calif.) will make his 2011 debut this weekend. Waters finished second in the 200 meters and fourth in the 60 meters as a junior in 2009.
Results of the MPSF Indoor Championships will be posted throughout the meet to the official site of UW athletics, www.GoHuskies.com. A link to a complete event schedule and live results will be posted on the track and field sport page the morning of each meet, allowing fans the opportunity to follow along with the action as events conclude. Simply go to GoHuskies.com, and click on "track" from the "sports" pull-down menu to find the live results link on each meet day.
12:30 p.m. Men's Weight Throw Final
1:00 p.m. Pentathlon: Women's 60 Meter Hurdles Final
1:40 p.m. Pentathlon: Women's High Jump Final
2:30 p.m. Heptathlon: Men's 60 Meter Dash Final
2:30 p.m. Women's Weight Throw Final
3:00 p.m. Heptathlon: Men's Long Jump Final
3:00 p.m. Men's Long Jump Final
4:00 p.m. Pentathlon: Women's Shot Put Final
4:00 p.m. Men's Pole Vault Final
4:15 p.m. Heptathlon: Men's Shot Put Final
4:30 p.m. Men's 60 Meter Hurdles Prelims
4:40 p.m. Women's 60 Meter Hurdles Prelims
4:50 p.m. Men's 60 Meter Dash Prelims
5:00 p.m. Women's 60 Meter Dash Prelims
5:00 p.m. Women's Long Jump Final
5:10 p.m. Men's 5000 Meter Run Final
5:20 p.m. Pentathlon: Women's Long Jump Final
5:30 p.m. Heptathlon: Men's High Jump Final
5:30 p.m. Women's 5000 Meter Run Final
5:50 p.m. Men's 200 Meter Dash* Final
6:05 p.m. Women's 200 Meter Dash* Final
6:25 p.m. Men's Distance Medley Final
6:40 p.m. Women's Distance Medley Final
6:55 p.m. Pentathlon: Women's 800 Meter Run Final
11:00 a.m. Heptathlon: Men's 60 Meter Hurdles Final
11:00 a.m. Women's Pole Vault Final
11:00 a.m. Men's Triple Jump Final
11:00 a.m. Men's High Jump Final
11:00 a.m. Men's Shot Put Final
12:00 p.m. Heptathlon: Men's Pole Vault Final
12:00 p.m. Men's 1 Mile Run* Final
12:15 p.m. Women's 1 Mile Run* Final
12:30 p.m. Men's 60 Meter Hurdles Final
12:35 p.m. Women's 60 Meter Hurdles Final
12:40 p.m. Men's 400 Meter Dash* Final
1:00 p.m. Women's Triple Jump Final
1:05 p.m. Women's 400 Meter Dash* Final
1:25 p.m. Men's 60 Meter Dash Final
1:30 p.m. Women's 60 Meter Dash Final
1:30 p.m. Women's High Jump Final
1:30 p.m. Women's Shot Put Final
1:35 p.m. Men's 800 Meter Run* Final
1:50 p.m. Women's 800 Meter Run* Final
2:05 p.m. Men's 3000 Meter Run Final
2:15 p.m. Women's 3000 Meter Run Final
2:40 p.m. Heptathlon: Men's 1000 Meter Run Final
2:45 p.m. Men's 4x400 Meter Relay Final
3:00 p.m. Women's 4x400 Meter Relay Final
* Final will be run in sections based on time


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subset: commoncrawl


text:
Antonio Silva to Alistair Overeem: 'This Is Not Kickboxing' | Bleacher Report
In the meantime, Silva seems to believe his richer, more multidisciplinary training and competition background could make the difference against Overeem, who rose to fame as a kickboxer.
"He's a tough guy and he's got great striking. But this is not kickboxing," Silva said Monday during a UFC media conference call covered by Bleacher Report. "This is not K-1. This is MMA."
The two heavyweight sluggers face off near the top of the ultra-stacked UFC 156 main card, going down Feb. 2 from Las Vegas.Silva may be interested in a return engagement of his own, with heavyweight champ Cain Velasquez, who welcomed Silva to the UFC with a bloody TKO in May. But Silva said Monday he's not worrying about that one, either—at least for now.
"I don't care about the title shot now," Silva said. "My fight is with Overeem. I want to fight him. I waited for this fight for two years...After that, I will think about Cain Velasquez."


text:
Illinois Public Media News
In-depth reporting from WILL, NPR, the Associated Press, and other sources
Contact WILL News at email@example.com
March 28, 2013
(Carolyn Kaster/AP)
March 27, 2013
High Court Skeptical of Federal Marriage Law
Page 467 of 929 pages ‹ First < 465 466 467 468 469 > Last ›
WILL Newscast audio
NPR News
After Devastating Injury, Austrian Pole Vaulter Is Breathing On Her Own
Sailing Federation Will Test Waters For Viruses In Brazil's Olympics Venues
MH370 Update: Recovered Jet Section Arrives At French Lab For Testing
Israeli Officials Promise To Find Arsonists Who Killed Palestinian Child
Pacific Trade Pact In Limbo As Talks End Without A Deal
Watch: 164 Skydivers Fall Into Formation, Breaking World Record
Chimps In Habeas Corpus Case Will No Longer Be Used For Research
Professional Wrestling World Mourns Longtime Star 'Rowdy' Roddy Piper
Zimbabwe Official Calls For Extradition Of American Lion Hunter Walter Palmer
Decades Of Limbo Ends For Some Indians, Bangladeshis Along Border
More NPR News
WILL Highlights
WILL News wins PRNDI Award for "Unmet Needs" Radio Doc
The 2014 radio documentary, produced by former WILL staff and hosted by Scott Cameron, won second place in the Long Form Documentary category among medium-sized stations.
WILL Ag Director Dave Dickey retires
He carried on the farm broadcasting tradition, while innovating on the Internet.
Brian Moline named WILL 'Morning Edition' host
Longtime WDWS sports and talk host will join WILL Radio staff on June 1.


text:
Tuesday, January 16, 2007
Torchwood.tv Links Page
Please note that we're only taking suggestions for our "Reader's Sites" section.
*Torchwood.tv takes no responsibilty for the contents of the below sites - nor does it guarentee that all links are still operational*
Let's Begin, shall we?
Official Sites
BBCi's Torchwood Site
The Torchwood Extranet
BBC South-East Wales Home Page
John Barrowman Online
Channel Ten Homepage
Sister Sites
Sites We Use
GallifreyOne's Torchwood News
The Torch_wood Community
The Torchwood_Three Newsletter
The Torchwood Institute
Sites That Support Us
Unit News' Torchwood Page
DWO's Torchwood Online
Kopic's Who News Resource
Torchwood Resources
Wikipedia's Torchwood Page
Torchwood Episode Guide (TV.com)
Torchwood Declassified Episode Guide (TV.com)
Doctor Who Guide's Torchwood Page
Behind the Sofa Reviews
A Brief History of (Time) Travel
The BBC Press Office (Ocassional Torchwood updates)
The GallifreyOne Forum
DWO's Torchwood Forum
TV.com's Torchwood Forum
Into the Vortex
Leave your comments below
Cast and Crew
James Moran Blog
Freema Agyeman.com
Gareth David-Lloyd Fansite
In The Media
Torchwood Magazine (Coming 2008)
Doctor Who Magazine
SFX Magazine
Starburst Magazine
TV Zone Magazine
Dreamwatch (DWSCI-FI)
DigitalSpy's Cult Section
Commercial Sites
Torchwood.tv's Amazon Page
Telos Publishing ("Inside the Hub", etc)
The BBC Shop - Torchwood Products
Play.com - Torchwood Products
Readers' Sites
Dalek Labs
Torchwood News
Doctor Who Mania
Torchwood Treasures
The TARDIS.com
Bad Wolf PR
Who/Wood Adventures
Totally Torchwood
Leave your comments below
Skepticklish (Kurly's old site)
House of Garnon (jackharkness' site)
Film-21 (jackharkness' site)
Good reading!
11 comments:
- Anonymous said...
Hey, great site! Can you please add mine: www.torchwoodnet.co.uk
You are on the links page at TorchwoodNet!
Thank you!
- 5:56 p.m., August 26, 2007
- Mark said...
Thanks for linking me its just that you spelt treasures as Tresaures, thanks anyway , much appreciated :D
- 11:33 a.m., September 02, 2007
- DP said...
- This comment has been removed by the author.
- 4:53 p.m., October 03, 2007
- DP said...
I changed the link,
Please add:
- 3:41 p.m., October 07, 2007
- crmhpfan said...
Hi! Could you please put my site in your links?: totallytorchwood.blogspot.com
You're in out links page too at TT!
- 8:45 a.m., January 30, 2008
- Mrrix32 said...
Is there anyway to access the information that was at torchwood.org.uk ? It's been replaced by the Jobs page :(
- 9:20 p.m., January 30, 2008
- Daniel said...
I'm loving your site! Please could you also my link to this page, my site is called 'I Love Wood' the link is: http://ilovewood.org/
I've already linked your site on mine :) It's also bookmarked. Cheers.
- 5:52 p.m., February 01, 2008
- Adrian said...
Everyone knows that TV-LINKS.CO.UK was one of the greatest site ever created. Just as good as good ol Napster. Now tv-links has finally come back and changed its name to http://www.tv-links.eu. So people that loved or never heard of tv-links now have the second chance to check out what was so great about tv-links. Well enjoy and be happy people! Please spread.
Enjoy here: http://www.tv-links.eu
The tv-links concept seems to have been so successful that others have tried to copy it. We don't mind competition, we just want you to choose the best.
Tv Links Team
- 3:11 p.m., April 17, 2008
- George said...
If you want to watch torchwood online with NO PAYMENTS and NO DOWNLOADS - then please, please visit the link below. We have EVERY episode online for you to watch :)
Watch TorchWood Online
- 10:31 p.m., June 01, 2008
- Lindasy Rosenwald said...
Lindsay Rosenwald http://knol.google.com/k/lindsay-rosenwald/biography-of-lindsay-rosenwald/1o9w67occ8qjz/1 Biography Of Lindsay Rosenwald and various many achievements credited.
- 8:20 a.m., March 28, 2011
- John Du said...
Click here to Watch Torchwood Online Miracle Day 2011
- 5:05 a.m., May 18, 2011


