text:
Ideally, every year I'd like to take one family vacation, one exotic travel vacation and one relaxing vacation. I try to read around 20 books per year. I would rather spend $100 at a local gourmet restaurant than at Best Buy or Nordstrom. I get along with my family most of the time. We used to butt heads. Now we hang out and play boardgames when they're in town. I value comfort. My house style is tea washed karastan rugs, leather sofas and hardwood floors. I can stay at home for an entire weekend and experience bliss. I can go out as well. I want to go on road trips and go out to dinner once a week and entertain interesting people and do random stuff like concerts or festivals. I'm not a sports nut, but I like to go to Huskies football or a Mariners game once or twice per year even just for the ceremony, the same way I'd watch the Oscars or the Super Bowl. I'll sacrifice my will for your happiness a a fair amount of time, I hope. I don't like shopping.
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45 • Seattle, WA • Man
I'm looking for
- Women
- Ages 27-43
- Near me
- Who are single
- For new friends, long-term dating, short-term dating
My details
- Last online
- Nov 23
- Orientation
- Straight
- Ethnicity
- White
- Status
- Single
- Height
- 5' 9" (1.75m)
- Body Type
- A little extra
- Smoking
- No
- Drinking
- Socially
- Religion
- Atheism and laughing about it
- Sign
- Taurus
- Education
- University
- Offspring
- Doesn't have kids
- Speaks
- English, Spanish (Somewhat), Japanese (Somewhat)
My self-summary
Write a little about yourself. Just a paragraph will do.
What I'm doing with my life
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I like my job as an IT manager because it is always changing. I like to look forward to travel. I have been to lots of interesting places: Austria, Hungary, Czech Republic, Ethiopia, Kenya, India, Thailand, Bali, Philippines, China, Japan, Hawaii, Costa Rica, Mexico, and Alaska. I read books and do little things like have coffee or see a movie and that's mostly enough. I want to go out more and go on road trips. I have a little hiking posse going and I want to explore little by little.
I'm really good at
Go on, brag a little (or a lot). We won't judge.
I'm really good at... driving. cooking. parking. solving computer problems. Talking for a short time in person. Being the first person to jump into cold water.
The first things people usually notice about me
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TV: Daily Show, Colbert Report, Rachel Maddow, Community, Breaking Bad, Bob's Burgers... Movies: I like to go to free movie screenings during the overcast months. Food: yes, but especially Mexican, French, Italian, Pho... People tell me I am a good cook. Music: everything but country and pop, but I like rockers like the Black Keys, Jack White, Red Hot Chili Peppers. I am open to new music ideas if ya got any. Books: classics, sci-fi, humor, non-fiction, Michael Chabon, Upton Sinclair, Charles Dickens, David Sedaris... I like to go to Half Price Books because they have stuff I never knew I needed.
The six things I could never do without
Think outside the box. Sometimes the little things can say a lot.
high thread count sheets and a pillow top mattress
a variety of petty entertainments
cold, filtered drinking water
family support
the weekend
Trader Joe's
a variety of petty entertainments
cold, filtered drinking water
family support
the weekend
Trader Joe's
I spend a lot of time thinking about
Global warming, lunch, or your next vacation… it's all fair game.
When the lottery gets huge, I buy a $1 therapy ticket and think about having a flat in in LA, Manhattan, and a beach condo. I think about travel. I think about reading or writing books. In my mind I try to remember the beautiful views. I think about making or going out to restaurant for a delicious dinner. I think about going to exotic places and putting my toes in the sand. I think about where I'm going to be in my life 10 years from now.
On a typical Friday night I am
Netflix and takeout, or getting your party on — how do you let loose?
The most private thing I'm willing to admit
I'm an empty essay… fill me out!
I would say that when I was in high school and college, my friends and I wore army surplus and thrift store clothes and sneaked in to dive bars and gay bars. Not really a scandal in Seattle, but it was not macho in Tucson in the 80s.
You should message me if
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You want to meet for happy hour. You are local. You and I are somewhat compatible on paper. You want to play a board game.
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text:
Star Trek A To Z
View Single Post
August 2 2013, 05:12 AM
Fleet Admiral
Location: The Warped Sector of the Demented Quadrant
Re: Star Trek A To Z
A is for Andrea. Now that's a robot.
B is for Beyond Antares. Where my heart is.
C is for Capella IV, one of Leonard McCoy's earlier Starfleet assignments before being posted to the original Enterprise in 2266.
D is for Denebian slime devil.
E is for the Eymorg women of the Sigma Draconis star system. Don't let the ample bosoms and go-go boots fool you. They can whoop your butt.
F is for Friendship One.
G is for Gorn territorial claims. Cestus III fell under one of the Hegemony's claims.
H is for Holodeck malfunctions.
I is for Ilia's past romantic relationship with Will Decker.
Human instinct is pretty strong. You can't expect us to change overnight.
- Jonathan Archer, 2151
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subset: commoncrawl


text:
Villa Amande
from £179 /night help Price for guests, Nights approx:
6 reviews
from £179 /night help Price for guests, Nights approx:
Estimated nightly price based on a weekly stay. Contact the advertiser to confirm the total cost.
Villa / 3 bedrooms / sleeps 6 Home 268127
Availability Your dates are available
Villa / 3 bedrooms / sleeps 6
|Key Info
Extremely spacious, luxury three bedroom, three bathroom villa,newly built in Spring 2012 and set in the heart of the wine village of Fitou .With spectacular views of the both the sea and Pyrenees,the Villa has a private heated pool, sun terrace,barbecue terrace and Petanque area, providing something for all the family.Unusually the villa has two lounges,a very spacious and well equipped open plan kitchen and a further upstairs terrace equally with breathtaking views .The fully fitted kitchen includes an island with induction hob, 2 ovens and a wine fridge to store the wonderful fitou wines.The unspoilt village of Fitou with its amenities is less than 10 minutes walk, including four excellent restaurants . The Mediterranean's sandy beaches of Leucate and La Franqui are just 10 mins drive, as are the excellent variety of restaurants and many places to visit. Further afield are the historic towns of Carcassonne, Toulouse Perpignan & Barcelona.
|Sleeps up to 6, 3 bedrooms
|3 bedrooms, 3 bathrooms of which 1 Family bathrooms and 2 En suites
|Nearest beach
|La Franqui/Leucate 5 km
|Car advised
|Nearest Amenities
|1 km
|Nearest travel links
|Nearest airport: Perpignan 15 km, Nearest railway: Leucate 5 km
|Family friendly
|Great for children of all ages
|No pets allowed, No smoking at this property
Features and Facilities
|Private outdoor pool (heated), Internet access, DVD player, Sea view
|Private outdoor pool (heated)
|Central heating, Air conditioning, TV, Video player, CD player, Table tennis, Satellite TV, Wi-Fi available
|Kettle, Toaster, Iron, Hair dryer
|Clothes dryer, Dishwasher, Cooker, Microwave, Fridge, Freezer, Washing machine
|Double beds (2), Single beds (2), Cots (1), Dining seats for 8, Lounge seats for 6
|Linen provided, Towels provided
|Private outdoor pool (heated), Balcony or terrace, Private garden, BBQ, Bicycles available
|Secure parking, Suitable for people with restricted mobility, Not suitable for wheelchair users
|Further details indoors
Spacious fitted kitchen with excellent storage.Large island with induction hob, extractor and breakfast bar.Fitted fridge/freezer, oven, microwave, washer/dryer, dishwasher and wine fridge.Modern appliances inc kettle,Dualite toaster & Nespresso machine.
Open plan dining area and lounge furnished to high standard,including glass dining table with 8 chairs,large L shaped cream leather sofa seating 6 in comfort. TV/DVD/UK satellite, Bose docking station, spotlights, spiral staircase to upstairs lounge
Upstairs lounge has additional TV/Video and Wii with large selection of games, Books and DVDs/Videos. Games table and french doors to large balcony & terrace with steamer sunbeds and stunning views over the etang and to the Pyrenees.
|Further details outdoors
Electric gates and driveway lead up to villa on ground level with no steps .The villa is two storey with bedrooms and bathrooms on ground floor,in addition to an outside toilet beside pool for easy access.
The villa is set within its own private landscaped gardens, all secure and with private secure parking for one vehicle. The private heated pool is 9m by 5m with steps at both ends and seating area. The pool has a large terrace area, 8 sun loungers in all and enjoys all day sunshine.There is also a covered terrace with large table, seating 8 and Weber gas barbecue. Pertanque area,with French boules provided, further terrace to side and table tennis table cater for those who wish to be active.
The Languedoc-Roussillon region
The beautiful coastline of the Languedoc-Roussillon region is France's most southern point,bordered by Spain and the spectacular Pyrenees Mountains. Offering miles of sandy beaches, ports and unspoilt fishing towns to explore .
Activities in abundnace include sailing, canoeing, water sking, mountain biking, horse riding,white water rafting, water parks and the Leucate/La Franqui coast are especially famous for their wind and kite surfing competitions.
Fitou is a wonderfully charming and friendly village, with many wine caves to sample the excellent choice of wines and all the local amenities available including 4 restaurants, snack bar with free wifi, boulangerie, town hall, and small Spar store 5 mins walk from villa .There is also a Pizza takeaway if you have had a busy day and dont want to cook or venture out . There is a picturesque chateau at the top of the village, which is quite stunningly lit at night and serves drinks and light lunch during the day .
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15 Oct 2012
"Immaculate villa in excellent location."
We stayed in August 2012 with 2 teenage boys and cannot recommend the villa or its location highly enough. For the more adventurous Barcelona is a 2 drive always and white water rating 1.5 hours drive away. For white water rafting we used Alet Eau Vive and were able to book in the day before in English. Whilst there is 7-11 a few minutes walk away I would suggest for a larger shop you drive to the Carrefour in Leucate - approx 10 mines drive. I would recommend booking the restaurants as they are frequently full. The restaurant next door is very good with friendly staff.
Glad you enjoyed our villa and the Fitou restaurants as much as we do. Would be a pleasure to welcome you back soon.
