Leopold Reidemeister (* 7. April 1900 in Braunschweig; † 11. Juni 1987 in Berlin) war ein deutscher Kunsthistoriker und Museumsleiter. Er war von 1950 bis 1957 Direktor des Wallraf-Richartz-Museums, ab 1954 auch Generaldirektor der Museen der Stadt Köln, sowie von 1957 bis 1964 Generaldirektor der ehemals Staatlichen Museen und Direktor der Nationalgalerie in West-Berlin. Er war der Gründer und von 1967 bis zu seinem Tod Direktor des Brücke-Museums Berlin.

Leben
Leopold Reidemeister und sein Bruder Kurt (Mathematiker) sowie seine Schwester Marie (Illustratorin) wurden in Braunschweig als Kinder von Hans Reidemeister, einem herzoglich-braunschweigischen Regierungsrat, und dessen Frau Sophie, geb. Langerfeldt, geboren. Reidemeister besuchte das Wilhelm-Gymnasium in seiner Heimatstadt und studierte ab 1918 zwei Semester Architektur an der TH Braunschweig. Es folgte ein Studium der Kunstgeschichte an der Universität Berlin (bei Adolph Goldschmidt), in München und Wien, wo er auch ostasiatische Sprachen studierte. Als Werkstudent arbeitete er ab 1919 in der Berliner Galerie van Diemen Unter den Linden. 1924 schloss er sein Studium mit der Promotion ab.

Von da ab war er als wissenschaftlicher Mitarbeiter in der Ostasiatischen Abteilung der Staatlichen Museen in Berlin (unter Otto Kümmel) tätig, bis er 1932 zum Kustos der Ostasiatischen Abteilung aufrückte. In dieser Eigenschaft unternahm er von 1935 bis 1936 umfangreiche Studienreisen nach China und Korea, 1938 dann auch nach Japan. Während des Zweiten Weltkrieges leistete er ab 1941 Wehrdienst und diente während der letzten Kriegsjahre im Deutschen Militärischen Kunstschutz in Italien.

Nach seiner Entlassung aus der Kriegsgefangenschaft wurde er 1946 kommissarischer Leiter der Kölner Museen und schließlich ab 1950 Direktor des Wallraf-Richartz-Museums. Seit 1954 war er Generaldirektor aller städtischen Kölner Museen. In dieser Zeit war der Wiederaufbau der weitgehend zerstörten Museumslandschaft in Köln eine seiner Hauptaufgaben. Durch zahlreiche Ausstellungen von in der NS-Zeit verbotenen und als "entartet" verfemten Künstlern, leistete er einen von ihm selbst als Wiedergutmachung empfundenen Beitrag zur Durchsetzung der Moderne.

Als ihn 1957 der Ruf als Generaldirektor der ehemals Staatlichen Museen (Preußischer Kulturbesitz) erreichte, verließ er Köln und wechselte nach West-Berlin, wo er in Personalunion auch die Leitung der Nationalgalerie übernahm. Hier organisierte er zahlreiche bedeutende Ausstellungen. Er initiierte 1964 das Brücke-Museum, nachdem es ihm auf Grund seiner persönlichen Beziehungen zu den Brücke-Malern Erich Heckel (1883–1970) und Karl Schmidt-Rottluff (1884–1976) gelungen war, diese zur Stiftung ihres künstlerischen Nachlasses zu veranlassen. Das vom Berliner Senat unterstützte Museum wurde 1967 eröffnet. Reidemeister leitete das Brücke-Museum danach 20 Jahre bis zu seinem Tod.

Verheiratet war er mit Ursula geb. Nordmann, Tochter des Chirurgen Otto Nordmann. Aus der Ehe ging der Herzchirurg Jürgen Christoph Reidemeister hervor.

Leopold Reidemeister starb 1987 im Alter von 87 Jahren in Berlin. Sein Grab befindet sich auf dem Waldfriedhof Dahlem.

Auszeichnungen
 1965: Großes Verdienstkreuz der Bundesrepublik Deutschland
 1977: Großes Verdienstkreuz mit Stern der Bundesrepublik Deutschland
 1980:  Orden Pour le Mérite.

Schriften (Auswahl)
 Auf den Spuren der Maler der Ile de France. Topographische Beiträge zur Geschichte der französischen Landschaftsmalerei von Corot bis zu den Fauves. Propyläen Verlag, Berlin 1963, .
 Das Aquarell der Brücke. Senator f. Wiss. u. Kunst, Brücke-Museum, Berlin 1975, .
 Der Holzstock als Kunstwerk. Karl Schmidt-Rottluff. Holzstöcke von 1950 bis 1930. In: Brücke-Archiv. 13/14. Brücke-Museum, Berlin 1984, .

Literatur
 Lutz Meunier: Leopold Reidemeister zum 85. Geburtstag. In: Weltkunst, Jg. 22 (1985), Nr. 7, S. 1000f.

 Magdalena M. Moeller (Hrsg.): Leopold Reidemeister: ein deutscher Museumsmann. Hirmer, München 2017, ISBN 3-7774-2914-7.

Weblinks
 Leopold Reidemeister auf orden-pourlemerite.de (Kurzbiografie)

Einzelnachweise

Kunsthistoriker
Generaldirektor der Staatlichen Museen zu Berlin
Wissenschaftlicher Mitarbeiter des Museums für Asiatische Kunst Berlin
Wissenschaftlicher Mitarbeiter des Brücke-Museums Berlin
Person (deutsche Besetzung Italiens 1943–1945)
Träger des Pour le Mérite (Friedensklasse)
Träger des Ordre des Arts et des Lettres (Offizier)
Träger des Großen Bundesverdienstkreuzes mit Stern
Träger der Ernst-Reuter-Plakette
Person (Braunschweig)
Deutscher
Geboren 1900
Gestorben 1987
Mann
Wissenschaftlicher Mitarbeiter des Wallraf-Richartz-Museums

Leopold Reidemeister


زيمليانسك  هي مدينة في مقاطعة فورونيج أوبلاست في روسيا.

يبلغ عدد سكانها حوالي 3032 نسمة.

مراجع

مدن مقاطعة فورونيج

زيمليانسك (مقاطعة فورونيج)


الشركة المصرية القابضة للمطارات والملاحة الجوية هي شركة قابضة حكومية مصرية، إحدى الشركات التابعة لوزارة الطيران المدني، حيث صدر قرار رئيس جمهورية مصر العربية رقم 71 لسنة 2001 بإعادة تنظيم الهيئة المصرية العامة للطيران المدني ورئاسة قطاع الطيران المدني وطبقًا لأحكام هذا القرار تغير مسمى الهيئة إلى: الهيئة المصرية للرقابة على الطيران المدني وصدر القرار الجمهوري رقم 72 لسنة 2001 بإنشاء الشركة القابضة للطيران والتي تعمل وفقا لأحكام القانون رقم 203 لسنة 1991 الخاص بقطاع الأعمال العام.