text:
The TechT iFIT Barrel Adapter is compatible with all iFit Bore Adapter Kits so you only need to buy a new adapter instead of a whole new kit if you have more than 1 gun or are getting a new gun!
Punishers Paintball Supply © 2003-
All Rights Reserved.
All photography and text on this site is the original work of Punishers Paintball Supply and manufacturers.
Contents may not be used for any commercial or non-commercial purpose without prior written consent from www.punisherspb.com.
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"The coolest feature that I've found in the ten minutes I've been playing with it is the ability to save a search result directly to the Contacts application! It automatically fills in all the address fields correctly," found Ricky Cadden (warning: the link sends you to a page that plays a video on load).
The application can be downloaded by visiting google.com/gmm from your mobile device.
{ Screenshot from Google Maps Mobile for Nokia N95.
Licensed as Creative Commons by GISuser. More screenshots. }
Licensed as Creative Commons by GISuser. More screenshots. }


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text:
Views: 245
I love to share thoughts, inspirations and also things that I learn...hoping to help others from what I've experienced. :)
I'm an Ob/Gyn, and I think it's a cool way to share medically sound information, to connect with patients, my community, and colleagues.
'Simple Answers to Everyday GYN Health Concerns'
me to Vanessa =)
Vanessa Smith said:
I started blogging because I wanted to connect with other mothers. I don't have many mom friends.
It makes me happy! I love to share, to laugh and to vent with fellow bloggers.
It is the one place I can let my fun, creative, and sarcastic side out without hesitation. I can tell it like it is, I can hyperbole, I can laugh. And I can connect with other parents who "get it"
I started blogging out of curiousity. I've been reading other people's blogs and loved them. I was hesistant to start because I didn't think I could do it.
I just started so I have a long way to go but I started blogging because it gives me opportunity to get my thoughts out, sort of like a journal. I started blogging to connect with other people. I hope that my blog will become helpful and fun for others to read.
My blog is in the beginning stages but please check it out:
I have gone through a lot and have a lot on my mind. I am a psych major and I feel like my life's experiences as well as studies help me to see things in a way that other's don't. Also, I appreciate the perspective of others, even if I don't agree. I want to help people, ultimatley, and maybe if someone can relate to what I am saying, I can create some sort of spark, that when my blog really gets going, I will be helpful to someone.
I blog because it is a creative portal for me to share my experiences and my recipes. I get inspired by other poeple's feedback and love that I've created my own "personal" recipe box at www.bitesforbabies.com
I agree with you! I only startred blogging in January...and now I wonder, why did it take so long to get started?! I love sharing ideas and getting to know others via their blogs! ;-)
SpicyMom said:
It makes me happy! I love to share, to laugh and to vent with fellow bloggers.
I love to share my passion for teaching in a place that I can share it my way!


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|« Back to Article
Cityscape: Pyramid Building
By Jennifer Hiller : April 21, 2012 : Updated: April 21, 2012 11:32pm
Photo By William Luther/San Antonio Express-News
The 9-story Pyramid Building, seen April 18, 2012, has a series of setback terraces that make it one of the most distinctive office buildings in San Antonio. It was built in 1980 and designed by the Dallas-based firm Hellmuth, Obata & Kassabaum, and originally had planters that let greenery drip over the sides of the building.
More Information
601 Northwest Loop 410
Architect: Hellmuth, Obata & Kassabaum Inc.
General contractor: Henry C. Beck Co.
Size: Nine stories, 220,000 square feet
Date built: 1979
The San Antonio Savings Association is no more, but its former headquarters remains one of San Antonio's most distinctive office spaces, and a sculpture of the savings and loan's logo eagle "Birds of Freedom" still sits near the building's main entrance.
The nine-story Pyramid Building rises in a series of dramatic setback terraces at the intersection of Loop 410 and San Pedro Avenue.
The Pyramid Building's golden color comes from limestone quarried from a narrow deposit near Austin. Some of the limestone has no visible fossilized imprints, while some of it is Texas Cordova Limestone, which has many shell imprints.
Cityscape is a weekly look at a building or place that makes San Antonio distinct. Comments or suggestions are welcomed at email@example.com.


text:
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All of the above are both stylish yet practical must-haves. Whilst some of the accessories boast to provide protection to the iPad, others tend to push the boat out in simple and bizarre ways.
The iPad smart covers were probably the first iPad accessories to be released, despite this, they are still going strong. This affordable yet stylish cover suits the third generation of iPads and is available online for just £22.95. Such an accessory is certainly the most enjoyable and colourful way to protect your iPads screen from scratches, chips and bashes.
The smart covers are extremely easy to use and due to a magnetic hinge, they snap perfectly into place every time. Another desirable feature of the smart case comes in the shape of a sleep mechanism. Simply close the case in order to send the device to sleep and as such, save battery life in the long-run.
Those that wish to invest in something a little more robust may prefer the iPad 3 white rotating cases. Such an accessory is a great tool for those on the move. Not only does it allow for the upmost protection, it also boasts a free standing mechanism. Such a mechanism allows users to watch movies, create presentations and utilise business software with ease.
An iPad screen protector is another must-have iPad accessory. A damaged screen is probably the last thing on your mind and as such, there should be no compromises on quality when it comes to such an accessory.
The first generation of iPads may have been lacking in a USB connectivity device, this is however no longer the case. With the iPad 3 Camera Connection Kit, users can now connect both an SD card reader and a USB interface to their enviable device. This is certainly the number one iPad accessory for all iPad users and as such, allows any one individual to import photos straight from their SD card. Those that like to get snap happy on their iPhone can connect such a device using the same piece of equipment.