10 Oct 2012
"Unashamed luxury!!!!"
We stayed here with 2 friends in early September and had the most fantastic relaxing week. The villa was above and beyond expectations and finished to a really high standard. The kitchen is fully equipped with everything you could possibly need, the linens and towels are high quality and the furnishings are beautiful and extremely comfortable.....sheer luxury!!! Outside is equally well thought out with seating for 8, plenty of loungers, the lovely pool and Pétanque area. Fitou is a typical quiet French village with a traditional bar/tabac......on closer inspection there's plenty of 'caves' to sample the locally produced wine and excellent restaurants ........our favourite Le Toil Vert could easily compete with any top class london restaurant but at a quarter of the price!! There's plenty of places to visit both cultural and beach or just chill out by the pool. A fantastic villa, can't recommend it highly enough. We'll definitely go back!!
As one of our first guests, we are delighted you enjoyed your stay and really appreciate you taking the time to write a review. It would be a pleasure to welcome you back, and we look forward to you returning soon.
This advert is created and maintained by the advertiser; we can only publish adverts in good faith as we don't own, manage or inspect any of the properties. We advise you to familiarise yourself with our terms of use.
You're booking with
Jason and Karen S.
- 3 Years listed
100% Response rate
Calendar last updated:21 Nov 2015
Based in United Kingdom
- English


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NICE Video =) UFO Sightings Massive Starcraft Summond Over The UK!! Aug 2014
- Uploaded by Grey on Aug 24, 2014
- Views: 824
UFO Summoner Francis Hudson Captures an Incredibly Bright UFO over Liverpool UK!! Captured with his Panasonic V550 90x Optical Zoom! Please leave your comment Below and share what you think it is! Also Be sure Not To Miss Thirdphaseofmoon Radio Tonight Live on Air! 12 AM East Coast 9PM West Coast! Click Link To the Join The Show (347) 934-0378 Hudson Link to Channel you have captured anything Amazing regarding UFOs contact Thirdphaseofmoon Via Skype or Facebook!Thirdphaseofmoon Album Paul Barrett to my channel: out more videos: Follow : : Radio Show Every Friday Night! Check Link for Details Blog Thirdphaseofmoon Website! Check it out! out Our Blog For Exclusive Content +:Keep Your Eyes On The Skies!


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February 3, 2014
Blake Alderman
Jacksonville (Fla.) Trinity Christian commit Deontai Williams made yet another visit to Florida on Saturday, this time in order to attend the Gators' Junior Day and even do a little recruiting of his own. ...More... To continue reading this article you must be a member. Sign Up Now!
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Index of content:
Volume 118 (2015)
Volume 117 (2015)
Volume 116 (2014)
Volume 115 (2014)
Volume 114 (2013)
Volume 113 (2013)
Volume 112 (2012)
Volume 111 (2012)
Volume 110 (2011)
Volume 109 (2011)
Volume 108 (2010)
Volume 107 (2010)
Volume 106 (2009)
Volume 105 (2009)
Volume 104 (2008)
Volume 103 (2008)
Volume 102 (2007)
Volume 101 (2007)
Volume 100 (2006)
Volume 99 (2006)
Volume 98 (2005)
Volume 97 (2005)
Volume 96 (2004)
Volume 95 (2004)
Volume 94 (2003)
Volume 93 (2003)
Volume 92 (2002)
Volume 91 (2002)
Volume 90 (2001)
Volume 89 (2001)
Volume 88 (2000)
Volume 87 (2000)
Volume 86 (1999)
Volume 85 (1999)
Volume 84 (1998)
Volume 83 (1998)
Volume 82 (1997)
Volume 81 (1997)
Volume 80 (1996)
Volume 79 (1996)
Volume 78 (1995)
Volume 77 (1995)
Volume 76 (1994)
Volume 75 (1994)
Volume 74 (1993)
Volume 73 (1993)
Volume 72 (1992)
Volume 71 (1992)
Volume 70 (1991)
Volume 69 (1991)
Volume 68 (1990)
Volume 67 (1990)
Volume 66 (1989)
Volume 65 (1989)
Volume 64 (1988)
Volume 63 (1988)
Volume 62 (1987)
Volume 61 (1987)
Volume 60 (1986)
Volume 59 (1986)
Volume 58 (1985)
Volume 57 (1985)
Volume 56 (1984)
Volume 55 (1984)
Volume 54 (1983)
Volume 53 (1982)
Volume 52 (1981)
Volume 51 (1980)
Volume 50 (1979)
Volume 49 (1978)
Volume 48 (1977)
Volume 47 (1976)
Volume 46 (1975)
Volume 45 (1974)
Volume 44 (1973)
Volume 43 (1972)
Volume 42 (1971)
Volume 41 (1970)
Volume 40 (1969)
Volume 39 (1968)
Volume 38 (1967)
Volume 37 (1966)
Volume 36 (1965)
Volume 35 (1964)
Volume 34 (1963)
Volume 33 (1962)
Volume 32 (1961)
Volume 31 (1960)
Volume 30 (1959)
Volume 29 (1958)
Volume 28 (1957)
Volume 27 (1956)
Volume 26 (1955)
Volume 25 (1954)
Volume 24 (1953)
Volume 23 (1952)
Volume 22 (1951)
Volume 21 (1950)
Volume 20 (1949)
Volume 19 (1948)
Volume 18 (1947)
Volume 17 (1946)
Volume 16 (1945)
Volume 15 (1944)
Volume 14 (1943)
Volume 13 (1942)
Volume 12 (1941)
Volume 11 (1940)
Volume 10 (1939)
Volume 9 (1938)
Volume 8 (1937)
Volume 7 (1936)
Volume 6 (1935)
Volume 5 (1934)
Volume 4 (1933)
Volume 3 (1932)
Volume 2 (1932)
Volume 1 (1931)
Volume 35, Issue 3, 01 March 1964
New Ferromagnetic 5:2 Compounds in the Rare‐Earth—Palladium Systems35(1964); http://dx.doi.org/10.1063/1.1713364View Description Hide Description
Gd5Pd2 is ferromagnetic below 335°K. The isostructural Tb5.10Pd1.90, Dy5.07Pd1.93, and Ho5.04Pd1.96 have paramagneticmetamagnetic transitions at 62°, 41°, and 27°K, respectively, and become ferromagnetic at lower temperatures with extremely high hysteresis. Energy products (B×H)max = 20 to 26×106 GOe at 4.2°K have been observed.
Magnetic Properties of Eu35(1964); http://dx.doi.org/10.1063/1.1713365View Description Hide Description
Additional data on the magnetic properties of the rare‐earth metal Eu have been obtained from neutron diffraction data utilizing an improved powder sample consisting of metal filings. Previous diffraction data on Eu, obtained from a rolled metal foil sample, indicated that the metal became antiferromagnetic at a Néel temperature of 87°K. Information regarding the magnetic moment could not be obtained from the metal foil since the diffraction peak intensities indicated the sample had a preferred orientation; also, the magnetic structure determination was uncertain.
The present data verify the transition to an antiferromagnetic state below 91°K which consists of a helical spin structure with the magnetic moments lying parallel to a cube face and with the screw axis directed perpendicular to the moments or along the [100] direction. This structure is based upon the facts that the diffraction data show a single pair of magnetic satellite reflections equally spaced in reciprocal lattice space about each nuclear reflection and, in particular, the [000±] reflection from the magnetic cell is observed. Information regarding the period of the helical structure was obtained from the separation of the satellite reflections. The separation was observed to change very little with temperature and corresponds to a period of 3.5a at T/TN = 1 and increases to 3.6a at T/TN = 0.05, where a is the lattice spacing.
The intense [000±] magnetic reflection occurring at a scattering angle of 4.8° permits a calculation of the ordered magnetic moment in Eu. If one takes the magnetic form factor equal to 1 at the above small scattering angle, the experimental saturated ordered moment is 5.9±0.4 μ B . Assuming that the magnetic constituent of metallic Eu is a Eu++ ion and is, therefore, characterized by an 8 S 7/2 state having spin only, the theoretical ordered moment should be g J = gS = 7 μ B . The smaller value of the measured ordered moment as compared to the maximum theoretical value is also characteristic of other rare earth metals.
Data on the product of magnetic moment times magnetic form factor (μf) can be obtained from the magnetic satellite diffraction peaks occurring at various scattering angles. These values from Eu are in reasonable agreement with similar values of μf obtained from the compound EuO in earlier work.
The intensity of the magnetic diffraction peaks as a function of temperature deviates from the usual Brillouin pattern. Instead, the magnetic intensity variation with temperature is proportional to (TN−T)½ over a considerable region below the Néel temperature; this same temperature dependence was also observed in the rolled foil sample. Data taken on the intensity of the nuclear peaks at four different sample temperatures above the Néel temperature over the range from 100° to 293°K indicate an apparent Debye temperature variation from about 70° to 122°K, respectively.
We expect to publish the above results giving more details in another journal in the near future.
Magnetic Properties of Fe3MnTm and Some Related Intermetallic Compounds35(1964); http://dx.doi.org/10.1063/1.1713366View Description Hide Description
The magnetic properties of intermetallic compounds of stoichiometry Fe3MnR, where R is Y, Tm, Er, Dy, or Ho, have been measured in fields up to 14 kOe at temperatures ranging from 1.4° to 300°K and in fields up to 80 kOe at 4.2°K. The moments of the Mn and R atoms are in opposition to those of the Fe atoms so that a compensation point is observed for Fe3MnTm. When Fe3MnTm is cooled in a weak field from 300°K through its compensation point at 60° to 4.2°K the magnetization reverses and a field of 25 kOe is required to reduce it to zero.
Ferromagnetism in Rare‐Earth Group VA and VIA Compounds with Th3P4 Structure35(1964); http://dx.doi.org/10.1063/1.1713367View Description Hide Description
The bcc structure occurs as a defectstructure in 2:3 compounds of rare‐earth elements with S, Se, and Te, or as an inverted structure in 4:3 compounds with group VA elements. The structural, electric, and magnetic properties of the metallic 4:3 compounds and the 2:3 rare‐earth semiconductors have been investigated with specific reference to gadolinium, for which the S ground state gives the minimum crystal field effect.