في 11 مارس 2002 صدر قرار رئيس الجمهورية رقم 56 لسنة 2002 بتنظيم وزارة الطيران المدني حيث تم فصل جهات وهيئات الطيران المدني عن وزارة النقل وتم إنشاء وزارة للطيران المدني تتبعها الهيئة المصرية للرقابة على الطيران المدني (تم إلغاؤها فيما بعد سنة 2002)، الشركة القابضة للطيران (تغير المسمى ليصبح "الشركة المصرية للمطارات ")، شركة تكنولوجيا معلومات الطيران (AVIT)، هيئة ميناء القاهرة الجوي ( وتحول فيما بعد إلى شركة ميناء القاهرة الجوي)، الهيئة العامة للأرصاد الجوية، مؤسسة مصر للطيران (تحولت بعد ذلك إلى الشركة القابضة لـمصر للطيران)، وهيئة المعهد القومى للتدريب على أعمال الطيران المدني. (تحول فيما بعد إلى الأكاديمية المصرية لعلوم الطيران)

الشركات التابعة
 الشركة المصرية للمطارات .
 شركة ميناء القاهرة الجوي.
 شركة تكنولوجيا معلومات الطيران (AVIT).
 الوطنية لخدمات الملاحة الجوية
 شركة ايروتل للفنادق والخدمات السياحية
 شركة إيروسبورت للخدمات الرياضية و الترفيهية

انظر أيضًا
 الشركة القابضة لمصر للطيران.
 قائمة مطارات مصر.

مراجع

وصلات خارجية
 الموقع الرسمي للشركة.
 الصفحة الرسمية للشركة على موقع فيس بوك.

شركات حكومية مصرية
شركات قابضة مصرية
مطارات مصر
مشغلو مطارات


Paramagnetizam je svojstvo mnogih tvari, kemijskih elemenata (na primjer aluminija i kisika) i kemijskih spojeva, koje obilježava relativna magnetska permeabilnost nešto veća od 1. To je u prirodi najčešći oblik magnetizma. Paramagnetične tvari u magnetskom polju dobivaju slab dodatni inducirani magnetizam istoga smjera kao i polje, koji nastaje djelomičnim usmjeravanjem atomskih magnetskih momenata i veći je na nižoj temperaturi. U paramagnetskom stanju magnetski momenti atoma slabo međusobno djeluju i nisu kolektivno uređeni. I te tvari ne pokazuju makroskopsku "magnetičnost", ali se, na primjer, kuglica od aluminija pri padu kroz jako polje potkovasta magneta usporava. Kod njih se zbog toplinskoga gibanja atoma ili iona stalno mijenjaju smjerovi rezultantnih magnetskih momenata tako da je ukupni magnetski moment jednak nuli, iako su im rezultantni magnetski momenti različiti od nule.

Magnetizam

Magnetizam (prema magnetu koje dolazi od lat. magnes, genitiv magnetis < grč. Μαγνῆτıς λίϑος: kamen iz Magnezije) je skup pojava povezanih s magnetskim poljem i s ponašanjem tvari u magnetskom polju. Magnetska svojstva tvari potječu od magnetskih momenta atoma i njihovih međudjelovanja koja mogu stvoriti kolektivno magnetsko uređenje. Magnetizam atoma posljedica je magnetizma elektrona i atomske jezgre i njihovih međudjelovanja. Razlikuje se orbitalni magnetski moment, zbog gibanja elektrona oko atomske jezgre, i spinski magnetski moment, kao vlastito kvantnomehaničko svojstvo elektrona i jezgre. S obzirom na ponašanje u magnetskom polju, sve se tvari odlikuju svojom magnetskom permeabilnošću. Tako se mogu razlikovati dijamagnetične, paramagnetične, feromagnetične, ferimagnetične i antiferomagnetične tvari.

Slike

Izvori

Elektromagnetizam

Paramagnetizam


Stars and Stripes Forever é um filme biográfico estadunidense dirigido por Henry Koster e estrelado por Clifton Webb no papel do compositor e maestro John Philip Sousa. Foi lançado em 22 de dezembro de 1952 pela 20th Century Fox.

O filme foi indicado a 3 Globos de Ouro, incluindo Melhor Filme - Musical/Comédia.

Elenco

Filmes dos Estados Unidos de 1952
Filmes biográficos dos Estados Unidos
Filmes dirigidos por Henry Koster
Filmes da 20th Century Studios
Cinebiografias de músicos
Filmes com trilha sonora de Alfred Newman
Filmes baseados em biografias
Filmes em língua inglesa

Stars and Stripes Forever


An Carex subcapitata in uska species han Liliopsida nga ginhulagway ni X.F.Jin, C.Z.Zheng ngan Bing Yang Ding. An Carex subcapitata in nahilalakip ha genus nga Carex, ngan familia nga Cyperaceae. Waray hini subspecies nga nakalista.

Mga kasarigan

Carex

Carex subcapitata


Roberto Merhi Muntan (Castellón, Španjolska, 22. ožujka 1991.) je španjolski vozač automobilističkih utrka. Godine 2011. osvojio je naslov i Euro Formula 3 prvenstvu.

Naslovi
Karting
 South Garda Winter Cup ICA Junior 2005.
 35° Torneo Industrie - 100 Junior 2005.

 Formula 3 Euro Series 2011.
 FIA Formula 3 International 2011.

Vanjske poveznice
Roberto Merhi - službena stranica
Roberto Merhi - Driver Database

 Španjolski vozači Formule 1

Roberto Merhi


Aragonaise ismi İspanya'da bir bölge olan Aragon'dan gelmektedir ve "Aragon'un dansı" anlamındadır. İki ünlü besteci "Aragonaise" ismini kendi bestelerinde kullanmışlardır. Bu bestelerden birisi Jules Massenet tarafından yazılan Le Cid operası, diğeri ise Georges Bizet tarafından yazılan Carmen operasıdır.

İspanya'da kültür

Aragonaise


Volos () er en kystby i Thessalien og ligger midt i det græske fastland, ca. 330 km nord for Athen og 220 km syd for Thessaloniki. Volos er hovedsæde i den regionale enhed Magnesia. Volos er den eneste udgangsport til havet fra regionen Thessalien, som er landets største landbrugsregion. Med et folketal på 144.449 (2011), er byen et vigtigt industricenter, og dens havn danner bro mellem Europa, Mellemøsten og Asien.