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|38 posts found
Spotlight Poster
Joined: 2/10/12
Originally posted by orbitxo
me, along side my custom build i7 rig (that I didn't even spend close to 1000 on), will destroy every game on max... while you fart around looking at screenshots (low frames).
Login or Register to never see this panel
Advanced Member
Joined: 5/31/08
Originally posted by Wighty
Woah, talk about a personal attack there. For a 40 year old, you're quite prejudiced to say the least. Besides there's nothing wrong with college (which i finished long ago) or ramen which i do enjoy when it's not the instant rubbish you find in supermarkets. I didn't know that having some affection for Japanese culture could get you shot around these parts. Anyway ...
It is quite heave and having to buy an extra controller dock just to play games makes it even worse. It has everything a gaming laptop has, with the exception of the out-of-the-box convenience that a laptop has. Your putting down your 1K and you're down to playing standard touchscreen stuff, lest you spend another 250 for the controller dock. And that same controller dock will make the whole thing even heavier and as such, even less mobile.
From what i read in reviews, the battery life is piss poor as well. 2 Hours when you're gaming, 5 to 6 hours for standard tablet tasks.
The base version doesn't sport an I7 either, but an i5. (Why you'd need an I7 for gaming is beyond me though, as most games don't support more than 4 threads anyway), the i7 version is more expensive.
That thing reminds me of Sega's GameGear from the early '90s. It was big, more powerful than the competion, but also more expensive and less popular than the GameBoy. This product will remain a niche product..
You're free to spend your money on whatever you feel like, but it wouldn't even cross my mind to spend 1250 Euro for a thing like that. For the same price, i'd have a proper laptop.
Made History
Joined: 7/11/11
Pink, it's like red but not quite.
Off-topic forum?
/boggle never mind then, properly stashed after all, I guess.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Novice Member
Joined: 11/19/05
The pen is mightier than the sword if the sword is very short, and the pen is very sharp.
Shows as 1300 on the Razer site. + $350 for the extras and who wouldn't go with an extended warranty on what is essentially newer technology (at $199).
A little steep for me.
Hard Core Member
Joined: 10/03/05
Originally posted by Aeonblades
What is portability for you?
For me portability is being able to run about 2 kilometers each day with a computer on my backpack. For that a gaming laptop is way too heavy and large.
Novice Member
Joined: 10/12/12
Originally posted by Vrika
I kind of feel sorry for you if you cant run 2km carrying a brick...those weigh next to nothing. It's hard to remember a lot of people don't do physical labor anymore haha. Everyone has a different definition of portable. Sure this is more "portable" than a gaming laptop, but you can't play games on it. Moot point really.
Currently Playing: ESO and FFXIV
The $1000 version doesn't get you a Core i7 processor. If you want the Core i7, that's $1300. Or more if you want the accessories, such as the controller that is basically the whole point of the project.
Meanwhile, whether you get a Core i5 or Core i7 processor, it's a ULV chip--meaning, clocked very low. While it does have a discrete video card, it's a discrete card that isn't really any faster than modern integrated graphics. The net result is gaming performance comparable to a $600 laptop with an A10-4600M running integrated graphics.
The Razer Edge is also a "tablet" that is thicker than some clamshell laptops. Once you add the accessories, it's really no more portable than a laptop for carrying it around purposes.
The battery life will also be dreadful under gaming loads. I'd be surprised if you can't drain the battery from full to dead in under an hour. Many games won't push it as hard, but you're looking at maybe 90 minutes of battery life under a typical gaming load. In a few months, some Kabini-based laptops will be able to get you several times that, though they'll trail way behind the Razer Edge in GPU performance.
It's a niche product targeted at people willing to pay a fortune for middling gaming performance in a tablet form factor. If you want a more portable tablet for light Windows gaming, wait for AMD Temash to launch sometime in the first half of this year.
Originally posted by Aeonblades
Tablets will never catch laptops in performance, just like laptops will never catch desktops in performance. Anything you can do in the smaller form factor, you can do in the larger form factor, with only the exception of carrying it around easily. Conversely, the larger form factor lets you do a lot of things that are impossible in the smaller form factor.
Tablets do have a legitimate place in the world, especially as tablets that are actually good start arriving.
The real question is whether and when tablets will be good enough for what you need them for. For watching videos, they're plenty good enough already (well, at least some of them are). For e-mail or forum posting, you'd really rather have at least a laptop, or maybe eventually a detachable. And if you want to get some real work done, you want a desktop. Neither tablets nor laptops will ever be able to compete with desktops in monitor space, peripheral options, or ergonomics.
Originally posted by Tenkousei
Intel's ULV processors are dual cores, whether it's a Core i5, a Core i7, or anything else, with perhaps the exception of Celeron.
Many games will have a lot more than four threads. How many CPU cores a game needs to run well, how many cores it will scale well to, and how many threads it has are three totally different questions.
Originally posted by Digna
Both the CPU and GPU have been around for quite a while. What's new is sticking them in a tablet form factor where they really don't belong. Not that there is anywhere else where the particular parts Razer is using do belong. (I'm not a fan of ultrabooks, which is Intel's intended use of the CPU, nor am I a fan of buying a discrete video card that isn't any faster than integrated graphics.)
Apprentice Member
Joined: 1/21/07
this looks awesome but i think i'll wait til the next windows (codenamed Windows: not awful)
windows 8 is esentially satan.
RIP Ribbitribbitt you are missed, kid.
Currently Playing EVE, DFUW
Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and not clothed.
Dwight D Eisenhower
My optimism wears heavy boots and is loud.
Henry Rollins
Elite Member
Joined: 2/27/07
You would be far better off with a gaming laptop, playing decent games on tablets is a joke.
Apprentice Member
Joined: 7/14/08
I travel a lot so this is looking like an option for me. What could I run GW2 at on this (be honest not just hateful). My current intel 2.9 ghz dual core, 4 gig RAM, and 8600M runs it on low........
Novice Member
Joined: 10/12/12
Originally posted by Crusix221
It will probably be on low as well, maybe medium but I don't know. It's hard to tell without testing it ourselves.
Currently Playing: ESO and FFXIV
Novice Member
Joined: 1/07/06
Originally posted by GrayGhost79
You're not taking into account that everyone on this site (prob) plays primarily MMO's, so they will need the keyboard&mouse configuration with the tablet. So they are thinking the price is not worth it when they still need to carry those extra things aswell. So for these peoples sake, a laptop is MORE portable for mmo gaming than the Razer is for the simple fact that they have keyboards built in, and you can spend less money for the same preformance or better.
Novice Member
Joined: 8/30/08
Originally posted by C.L.O.U.D
Actually with windows 8 on a touch screen tablet they don't really need the keyboard and mouse. The controller that attaches to Razers Edge is actually really nice and takes the place of the mouse pretty nicely for portable gaming purposes at least. With windows 8 on the touch screen, all those hotkeys you "Need" are replaced by the ability to directly touch abilities on screen. There are plenty of buttons and triggers to map most of your "I need it now" abilities and the rest you can actually simply touch on screen.
I used Splashtop to test this out on my tablet. It doesn't have as good of an overlay option as kainy but it was simply for testing purposes. I streamed GW2 and plugged in a controller to my tablet to play. After setting up the controller I decided not to use the overlay from splashtop since I was testing touch vs. hotkeys.
I increased the size of the UI and began playing. Every ability was simply a touch with my main attack abilities being on the controller. Summon Spirit weapons consisted of simply touching the abilities.
What many are failing to realize is this isn't just a gaming tablet. It's a gaming tabley with full touch screen support. Win 8 brings a lot to the tablet for tablets. The ability to touch abilities right on the screen negates the need for a hotkey for the ability. The on screen keyboard still pops up for when you want to type/chat, but beyond that the need for it in game has been removed by the ability to simply touch things on the screen combined with a controller of some kind.
I've actually gotten really into using my phone as a 16 button controller in conjunction with my tablet's touch screen for extra control options.
I mean granted, keyboard and mouse are the way to go at home or some place you can setup your desktop. But for portable gaming laptops really are falling behind because they aren't as portable. Some are trying to keep up by going touch screen + keyboard but those that do are typically a tablet now with a keyboard.
Spotlight Poster
Joined: 2/06/09
3.25lbs? c'mon you guys get with the programme KILOGRAMS next you be using fluid ounces to measure your fizzy drinks, you know we, the rest of the world, have updated our measurement systems to a modern metric standard you gonna join in?
Nice 1.5kg pad though but I do agree with whats the point of such a thing but Razer do lovely kit my mouse and keyboard are both Razer and I'm very happy with them.
This doom and gloom thread was brought to you by Chin Up™ the new ultra high caffeine soft drink for gamers who just need that boost of happiness after a long forum session.
Novice Member
Joined: 1/07/06
Originally posted by GrayGhost79
Laptops are falling behind?lol...Please show me where you are getting your information from. Sure they(companies) are producing more and more tablets, and it's only a matter of time before there are multiple true gaming tablets on the market. Sorry, but the touch screen does not replace a keyboard and mouse for mmo gaming. Since this topic came up, I actually made a survey for my class (of my choice) and I asked people in it a number of gaming questions. Things like whether they prefer PC/table/Console. Tablets of course came in last, very small numbers for it. MMO's are made to be played with keyboards, it's just too hard to play if you pvp or do hardcore raiding with a touch screen.


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Managed in cooperation withFlorida Forest Service
Homosassa WMA consists of more than 5,000 acres in southwest Citrus County between the Homosassa and Chassahowitzka rivers and near the Chassahowitzka National Wildlife Refuge. The area is a management unit of the Withlacoochee State Forest and consists of forested wetlands, planted pines, and improved pastures. Hunting of white-tailed deer, wild hogs, migratory birds, small game, and turkey is permitted in season. Bicycling, hiking, and wildlife viewing are permitted on the area and there is a designated hiking trail. Wildlife on this area include white-tailed deer, wild hogs, wild turkey, and wood duck. Horseback riding and camping are prohibited. This area is a site on the Great Florida Birding Trail.
Rules Regarding Dogs
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Red Keep Calm and Carry On Cushioned Floor Mat 1 1
Giant Mouse Pad This is disappointing. It looks like a giant mouse pad. The print is not crisp. I expected a bright red color like the photo on the website but it's more of a burnt orange. The packaging included no information on returns. October 18, 2011
1-1 of 1