Gd4Bi3 and Gd4Sb3 are both ferromagnetic with a saturation magnetization obeying the spin‐wave law up to 0.8 of the Curie temperature. The Curie temperatureTc varies in the solid solution system Gd4Sb3– Gd4Bi3 with composition from 260° to 340°K. The semiconducting compound Gd2Se3(ρ RT =3 Ω cm) has been found to be antiferromagnetic below TN =6°K. Solution of Gd in the holes of the defect Th3P4structure decreases the electrical resistivity without a measurable variation of lattice constant (a 0=8.718 Å). With increasing conductivity the material changes from antiferromagnetic to ferromagnetic. At the composition Gd2.1Se2.9 the Curie temperature is Tc =80°K with ρ RT =1.4×10−3 Ω cm. The relation between Curie temperature and electrical resistivity has been examined by introducing the same spin concentration into Gd2Se3 by Eu2+ doping. The semiconductor Eu0.5Gd1.6Se2.9 is paramagnetic. However, Y0.5Gd1.6Se2.9 has low resistivity and is ferromagnetic below Tc =47°K.
Spiral Structure and Moments in Gd‐Dy Alloys35(1964); http://dx.doi.org/10.1063/1.1713368View Description Hide Description
Magnetic moment and electrical resistivitymeasurements of the Curie (TC ) and Néel (TN ) points of Gd‐Dy alloys show that the region of spiral structure between T C and TN narrows as Gd is added to Dy and disappears at about 50 at. % Gd. Apparently no spiral structure exists in Gd or Gd‐rich alloys. The magnetic moments of Dy‐rich alloys show the saturation expected when the magnetization is confined to the hexagonal plane (Jgπ/4), but the moments gradually approach the theoretical Jg as the Gd content increases toward 100%. The spin disorder resistivities are not linear in (g‐1)2 J(J+1); this suggests a variation in the electronic structure of these alloys.
Magnetic Structure of Neodymium35(1964); http://dx.doi.org/10.1063/1.1713369View Description Hide Description
Neutron diffraction measurements have been made on a single crystal of neodymium at temperatures between 1.6° and 20°K. The onset of magnetic ordering occurs at 19°K and the magnetic structure changes at 7.5°K. The crystal structure is hexagonal with a four‐layer stacking sequence of type ABAC. Thus, alternate layers have different nearest‐neighbor environments, either hexagonal or face‐centered cubic. The main features of the diffraction pattern can be interpreted on the basis of an approximate model in which the hexagonal sites order at 19°K with an antiferromagnetic arrangement between alternate hexagonal layers and with a sinusoidal modulation within each layer. The propagation vector for this modulation and the direction of the magnetic moments are both in the basal plane along a b 1 reciprocal lattice vector. The magnitude of the propagation vector changes from 0.13 b 1 at 18°K to 0.11 b 1 at 7.5°K. The cubic sites order at 7.5°K with a similar structure, except that the propagation vector is 0.15 b 1 and the moments are in the basal plane at an angle of 30° from b 1. The amplitude of the modulated moments is 2.3±0.2 Bohr magnetons for the hexagonal sites and 1.8±0.2 Bohr magnetons for the cubic sites. This model fails to account for all the observed intensities but may be improved by adding a small modulated moment on the cubic sites in the upper temperature region which is shifted in phase by ½π from the modulation in the hexagonal layers, and by allowing the hexagonal moments to deviate slightly from the b 1 direction.
Thermal Conductivity and Lorenz Function of Gadolinium between 5° and 310°K35(1964); http://dx.doi.org/10.1063/1.1713370View Description Hide Description
The thermal conductivity (λ) of a polycrystallinegadolinium sample, having an electrical resistivity of 2.41 μΩ cm at 4.18°K, has been studied as a function of temperature (T) between 5° and 310°K. The thermal conductivity has a maximum value of 0.333 W cm−1 °K−1 at 16.5°K. Changes in the slope of the λ vs T curve occur at 230° and 270°K. The former is believed due to the rapidly varying easy cone of magnetization. The second anomaly is associated with the ferromagnetic‐paramagnetic transformation. The Lorenz function, from measured thermal conductivity and electrical resistivity data on the same sample, has been calculated as a function of temperature. This function clearly indicates that in addition to the electronic thermal conductivity there is considerable phonon and possibly some magnonheat transport.
Neutron Diffraction Investigation of a Gadolinium Single Crystal35(1964); http://dx.doi.org/10.1063/1.1713371View Description Hide Description
A single‐crystal disk of Gd cut parallel to (00.1) has been studied in zero magnetic field. A careful search along and perpendicular to the c* axis in the neighborhood of the (00.2) reflection has failed to reveal any satellites in the temperature range 77° to 290°K. Thus unlike the rare‐earth elements from Tb to Tm, gadolinium is a normal ferromagnet. Above 248°K, the moment is aligned along the c axis. Below this temperature, the moments make an angle with the c axis which reaches a maximum of 75° at 195°K and approaches 30° at 4°K. The coherent nuclear scattering amplitude has been estimated by scaling the nuclear scattering to the magnetic scattering in the (00.2) reflection. The result is |b|=1.5±0.2×10−12 cm.
Changes in Magnetization of Single‐Crystal Dysprosium, Erbium, and Holmium in High Magnetic Fields35(1964); http://dx.doi.org/10.1063/1.1713372View Description Hide Description
Measurements are reported on the behavior of magnetization with field of single‐crystal dysprosium,erbium, and holmium in pulsed magnetic fields up to 165 kOe. These elements go progressively on decreasing temperature from a paramagnetic to antiferromagnetic to ferromagnetic state. Sufficiently high external fields applied along spin axes in single‐crystal samples can cause spin realignment by overcoming the internal exchange and anisotropy fields. The strengths of the internal fields can be determined in this manner. Measurements with an external fieldH applied in the basal plane of Dy and of Ho, and with H parallel to the c axis in Er, confirm previous static field measurements of Hc for the AF/F transition. No change in spin alignment is seen in Dy with H parallel to c up to 165 kOe. In Ho below 80°K fields near 100 kOe produce strong changes in magnetization with H parallel to the c axis. Below 20°K fields up to 17 kOe in the basal plane in Er produce a sharp change in magnetization indicative of spin realignment. The magnetization of Er with H parallel to a is measured at 4.2°K in static fields up to 56 kOe. The magnetization increases sharply between 15 and 20 kOe, reaching 50 emu/g at 20 kOe. Little change is found above 40 kOe where M is 120 emu/g. These results are discussed with regard to the internal fields in Dy, Ho, and Er.
Metamagnetism of Some Rare‐Earth Copper Compounds with CeCu2 Structure35(1964); http://dx.doi.org/10.1063/1.1713373View Description Hide Description
Magnetic moments of the series of rare‐earth copper (RCu2) intermetallic compounds have been measured at temperatures from 1.4° to 300°K. These compounds have an orthorhombic crystal structure and are isostructural with CeCu2. The susceptibility at high temperatures of most of the compounds followed the Curie—Weiss law giving effective moments close to those of the trivalent rare‐earth ions. Eu and Yb appeared to be divalent. At low fields antiferromagnetic behavior was indicated in some of these compounds by peaks in the curves of moment vs temperature, and by a lack of remanence.Metamagnetic behavior was observed when measurements were made at 4.2°K and with fields up to 80 000 Oe. For example, the moment of TbCu2 increased abruptly at a critical field, and at 80 000 Oe, although not yet saturated, had a moment of 6.2 Bohr magnetons. The moments of EuCu2 and GdCu2 increased gradually, and at 80 000 Oe reached moments of 5.7 and 6.0 Bohr magnetons, respectively. These results indicate a relatively weak antiferromagnetic exchange interaction in these compounds.
A Neutron Diffraction Investigation of the Magnetic Structure of TbMn235(1964); http://dx.doi.org/10.1063/1.1713374View Description Hide Description
TbMn2crystallizes with the cubic Laves‐phase structure (C15‐type) which may be regarded as the spinel structure without the anions. The ``A'' sites are occupied by Tb ions and the ``B'' sites by Mn ions. Neutron diffractionpowder patterns run at 4.2°K exhibit a number of extra reflections characteristic of a modulated magnetic structure. These additional reflections can be indexed on the basis of a spiral modulation propagated along [110] with a wavelength of 8.0 Å. The spiral axis is along [001]. The ``B'' sites are ordered in a manner which is entirely analogous to the low‐temperature ordering of Fe3O4; the two sublattice spirals being 180° out of phase. The A sublattice is in phase with a particular one of the two B sublattices. The combination of the internally compensated B sites and the ferromagnetically coupled A sites leads to a ferrimagnetic spiral.
Galvanomagnetic Properties of Ferromagnetic Uranium Monosulfide35(1964); http://dx.doi.org/10.1063/1.1713375View Description Hide Description
Uranium monosulfide, a high‐melting‐point compound (2740°K) with a NaCl structure has been found to be ferromagnetic with a Curie point at 180°K and a saturationmagnetic moment of 1.02 Bohr magnetons per atom at 0°K. Resistivity,magnetoresistance, and Hall effect measurements were made in the temperature range, 4.2°–360°K, so that these properties could be measured in the ferromagnetic and the paramagnetic solids. Sintered polycrystalline samples were used.
The electrical resistivity was found to be about a hundred times larger in US than in the common ferromagnetic metals but the temperature dependence was similar showing an abnormal decrease below the Curie point. The magnetoresistance was found to be negative with a sharp minimum at the Curie point. Study of the Hall effect revealed that two Hall coefficients could be identified as in the transition metals. The extraordinary Hall coefficient related to the magnetization was found to vary as the 2.1 power of the resistivity in reasonable agreement with previous theories of this effect. The ordinary Hall coefficient related to the applied field was found to be positive and temperature‐dependent with a maximum at the Curie point, whereas in the ferromagnetic metals, the Hall coefficient is found to be temperature‐independent with the exception of an anomalous behavior near the Curie point. A similar anomaly is observed in US which occurs over a much wider temperature range than in the common ferromagnetic metals. The effective carrier concentration evaluated from the ordinary Hall coefficient is 0.45 holes per U atom at absolute zero.