Volos er den nyeste af de græske havnebyer, hvor mange moderne bygninger blev bygget efter det katastrofale jordskælv i 1955. Økonomien baseres på produktion, handel, serivice og turisme. I byen er ligger Thessaliens Universitet, og byen har også fasiliteter til konferencer, udstillinger og store kulturelle events og sportsstævner. Volos deltog som en af værtsbyerne ved sommer-OL 2004, og byen har siden været vært ved flere andre sportsstævner. Volos var vært ved den 7. Internationale olympiade i astronomi og astrofysik fra 27. juli til 5. august 2013.

Havnen
Volos har Grækenlands trediestørste havn, næst efter Piræus og Thessaloniki). Færger og katamaraner sejler dagligt til Sporaderne. Der er også betydelig trafik af fragtskibe, der transporterer landbrugs- og industielle varer. Tidligere har der været direkte forbindelse til Tartus i Syria.

Referencer

Byer i Grækenland

Volos


Sviranje je umijeće proizvodnje zvuka i izvođenja glazbenog djela na pojedinom glazbalu tj. način (tehnika) korištenja glazbala. Jednostavnijim riječima, sviranje je način izvođenja glazbenog djela. U glazbenoj umjetnosti to je temeljno načelo izvođenja glazbe. Poseban oblik sviranja u kojem se glazba izvodi ljudskim glasom tj. titranjem glasnica usred strujanja zraka naziva se pjevanje te je često popraćeno glazbenom pratnjom tj. sviranjem.

Sviranje


An Spartina versicolor in uska species han Liliopsida nga ginhulagway ni Fabre. An Spartina versicolor in nahilalakip ha genus nga Spartina, ngan familia nga Poaceae. Waray hini subspecies nga nakalista.

Mga kasarigan

Spartina

Spartina versicolor


ඩ්‍රීම් වර්ක්ස් ඇනිමේෂන් SKG,Inc ( NYSE:DWA) යනු ස්වාධීන ඇමරිකානු සජීවීකරණ චිත්‍රාගාරයක් වන අතර මූලිකව සජීවීකරණ චිත්‍රපටි නිපදවයි. එය ඩ්‍රීම් වර්ක්ස් SKG හි සජීවීකරණ ඒකකය හා පැසිෆික් ඩේටා ඉමේජස්හි  ඒකාබද්ධ වීම මගින් නිර්මාණය විය. මුලින්ම ඩ්‍රීම් වර්ක්ස්  SKG යන වෙළඳ නාමය යටතේ ආරම්භ වූ මෙය 2004 දී වෙන් වූ පොදු සමාගමක් බවට පත්වන ලදී.

සමහරක් හොඳින්ම දන්නා චිත්‍රපට අතරට Sherk, Shark Tale, Madagascar, Over the hedge හා  Bee Movie ඇතුළත් වේ.

ඒවා වර්තමානයේ දී බෙදා හරිනු ලබන්නේ 2006 පෙබරවාරි මස දී ඩ්‍රීම් වර්ක්ස් SKG හි ඉතිරි කොටස මිළට ගත් පැරා මවුන් පික්චර්ස් (Viacom ට අයිති) හරහා පමණි. ඩ්‍රීම් වර්ක්ස් සජීවීකරණ චිත්‍රාගාර 2ක් නඩත්තු කරයි. කැලිෆෝනියා, ග්ලෙන්ඩේල්හි පිහිටි මුල් ඩ්‍රීම් වර්ක්ස් සජීවීකරණ චිත්‍රාගාරය

ඉතිහාසය
1980 දී කාල් රොසෙන්ඩොල් විසින් තම පියාගේද උපකාරය ඇතිව Pacific Data Image  ආයතනය ආරම්භ කරන ලදි. පසු කලකදී  රිචඩ් චුවැන්ග් සහ ග්ලෙන් එන්ටිස් ඔහු‍ට එකතු වුණු අතර, ඔවුන් විසින් පසුගිය දශක දෙක තුළ භාවිතයට ගත් inhouse පරිගණක සජිවිකරණ මෘදුකාංගය නිර්මාණය කරන ලදි. 1980 වකවානුවේ දී  PDI ආයතනය  NBC, Sky Movies වැනි ආයතන සඳහා සජිවිකරණය කරන ලද රූප සහ ලාංඡන ඇතුලත් නොයෙකුත් රූපවාහිනි දැන්වීම් නිර්මාණය  කරන ලදී. ඒ අතර ඔවුන් විසින් පසු කලක දී එනම් වර්ෂ 1991 වකවානුවේ දී Terminator 2; විනිශ්චය කිරීමේ දිනයට සමගාමීව  පින්තූර සජිවිකරණය කිරීමේ දෘශ්‍යමාන මෙවලම් බිහි කරන ලදි.

1997, Dreamwork SKG ආයතනය විනෝදයන් සැපයීමේ ශිල්පීන් තිදෙනෙක් විසින් ආරම්භ කරන ලදි. ස්ටීවන් ස්පෙල්බර්ග් මහතා එහි අධ්‍යක්ෂක සහ නිෂ්පාදකයා ලෙසත්,  ඩේවිඩ් ගැෆැන් එහි සංගීත  පාලකයා ලෙසත්, ක්‍රියාකළ අතර පෙර Disney  හි විධායකයා වූ ජෙෆ්රෙ කැට්ස්බර්ජ් මහතා ද ඔවුනට සහය විය. Dream work සමාගම  PDI  සමාගම සමඟ වෙනම ආයතනයක් පිහිටු වීමට ලිඛිත එකඟතාවයක් ඇති වූයේ ඉන්පසුවයි. එම ආයතනය මඟින්  1998 දී Antz චිත්‍රපට‍යෙන්  ආරම්භ කර දිගටම චිත්‍රපට නිෂ්පාදනය සිදුකරන ලදි. එම අවුරුද්දේදීම Dream Works SKG ආයතනය මඟින් සම්ප්‍රදායික ශිල්පීය ක්‍රම උපයෝගී කරගනිමින් The Prince of Egypt චිත්‍රපටය නිර්මාණය කරන ලදි.

2000 වසරේ දී Dream work SKG ආයනය,  Dream Works Animation නමින් නව ආයතනයක් ඇති කළ  අතර එමඟින් දෙවර්ගයටම අයත් සජිවිකරණය කරන ලද චිත්‍රපට නිෂ්පාදනය කෙරිණි.