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USC Aikens mens basketball team is likely glad to return home tonight.
When the Pacers (2-2) last played at the Convocation Center, they were undefeated and had just knocked off a ranked Winston Salem State squad. Now, as they host Mount Olive (1-4) tonight at 7 p.m., the Pacers are on a two-game road losing streak after falling in a rematch with Winston Salem State and a tilt with Benedict.
The Trojans also come into town on a losing streak, having dropped three straight home games. Only two Mount Olive players score in double figures, led by senior forward Deshaune Greene with 15.2 per game and sophomore swingman Jordan McCain with 11.4. Junior guard Dory Hines is close to double-digits with 9.2 points a contest and leads the team with 8.6 rebounds and 6.2 assists on average.
Five Pacers average in double digits in the scoring column, with Ronald Zimmerman leading the way with 17.3 per game. Kinley Branch, Jesse Seilern, ReMon Nelson and DeVontae Wright are also averaging better than 10 points, but Wright has played only one game because of injuries.
Zimmerman is also the Pacers leader from the 3-point line among those with at least 10 attempts. Hes connecting on 48 percent (18-of-37) of his shots. In all, four USCA players Zimmerman, Branch, Seilern and Nelson have attempted 10 or more longballs and average hitting .333 or better, while no Trojan is better than .306 for the year from beyond the arc.
That hasnt stopped Mount Olive from attempting shots from deep range. Despite a team percentage of .228, the Trojans attempt an average of 24.6 3-pointers a game. The Pacers, meanwhile, attempt 24 per game but are hitting close to 45 percent of their 3-point attempts.
Long-range shooting was a problem for USCA in its last game. In a 69-67 loss to Benedict, the Pacers hit only 5 of their 17 3-point attempts.
The charity stripe has also been unkind to the Pacers in their losses. Despite shooting 66 percent from the line for the year, USCA made only 54.5 percent of its free throws against Benedict and 43.8 percent against Winston Salem State.
Jeremy Timmerman has a journalism degree from Mercer University and has been at the Aiken Standard since June 2010.
Todays Game
What: USC Aiken mens basketball
Who: USCA (2-2) vs. Mount Olive (1-4)
When: Today, 7 p.m.
Where: USCA Convocation Center
USCA: Ronald Zimmerman, Jr. G. Zimmerman leads the Pacers in points with 17.3 a game and has made better than 48 percent of his 3-point attempts for the year (18-of-37).
Mount Olive: Dory Hines, Jr. G. Hines is third on the team in scoring with 9.2 points a game, but he leads the way in assists with 6.2 per contest and averages 8.6 rebounds, impressive because hes only 6-foot-2.
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Gastrointestinal Bleeding
Gastrointestinal Bleeding Overview
The causes of gastrointestinal (GI) bleeding are classified into upper or lower, depending on their location in the GI tract.
Upper gastrointestinal bleeding: Upper GI bleeding originates in the first part of the GI tract-the esophagus, stomach, or duodenum (first part of the small intestine). Most often, upper GI bleeding is caused by one of the following:
Lower gastrointestinal bleeding: Lower GI bleeding originates in the portions of the GI tract further down the digestive system-such as parts of the small intestine beyond the duodenum, large intestine, rectum, and anus. The most common causes of lower GI bleeding include:
Medically Reviewed by a Doctor on 11/10/2014
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Acute gastrointestinal (GI) bleeding is a potentially life-threatening abdominal emergency that remains a common cause of hospitalization.


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Courses: Senior Research Tutorial at Off-Campus Research Labs (BIOLH410I01)
Spring 2010
Research in an area of cell, molecular, or development biology is conducted under the supervision of a member of a nearby research laboratory who has volunteered time and space for a Haverford student. All students enrolled in Biology 410 must have a designated on-campus, as well as an off-campus supervisor.
Prerequisites: Biology 300 and consent of both the department and the off-campus supervisor.
Fulfills: NA II


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USDA Announces Availability of Environmental Assessment for Biological Control Agent for Asian Citrus Psyllid
May 20, 2010
The U.S. Department of Agriculture's Animal and Plant Health Inspection Service (APHIS) is advising the public of the availability of an environmental assessment relative to the control of Asian citrus psyllid (Diaphorina citri Kuwayama). The environmental assessment considers the effects of, and alternatives to, the release of an insect, Tamarixia radiata, into the continental United States for use as a biological control agent to reduce the severity of Asian citrus psyllid infestations. APHIS is making the environmental assessment available to the public for review and comment.
This action is published in today's May 20 Federal Register.
Consideration will be given to comments received on or before June 21. You may submit comment by either of the following methods.
Comments are posted on the Reglations.gov Web site and may also be reviewed at USDA, Room 1141, South Building, 14th St. and Independence Ave., S.W., Washington, D.C., between 8 a.m. and 4:30 p.m., Monday through Friday, excluding holidays. To facilitate entry into the comment reading room, please call (202) 690-2817.
Note to Reporters: Public notices and other APHIS information are available on the Internet and through Really Simple Syndication (RSS) feeds. Go to the APHIS news release page at www.aphis.usda.gov and click on the "Newsroom" button to view and/or sign up to receive releases via the RSS feed link. For additional information about this topic contact Alyn Kiel at (301) 734-5222 or by e-mail at email@example.com.
USDA is an equal opportunity provider, employer and lender. To file a complaint of discrimination, write:


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Some members of my husband's extended family sent a houseplant to our son's memorial service. This was over two years ago and I just recently got up the courage to tell my husband that I despise this plant. It has to be watered frequently or it gets very droopy and I feel like it's this constant, looming, demanding thing which forces me to think about our horrible loss at times when I might otherwise not be focusing on it. I have hated having it around ever since we brought it home. Hubby is kind of attached to it, mainly because it was from his family, I think. So when I told him that I really want to get rid of it he said he would think about it. Now, weeks later, I brought it up again and he said to do whatever I want, but I think he's not completely on board with getting rid of it. So I can't decide what to do. I really hate even looking at it, so having him water it isn't a great solution. I have already put it away in a spare room since it's "mildly toxic" to children and DD likes to put everything in her mouth. It seems like most of the people on the boards like to keep pictures and mementos displayed in their homes and would treasure something like this, but that's just not for us. I have a chest full of things that I saved, but it's just too painful for me to keep things out.
Another thing about the plant. These family members would have had to drive about 8 hours to attend the service. I know that's a long drive, it was on a Monday which was a holiday, so I was kind of surprised that some of them didn't come. I haven't told Hubby this, but I feel kind of resentful that they didn't come. I'm sure that if one of the older children in the family died, there would be no question that every family member would attend the memorial. I know I really need to get over this, but I can't help feeling this way.
I hate that I'm wasting so much energy worrying about this stupid plant. I really, really want it to go away, but I don't know if it's the right thing to do since my husband seems to want to keep it. I have a close friend who would re-home it for us somewhere that I wouldn't have to see it again. Then we wouldn't have to throw it away. I think he would feel better about that.
Somebody please tell me I'm not crazy to hate a plant!


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My iPhone 5 related posts always generate a lot of feedback, and topping that list are feature requests (you folks do know I don't have a hotline to Apple CEO Tim Cook, right?). While some of these feature requests might happen, others will never happen because they conflict with the way Apple does business.
Here are 5 iPhone 5 features that Tim Cook will not announce today.
- SD Card slot
The 'why not' is simple – While storage is cheap, Apple charges $100 per bump. If the iPhone 5 had an SD Card slot everyone would buy the cheapest — and lowest margin — model.
- USB port
Apple has a tight grip over the accessories market by licensing the dock connector. Switching to USB would kill off this income stream.
- 3D display
I don't know why people still want this, especially on a smartphone. 3D like that used by Nintendo on the 3DS is just horrible and causes headaches when used for long periods in many people. I don't want a blinding headache every time I use my iPhone!
- Even bigger screen
It now seems likely that the iPhone 5 will ship with a 4-inch screen, but I don't see Apple going any bigger. The iPhone is designed for one-handed use, and making the screen bigger than 4-inch would mean that it would be too wide for the average user to be able to go from one side to the other with their thumb.
- User-replaceable battery
This is a feature that a lot of people want, but sorry folks, it's not going to happen. Not only does a non-user-replaceable battery give the iPhone a limited life before the battery — or, as Apple hopes, the handset — needs replacing, but a replaceable battery would add significant thickness to the handset, something that goes against the grain for Apple.
OK, enough of what you're not going to see. Here's my best estimate of what the new iPhone 5 will bring to the table:
- Larger 4-inch screen
- New, revamped look
- Metal unibody constructions, replacing the existing glass backed iPhone
- Smaller dock connector
- Faster processor
- Thinner, possibly lighter
- iOS 6 — although you'll be able to get this installed on the latest iDevices anyway
We'll know in a few hours.