These results can be correlated with a band picture based on overlapping 7s and 5f bands, where the states in the broad 7s band contribute the major conductivity whereas the magnetic behavior is due to the unpaired spins of electrons in the narrow 5f band. Equilibrium between the bands requires a redistribution of electrons between them as the temperature varies giving rise to the observed temperature dependence of the galvanomagnetic properties. Similar measurements on isostructural ThS and UP and their solutions with US will provide a critical test of this band model.


text:
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Contentious Construction Partner
This is a rare opportunity for a senior lawyer specialising in Contentious Construction to join this award winning City firm as a Partner. The position would suit either an existing partner or a senior lawyer, with the requisite skills and experience, looking for immediate partnership. You will need a City firm background and strong Contentious Construction experience. The firm has experience of acting in particular for Funds, Landlords and Employers. The team covers all aspects of commercial construction contracts and has a strong background in acting on major developments and significant construction projects. The firm prides itself on having a very collegiate and open door environment. The successful candidate will be marketed across the firm's client base and will in turn be able to capitalise on some excellent relationships and a superb platform and reputation. You will need to be an ambitious lawyer and be both technically strong and have demonstrable client skills.
The Contact
For further information regarding this opportunity, please contact Tamara Beasley-Suffolk in the strictest confidence on 020 7430 1711 or via email at firstname.lastname@example.com


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Pokemon Picross
Pokemon Picross will launch on December 3
In the west
Nov 26
// Chris Carter
Pokemon Picross was kind of announced out of nowhere on a recent Nintendo Direct, and it didn't have a set date outside of "December." Thanks to a recent site listing though, we now know that it will hit on December 3 on 3DS ...
The Witness
A tranquil moment with The Witness
The so-called 'long screenshot' returns
Nov 19
// Jordan Devore
We're not far from the January 26, 2016 release of The Witness (PC, PS4), but going off this latest blog post from designer Jonathan Blow, there's plenty of work left to be done on the puzzling adventure. The first test readi...
Review: Typoman
Nov 19
// Ben Davis
Typoman (Wii U)Developer: Brainseed FactoryPublisher: Headup GamesMSRP: $13.99Released: November 19, 2015 In Typoman, the player controls a small hero made out of the letters that spell the word "hero." This little guy must navigate a treacherous landscape riddled with puzzles and traps, all of which are also made out of words and letters, in a quest to reclaim his lost arm. It's your basic puzzle-platformer, with the main draw being that all of the puzzles and platforms are composed of letters. Pits are filled with pointy As, ladders are built out of Hs stacked on top of each other, and traps are created around words like "gas" and "crush." Meanwhile, enemies formed from the words "hate" and "evil" roam the land looking to put an end to the hero's adventure. In order to solve puzzles and bypass traps, the hero must rearrange letters to spell new words. See a raising platform that won't move? Try to form the words "up" or "on" out of the letters nearby. Stuck in front of a flooded pit full of rainwater? Maybe the problem can be solved by adding another letter to the word "rain." The first area of Typoman (what you see in the trailers and demo) is full of simple, clever puzzles such as these, easy enough to solve without help but fun enough to make me smile. [embed]321539:61169:0[/embed] To make spelling easier, the Wii U GamePad can be used to quickly rearrange any nearby letters into new words, provided that the letters are all touching each other. The hero can also rearrange letters manually by picking up individual letters and pushing, pulling, or throwing them into place, but this takes a lot longer than using the GamePad. As the game goes on, the puzzles start to become a lot more complex, but not always in a good way. By the third and final area, almost all of the puzzles involve a "letter dispenser" which provides the hero with nine or more different letters to choose from in order to form a solution. Not all of the letters from the dispenser are necessary, and sometimes a puzzle might require choosing the same letter multiple times. I found these puzzles to be a bit too unintuitive for my liking. Usually, the area would be set up in a way where I wasn't exactly sure what the game even wanted me to do, what type of end-goal action I was looking for, so I ended up just sitting there staring at the letters on the screen for about twenty minutes trying different words that never did anything. Typoman does provide a hint system for these difficult puzzles, which essentially tells the player which word will help them out through vague inspirational quotes. The puzzles become so difficult, though, that it's really hard not to just give up and take the hints after standing around doing nothing for a long time. And even after the solutions were revealed to me, sometimes they still didn't make much sense. For these longer words puzzles, I would have liked for there to be multiple solutions. For example, one puzzle that had me stumped for a long while had a very simple (if illogical) four-letter-word solution to be created out of a possible eight letters. Other words such as "stairs" or "raise" seemed like they could have possibly helped, since the puzzle involved platforms of various heights and distances which needed to be connected, but they did nothing. Instead, each puzzle seems to be looking for one very specific word in order to perform a very specific action, and it's the player's job to try and figure out what exactly the game is looking for. The problem is, neither the word nor the action required is usually very obvious. Puzzles aside, the platforming segments also needed a lot of work. Jumping is very sluggish, and the player is often required to time jumps at the very last possible moment in order to clear pits. On top of that, many of the traps have no warning at all until they have already been triggered, leading to a lot of trial-and-error gameplay. Deaths often felt like they weren't my fault at all, since I usually had no way to know that death was imminent until it was too late (don't even get me started on the final boss, by the way). Luckily, there are no lives and dying simply brings the player back to the beginning of the last puzzle, but it's still frustrating since these types of things happen throughout the entire game. On top of the confusing puzzles and poor platforming, Typoman also had long load times, a surprisingly short length, and a strangely serious, eerie atmosphere which I felt clashed with the otherwise quirky nature of the game. In the end, I was left wondering exactly what type of person Typoman was meant for. As someone who loves words and word games, it wasn't very satisfying to try and figure out which exact words and letters I was expected to use. Getting creative never helped, and instead I usually had to resort to guessing blindly until something worked or simply relying on hints which was no fun at all. And for other people who aren't great at word games or simply don't enjoy them, I can see Typoman becoming very boring very quickly. The beginning of Typoman showed promise, full of amusing and creative moments, something that anyone could enjoy. But unfortunately it wasn't able to hold that momentum for very long and quickly devolved into tedium and confusion, and lots of standing around doing nothing. [This review is based on a retail build of the game provided by the publisher.]
Not grate
Word games have always been a passion of mine. Looking at a group of letters and trying to form new words out of them can be fun and intellectually stimulating. So what if we took a word game and combined it with a platformer...
Puzzle & Dragons X
X comes after Z as far as new Puzzle & Dragons is concerned
Puzzle & Dragons X coming to 3DS
Nov 17
// Steven Hansen
Puzzle & Dragons X is confirmed for a 2016 3DS release in Japan. The money-printing series' (50 million downloads as of a couple months ago) next dedicated console entry is a follow up to Puzzle & Dragons Z, which was...
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Pokemon Picross
'Free to start' Pokemon Picross is coming in December
Got your puzzles, got your Pokemon
Nov 12
// Joe Parlock
In the first Nintendo Direct in a long time, Nintendo has announced that the popular puzzle series Picross will be getting a Pokemon-themed makeover in early December, with the release of Pokemon Picross digitally on the 3DS....
Review: Poncho
Nov 02
// Laura Kate Dale
Poncho (Mac, PC [reviewed], Vita, Wii U)Developer: Delve InteractivePublisher: Rising Star GamesReleased: November 3 (PC, Mac), TBA (Vita, Wii U)MSRP: $14.99, £10.99Rig: Intel Core i5-4690K @ 3.5 GHz, with 8GB of RAM, Nvidia GeForce GTX 960, Windows 7 64-bit Having witnessed the end of the world, robotic protagonist Poncho sets out in search of a gigantic tower, in the hopes that tracking it down will allow the world to be saved. Poncho is a side scrolling, pixel art, 2D platformer with a twist. While parallax layers are generally only aesthetic, in Poncho you play an adorable robot who can leap at will between foreground and background environment layers. Jumps between layers take into account your vertical height. Momentum is conserved during the layer jump, so the challenge is getting yourself into the perfect gap at the perfect time. The biggest problem with Poncho, as well as the biggest strength it had going for it, is the way puzzles are designed to incorporate switching layers. When the puzzles work they are fantastic. Jumping off a foreground platform, timing your layer switch perfectly so you land on a background platform, continuing your movement to leap and mid-jump switch again to catch yourself in box, before switching forward one layer further to drop a small distance to safety. When layer switching puzzles are well thought out, they are a joy to play through. [embed]318651:60965:0[/embed] When those puzzles fall apart in execution, the game tends to become a frustrating mess, where progress is arbitrarily slow, and lengthy twitch challenges are presented with minimal safety nets. Vertical jump puzzles that go on far too long, with failure resulting in starting from scratch. Horizontal jumping challenges where numerous platforms switch layers at differing speeds, without the ability to study all of them in advance of attempting the challenge. Solid platforms that incorrectly register as having been landed on, causing infinite falling loops. A good chunk of Poncho's level design stopped being inventive and ended up simply frustrating. Also of note, often Poncho feels like its reaction-based platforming and slow, methodical exploration gameplay are at odds. Keys hidden through the world need to be collected to progress, but often I missed hiding places in the world because I was too concerned with managing to complete a lengthy, safety net-free challenge. When the only chance to collect information on a puzzle is while half way through it, searching for progression-unlocking keys was the last thing on my mind. Ultimately I'm left at a little bit of a loss with Poncho. It's a great concept, and when it's working it's a great inventive challenge, but when it goes downhill, it put a huge damper on my experience as a whole. I wanted to like it, but it was tough given some of the rough puzzle and level designs on show. [This review is based on a retail build of the game provided by the publisher.]
Adorable concept, poor execution
The first time I played Poncho was at EGX around two years ago. Its unique visual identity, compelling set of gameplay mechanics, and endearing protagonist drew my attention among the crowd of other indie games playable at th...