සාම්ප්‍රදායික ලෙස සජීවිකරණය කළ චිත්‍රපට දකුණු කැලි‍ෆෝනියා ශාඛාවේ අංශයක් මඟින් නිෂ්පාදනය කෙරේ. එහි ලාභයෙන් වැඩි‍කොටසක්  Dream works SKG ආයතනය ලබාගනී.මෙම ආයතනය පසු කලෙක දී වෙන්ව ගොඩනැංවුණු අතර,  Dream Works Animation SKG Inc. නව ආයතනයක් ඇති කළ අතර එහි ලාභය PDI සහ  PDI  LLC හි තැන්පත් කරන ලදි.

වර්තමානය
2004 වන තෙක්,  Dream Work සජිවිකරණ ආයතනය මඟින් CG සජිවිකරණය කළ චිත්‍රපට නිෂ්පාදනය වූ අතර සම්ප්‍රදායික ද්විමාන චිත්‍රපට භාවිතයෙන් බැහැර කරන ලදි.

Dream Work සජිවිකරණ ආයතනය එංගලන්තයේ  බ්‍රිරිස්ටල් හි ස්ථාපිත Aardman සජිවිකරණය සහ stop-motion  සජිවිකරණ ආයතන සමඟ සබදකම් පවත්වන ලදි. මෙම සම්බන්ධතා මඟින්  Dream Work  ආයතනය විසින්  stop-motion  චිත්‍රපට බ්‍රිරිස්ටල් හි නිෂ්පාදනය කරන ලදි. එමෙන්ම ඇමරිකාවේ සමහර  CG සජිවිකරණ චිත්‍රපට සඳහා Aardman ආයතනය සහය දැක්වීය. මෙම සම්බන්ධකම්  Flushed Away  චිත්‍රපටයේ පිළිගැන්වීම 2006 නොවැම්බර් මාසයේ දී අවසන් වූ අතර මේ පිළිබඳව ඔක්තෝබර්  3 වැනි දින දැනුම් දෙන ලදි. එයට  හේතුව ලෙස ඔවුන් සඳහන් කළේ "නිර්මාණාත්මක වෙනස" යි.

2004 තෙක් මෙම ආයතනය විසින් පරිගණකයෙන් සජිවිකරණය කළ චිත්‍රපට දෙකක් නිෂ්පාදනය කරන ලදි.
මෙම ආයතනයේ ලාංඡනය, වර්ණවත් අකුරුවලින් සමන්විත වන අතර, එහි ළමයෙක් සඳ එළියේ මාලු අල්ලන පින්තූරයක් ද ඇත. මෙම ශබ්ද පථය Dream work තේමා ගීතයෙන් ලබාගෙන ඇත. 2001 දී Shrek බිහිකිරීම නිසා මෙය ඉතා සාර්ථක වූණි. ජෝන් පවෙල් විසින් අධ්‍යක්ෂණය කරන ලද  True lover's first kiss චිත්‍රපටයට Shrek හි ශබ්ද පථය යොදා ගන්නා ලදි.

ඩ්‍රීම් වර්ක්ස් ඇනිමේෂන් සමාගම


Posebni ornitološki rezervat Otoci Mrkan, Bobara i Supetar nalazi se na jugu Hrvatske i pokriva dio Cavtatskih otoka.

Rezervat obuhvaća otoke Mrkan, Bobara i Supetar. Otoci su značajno gnijezdilište velike kolonije galeba klaukavca, po nekim podacima s čak 2000 parova, zbog čeja je 1975. godine proglašen posebni ornitološki rezervat. Površina posebnog ornitološkog rezervata iznosi oko 38 ha (380 000 m2).

Zemljopisni položaj i geomorfološke osobitosti
Otočna skupina Cavtatski otoci nalazi u južnom Jadrana, na ulazu u Župski zaljev, 2 km od Cavtata. Pružaju se u smjeru sjeverozapad-jugoistok, kao i cijela istočna jadranska obala i gorje Dinarida, u nizu jedan iza drugog. Geološku podlogu najvećim dijelom čine sedimentne stijene, uglavnom vapnenačke, a na pojedinim mjestima dolomiti iz mezozoika, ostatak nekadašnjeg Lapadskog grebena.

Mrkan i Bobara su najveći otoci u rezervatu, kao i u Cavtatskim otocima. Njihove sjeverne obale su niske i dosta blago položene, a južne, koje gledaju prema otvorenom moru su znatno strmije, visoke do 30 metara, jer su izložene intenzivnom abrazijskom djelovanju valova. Obala ne dopušta jednostavan pristup otocima, a nema ni izgrađenih pristaništa. Otoci su nenastanjeni, a Mrkan posjećuju samo pastiri koji povremeno dovode stoku na ispašu, koju tamo ostavljaju na duži rok.

Otok Mrkan, od kopna udaljen 1,1 km, je najveći u skupini, s dimenzijama 1500 x 350 metara i površinom od 0,197 km2. Sastoji se od dva brežuljka, jugoistočnog visine 65 m i sjeverozapadnog visine 45 m. Prekriven je gustom vegetacijom mediteranske makije, uglavnom teško prohodnom. Na blago položenom obronku, na visini od oko 40 m, nalaze se ostaci crkve Sv. Mihajla iz predromaničkog razdoblja.

Nešto manja i niža Bobara je od kopna udaljena 2,4 km. Duga je oko 600 m, a široka do 200 m, te ima površinu od 0.064 km2. Iz mora se uzdiže 45 metara. Nižim dijelovi su obrasli travom, a viši nižom makijom. Na Bobari se nalaze ostaci zidova nekadašnje karantene.

Rezervatu pripada i ostatak Cavtatskih otoka, nekoliko malih, niskih i oštrih hridi; Mrkanac(jugoistočno od Mrkana), te Trava, Hljeb i Ražnjić (jugoistočno od Bobare). Trava i nešto u većoj mjeri Hljeb su djelomično prekriveni oskudnom vegetacijom, dok su Mrkanac i Ražnjić potpuno goli i bez tragova kopnene flore.

Otočić Supetar ne spada u Cavtatske otoke, i nalazi se izdvojen, prema sjeveru u unutrašnjost zaljeva. Supetar je najmanji, vrlo nizak, s nisko položenom obalom, s najvećom visinom od samo 8 metara.

Flora i vegetacija

Fauna

Izvori

Cavtatski otoci
Zaštićena područja u Hrvatskoj


Waldo Vieira (* 12. April 1932 in Monte Carmelo, Minas Gerais; † 2. Juli 2015 in Foz do Iguaçu, Paraná) war ein brasilianischer Autor.