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Advice for investors ahead of the fiscal cliff
Chris Farrell
Interview with
Dec 7, 2012 A lot of investors are on edge about what's going to happen with the fiscal cliff. Economics correspondent Chris Farrell says take a deep breath and don't make any rash decisions.
Warren Buffett on what he 'gets' about the economy, investing mistakes, and inflation
Jeremy Hobson
Interview by
Nov 28, 2012 Warren Buffett is one of the most successful investors in history, so what does he know about the economy that few others do? Buffet discusses the biggest investment mistake he's ever made, his economic concerns in the year ahead, and how to get the U.S. growing again.
Corporate raiders morph into nice(r) guys
Bob Moon
Nov 26, 2012 Carl Icahn used to buy companies and break them up. These days, he's an activist investor, using large stakes to influence corporate strategy.
Investors desperate for yield make risky bets
Paddy Hirsch
May 6, 2015 Investors are agreeing to all sorts of crazy terms in order to put money to work in the bond and loan markets. They're baking risk into the system, and that could be a problem for all of us.
Are stocks still the best investment option?
Tess Vigeland
Interview by
Nov 14, 2012 The 2008 stock market crash sent folks walking away from Wall Street. Even today, an air of fear still holds some from re-entering the market. Have investors come around?
Retiree: Pay for a house outright or carry a mortgage?
Tess Vigeland
Interview by
Oct 12, 2012 One retiree is seeking to sell her house and move. But she wonders whether it would be wiser to pay for a house with cash or carry a mortgage in retirement.
Listener questions on saving, spending, and managing debt
Tess Vigeland
Interview by
Sep 27, 2012 Host Tess Vigeland and Jill Schlesinger, editor at large for CBS's Moneywatch.com, answers listener questions about retirement, savings, students loans, and money management.
Explaining what blind trust is with sausages
Paddy Hirsch
May 6, 2015 Presidential hopeful Mitt Romney says he put his investments in a blind trust to avoid any conflict of interest. So what exactly is a blind trust? Sr. Producer Paddy Hirsch explains with a sausage factory analogy.
What's a floating-rate note and how does it work?
Paddy Hirsch
May 6, 2015 The Treasury Department is planning to roll out a floating-rate note program in about a year. But what is a floating-rate note and why do we need one? Sr. Producer Paddy Hirsch explains with a boat analogy.
Movie artifacts rake in big bucks at auctions
Bob Moon
Jul 27, 2012 Hollywood costumes and props used to be sold on eBay. The sale of a big private collection shows that specialty auctions are now the way to go.


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Tuesday, July 1, 2014
Making it on a television series was a goal of Ashleigh Nicole Mabry. Her dream has come true as she was selected to appear on the national television series Bad Girls Club Atlanta.
The journey to stardom began when Mabry, 19, watched season eight of the reality show series. After I watched that I wanted to go on it so bad, said Mabry whose childhood home is Salters. I finally get to live my dream.
When Mabry was a junior at Kingstree High School she was on the cusp of notoriety when she was tried out for the dance group Twerk Team whose plan was to expand its team to three but later decided to keep it a twosome. The disappointment didnt dampen her spirits.
Over the next two years she worked with promoter Jason Pope where she attended photo shoots and made appearances at celebrity parties and concerts. In May her hard work paid off when she received a letters announcing she was selected to appear on the Bad Girls Club Atlanta. When I opened that letter I screamed from the top of my lungs, said Mabry. I was so excited I wanted to faint. Because knowing I was going to be on Bad Girls Club - my lifes dream - oh my god its coming true. Mabry was one of only eight girls chosen from the Southeast United States out of over 7,000 entries. She was the only girl selected from South Carolina. The show focuses around a group of women who tend to be unruly while enjoying a lavish lifestyle living together in a mansion. Mabry says shell fit right in. Everybody calls me the drama queen, she said laughing. Her mother Barbara agrees. Im happy for her but I hope she doesnt get beat up, said her mom. Im sure it will work out fine for her.
In September, Mabry will arrive in Atlanta to begin filming. The goal is to last until the final day and to compete in the All-Star Battle for $100,000 and the title of Baddest Bad Girl of All Time. The program will air on the cable channel Oxygen beginning in January 2015. Mabry is equally excited that her idle wrestling great Ric Flair will make an appearance on an episode. Can you believe it, said Mabry of the 16-time world champion. Ric Flair will be on the show with me.
The show is currently airing every Tuesday night on Oxygen.
To book an appearance by Mabry, contact the booking agent at firstname.lastname@example.com or (843) 206-5408 or Pope at (843) 610-6938.
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text: Prev | Next Purchase this photo Toril Lavender/ For The Herald-Dispatch Max Bohren, a U-4 soccer player, competes during the first day of YMCA youth soccer games at the Kennedy Center Saturday, Sept. 3, 2011. Gallery: YMCA youth soccer begins Sep. 03, 2011 @ 02:32 PM 2011/The Herald-Dispatch The 2011 YMCA youth soccer season began Saturday, Sept. 3, at the Kennedy Center Fields. About 800 children are participating. ()


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Roll Your Own Ringtones. iToner 1.0.3. Now Supports Latest iPhone Firmware
Ambrosia Software has released an update to its popular custom ringtone software, iToner, now supporing iPhone firmware 1.1.1. If you're already a user, download the update now. If you're not, well... download it anyway.
Have something to say about this story? Leave a comment! Need help with something else? Ask in our forums!
Reader comments
Roll Your Own Ringtones. iToner 1.0.3. Now Supports Latest iPhone Firmware
I don't know why every iPhone site makes such a song and dance about iToner. At the end of the day, it's a commercial package. If it was free, then the joy is understandable.
Windows users can upload via commercial packages such as iPhoneringtonemaker (yes.. really one word!) or the free iBrickr by Nate True.
P.S. iFuntastic is a MAC application.
hi,just want to say i enjoy u r site and i bookmark it for later on.


text:
Piston Ring Conformability
Presenter: Val Dunaevsky, VVD Engineering
Where: STLE University, live webinar event broadcast to your computer
When: Thursday, January 31, 2013 at 12-1:00 p.m., with optional Q&A from 1-1:30 p.m.
Cost: $39 for members, $59 for non-members
The piston ring is one of the most tribologically intensive and functionally important parts of the reciprocating engines and compressors. Piston rings account for 50-60 % of friction loss between the piston and bore. The three main functions of piston rings in reciprocating engines/compressors are: Sealing the working chamber from the crankcase; Supporting heat transfer from the piston to the cylinder wall, and Regulating oil consumption. Piston rings are also being used increasingly as seals for rotating shafts in some rotary compressors and transmissions, for example.
There are a number of system parameters that affect performance of the piston rings. These include piston design, cylinder bore geometry, lubricants, and cylinder bore finish, operating speed, rings design and other.
The purpose of the seminar is to focus predominantly on the issue of conformability of the piston rings, which is defined by rings' design and cylinder bore distortions. The conformability is one of the major mechanisms affecting piston rings' performance.
By attending the webinar, one will be able to learn about the factors influencing the rings conformability and how to estimate conformability.
Dr. Valery ("Val") Dunaevsky is a recognized expert in surface metrology, tribology and contact mechanics. He is the acclaimed author of many technical papers and patents. He is a leading face in the field of piston rings mechanics. Dr. Dunaevsky is the author of the 2D conformability analysis of piston rings that has been utilized by many motor builders. He was the first one who understood the necessity of a 3D conformability analysis. Piston rings conformability is one of the major factors affecting oil consumption and cylinder kit efficiency. Under Dunaevsky leadership the advanced conformability methodology is being developed.
Contact Us
Phone: (847) 825-5536
Email: Kara Sniegowski at firstname.lastname@example.com
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Click Here to register for this event.


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PRESTONSBURG — Traffic was slowed on one Floyd County road, Wednesday morning, after a garbage truck began spewing oil.
At 10 a.m. Wednesday, a Floyd County garbage truck was parked on Abbott Creek with crews standing around it, and piles of sand scattered about the roadway.
According to Floyd County Sheriff John K Blackburn, who was at the scene, the garbage truck had started leaking oil near the mouth of Abbott Creek and traveled a little over a mile on the road before workers realized it. The sanitation truck had a small amount of sand to handle spills which was used nearby.
Kentucky transportation crews were called out to coat the road which had become noticeably slick following the spill.
No automobile accidents were reported to have been caused as a result of the spill. Sheriff's deputies were stationed at the mouth of Abbott Creek and beyond the garbage truck to warn motorists to slow down.