One of WiiWare's best games is now on mobile
WayForward's Lit is back on iOS, Android
Oct 29
// Kyle MacGregor
WiiWare may not be fondly remembered by many, but for years Nintendo's old digital platform was one of my favorite places to discover hidden gems. In fact, some of my favorite games from the last generation (Lost Winds, ...
Gardevoir in Shuffle
This is not a Beedrill: Gardevoir now in Pokemon Shuffle
On 3DS
Oct 20
// Darren Nakamura
In yesterday's update to Pokémon Shuffle on the 3DS, new main stages were added, finishing out the Albens Town area with Mega Medicham as its boss. You don't care about Mega Medicham though (especially since we already...
Mushroom 11 screenshots
Mushroom 11's world is beautiful desolation
Have some screenshots
Oct 17
// Darren Nakamura
Every so often a game comes along that lends itself to a big ol' screenshot gallery. To fit the bill, a game obviously needs to look good, but it also helps if it has a simple control scheme that allows easy access to the F12...
Review: Mushroom 11
Oct 17
// Darren Nakamura
Mushroom 11 (Linux, Mac, PC [reviewed])Developer: UntamePublisher: UntameReleased: October 15, 2015MSRP: $14.99Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit Creation through destruction is a central theme in Mushroom 11, represented both in its story and its gameplay. Here, players control a green slime mold with a peculiar trait: it will always try to maintain the same number of cells at all times. If one dies, another one grows anew. The kicker is that the new cell can appear next to any other currently living cell, so long as there's space for it in the environment. It can show up near where the original cell died, appear on the other side of the organism, or manifest in a totally different location if the mold has been split into two or more chunks. Instead of direct control over the blob, players are given what's basically an image editor erase tool. Click in a spot to designate a circular area that will destroy any cells within. Right click for a smaller circle and finer control. That's all there is to it. What results is a reversal in thinking in terms of movement across the desolate landscape. You don't have control of where it goes; you have control of where it doesn't go. Destroy in one place so you may create in another. [embed]316036:60766:0[/embed] The control scheme sets up for some great physics-based puzzling. Early on, the challenges are in reaching high objects, climbing steep walls, and clearing small gaps. Most are small feats of engineering, requiring the creation of towers and bridges with the ooze. Sometimes, this brings about a sort of "leap of faith" situation, where it can take ten or more minutes carefully constructing a shape that fits a puzzle's needs and very nearly clears an obstacle, but for the last push it requires a quick erasure of everything but the tip. It's a huge relief when it works, but an incredible bummer when it fails. Those who err on the side of caution may spend a lot of time tediously trimming cells one by one, hoping with each destroyed square, the new one will pop up in a desirable location. That example is a subset of one of my biggest problems with Mushroom 11. The cardinal sin of a physics-based puzzler is when the player knows the solution but cannot manage the execution. The tedium of the slow approach is one thing, but a small handful of puzzles get downright infuriating due to the semi-random nature of the cell growth. There was one in particular in the seventh stage that had me second-guessing my solution after almost an hour spent on it. I had the right idea, I was just not quite fast enough. When I finally did complete it, I didn't feel like I had done anything fundamentally different that time than I had during the hundred previous attempts. In broader terms, the difficulty of Mushroom 11 was a surprise. The first couple levels can be easily completed in less than a half hour. The next few clock in at under an hour. The seventh stage took me as long to complete as the other six combined. It is not messing around. Early on, a lot of the greater challenges are optional, rewarding players for exploration or going the extra mile. At the end, some of the mandatory challenges almost made me quit and the optional ones seem damn near impossible. I eventually had to take a break because my finger was sore from how hard I was holding down the mouse button. It's almost as if Mushroom 11 transitions from being a puzzler to an action game during the final act. Not only do some of the sections require precision, they also demand speed. The control scheme can provide for either on its own, but having both at the same time can take a bit of luck. The world this all takes place in is strangely beautiful. It paints a picture of an earth after humanity, full of desolation and decay. Each level has its own look to it, but the trend is toward less machinery and more nature as the game progresses. Humans may be gone, eradicated or forced to flee, but life still goes on in their wake. Again, creation from destruction. Overall, Mushroom 11 is a worthwhile experience. It has its missteps, most notably when its puzzles favor brute force over elegance or when it doesn't play to its unique control scheme's strengths. But its uniqueness is its greatest asset; there isn't anything else quite like it out there, and it takes a different kind of thinking to get through. I wouldn't be surprised to hear some may abandon it before finishing due to its difficulty, but I also wouldn't be surprised to see diehards pop up, going for the no-death and the 100 percent runs. For me, I'm totally happy with my single playthrough. [This review is based on a retail build of the game provided by the publisher.]
Doesn't quite go to 11
From the beginning, Mushroom 11 establishes itself as something different. Though it has been done before, the whole concept of traveling from right to left in a 2D game can still be jarring simply because of its rarity. It s...
Mushroom 11 release date
Mushroom 11 spreads its spores on October 15
National Mushroom Day
Sep 28
// Darren Nakamura
Back when I first played Mushroom 11, more than a ago at PAX East 2014, it was a cool concept. Judging by the launch trailer below (and Brett's preview from earlier this year), Untame has really expanded on that concept, work...
Free game
Grab Oddworld: Abe's Oddysee while it's free on Steam
24-hour deal is in effect
Sep 23
// Jordan Devore
Now through September 24, 2015 at 10:00am Pacific, Oddworld: Abe's Oddysee is free to download and keep on Steam. It's free free -- not one of those only-good-for-the-weekend promotions. Naturally, this deal is a way to get O...
The Witness
Almost none of you could 100% The Witness according to Jonathan Blow
Some really darn tough puzzles
Sep 23
// Laura Kate Dale
Do you like your puzzle games tough? Well, Jonathan Blow has laid down the gauntlet and challenged you. According to an interview with the EU Playstation Blog, Blow has included a puzzle in The Witness which is so fiendishly ...
Pokemon Shuffle Mobile
Of course Pokemon Shuffle Mobile's leaderboards are hacked
Because why wouldn't they be?
Sep 21
// Darren Nakamura
There are already a lot of reasons why Pokémon Shuffle Mobile is inferior to the previously released 3DS version, like the increase in item prices, the removal of Jewel rewards for beating Mega evolutions, and the...
Arkanoid meets Art History in Mondrian
Piet a peck of pickled puzzles
Sep 20
// Jonathan Holmes
I grew up watching my mom master two video games in particular, Super Break-Out and Pengo, both on the the Atari 5200. Sadly, they don't make many games like either of them anymore. The brick-breaking action genre pretty muc...
More Quick Tips: Pokemon Shuffle Mobile
Sep 17
// Darren Nakamura
First things first: the time-sensitive stuff If you read nothing else of this guide, this is what you should take away. Enter the code 65607110 under Settings > Code for Lucarionite. This code expires on September 30, 2015. Lucarionite will let you Mega evolve Lucario, which is a huge help throughout the game. I'll explain why in detail later. Your first long-term goal should be to capture Groudon. Groudon is currently part of a special event set to expire on September 25, 2015. Opportunities for both of these are likely to show up in the future, but obtaining them now will be a great help for getting through the early, mid, and late game. Matches The game explains the basics of making matches, but leaves a lot of nuance for the player to discover. Moving a Pokémon on the board almost always involves swapping two Pokémon. On a board with few disruptions, you can frequently make matches on both ends of the swap. Taking the above into account, double-ended matches do not occur simultaneously. The Pokémon being dragged into place matches first, while the one swapped back by default matches second. This can come into play if you want to control how surrounding tiles fall. In general, by swapping from the bottom up, you can increase your chance of getting lucky as the dust settles. When matching a single Pokémon both horizontally and vertically, precedence is given to the larger match (for example, a match of four will clear before a match of three). When the horizontal and vertical matches are equal in size, the horizontal match will take precedence. This can be very important when matching certain Mega evolutions. Abilities Short descriptions of abilities are given, but some could use more explicit explanation. With a few exceptions, abilities are usually activated for only the first Pokémon matched in a single combo. Exceptions include powering up a Mega evolution and activating a Mega ability. These will occur no matter how far down a combo the match occurs. Power of 4 (Bulbasaur, Charmander, Squirtle, Kangaskhan, and more) will activate every time a match of four is made for the first match of a combo with the corresponding Pokémon. Most other abilities activate some fraction of the time, with bigger matches (fours and fives) increasing the chance the ability will activate. Before playing a round, take the time to familiarize yourself with your Pokémon's abilities. When making a double-ended match, it's better to take a chance on a random ability like Opportunist than waste a first-match-in-the-combo on Block Smash when there are no blocks around. Types The Pokémon Shuffle type chart follows the X/Y type chart. Here are some important notes. Unlike classic Pokémon, Shuffle has players building teams of four specifically to fight a single type at any given time. Instead of taking a team that covers a wide set of types, you want a whole team of Super Effective (double damage) Pokémon for the task at hand. Fighting-type is the only type Super Effective versus Normal-type. This is partially why obtaining Lucarionite for Mega Lucario is so helpful. Thus far, Lucario is the only Fighting-type that can Mega evolve. Ground-type is the only type Super Effective versus Electric-type. This is partially why capturing Groudon early is so helpful. With Groudon, you can build an all-Ground team after Stage 101. Without Groudon, you can't have an all-Ground team until Stage 136. All other types have at least two types that are Super Effective against it, so it is much easier to build an appropriate team. Some levels feature weak Pokémon as a fixture and are easier to complete if those Pokémon are brought along as part of the team. Togekiss is easier to beat with Togetic along. Milotic is basically impossible without bringing Feebas to the party. Don't forget this is an option; several stages use the trick. Mega evolutions Mega evolutions are a big part of Pokémon Shuffle, but strategy is key. Several of the early Mega evolving Pokémon (Audino, Kangaskhan, Lopunny) are Normal-type. They are not Super Effective versus anything. Due to its higher base attack power, Mega Lucario is preferable to the Normal-type Megas unless fighting Poison-, Flying-, Psychic-, Bug-, or Fairy-types. If you hit the Optimize button repeatedly when building a team, it will cycle through different Mega