Leben und Karriere

Waldo Vieira hatte einen Abschluss als Zahnarzt und Arzt (Allgemeinmediziner) mit Postdoc in plastischer Chirurgie und Kosmetik in Tokio, Japan. Früher galt er als Anhänger des Spiritismus in Brasilien, eine Doktrin, die sich angeblich mit Geisterbeschwörung beschäftigt. Es wurde auch behauptet (vor allem von ihm selbst), dass Vieira selbst seit dem 9. Lebensjahr luzide Projektionen erfahren habe.

Aus diesem Grund beschloss er, die Spiritismus-Bewegung zu verlassen und eine neuartige Wissenschaft zu gründen, die er Bewusstseinswissenschaft nannte. Vorläufer davon war die Projektiologie. Letztere widmet sich dem Phänomen der außerkörperlichen Erfahrung.

Er forschte auch seit mehr als 40 Jahren auf dem Gebiet  des Bewusstseins und dessen Erscheinungen außerhalb des Körpers. Er war Präsident des IIPC (Instituto Internacional de Projeciologia e Conscienciologia) und Mitglied der bedeutendsten Institutionen für Forschung von Parapsychologie: ASPR (American Society for Psychical Research, New York), SPR (Society for Psychical Research London), ABP (Associação Brasileira de Parapsicologia, Rio de Janeiro), unter anderen.

Er war im Besitz einer der größten Bibliotheken für Bewusstseinsforschung. Vieira war Autor zahlreicher Bücher und hunderter von Artikeln über das Thema. Er hatte das IIPC (ein gemeinnütziger Verein) 1988 gegründet.

Veröffentlichungen (Auswahl)

Aus dem Zyklus des Spiritismus:
Waldo Vieria hat zahlreiche Werke in diesem Gebiet veröffentlicht. Zum Teil auch als Schreibmedium empfangene Werke von (angeblich) schon verstorbenen Autoren (wie Balzac und André Luiz – siehe unten), wo er auch zusammen mit dem brasilianischen Medium Chico Xavier psychographiert hat.

 Conduta Espírita, 1960.
 Bem-Aventurados os Simples, 1962.
 De Coração Para Coração, 1962.
 Sol nas Almas, 1964.
 Christus erwartet dich (Honoré de Balzac), Editares, Foz do Iguaçu 2011, ISBN 978-85-989661-6-8.
 Seareiros de Volta, 1966, ISBN 85-7328-428-5.
 Técnicas de Viver, 1967, ISBN 85-99772-49-X.

Aus der Serie André Luiz:
 Evolução em Dois Mundos, 1958.
 Conduta Espírita, 1960.
 Sexo e Destino, 1963, ISBN 85-7328-341-6.
 Sonetos de Vida e Luz, 1966.

Werke zur Bewusstseinswissenschaft:

Deutsch:
 Projektionen des Bewusstseins. Ein Tagebuch Außerkörperlicher Erfahrungen. IAC, Frankfurt, Main 2013, ISBN 978-1-934079-04-1.
 Unsere Evolution. IAC, Frankfurt, Main 2013, ISBN 978-1-934079-02-7.
Englisch:
 Projectiology. A panorama of experiences of the consciousness outside the human body. 2. Auflage. IIPC, 2002, ISBN 85-86019-58-5
 Projections of the Consciousness: A Diary of Out-of-Body Experiences, International Academy of Consciousness, 2007, ISBN 978-1-934079-50-8.
 Our Evolution, International Institute of Projectiology and Conscientiology, 1999, ISBN 85-86019-42-9.
 Existential Program Manual, International Institute of Projectiology and Conscientiology, 1997, ISBN 85-86019-18-6.
 Penta Manual, Associação Internacional Editares, Foz do Iguaçu 2016, ISBN 978-85-8477-058-8.
Portugiesisch:
 700 experimentos da conscienciologia. Instituto Internacional de Projeciologia, Rio de Janeiro 1994. Auch: 3. Auflage. Editares, Foz do Iguaçu 2013, ISBN 978-85-989666-5-6.
 O que é a conscienciologia. 4. Auflage. Editares, Foz do Iguaçu 2012, ISBN 978-85-989665-0-2.
 Manual da tenepes : tarefa energética pessoal. 3. Auflage. Editares, Foz do Iguaçu 2011, ISBN 978-85-989664-6-5.

 Manual da dupla evolutiva. 3. Auflage. Editares, Foz do Iguaçu 2012, ISBN 978-85-989665-4-0.
 Manual da proéxis. Programação existencial. 5. Auflage. Editares, Foz do Iguaçu 2011, ISBN 978-85-989664-8-9.
 Conscienciograma. Técnica de avaliação de consciência integral. Instituto Internacional de Projeciologia, Rio de Janeiro 1996, ISBN 85-86019-15-1.
 Máximas da Conscienciologia. Instituto Internacional de Projeciologia, Rio de Janeiro 1996, ISBN 85-86019-12-7.
 Manual dos megapensenes trivocabulares. Editares, São Paulo u. a. 2009.
 Homo sapiens reurbanisatus. 3. revidierte Auflage. CEAEC Editora, Foz do Iguaçu 2003, ISBN 85-89814-01-7.

 Homo sapiens pacificus. 3. Auflage. Editares, Foz do Iguaçu 2007, ISBN 978-85-989661-4-4.
 (Hrsg.): Enciclopédia da conscienciologia. Editares, Foz do Iguaçu. DVD-Ausgabe: 7. Auflage. 2013.

Weblinks

 Waldo Vieira bei TEDxAvCataratas (englische Untertitel)
 Interview mit Waldo Vieira (englische Untertitel)

Einzelnachweise

Autor
Parapsychologe
Brasilianer
Geboren 1932
Gestorben 2015
Mann

Waldo Vieira


Lanze Almanya'nın kuzeyinde Schleswig-Holstein eyaletinde, Herzogtum Lauenburg iline bağlı bölge. 9,05 km² yüzölçümüne sahiptir. Nüfusu, 30 Eylül 2006 itibarıyla yaklaşık 388 olarak tespit edilmiştir. Belediye Başkanlığı Rolf Meyer-Bothling tarafından yürütülmektedir.

Dış bağlantılar
 www.lauenburg.de

Herzogtum Lauenburg iline bağlı yerleşim birimleri

Lanze


Púshkinskoye  es un selo del raión de Gulkévichi del krai de Krasnodar, en el sur de Rusia. Está situado a orillas del río Zelenchuk Vtoroi, 22 km al sureste de Gulkévichi y 128 km al este de Krasnodar, la capital del krai. Tenía 1917 habitantes en 2010.