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Complimentary food, snow cones, music & photo booth!
FREE Welcome Week t-shirt to the first 100 students (student ID required). Distribution begins promptly at noon.
Want to win an iPod Touch, Livescribe Smartpen, Barnes & Noble gift package, FREE parking and so much more? Find out how to win cool prizes with the Golden Eagle Ticket.
Join faculty, staff and other students for a community service project on the beach across from campus!
Lunch provided.


text:
January 18, 2011
Secretary of Education Arne Duncan to Speak at U.S. Conference of Mayors 79th Winter Meeting in D.C. Wednesday
U.S. Secretary of Education Arne Duncan will deliver remarks at the U.S. Conference of Mayors 79th Winter Meeting at 4:30 p.m. on Wednesday, Jan. 19 at the Capitol Hilton Hotel in Washington, D.C.
January 18, 2011
Jim Shelton, assistant deputy secretary for the Office of Innovation and Improvement, will serve as a panelist in an event titled "The Return on Education Investment: A district-by-district evaluation of U.S. educational productivity." The event marks the release of a ground-breaking report that...
January 14, 2011
Assistant Secretary Alexa Posny will participate in a panel discussion on the future of special education Tuesday in a forum at the Brookings Institution in Washington. About 150 officials from administrative agencies, Capitol Hill, the private sector, universities, schools and non-profit...
January 14, 2011
Russlynn Ali, assistant secretary for the Office for Civil Rights at the U.S. Department of Education, will participate in Martin Luther King Day events Monday in Philadelphia.
January 14, 2011
U.S. Education Secretary to Attend Prayer Breakfast, Participate in Service Project to Honor Dr. King's Life and Legacy
U.S. Secretary of Education Arne Duncan and Randi Weingarten, president of the American Federation of Teachers, will join civil rights activist the Rev. Al Sharpton for an annual King Day breakfast at 9:30 a.m. Monday, Jan. 17, at the Madison Loews Hotel in Washington, D.C. In his remarks,...
January 14, 2011
Deputy Education Secretary to Keynote Symposium Celebrating 50 Most Important African-Americans in Technology
Deputy Education Secretary Tony Miller will deliver the keynote address at the 11th annual 50 Most Important African-Americans in Technology Symposium on Saturday, Jan. 15, at 9:30 a.m. The event, entitled "Innovation and Equity: Spurring Manufacturing Through Innovation in Black Communities,"...
January 13, 2011
Assistant Secretary to Visit Mahalia Jackson Early Childhood & Family Learning Center and Deliver Remarks
U.S. Department of Education Assistant Secretary Thelma Meléndez de Santa Ana will visit Mahalia Jackson Early Childhood...
January 11, 2011
Assistant Deputy Secretary to Deliver Keynote Address on Creating Safe, Healthy and Caring Learning Environments
IOWA—Kevin Jennings, assistant deputy secretary of the U.S. Department of Education's Office of Safe and Drug-Free Schools, will address the importance of creating safe, supportive school environments in an effort to increase student achievement at the Iowa Department of Education's Safe,...
January 11, 2011
Juan Sepúlveda, executive director of the White House Initiative on Educational Excellence for Hispanics, will address the National Educational Telecommunications Association's Annual Conference Wednesday in Nashville. Sepúlveda will discuss Latino degree completion and the Obama administration'...
January 10, 2011
Assistant Secretary Alexa Posny, whose Office of Special Education and Rehabilitative Services (OSERS) administers the Individuals with Disabilities Education Act (IDEA), will deliver the luncheon address at the IDEA Partnership Project meeting Tuesday in Alexandria.


text:
Professor David Allison, Director of Graduate Studies in Architecture + Health
Within the framework of the Master of Architecture degree, the Architecture + Health Concentration includes seminar courses and studio work appropriate for both a general professional degree and a concentration in architecture + health. The intent of the A+H concentration, which is the most structured and established program of its type in the United States, is to develop the generalist-specialist graduate who can creatively work in both modes. The curriculum concentration includes both the study of health facility design and the study of relationships between architectural settings and their impact on human health and well-being. The primary purpose of the concentration is to study how architectural environments impact health and how to create architectural settings that support the health and well-being of individuals and larger populations.
Studio design projects and seminar courses examine architecture-health relationships for settings and conditions ranging from entire communities to specific projects and individual spaces. The emphasis in the studio is on design excellence within the framework of the complex demands found in the practice of health-care architecture. Student work must stand up critically at all levels of architectural consideration.
The Architecture + Health concentration is demanding in the scope of its professional studies, with most of the course work designated for specific areas of learning which are currently only offered on the main campus in Clemson. Students may take advantage of off-campus programs for a maximum of one semester with the approval of the program director. Given the number of required courses, students may also opt for an additional semester of study within the concentration years to accommodate an off campus semester in conjunction with a summer + semester internship with a healthcare design firm. A thesis option is offered in the Architecture + Health concentration, and is developed during the final year of study. The thesis deals with particular architectural topics as they relate to health and well-being.
The information about admission is available on the graduate admission website of the School of Architecture.
For further information regarding the Architecture + Health Concentration, contact Professor David Allison, Director of Graduate Studies in Architecture + Health at email@example.com