evolving Pokémon. It is up to you to determine which one is actually most appropriate for a given level. In shorter stages (10 moves or less), it is often advantageous to leave out a Mega evolving Pokémon entirely. Since it takes time to Mega evolve, it is generally better to bring a Super Effective regular Pokémon as opposed to a normal damage Mega. Sometimes it can even be better to switch a Super Effective Mega out for a different Super Effective Pokémon with a greater attack power. Mega abilities are not created equal. Mega Gengar is great for stringing together big combos, but terrible for taking out unbreakable blocks. Mega Aerodactyl is great for taking out blocks, but useless in stages without those disruptions. Don't just take what Optimize gives you. Grinding In general, you won't want to grind, but here are some tips for when you should. Usually, the path to greater power is to capture stronger Pokémon. A single Pokémon's power can increase up to 20 points by leveling up to MAX, but base attack power can range from 30 to 90. Capture Pokémon with a base attack power of 60 or above instead of grinding your 40s and 50s. You can reasonably make it up to Mega Glalie (Stage 120) without grinding or using items. If you haven't already, this is a good time to switch to Expert stages to catch some of the upper tier Pokémon. Moltres, Blaziken, and Entei would specifically help against Mega Glalie. Getting S ranks on Main stages unlocks Expert stages. I can be worthwhile to go back to previously completed stages in order to bump the ranking. Experience is awarded in proportion to the number of moves a level contains. Buneary (Stage 21) is the best stage for grinding experience until Ampharos (Stage 130). Snorlax (Stage 183) technically awards the most experience of any main stage, but it is much more difficult to complete than Ampharos. An uncompleted stage still awards experience, but it's less than if the stage were completed. Meowth (Stage 37) can be played repeatedly to grind for coins. You only keep the coins if you beat him, so you have to be able to balance matching coins and attacking, but not attacking too quickly. Spending You can still play Pokémon Shuffle Mobile without spending a dime, but you'll have to be smart about it. Check in every day for 500 coins. Make sure to play the Special stages during the weekends for Meowth's Coin Mania. When making coin matches, a match of three is worth 100, a match of four is worth 300, and a match of five is worth 500. It is more profitable to get one match of four than two matches of three. Patience is the greatest asset in Pokémon Shuffle. You will be tempted to use a Great Ball often, but it is almost always better to save those coins. Even something as low as a 10% capture rate means (on average) ten tries to get it, or five hours of waiting. A single Great Ball on Mobile costs 3500 coins, or seven days of checking in. One thing I keep in mind when going for captures with low percentages is a comparison to a standard six-sided die. If you have a 17% catch power, that's like rolling a 6 on the die. It's not exactly likely, but if you roll the thing enough times you're bound to hit it eventually. The best time to use a Great Ball is when it triggers Super Catch Power on a particularly difficult battle. If you can't consistently beat a stage and you get Super Catch Power, it's probably worth it. Save your coins for the competitive events. These are often the only ways to get certain Mega Stones, and they are only awarded to a fraction of participants. Attack Power+ is an easy way to make sure you're in that group. When you do spend your coins, spend them wisely. Some stages are only difficult because of disruptions. Use a Disruption Delay on these. Some begin with a huge obstacle but get easy once that is cleared. Use a Mega Start (and an appropriate Mega Pokémon) on these. Determine the main problem of a level and use the tool best suited to tackle that problem. For the Main and Expert stages, you should not need items at all until you start going for S ranks. Be patient with your captures, be smart with your matches, and wait for that one really lucky run. So there you have it. Now that I have this all written out, it might not really be a set of "Quick Tips," but you should now be better prepared to take on the addiction that is Pokémon Shuffle. Good luck!
Let's diglett deeper
Earlier this year, Pokémon Shuffle released on 3DS and Chris Carter handed out some tips for success in the free-to-play match-three puzzler, despite the fact that he didn't care much for it. He's so magnanimous. Pok&e...
The Witness
At last! The Witness releasing in January 2016
The island of Jonathan Blow
Sep 17
// Jordan Devore
We've been patiently awaiting Braid designer Jonathan Blow's next game for years, and it shouldn't come as much of a surprise that we'll have to continue being patient a while longer. The Witness has locked in a seemingly fin...
So long Relativity, hello Manifold Garden
Name change alert
Sep 16
// Jordan Devore
I like one-word names, a lot, but Manifold Garden is far more memorable than Relativity. According to designer William Chyr, among other things, the title "didn't fit the direction the game was going." So, there we go: when y...
One Upon Light
One Upon Light coming to PS4 in October
Stay away from the light, Carolanne!
Sep 15
// Vikki Blake
The very beautiful, if weirdly titled, One Upon Light will be coming to the PS4 in Europe and North America in October. The "devious" top-down puzzler inverts your natural inclination to move towards the light, making the bri...
Q.U.B.E: Director's Cut
Q.U.B.E: Director's Cut arrives on consoles next month in US
Already out in EU
Sep 07
// Chris Carter
According to the game's official Twitter account, Q.U.B.E. Director's Cut on Wii U will be out next month in the US on September 10. If you want to pick it up in the EU, it's available now, and the Xbox One and PS4 editi...
I wish my dreams were as delightful as Dropsy
Sep 06
// Zack Furniss
Dropsy was once a beloved clown and hometown celebrity, and his discomforting visage was overridden by his ability to bring joy to all. He performed with his parents in a Big Top circus not far from a small town, until a horrible fire tarnished his life and reputation. Following his mother's death, Dropsy, his dog Eughh, and his father live in the remnants of the circus tent, trying to scrape together change via odd jobs to stay alive. Now that I've got you all good and sad, I want you to know that despite the tragedy Dropsy has endured, his primary motivation is to love everyone the way he wants to be loved. Even though he looks like an overall-clad specter caked in greasepaint, he wants to go around town and hug anyone who will let him. Problem is, most people aren't receptive to a damp, creepy clown getting any where near them. Dropsy's inability to speak to humans doesn't help, either. This is where the point & click puzzles come into play. Each character you meet has small cartoon bubbles over their heads that give you some hint as to what they want. A little girl might be upset that her flower isn't growing, or a homeless woman might be cold and starving. After interpreting these hints and solving a light puzzle (usually involving handing someone the correct item), you'll be able to hug them. I get the warm fuzzies each time I figure out what someone wants and earn that damn hug that Dropsy so desperately deserves. Surreal dreams and initial objectives (starting with placing a picture on your mother's grave) provide context for Dropsy's actions. A game where you're earning hugs might seem directionless to some, but the non-linear exploration in Dropsy punctuated by meaningful story beats was enough to keep me going through this beta. Whether I was getting closer to my father and learning how to deal with our new lives or fist-bumping a bouncer to earn his respect, my time as a clown felt well-spent. A day/night cycle brings in new people and challenges to interact with. I'm already becoming intimately familiar with these digital strangers as I find out what they want most. The lack of dialogue and text (which makes the game playable in any region!) add to this dreamlike world. Instead of listening to vocal perfomances, I'm interpreting people's needs based on small pictures and my surroundings, and so far the solutions always feel within reach and never far-fetched. Dropsy definitely isn't The Longest Journey, but I don't think I'd have it any other way. Chris Schlarb's music deserves special mention, as I rarely feel as optimistic as I do while playing Dropsy. The musical styles change from area to area and range from smooth jazz to a sort-of prog rock. Regardless of genre, it's always brimming with the earnestness you feel when you're about to tell someone you love them for the first time. The corners of my mouth felt like magnets of the same polarity of my chin, where no matter how bad my day was, a smile was going to happen. I'm probably a tad more than halfway through Dropsy now, but I'll have more to say in a review after the game's release on September 10.
More hugs, please
Dropsy: A Point & Click Hugventure is impossible to play without thinking of the phantasmagorical adventures we embark upon when we go to sleep. Its technicolor dreamscape and overwhelming positivity just might negate any coulrophobia you might harbour. There's a certain sentimentality that makes Dropsy a more compelling adventure game than I would have suspected.
La-Mulana 2 will probably break me
Sep 05
// Zack Furniss
Since the interface and overall graphical style of La-Mulana 2 looks almost identical to the original, it's appreciated that the new character is distinctive enough that you'll know which game you're playing. Instead of inhabiting the Indiana Jones-alike Lemeza Kosugi, you'll be playing his (maybe) daughter Lumisa. Skill-wise, the only major change I noticed is Lumisa seems to have slightly more air control; instead of being locked into a forward jump, you can ease off a bit. Though I eventually acclimated to the strict leaping rules in the first game, I immediately felt more comfortable exploring the ruins in this demo. That comfort was obliterated in approximately one minute. While a jovial PR rep was telling me that puzzles aren't necessarily easier, so much as they have better signposting, I stumbled through trap after trap and wandered up to a boss. I was supposed to whack him in the face, but he kept charging through and knocking me down, killing me in a few quick blows. This happened about four times, until I gave up and went in a different direction. Another change is that there's a more noticeable sense of depth (at least in the stage that I played). La-Mulana 2 is built in 3D in the Unity engine, as seen above. Though this first area didn't play with this too much, I imagine the late-game ruins will use this newfound depth to their advantage. I'll be damned if clues to certain puzzles won't be hidden in the background. With such limited time and access to the demo, it's hard to get a sense of whether the signposting has actually been improved. The first game played a sound effect when you had advanced a step in a puzzle, but there was often no clear way to figure out what exactly had changed. The platforming and bosses still feel as tough as ever, but a series like La-Mulana really demands at least a few hours to see just how inextricable the labyrinthine ruins will end up being. The PR rep ended our meeting by saying that when they polled players about difficulty, Japanese players overwhelmingly wanted the sequel to be easier and the Western players wanted it to be harder. They're trying to strike a middle ground here with tricky riddles that still require a sharp eye, and more forgiving platforming. We'll see how that turns out when it launches early next year.
And I look forward to it
I only recently finished La-Mulana, Nigoro's "archaeological ruin exploration action game." It tried its damnedest to make me quit at every turn; with its obtuse puzzles and tricky platforming, I don't feel it's hyperbole to ...