Es cabeza del municipio Púshkinskoye, al que pertenece asimismo Novokrasni.

Enlaces externos y referencias

 Este artículo contiene datos geográficos extraídos de Google Earth y el mapa de Rusia de Yandex.ru, accesible desde este enlace.
 Este artículo es en parte una traducción de su correspondiente en la edición en ruso de Wikipedia, Пушкинское (Краснодарский край).
 Mapa topográfico en maps.vlasenko.net

Localidades del raión de Gulkévichi del krai de Krasnodar

Púshkinskoye (Krasnodar)


Rio de Mel Portekiz'de Trancoso belediyesine bağlı olan, 23,31 km2 yüzölçümüne sahip, 311 nüfuslu (2001) bir bucaktır (Portekizce: freguesia).

Portekiz'in freguesiaları
Trancoso

Rio de Mel


In physics, a covariant transformation is a rule that specifies how certain entities, such as vectors or tensors, change under a change of basis. The transformation that describes the new basis vectors as a linear combination of the old basis vectors is defined as a covariant transformation. Conventionally, indices identifying the basis vectors are placed as lower indices and so are all entities that transform in the same way. The inverse of a covariant transformation is a contravariant transformation. Whenever a vector should be invariant under a change of basis, that is to say it should represent the same geometrical or physical object having the same magnitude and direction as before, its components must transform according to the contravariant rule. Conventionally, indices identifying the components of a vector are placed as upper indices and so are all indices of entities that transform in the same way. The sum over pairwise matching indices of a product with the same lower and upper indices are invariant under a transformation.

A vector itself is a geometrical quantity, in principle, independent (invariant) of the chosen basis. A vector v is given, say, in components vi on a chosen basis ei. On another basis, say e′j, the same vector v has different components v′j and

As a vector, v should be invariant to the chosen coordinate system and independent of any chosen basis, i.e. its "real world" direction and magnitude should appear the same regardless of the basis vectors. If we perform a change of basis by transforming the vectors ei into the basis vectors e′j, we must also ensure that the components vi transform into the new components v′j to compensate.

The needed transformation of v is called the contravariant transformation rule.

In the shown example, a vector  is described by two different coordinate systems: a rectangular coordinate system (the black grid), and a radial coordinate system (the red grid).  Basis vectors have been chosen for both coordinate systems: ex and ey for the rectangular coordinate system, and er and eφ for the radial coordinate system. The radial basis vectors er and eφ appear rotated anticlockwise with respect to the rectangular basis vectors ex and ey. The covariant transformation, performed to the basis vectors, is thus an anticlockwise rotation, rotating from the first basis vectors to the second basis vectors.

The coordinates of v must be transformed into the new coordinate system, but the vector v itself, as a mathematical object, remains independent of the basis chosen, appearing to point in the same direction and with the same magnitude, invariant to the change of coordinates. The contravariant transformation ensures this, by compensating for the rotation between the different bases. If we view v from the context of the radial coordinate system, it appears to be rotated more clockwise from the basis vectors er and eφ. compared to how it appeared relative to the rectangular basis vectors ex and ey. Thus, the needed contravariant transformation to v in this example is a clockwise rotation.

Examples of covariant transformation

The derivative of a function transforms covariantly
The explicit form of a covariant transformation is best introduced with the transformation properties of the derivative of a function.  Consider a scalar function f (like the temperature at a location in a space) defined on a set of points p, identifiable in a given coordinate system  (such a collection is called a manifold).  If we adopt a new coordinates system  then for each i, the original coordinate  can be expressed as a function of the new coordinates, so  One can express the derivative of f in old coordinates in terms of the new coordinates, using the chain rule of the derivative, as

This is the explicit form of the covariant transformation rule. The notation of a normal derivative with respect to the coordinates sometimes uses a comma, as follows

where the index i is placed as a lower index, because of the covariant transformation.

Basis vectors transform covariantly
A vector can be expressed in terms of basis vectors. For a certain coordinate system, we can choose the vectors tangent to the coordinate grid. This basis is called the coordinate basis.

To illustrate the transformation properties, consider again the set of points p, identifiable in a given coordinate system   where  (manifold). A scalar function f, that assigns a real number to every point p in this space, is a function of the coordinates . A curve is a one-parameter collection of points c, say with curve parameter λ, c(λ). A tangent vector v to the curve is the derivative  along the curve with the derivative taken at the point p under consideration. Note that we can see the tangent vector v as an operator (the directional derivative) which can be applied to a function

The parallel between the tangent vector and the operator can also be worked out in coordinates

or in terms of operators

where we have written , the tangent vectors to the curves which are simply the coordinate grid itself.

If we adopt a new coordinates system  then for each i, the old coordinate  can be expressed as function of the new system, so
Let  be the basis, tangent vectors in this new coordinates system. We can express  in the new system by applying the chain rule on x. As a function of coordinates we find the following transformation

which indeed is the same as the covariant transformation for the derivative of a function.

Contravariant transformation

The components of a (tangent) vector transform in a different way, called contravariant transformation.  Consider a tangent vector v and call its components  on a basis .  On another basis  we call the components , so

in which

If we express the new components in terms of the old ones, then

This is the explicit form of a transformation called the contravariant transformation and we note that it is different and just the inverse of the covariant rule. In order to distinguish them from the covariant (tangent) vectors, the index is placed on top.

Differential forms transform contravariantly

An example of a contravariant transformation is given by a differential form df.  For f as a function of coordinates , df can be expressed in terms of .  The differentials dx  transform according to the contravariant rule since

Dual properties

Entities that transform covariantly (like basis vectors) and the ones that transform contravariantly (like components of a vector and differential forms) are "almost the same" and yet they are different. They have "dual" properties.
What is behind this, is mathematically known as the dual space that always goes together with a given linear vector space.

Take any vector space T. A function f on T is called linear if, for any vectors v, w and scalar α:

A simple example is the function which assigns a vector the value of one of its components (called a projection function). It has a vector as argument and assigns a real number, the value of a component.

All such scalar-valued linear functions together form a vector space, called the dual space of T. The sum f+g is again a linear function for linear f  and g, and the same holds for scalar multiplication αf.

Given a basis  for T, we can define a basis, called the dual basis for the dual space in a natural way by taking the set of linear functions mentioned above: the projection functions.  Each projection function (indexed by ω) produces the number 1 when applied to one of the basis vectors .  For example,  gives a 1 on  and zero elsewhere.  Applying this linear function  to a vector , gives (using its linearity)

so just the value of the first coordinate. For this reason it is called the projection function.