text:
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Welcome to
Chris' Survival Horror Quest
. Here you will find a database of every console survival horror game ever created, complete with commentary, screenshots, game data, and forums. My goal is to play all the titles in this genre to learn what makes the good games good and the bad games oh so bad. Check out the
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how you can help!
Game Design
Posted by: Chris on 2015-01-06 01:50:46
This entire game is based on that one scene from
The Descent
There's a lot to like about
. It's a non-combat stealth horror game made by a small team of veterans that sports super high production value but keeps things simple. The sound quality is fantastic and the graphics are nice and it manages to be pretty scary now and then. It's got a great mechanic (a nightvision camera) that it uses well. It's exactly the type of game that interests me in this post-
world: small, contained, high-quality, and (hopefully) experimental. So it is with great regret that I must report that I did not like Outlast very much.
There are a number of obvious problems with Outlast. The story is fairly routine and inconsequential to gameplay. The game goes for excessive gore, which is probably exciting to kids but is pretty boring to me. The stealth system is pretty bad, and it's often easier to just sprint through a level than to try to sneak around. The level art and enemy design is pretty repetitive. The encounters with one big brute enemy get old really fast.
But these are really just superficial problems. There are games with much worse stories, and much poorer stealth mechanics, that still manage to pull off some great gameplay. No, the real issue with Outlast is this:
It's predictable.
Not just the story arc (although that's also predictable), but the core level design. The levels follow such a routine, obvious pattern that everything from item placement, to pop-out scare pacing, to encounters with other characters is easy to read way in advance. In a game with very few interaction mechanics (you can move, hide in lockers, and look at things through night vision), predictable level design is a serious problem.
Comfort is the antithesis of horror. When the player feels comfortable, they aren't feeling scared. In a game like Outlast, one of the primary ways that a player comforts himself is by anticipating what will come next. This is a mode of thinking that treats the game we are playing like a system. Every time you think, "oh, the obvious flashing light is to the left, so I'll go right first," or "this would be a good spot for a hidden item," or "it's been a while since the last pop-out scare, I bet one's coming up," you're thinking about the game as a system that you are trying to solve. You're not navigating the dark hallways of a corrupt insane asylum that's been experimenting on its patients, you're solving a Rubix Cube. Guess which one of those types of play is scarier.
Outlast's main problem is that it has very little to work with to keep you uncomfortable. The levels are narrow and linear, and there's only ever one right way to go (if there's more than one way, there's probably an item at the end of the alternate passage). The game mechanics are well implemented but extremely shallow, which makes the actual moment-to-moment gameplay very repetitive. The game dutifully saves before every major encounter (and immediately after) and helpfully alters the music to let you know exactly when you are in danger and when you are not. As a result, you know enough to see through the game content and treat it like a Rubix Cube.
The developers try to combat this with stealth sections. Sometimes they work; when you are hiding in a dark corner and can't see your pursuer, it can be pretty tense. But the stealth sections quickly devolve into a repetitious, frustrating challenge, which feel unfair. After a few attempts, you realize it's easier just to run for it. Now you're treating it as a system again, and the power the game had over you is lost.
The only remaining trick the developers have up their sleeves is pop-out scares. But even those get old really fast. They are startling, and knowing that they could pop something out at you at any time is stressful, but they happen so often that the easiest solution is to just take yourself out of the game. Once you stop caring about your character the pop-out scares have no power, and their appearance becomes yet another thing to try to predict.
It's a shame, too, because there are some great scenes in Outlast. My favorite is a bit late in the game when you finally exit the foreboding asylum into a rainy courtyard. It's almost pitch black but the area is punctuated by lightning. This section only lasts a minute or two until you're guided back into more strictly-linear passage crawling, but it's a great scene.
There are some other nice touches as well. The night vision camera pretty much saves the day by giving you a very narrow cone of vision and forcing you to navigate unfamiliar territory with it. There's a battery mechanic that creates some pressure between using the night vision to see your surroundings and trying to conserve your small supply of batteries for an emergency situation. The actual movement mechanics are good and the game isn't buggy or broken (although the way the camera rocks made me feel like my character is wearing clown shoes). There's some really nice automatic first-person body and hand animation that I haven't seen done this well before.
But in the end, the thinness of the game mechanics and the predictability of the level design sucked all the scariness out of this game for me. The reliance on pop-out scares further removed me from the game, and by the end I was just Rubix Cubing my way to the finale.
Comments? ( 9 )
The Interaction Feint
Game Design
Posted by: Chris on 2014-10-04 14:07:01
Fatal Frame 4
, which I keep coming back to every few months but never seem to complete, has a neat item pickup mechanic. Your character, a young woman trapped in a dilapidated hospital on a forbidden island full of moon ghosts, slowly extends her hand to reach for an item when you hit the A button. In fact, you need to hold the A button down or she'll draw her hand back. As you hold the button down, her hand extends and the camera moves to follow it. There is a slow approach, a pregnant pause, and then ding!, a Shinto bell indicates that she's got the item.
Except sometimes, every tenth item or so, a ghostly hand will shoot out of the darkness and grab her wrist just before it reaches the item. A stinger plays and the camera cuts to an animation of the protagonist fighting to get the hand off. And then the game resumes. It's a pop-out scare built right into the item pickup mechanic.
Ju-on: The Grudge
does something similar. Every time you open a door you see a slow animation of a hand extending, grasping the handle, and opening the door. Every once in a while, a little ghost kid's hand shoots out of the darkness and grabs you. It happens just frequently enough that every time you open a door you hold your breath.
I'm calling this mechanic the
Interaction Feint
. Formally defined, an Interaction Feint is when a routine interaction is co-opted without warning to startle and surprise the player. It is powerful because it subverts common interactions that the player performs so often that they've become automatic. Its effect is to make those operations more nerve-racking by forcing the player to mistrust the interaction. The ultimate goal of the Interaction Feint, as with most horror mechanics, is to keep the
player from feeling confident and in control.
The Resident Evil games have, from time to time, used the inter-room door loading animation as an Interaction Feint. A clutch of zombies appear and attack in the middle of what appears to be another boring room load. There are other examples, but they all serve a similar purpose: to keep the player from falling into a comfortable routine.
Even non-horror games use Interaction Feints. One great example is the Mimic in Dragon Quest 3 (and his jerkwad counterpart in Dark Souls). This is a monster disguised as a treasure chest that attacks the player when he tries to open it. It's a great Interaction Feint because the player opens many chests and is excited to find them. He is thinking of what might be inside, and is (ideally) caught completely by surprise when the Mimic attacks. The Mimic can be pretty scary, too. In Dragon Quest they can often kill a party member instantly. Maybe next time the player won't approach a chest so carelessly.
I think that pop-out scares have value in extreme moderation. The best pop-out scare is the kind that forces the player to wait for the next pop-out event, which should ideally never come. A good pop-out can coil the player like a spring, and then force them to stay that way, with no chance to unwind.
The Interaction Feint is a particularly insidious form of pop-out scare because it forces the player into a state of hyper vigilance. The player must now be careful no matter how routine the operation. If he forgets and relaxes, the Feint can achieve the shock value of a good pop-out scare. But it's even better if the player doesn't forget, because in that case he must worry about every single item he collects, every door he opens, every chest he investigates. Now a routine, nonthreatening, uninteresting interaction has been transformed into something that induces tension. That's pretty cool.
Comments? ( 12 )
Curse: The Eye of Isis
Posted by: Chris on 2014-08-25 21:39:22
Hey, I finished another horror game! Crazy, right? This time it is
Curse: The Eye of Isis
, a throughly mediocre game that nonetheless has some interesting ideas (that don't work out, of course). This was one of the most pleasant bad games that I've played in a while because it's not particularly buggy and I got a kick out of killing everything with the default club weapon. If I can finish a couple more games I can retire the original Xbox, which I've kept hooked up just for a few obscure titles like this one.
Curse is actually a great game to study because it's got all kinds of common failures wrapped up in one package. If you're like me and you enjoy punishing yourself to learn things, it's actually worth a look.
Comments? ( 6 )
Virtual Reality Horror is Amazingly Great
Game Design
Posted by: Chris on 2014-06-20 00:21:02
I played
Alien: Isolation
at the Oculus booth at E3 last week.
is a high-end experiment in the genre I've been calling "
exploratory first-person horror
" for the last few years. Mechanically, it's a lot like Slender or the hiding bits of Amnesia: you are running around a dark space ship with an
obfuscated radar
, hiding from the deadly alien that is prowling somewhere in the shadows. If the alien catches up to you, it's an immediate, grisly game over. The presentation is dark and the tension is high and, as exploratory first-person horror games go, this one probably has the best production values of anything I've played. It's a good, tight horror game. But as a VR experience, it's absolutely jaw-dropping.
It's not that the VR experience is completely convincing. There are a lot of technical problems left to solve. The resolution should be higher, and it's hard to reconcile the direction that your character should move when you press up on the analog stick (moving the way you are looking felt weird, at least to me). Any time the game took camera control away from me, even for a moment, I started to feel queasy in my stomach. And it's not clear exactly how this will scale to more complicated games.
Because it's imperfect, the VR version of
felt a bit a Disneyland ride to me; a not-entirely-real world that was trying its best to be convincing. But here's the thing:
I was there
. The world might be fake, but I was standing in the middle of it. The "sense of presence," (to use Thomas Grip's term) is so strong that I quickly forgot about the details of the environment and concentrated on hiding in a tiny ventilation shaft while the flashing dot on my low-tech radar passed dangerously close. With VR, even though the tech and presentation have a lot of room for improvement, the feeling of being inside the world is astounding. And it makes the horror of this kind of game work almost immediately. Grown men and women sitting near me were literally screaming as they played.
Speaking of Thomas Grip, I chatted with him at the annual Game Developer's Conference this year. He's hard at work on SOMA, which, from the little I've seen, is going to be the best horror game available on a console for a long while. One of the things we discussed was the ways in which that sense of presence is built (or, in many cases, destroyed). Sense of presence goes beyond suspension of disbelief; it is the feeling that the world is real, that you are in it, and that the consequences of your actions are therefore meaningful. It's an incredibly hard feeling to create; most games don't manage it. Those that do are often horror games, and those horror games are the best horror games.
But with VR, the sense of presence is almost free. The world, even when rendered imperfectly, is immediately believable. Though your brain knows that you're sitting in a chair with a cumbersome mask on, it's very hard to actually interact with the real world. Even reaching out my hand to pick up a controller from the desk is hard for me to do without closing my eyes. The visuals your brain is getting are strongly sending you the message that you are
somewhere else
, and the easiest thing to do is just believe that.
As I mentioned above, there's still a lot of technical hurtles. The biggest, I think, is character movement. You can't very well get up and walk around with a giant screen stuck to your face, but your character in the game needs to move freely. This disconnect between your real movement and the in-game movement is jarring because there's no such disconnect between your head movement and your view. My biggest beef with
is that movement felt unnatural. It wasn't unplayable, but it hurt the sense of presence. It felt like I was just a disembodied head flying through space.