Pokemon Shuffle Mobile
Pokemon Shuffle Mobile squeezes more out of players
A mathematical analysis
Sep 04
// Darren Nakamura
When I started playing Pokémon Shuffle Mobile earlier this week, I noticed a weird discrepancy between it and the 3DS version. When the option to use a Great Ball came up, it was asking for 3500 coins, up 40% from 2500...
Pokemon Shuffle Mobile
Here's how Pokemon Shuffle Mobile stacks up to the 3DS version
Pros and cons
Sep 04
// Darren Nakamura
After about my 50th hour into Pokémon Shuffle for the 3DS, I regretted getting into it late. When it released, I did what most people do when they hear "free-to-play;" I tuned it out without giving it a second thought....
Pokemon Shuffle
Pokemon Shuffle is hitting iOS today in the west (Update: Android too now)
Much better suited for mobile
Sep 01
// Chris Carter
[Update: it's also available on Android too.] If you haven't tried Pokemon Shuffle yet, now's your chance -- it's hitting iOS today in North America and Europe. It was always better suited as a mobile game anyway, one th...
Contest: Win a copy of Magnetic: Cage Closed for Xbox One!
Aug 30
// Mike Martin
Win one of 10 copies!
The fine folks at Guru and Gambitious were kind enough to bestow 10 copies of Magnetic: Cage Closed upon me, so that I may give them to you fine folks! Magnetic: Cage Closed is a cool looking puzzle/platformer game, and if yo...
Mighty Switch Force
A new Mighty Switch Force appears...for PC-only...on Early Access
Aug 26
// Chris Carter
My excitement for the recently teased Mighty Switch Force! game went from a "hnnngh" to a "meh" in one swift blow, as WayForward has announced Academy for PC, currently in Early Access. It's billed as a "part p...
Review: Nova-111
Aug 25
// Darren Nakamura
Nova-111 (Mac, PC [reviewed], PlayStation 3PlayStation 4, PlayStation Vita, Xbox One)Developer: Funktronic LabsPublisher: Funktronic LabsReleased: August 25, 2015 (Mac, PC, PS4)MSRP: $14.99Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit Conceptually, it's a little hard to wrap one's head around at first. Thankfully, Nova-111 eases players into the ideas a little at a time, introducing new mechanics throughout the six-hour campaign. Some science experiment has gone wrong and messed up time. Now it's all wonky (that's the technical term). Set on a square grid, each player movement counts as a single turn. For every turn taken, any enemies also get a turn. So far, it sounds pretty standard, but here's the wrinkle: some objects act in real time rather than being set to a schedule of turns. The first example are the stalactites. If the player bumps one from the side or travels underneath it, then it will begin to fall at a steady rate, whether the player (and enemies) are moving or not. It sets up a particularly satisfying scenario: get chased by an enemy, run under a stalactite, then stop dead and just watch as it crushes the pursuer. [embed]307759:60125:0[/embed] As it progresses, Nova-111 adds more and more combinations of real-time and turn-based gameplay. Some enemies' movement is turn-based, but when attacked set off a countdown timer before exploding. Some will grab the player and must be defeated quickly. Eventually, some enemies move in real time, independent of turns taken. It's a real brain bender at times. Just when I thought I had a good handle on the situation, taking things slowly and flawlessly taking out the dangerous aliens, I'd get thrown into a situation where I needed to react quickly and I'd fall apart. The combination of real-time and turn-based gameplay forces me to think differently than I ever have before. It takes two ideas I've known for years and turns them into something that feels totally new. Nova-111 doesn't stop with that basic idea. Through the course of the game's three main areas, new enemies, terrain, and mechanics are presented. There are doors, switches, sliding blocks, oil, teleporters, fire, stealthy bits, and more, each interacting with the weird time scheme in its own way. While tactical combat and puzzles are the main points, exploration also plays a role. The overarching goal is to collect the 111 scientists scattered across the game, most of whom are in fairly well-hidden locations. At first most of the secret areas are accessed by passing behind false walls, but the best are in plain sight but require solving a more taxing puzzle. The art design supports the exploration aspect well. At the beginning of a level, most of it is covered in a sort of fog of war. Any square in line of sight and within a certain range is uncovered, and the uncovering effect (and environments in general) look fantastic. I spent a lot of time in the early levels moving very slowly, just taking in the artwork as more of the world was revealed. The exploration aspect isn't all rosy. Individual levels are broken up into several smaller areas, but each area cannot be played independently. It isn't obvious which area a missing scientist may be in, so going back through old levels for 100% means replaying a lot unnecessarily and wasting a lot of time bumping into walls. The levels take between 20 and 30 minutes apiece, which is just too long for me to want to replay. I would have preferred if each bite-sized area were shown on the level select screen, with its completion statistics displayed. Those who aren't daunted by having to replay entire levels will enjoy the New Game+, which is essentially the same experience but with several cheats available to be toggled on or off. Where previously some care needed to be taken to conserve abilities, New Game+ allows players to go wild with them. Even though I don't see myself replaying Nova-111 for full completion any time soon, I liked what was here. It has a sharp look, some chuckle-silently-in-my-head comedy, and gameplay unlike anything else I have experienced. It forced me to think in a totally new way, which is increasingly uncommon with most established genres. [This review is based on a retail build of the game provided by the publisher.]
Champagne supernova
Genres and mechanics have names for a reason. When something comes up often enough, it's worth developing a shorthand and grouping things together that feel alike. In the past few years, mashing up genres has become the new i...
Review: Snakebird
Aug 24
// Ben Davis
Snakebird (PC)Developer: Noumenon GamesPublisher: Noumenon GamesReleased: May 4, 2015MSRP: $6.99 At first glance, Snakebird isn't all that intimidating. It's made to look cute and appealing, with bright colors, simple cartoon graphics, and adorable bird/snake hybrid characters which easily bring to mind more casual games like Angry Birds. But be warned: this is far from a casual experience. On one hand, the cute art style helps by drawing people in and keeping them calm and relaxed while they fail again and again at the puzzles, impaling their adorable snakebirds on spikes and throwing them off of cliffs. But I do worry that the simple graphics might turn some players off to the game too soon. It's definitely not the type of game that it appears to be, but I kind of like that it subverts expectations like that. [embed]307530:60107:0[/embed] The goal of every level is simple: eat all the fruit and get each snakebird into the portal. No snakebird can be left behind, so if one makes it into the portal but the other one can't reach, you might have to start over from the beginning (or at least backtrack a few moves). Eating a piece of fruit increases the snakebird's size by one segment, usually making it easier to navigate certain puzzles. But be careful! Just because a piece of fruit can be reached doesn't mean the puzzle has been solved yet. Most puzzles involve finding the correct path to the fruit, which is not always the most direct path. In fact, the most direct path more often than not will lead to a snakebird getting stuck or dying, but keep in mind that you can easily backtrack in case mistakes are made. If a snakebird dies, the game immediately resets to the last move before death, and you can keep backtracking from there if need be. Once all fruit has been eaten, the portal will open, creating an exit from the level. One of the largest sources of difficulty comes from simply figuring out the physics and abilities of the snakebirds. While there is a tutorial level, it really only covers basic movement and how to open the portal. Everything else is up to the player to figure out, and it's not always obvious. Here are a few mild hints for new players who find themselves getting stuck really early on (possibly even on the second or third levels). Normal physics don't really apply to snakebirds. They always hold their current shape while falling. They can sit on top of floating fruit without eating it. They can push other snakebirds and certain obstacles (or multiple things at once), sometimes even in ways that might not make a whole lot of sense when you think about it. Snakebirds that are pushed will always maintain their current shape. Also, it's usually a good idea to try and figure out what position they will need to end up in to reach the portal, in order to plan out your moves accordingly. Eventually, through trial and error, you'll develop skills and moves that you wouldn't have even dreamed of at the beginning of the game, and you'll start flying through the puzzles, only to get stuck again a little while later on a puzzle which requires a new skill to be discovered. This might leave some players overly frustrated, but options for each level are not endless, so players are bound to figure out a solution as long as they keep trying new things. Snakebird does a good job of keeping things interesting by introducing new mechanics every so often, including the addition of multiple snakebirds in a single level, spikes, movable platforms, and teleportation portals. Each themed area introduces something new, and then there are the special star levels which will test your abilities to the fullest. There are a total of 53 levels, and the difficulty of each level will probably vary from player to player. The map is also non-linear, so beating one level might open up several more to choose from. It took me about 13 hours to beat every level, although I had a particularly tough time figuring out a few of them (a couple that come to mind include level 20 and level 44, both of which took me WAY too long to figure out). Usually, I would have to sit and stare at a difficult level for a while, or even stop playing entirely and just take some time to ponder the level and all of the possibilities, and then come back later with fresh ideas. But the feeling of finally completing a seemingly impossible puzzle after so much failure is just so wonderfully satisfying! Personally, I think Snakebird could have benefited from a few extra features. Including statistics such as the amount of time it took to finish a level or the number of moves used would have added a bit to the replayability. As it is now, once a puzzle is solved, there's really no incentive to go back and try it again. Leaderboards would also be a welcome addition, since I'm sure many players out there figured out way more efficient methods of solving certain puzzles than I did. Snakebird is not for everyone. But for those puzzle-lovers out there seeking the ultimate challenge, definitely give Snakebird a shot. You might be surprised by how often this game will leave you stumped, but that just makes the feeling of overcoming challenges so much sweeter! [This review is based on a retail build of the game purchased by the reviewer.]
Delightfully challenging
Well-designed, challenging puzzle games can be hard to come by these days, but they are out there. Games like Antichamber, English Country Tune, and Splice are a few Steam titles that come to mind for providing particularly h...
Pokemon Shuffle
Pokemon Shuffle hits iOS and Android in Japan
Perfect fit
Aug 24
// Chris Carter
With its focus on energy and microtransaction-heavy core balance, Pokemon Shuffle felt like a mobile game that happened to be released on 3DS. Naturally, it has made the shift over to the actual mobile arena, by way of A...