There are as many dual basis vectors  as there are basis vectors , so the dual space has the same dimension as the linear space itself. It is "almost the same space", except that the elements of the dual space (called dual vectors) transform covariantly and the elements of the tangent vector space transform contravariantly.

Sometimes an extra notation is introduced where the real value of a linear function σ on a tangent vector u is given as

where  is a real number. This notation emphasizes the bilinear character of the form. It is linear in σ since that is a linear function and it is linear in u since that is an element of a vector space.

Co- and contravariant tensor components

Without coordinates
A tensor of type (r, s) may be defined as a real-valued multilinear function of r dual vectors and s vectors. Since vectors and dual vectors may be defined without dependence on a coordinate system, a tensor defined in this way is independent of the choice of a coordinate system.

The notation of a tensor is

for dual vectors (differential forms) ρ, σ and tangent vectors . In the second notation the distinction between vectors and  differential forms is more obvious.

With coordinates

Because a tensor depends linearly on its arguments, it is completely determined if one knows the values on a basis  and

The numbers  are called the components of the tensor on the chosen basis.

If we choose another basis (which are a linear combination of the original basis), we can use the linear properties of the tensor and we will find that the tensor components in the upper indices transform as dual vectors (so contravariant), whereas the lower indices will transform as the basis of tangent vectors and are thus covariant. For a tensor of rank 2, we can verify that
 covariant tensor
 contravariant tensor

For a mixed co- and contravariant tensor of rank 2
 mixed co- and contravariant tensor

See also
 Covariance and contravariance of vectors
 General covariance
 Lorentz covariance

Tensors
Differential geometry

Covariant transformation


Gurre Vang er en skov i Helsingør Kommune. Skoven er fredskov. Skoven er overvejende en overvejende bøgeskov. Skovens størrelse er 239,0 ha fraset Gurre Sø. Skoven er forbundet med Klosterris Hegn, Risby Vang og Horserød Hegn til et sammenhængende skovområde.

Geologi og jordbund
Skoven ligger i et morænelandskab fra sidste istid. Jornbunden er præget af sand og grus, visse steder ler. I forbindelse med lavninger findes postglaciale aflejringer af tørv.

Plantevækst
Skoven er domineret af bøg, eg, el, birk og ær, men der findes også en del rødgran, skovfyr og douglas samt mindre bevoksninger af nordmannsgran og nobilis.

Af planter kan nævnes tørst, rose, hyld, bævreasp, gråpil, burre-snerre, feber-nellikerod, skvalderkål, haremad, knoldet brunrod, miliegræs, hønsebær og enblomstret vintergrøn.

Naturbeskyttelse
Egentlige fredninger er ikke foretaget, men Naturpakken 2016 medførte  i 2018 at der blev udpeget  72 hektar urørt løvskov og 25 ha anden biodiversitetsskov i Gurre Vang og Horserød Hegn.

Skoven er fredskov. Gurre Vang indgår i Nationalpark Kongernes Nordsjælland. og er en del af  Natura 2000-område nr. 131 Gurre Sø (habitatsområde nr 115).

Anvendelse
Skoven er produktionsskov.

Skoven fungerer også som ekstensiv udflugtsskov.

Noter

Litteratur

 Palle Gravesen: Foreløbig Oversigt over Botaniske Lokaliteter 1: Sjælland; Fredningsstyrelsen 1976; s. 274

Statsskove i Danmark
Skove i Helsingør Kommune
Urørt skov

Gurre Vang


ශ්‍රී ලංකාවේ රත්නපුර දිස්ත්‍රික්කයේ කුරුවිට පිහිටි දෙල්ගමුව රජ මහා විහාරය මෙරට ඉතිහාසමය වශයෙන් වැදගත්වන බෞද්ධ පුදබිමක් සේ සැළකේ. වර්ෂ 43ක කාලයක් ශ්‍රී දන්ත ධාතුන් වහන්සේ, ආරක්ෂා සහිතව මෙම විහාරස්ථානයේ සඟවා තැබීම ඊට හේතුව වී තිබේ. කොළඹ-රත්නපුර මාර්ගයේ කුරුවිට සිට කිලෝ මීටර 1ක් පමණ දුරින් මෙම විහාරය පිහිටා තිබේ.

ඉතිහාසය
දෙල්ගමුව රජ මහා විහාරයෙහි ලිඛිත ඉතිහාසය සීතාවක යුගය දක්වා දිවයන්නක් වේ. එසමයේ රචිත රාජාවලිය හා සුළු රාජාවලියෙහි මෙම විහාරය සපරගමු විහාරය ලෙස හඳුන්වා තිබේ. මහාවංශයෙහි දෙල්ගමුව රජ මහා විහාරය හඳුන්වා ඇතිතේ ලබුජගාම විහාරය ලෙසයි. මීට අමතරව අලගියවන්න මුකවැටිතුමන් විසින් රචිත සැවුල් සංදේශයෙහි දෙල්ගමුව විහාරය පිළිබඳවද තොරතුරු සඳහන් කොට තිබේ. කොට්ටේ යුගයේදී මෙම විහාරය ඉතා දියුණු තත්වයක පැවැති බව සඳහන් වේ.

දන්ත ධාතූන් වහන්සේ
පස්වන බුවනෙකබාහු රජු (1375 – 1391) විසින් එතෙක් කුරුණෑගල පැවැති දන්ත ධාතූන් වහන්සේ කෝට්ටේ රාජධානිය වෙත වැඩම කරවන ලදී. ඒ වෙනුවෙන් කොට්ටේ දළදා මාළිගයක් ද රජු විසින් කරවන ලදී. කෙසේ නමුදු ක්‍රිස්තු වර්ෂ 1505දී සිදුවූ පෘතුගීසීන්ගේ ආගමනයත් සමග, දන්ත ධාතූන් වහන්සේගේ ආරක්ෂාව පිළිබඳ ගැටළුකාරී තත්වයන් මතුවිය.