But these issues will be solved. In fact, I'm sure the all-star dream team of developers that Oculus has assembled is hard at work on solving this sort of problem right now. But even at its current state, VR for horror is incredibly compelling. I am tempted to claim that it will be, for the types of games that work in VR, the best possible way to play horror games in the future.
Comments? ( 7 )
Nanocon Part Deux
Posted by: Chris on 2013-11-08 09:08:00
Happy to report that I'm heading back to Nanocon this year to give a talk about the Rules of Horror, particularly in games. If you can't make it, I'll post my slides when I get back to California. If you can make it--see you there!
Part of the talk I gave at Nanocon a few years ago focused on horror games as a "chautauqua." The term refers to a
traveling group of entertainers/educators
that toured rural America in the early part of the 20th century. Robert Pirsig used the word in
Zen and the Art of Motorcycle Maintenance
to describe the book itself: it is meant to enlighten and educate, but does so by entertaining the reader with a story. I really like the concept of entertainment as a vehicle for teaching, and I think horror games are particularly adept at assuming that role.
Richard Rouse III, designer of
The Suffering
(and many others), points out that horror is uniquely positioned to discuss complex social topics because it flies under the radar of political critics. Horror is quickly and easily written off as "garbage for the kids," and thus is free to discuss topics that more prestigious genres cannot touch. You can read more about this idea in my
write-up of a talk Rouse gave
a couple of years ago.
This year's talk will be a little different. I'll post my slides when I return.
So I didn't really go to Nanocon. Apparently I was there in spirit, though, as a character in a horror-themed ARG that the folks at Dakota State put together this year. I've never been a character in a game before. That's... really weird. So, sorry: there aren't actually any slides this time around. But that chautaqua stuff is still an interesting way to think about horror games, right?
Comments? ( 1 )
10 Years
Posted by: Chris on 2013-10-31 23:28:35
My first Chris' Survival Horror Quest post appeared on August 6th, 2003. That means that this is the Quest's tenth year running, which I'm finding a little hard to comprehend. Since I started I've had two kids, shipped a bunch of games, founded a game studio, and moved across the Pacific ocean twice. I've also finished over sixty horror games, and have written about most of them (which, by the way, is a little over half of the games cataloged here).
Since it's Halloween, and since there's more interest in horror this year than in recent memory, I thought I'd call out a few of my favorite posts from the last ten years.
Guide to Understanding Japanese Horror
The Two-Factor Theory of Emotion
how it applies to horror games.
A version of this was later published in Game Developer Magazine.
What's wrong with
Silent Hill Downpour
Mapping horror games
to better understand them.
Siren is the Scariest Game Ever Made
, an article I wrote for Well Played, based on things I learned here.
Illbleed isn't fun
varying uses of the Otherworld
in the Silent Hill series.
There are a bunch more that I am proud of, but these are some of my favorites.
You might also be interest in this
podcast I did with Patrick Klepek
over at Giant Bomb recently, or the
short history of horror games
that I wrote this week for EDGE Online.
Thanks for sticking with me as I continue to dig into this fascinating genre. Happy halloween!
Comments? ( 12 )
Feature: Useful Tips for Horror Game Designers
Game Design
Posted by: Chris on 2013-10-22 09:58:16
Ah, reconnecting the power to the elevator. So much fun every time.
A few months ago I had a discussion on Twitter with Thomas Grip, the brains behind
Amnesia: The Dark Descent
, the
series, and now
, about overused elements in horror games. Turns out there are a whole lot of trite, cliché, and downright dated design elements that show up again and again in horror games, and once we started talking about them they just came flooding out. What started as a joke ("Not every mansion needs an underground lab") quickly turned into a mega-thread, to the point that some of my followers asked me to stop talking about this and write a blog post.
So here is that blog post. Thomas and I have racked our brains to produce the following
A few people have commented since we posted this today that there are a lot of complaints about Resident Evil in here. That's true! But we worked to ensure that each tip addressed a trope that can be found in multiple game series. None are exclusive to Resident Evil, and most are employed by five or six different games.
Read the feature here.
Comments? ( 2 )
More Indie Horror Games to Back
Posted by: Chris on 2013-09-23 01:08:55
It's been a busy summer for indie horror game announcements. There are so many horror games in development, looking for funding, or recently shipped that you might think the world has gone insane. Actually, I think the real reason is that we suddenly have platforms where niche communities (like this one) can vote with their wallets for the types of games they want, and it turns out a lot of them want horror games.
Here are a bunch of games you should consider / back / play / keep an eye on. This is far from an exhaustive list! Please add your favorites in the comments.
Amnesia: A Machine For Pigs
is out on Steam. Developed by The Chinese Room, the guys behind
Dear Esther
, this is one you should go play now.
is another popular recent release that I haven't played because it's Windows-only. Check it out.
The Long Dark
isn't a horror game per se, but the folks working on it are all awesome and it promises to tread ground familiar to any horror aficionado.
Neverending Nightmares
is a horror game looking for funding. Love the Edward Gorey art style!
Long Night
is another horror game trying to raise development funds. This one promises psychological scares without the need for combat or gore.
Finally, here's another shot of the game I'm working on. No details, yet!
Comments? ( 11 )
The Problem with Dark Souls
Game Design
Posted by: Chris on 2013-08-17 21:00:09
It took me a long time, but I finally figured out why I can't play
Dark Souls
. I tried to play it--put a good 15 hours into it, which is longer than it takes me to complete most of the games I play. I even played a bit of
Demon Souls
before that, so I had some idea of what I was getting into. But in the end I came away confused, frustrated, and having made almost no progress whatsoever.
Casey, my founding partner at
Robot Invader
, is a huge Dark Souls fan. So are a number of my friends. Many designers I respect immensely have told me that they consider Dark Souls to be one of the best games ever made. People talk about it with such reverence, I feel like I am missing out. But every time I've tried to play the game seriously, I've felt that I was wasting my time.
The problem isn't the difficulty. Dark Souls is incredibly difficult, but I'm sure that, with time, individual enemy encounters become more manageable than they are in the early game. One should at least become proficient with the combat system and controls, and can eventually upgrade stats and weapons. Combat might not be easy, but over time it probably seems less random. I am cool with that--I have enjoyed some pretty hard games that worked much the same way in the past. I am proud to have finished
God Hand
Devil May Cry
, and the arcade version of
on less than $2, way back in the day. Once I did a zero continues run of
Resident Evil 4
. It could be that Dark Souls is just too hard for me, but I don't think that's the real issue.
Even after playing for what seems like a long time, I'm absolutely unable to make any progress. Perhaps I'm just
playing it wrong
. Maybe I've made some grave error in my perception of how this game is to be played, and because of that I'm making it much harder on myself than it should be. Is the first boss supposed to take 100+ attempts? Or did I screw up somewhere?
The feeling of wasting my time comes from the basic sense that I'm zigging when the game expects me to zag. This is reinforced by the occasional discovery that I
be doing it all wrong. For example, early in the game your character is told to that they can go "up or down," but that up is the easier path. The path downwards, a series of winding stairs heading straight into the face of a cliff, is easy enough to find. The path upwards is a small staircase placed at the side of a cliff that I completely missed my first time through that area. I missed it the second time, too. And about fifty other times. I explored the area and the only other place to go, other than down, seemed to be through a graveyard into a cave. I spent a few hours trying to fight my way into that cave, and eventually made it, only to be killed immediately by even more powerful enemies. Skeletons in Dark Souls are no joke.
"Don't go that way,"
I have no idea what any of this means.
Casey said, when I asked him about it.
I eventually found the way up, and breezed through the next area until I reached a boss, whom I've been unable to defeat in the subsequent 10-odd hours of play.
"You've just got to get better," Casey said. "That's the fun part."
But better at what? Combat? Better weapons? Better stats? Better at finding my way through the map?
The real issue, I think, is the way the game refuses to give the player feedback about their decisions. The rules are complex and the path to the goal is intentionally obfuscated. Am I going the right way? Which character type should I choose? Which gift? Which stats should I upgrade? Should I upgrade all my stats little by little or pour all my points into one or two abilities? Am I meant to come back to this area later or have I just missed some trick to completing it? Should I spend humanity points or hoard them for later? My experience is that the play outcome for me, for all permutations of the above questions, is the same: I die in the same spot over and over and over again. It doesn't seem to really matter which choices I make; maybe it will matter 60 hours in, but at the 15 hour mark the complete lack of feedback from any of the decisions I've made leads me to feel that they are pointless.
There are other hard games that refrain from holding your hand as you play. I think pretty much everybody hit a shelf moment when they encountered the very first lava spider boss in Devil May Cry. You're meant to figure out that you need to grind for upgrades, or simply become incredibly good at playing, or select the easy mode. That boss is a forcing function: you learn how to play or you adjust the difficulty or you quit. And once you've passed this moment, you have a better idea of what is expected of you as a player, and the game now knows something about how you choose to play. But a lot of people I know just gave up at that point. Siren is another hard game that does a terrible job of telling you the "correct" way to play, and you can get lost for hours on end, making no progress whatsoever, until it clicks. When it does, it's an amazing game. But a lot of people quit long before they get there.
I'm ready to believe that there is a threshold of understanding to Dark Souls, and surpassing it makes a number of unanswered questions clear. That inflection point probably makes it more clear what the game expects of you, and you can start to strategize and make informed decisions. But until you reach that point, you're flying blind. Dark Souls isn't going to tell you if you've chosen the easy road or the hard road, or even if you're on a road that is going anywhere at all. It's not going to tell you if your approach is advantageous or problematic. It's not going to tell you what it expects you to do.
So, I guess you can stick around long enough to figure it out, or you can become frustrated with the absolute lack of progress or feedback and quit. After 15 hours of feeling like I have no idea what I am doing and am wasting my time, I quit.
Comments? ( 32 )
Game Design
Posted by: Chris on 2013-07-20 16:40:21
With a grunt the man pulls himself up over the ancient stone ledge. The passage is small and narrow; he proceeds on all fours, drawing centuries-old air in ragged breaths. Just as his exhaustion nears its peak he reaches the end of the tunnel and pulls himself upright into the secret chamber. The artifact is there, resting on a stone pedestal, glowing softly in the darkness. Waiting for him.
He reaches for it but hesitates. Its eyes are reflective, like the sheen of oil in water. It is grinning with teeth the length of his finger. It is horrible to look at, and for an instant he imagines himself leaving it there, resealing the passage cut directly into the limestone, carefully making his way back through the gauntlet of traps, returning the outer rock to its original position, and burning the notebook that contains all of his research.
But no, he's come this far, there's no way he's turning back now. He reaches out and swipes it from its resting place in one smooth motion. He puts his knapsack on the ground, opens the flap, and jams the artifact into it, hopefully deep enough that he won't have to look at it.
It doesn't fit.
Two large rations occupy most of the space of the pack, and in the corners he has stuffed medical gauze, his house keys, and a wad of bills in the highly devalued local currency. In the side pockets he has his flashlight, a lighter, and his notebook. All things he'll need to make it back home alive. He tries to wedge the artifact in again.
It doesn't fit.
He sits down on the floor of the chamber and stares at the bag. It is jam-packed with stuff, overflowing. And yet, he can't bring himself to get rid of anything. An ancient cursed statuette from a dead civilization won't do him much good if he trips over a wire on the way back through the Hall of Trials and breaks his leg without his splint kit handy. What if his camel has deserted him and he must walk back to the village? He'll never make it without extra food. Not to mention it being wasteful. It's not like he can leave some stuff here and come back for it later.
In one hand, the artifact, looking straight through him with its mirror eyes. In the other, his knapsack, filled to the brim. He stares at them. What can he do?
Comments? ( 12 )
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