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Ordered this on Thanksgiving and surprisingly got here today. The case is amazing and Now I got all the Persona Cards. [img]https://www.filepicker.io/api/file/Xn5ukN5oSDaztpvY0EjS[/img] [img]https://www.filepicker.io/api/file/B4Z4Z3j5SH26aWugi23k[/
You probably already saw this - but it is gold - Fallout 4 One Punch Man Mod [youtube]https://youtu.be/IuPf8PdxXmc[/youtube]
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Hey, my new blog is up! A few days ago! Go read it! Before......before its too late. Please. *walls start crumbling, reality starts oozing out, things begin to eeeeeeeeeeeeeee
Amna Umen
Alright so I'm looking for a few games for my newly repurchased DS. I'm already set on RPG as it's all I have pretty much. Were there any good puzzle games? I've heard good things about Professor Layton.
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able to think
After hearing Persona 4 Dancing All Night come out of my surround sound system; I can safely say my $20 Playstation TV purchase was totally justified. The bass on Best Friends (Banvox Remox) literally shook the floor. It's freaking awesome!
I wish I could say I made this 'shop. [img]http://i.imgur.com/DER4suG.jpg[/img]
Triple brown, triple brown, triple brown meow. Triple brown, triple brown, triple brown meow.
Was on the front page and was greeted by a new post, which I clicked to find "You cannot see the future". Then refreshed and it was gone. I saw Chris's post on Eight Days' cancellation as it was brought, new and unready, into the world! Rare and wonderful
Community Question: Have you ever purchased a game only to regret it later and then sell it/give it away, only to even later regret selling it and wind up purchasing it again?
A decadent staircase adorned in gold rises into infinite darkness. Writhing beings beyond comprehension lurk in the shadows, their mere presence encroaching on the edges of human understanding. A blood moon glows . I am losing my mind. I need more eyes...
Mike Wallace
We need to be implanted with microchips because I'd really like to know how much time I've spent playing different video games my entire life.
If there are rainbows in Xenoblade Chronicles X, Reyn must be in it as well. You can't have a rainbow without Reyn, baby!
The Dyslexic Laywer
I really hope Xenoblade become it's own franchise, it has way too much potential to simply being reduced to 2 games.
Touchable Holograms? When this eventually matures and hits market, almost all our regulars will vanish for weeks. https://m.youtube.com/watch?v=3seTlvQtIgc
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Super Smash Bros. 4 has too much content. So much so I almost don't want a sequel. I honestly hope that NX gets a "Super Smash Bros. For NX" port rather than a new installment. It could be a GOTY edition and come with all of the DLC.
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Digital Enhancement of Torres Strait Rock-Art
Mcniven, Ian J., David, Bruno, Brayer, John, Antiquity
Eight thousand years ago, the land bridge linking New Guinea and Australia into a single landmass finally sundered under post-glacial rising seas. Today, over 150 rocky, muddy and sandy islands form Torres Strait. The region is home to numerous inter-connected Islander communities who still maintain their specialist maritime fishing and hunting ways along with totemic associations with the sea. A key question for Torres Strait archaeology is to what extent settlement was dependent upon ceremonial, economic and socio-political alliances between islands and between islands and adjacent mainland areas (see McNiven 1998). Similarly, were long-term developments in linkages and boundaries across Torres Strait expressed stylistically in material culture?
Such questions are being addressed through a new archaeological project investigating rock-art styles and pigments (ochres) across Torres Strait, from southern Papua to the tip of northeastern mainland Australia (Cape York Peninsula). To date, 33 rock-art sites and seven ochre sources have been recorded on Torres Strait islands (McNiven et al. in press). Our project, the first systematic study of Torres Strait rock-art, is exploring spatial patterning of specific artistic conventions and pigments through time to determine the changing geography of cultural influences. Yet in such tropical, coastal settings many of the older rock paintings can be expected to have faded beyond visibility, and so recording methods need to employ techniques that maximize our chances of recovering this art. Here we report our first attempts at exploring such a possibility, using digital image enhancement techniques on the rock painting site of Kabadul Kula on Dauan Island.
Kabadul Kula is a large granite boulder with a shallow overhang under which 44 red paintings are evident. Islander history recalls that the paintings were made some time ago (possibly 19th century) by a group of Kiwai Island raiders (Kupamal) who had canoed 140 km down from the mouth of the Fly River to the northeast. After their secret landing, the raiders drew pictures with red ochre (parma) on the underside of the granite boulder now known as Kabadul Kula. The next morning, they attacked the village of Bull, killing many with their stone-headed clubs (gabagaba) and cutting off their victims' heads with bamboo knives (upi). The raiders managed their escape, but not before a number were killed by Dauan warriors (Lawrie 1970: 143-7).
Many of the paintings at Kabadul Kula remain clear today. In April 2000, we visited the site, recording each painting with conventional and digital photography (FIGURE 1). The initial enhancement, undertaken principally by increasing the contrast and saturation (purity) of colours with Adobe Photoshop, was always applied to an entire photograph. When previously unknown or faded paintings were revealed, they were re-photographed and further enhanced by manipulating images in Photoshop's HSB, RGB, CMYK and Lab enhancement modes (various means of describing and digitally manipulating colour balances) (see Adobe Photoshop 5. …


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November 27,2015
Holiday Special: NEW Memberships 10% Off*! Use promo code CincyFamMag during checkout.
*Offer available only for new memberships, not valid for renewals.
November 09,2015
Cincinnati Art Museum awarded grant from The Hearst Foundation, Inc. (Cincinnati Art Museum Press Release, November 9, 2015)
November 06,2015
The Cincinnati Art Museum presents the Tree of Life (Cincinnati Art Museum Press Release, November 6, 2015)
October 20,2015
CAM 2015-2016 Exhibition and Special Event Schedule (Cincinnati Art Museum Press Release, September 7, 2015)
October 07,2015
Fashion's evolution showcased in High Style: Twentieth Century Masterworks from the Brooklyn Museum Costume Collection (Cincinnati Art Museum Press Release, October 7, 2015)
September 30,2015
Cincinnati Art Galleries: Benefit for the Cincinnati Art Museum
January 29, 2016 - 07:00 pm to 08:00 pm
Dialogues with Artists events take place 7 – 8 p.m. with the general Art Museum remaining open until 9 p.m. for Art After Dark.
Engaging a work of visual art is an intimate experience. At each event in this new series, participants will have the opportunity to see up close a work of art by each of two participating artists, hear the artists speak about their work and get involved into the open discussion of the works and their context.
Join us for wine & cheese and informal conversation with the artists after the event in the intimate setting of the new rooftop library space, located in the old building of the Art Academy of Cincinnati.
Sarah Francis Hollis is an artist, educator, curator and entrepenuer who holds an MFA in Fine Art from the University of Cincinnati. Most recently she had a solo exhibition at Thomas More College and work in Memory Palace at the Contemporary Arts Center in Cincinnati. An avid diaristic writer, Sarah had a substantial portion of her journal published in the London based visual arts magazine, Miser & Now.
Keith Benjamin is a sculptor and Professor of Sculpture at the Art Academy of Cincinnati where he also serves as Chair of the Master of Arts in Art Education program. His works have been exhibited regionally and internationaly. For the last 20 years, Benjamin has produced works made exclusively from objects and materials from his home, where he lives with his wife and two children.


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Last month, we were extremely saddened to share the news that our dear colleague Paul passed away suddenly on Friday April 3rd, 2015. Paul was one of our two Street Workers, and provided on-the-spot support to NDG youth where, when, and how they needed it. His dedication, empathy, and joy were both infectious and inspiring. The loss of this unique and wonderful person is deeply felt throughout the many communities Paul touched with his light.
Please join us in celebrating Paul's memory and time with us. On Tuesday May 26th, we invite community members to gather together to plant seeds around NDG – in honour of Paul's impact on the neighbourhood. The seeds we will help support and nourish bees contributing to environmental and community wellbeing; philosophies that embodied Paul's work and represents Head & Hands' approach to holistic health.
There are a number of ways to participate in this memorial:
- On May 26th you can join us at 5833 Sherbrooke West (our main office) to pick up seedbombs as of 2pm. You are invited to join a small walking group that will leave around 2:15pm or you can grab the seeds and commemorate Paul in your own way.
- We will give out seeds until they run out – so if you can't make it on the 26th and would like to participate, give us a call and if we have any left we would be happy for you to come get some.
If you need support, we invite you to please call us at our main office at 514-481-0277.


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Windows Internet Explorer 8 RC1
Windows Internet Explorer 8 RC1: Manage Accelerators IE8 includes an Accelerators feature, which pops up web information about text you select on any page. This gives you a quick way to get things like maps and translations without having to navigate to another site.
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Whatever happened to Starship Exeter?
View Single Post
March 1 2011, 03:26 PM
Therin of Andor
Location: New Therin Park, Andor (via Australia)
Re: Whatever happened to Starship Exeter?
Captain Robert April wrote:
Y'see, it's statements like this that make me wonder just what in the hell you've been watching to come to this conclusion.
Right back atcha!
Amazingly, I don't recall too many ST novel readers complaining about the novel tie-ins' approaches to brash young Jimmy Kirk. Diane Carey's Young Kirk novels inspired the 2009 movie team when they wrote the script. Even Shatner's own novels, when doing flashback scenes, show us a pre-Academy Kirk who is sullen, smart-mouthed and hiding his self-doubt. If Shatner doesn't know Young Kirk, who does?
Thiptho lapth!
Ian (Entire post is personal opinion)
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Want flavored sugar-slumps? Not me!Posted on 04 / 12 / 2015
The ice cream was fair in taste, but it was full of sugar and fake flavorings; not something i would expect to be listed on health-conscious HappyCow. Although i thought i saw a sign somewhere that called the place an "Italian ice cream shop", it was unclear as to whether all flavors were ice-based and dairy-free or not, as there was no delineation. In addition, the syrups they use are fake imitations of fruits and chocolates and not the real deal. No vitamins here! From someone who has actually eaten at a healthy frozen yogurt place, this place is and was a sham. For certain, this place should be removed from Happy Cow. This is not healthy food, and it may not vegan.
Cons: lots of processed syrups and sugars, not dairy free?, no real fruit