සත්වන විජයබාහු රජු සතුරන් අතින් ඝාතනයට ලක්වීමෙන් අනතුරුව ඔහුගේ පුතුන් තිදෙනා විසින් කෝට්ටේ රාජධානිය බෙදා පාලනය කරනු ලැබූ අතර, ඉන් කොට්ටේ රාජධානිය හත්වනි බුවනෙකබාහු රජු විසිනුත් (1521 – 1551), සීතාවක පාලනය මායාදුන්න රජු විසිනුත්, පස්වලල්ලාවිට කෝරළයේ පාලනය රයිගම්බණ්ඩාර විසිනුත් ගෙන යන ලදී. කෝට්ටේ රජකම් කල හත්වනි බුවනෙකබාහු රජුගේ මරණයෙන් පසු කෝට්ටේ රාජධානියේ රාජ්‍යත්වයට පත්වීමට උරුමක්කාරයෙකු නොසිටියෙන්, රජුගේ දියණියගේ පුතු ධර්මපාල කුමරු පෘතුගීසීන්ගේ ආරක්‍ෂාව යටතේ රජකමට පත්වීම සිදුවිය. පෘතුගීසීන්ගේ රූකඩයක් සේ ක්‍රියාකල රජෙකු සේ ප්‍රකාශ වෙන ධර්මපාල රජු, පසුව කිතුනු දහම වැළැඳ ගනිමින් සිය නාමය දොන් ජුවන් ලෙස වෙනස් කරගන්නා ලදී.

එතෙක් කෝට්ටේ රජුගේ භාරකාරත්වය යටතේ පැවැති දන්ත ධාතූන් වහන්සේගේ ආරක්ෂාව, රාජධානිය තුල සිදුවූ මෙවැනි දෑ හේතුවෙන් බරපතල අවධානමකට ලක්ව ඇති බව භික්ෂූන් වහන්සේලා හා එකල දියවඩන නිළමේවූ කීරවැල්ලේ හිරිපිටියේ දියවඩන නිළමේතුමන් විසින් අවබෝධ කර ගන්නා ලදී. මේ හේතුවෙන් දන්ත ධාතූන් වහන්සේ තවදුරටත් කොට්ටේ රාජධානිය තුල තබාගැනීම අනාරක්ෂිත බව සිතා, දියවඩන නිළමේතුමන් විසින් දළදාව සීතාවක රාජධානියේ රජකම් කල මායාදුන්නේ රජුට භාර දීමට කටයුතු කරන ලදී.

දන්ත ධාතූන් වහන්සේ නිරායාසයෙන්ම තමන් සතු වීම පිළිබද සතුටට පත් මායාදුන්නේ රජු දළදා වහන්සේ වෙත පුද පූජා කරමින්, ආරක්ෂාව පිණිස දෙල්ගමුව රජමහා විහාරය වෙත වැඩම කරවන ලදී. මායාදුන්නේ රජු, දියවඩන නිළමේතුමන් හා එකල දෙල්ගමුව විහාරයේ වැඩසිටි ෂඞ් භාෂා පරමේෂ්වර මහින්දාලංකාර හිමි විසින් දන්ත ධාතූන් වහන්සේ සතුරන්ගෙන් ආරක්ෂා කර ගැනීම සඳහා විහාරයේ වූ බුද්ධ ප‍්‍රතිමා වහන්සේ පිටුපස කුරහන් ගලක් තුල දළදාව සඟවා තැබීමට කටයුතු කරන ලදී.

මේ අතරතුර මායාදුන්නේ රජු ඝාතනය කරමින් ඔහුගේ පුත් ටිකිරි කුමරු, සීතාවක රාජසිංහ නමින් රාජධානියේ රජකමට පත්වීම සිදුවිය. පිතෘ ඝාතකයෙකු වීම නිසා සංඝයා වහන්සේලාගේ හා බොහොමයක් ජනයාගේ අප්‍රසාදයට මේ හේතුවෙන් සීතාවක රාජසිංහ රජු ලක්විය. දකුණු ඉන්දියානු ආක්‍රමණිකයකු වූ අරිට්ට කී වෙන්ඩුගේ බහට රැවටෙමින් රජු විසින් මේ සමයේ භික්‍ෂූන් වහන්සේලා ඝාතනය කිරීමටද පෙළඹිණි. කෙසේ නමුදු මේ සමයේදී ගොවට පැනගොස් සිටි කොනප්පු බණ්ඩාර, දොන් ජුවන් නමින් කිතුණු දහම වැළඳගනිමින් පෘතුගීසි සේනාවක් සමඟ නැවතත් ලංකාද්වීපයට පැමිණ පළවන රාජසිංහ රජු හා සටන් කොට ඔහුව පරදවා, පසුව පෘතුගීසි බලයද මැඩපවත්වමින් නැවත බෞද්ධාගම වැළඳ ගෙන පළමුවන විමලධර්මසූරිය රජු නමින් උඩරට රාජ්‍යත්වයට පත් විය. බෞද්ධ පාලකයකු වශයෙන් රජුගේ ශ‍්‍රද්ධාවත් බව අවබෝධ කොටගත් දෙල්ගමුව විහාරයේ මහින්දාලංකාර හිමි විසින් වර්ෂ 43ක කාලයක් මුළුල්ලේ විහාරයේ සුරක්ෂිතව තිබූ දන්ත ධාතූන් වහන්සේ රජුට බාර කිරීමට කටයුතු කරනු ලැබූ අතර විමලධර්මසූරිය රජු විසින් මහනුවර දළදා මාලිගයක් ඉදිකරවා, දන්ත ධාතුන් වහන්සේ එහි තැන්පත් කරවීමට කටයුතු කරන ලදී.

නටඹුන්
කෙසේ නමුදු පසුකාලීනව මෙම විහාරස්ථානය පෘතුගීසීන් අතින් විනාශයට ලක්වන අතර වර්ථමානයේ පැරණි විහාර නටඹුන් සුළු ප්‍රමාණයක් ශේෂව පවතී. ඒ අතර පැරණි පියගැට පෙළක්, වාහල්කඩ කොටසක්, ආසනඝරයක් හා පැරණි බෝධි වෘක්ෂය දැකගත හැකිවේ. දන්ත ධාතූන් වහන්සේ වසර ගණනාවක් සුරැකිව දරා සිටි ඓතිහාසික කුරහන් ගල පූජනීය වස්තුවක් ලෙස වර්ථමානයේද විහාරයේදී පුද පූජාවට ලක්වේ.දැනට විහාරස්ථානය‍ට අයත් භූමි භාගය තුලදී විහාර මළුව හැරනේනට එවැනි පුරාතන ගොඩනගිලි කිහිපයක පදනම් දක්නට ඇත.

මේවාද බලන්න
ශ්‍රී ලංකාවේ රත්නපුර දිස්ත්‍රික්කයේ පුරාවිද්‍යා ආරක්‍ෂිත ස්මාරක ලැයිස්තුව

මූලාශ්‍ර

රජමහා විහාර
රත්නපුර දිස්ත්‍රික්කයේ බෞද්ධ සිද්ධස්ථාන
රත්නපුර දිස්ත්‍රික්කයේ පුරාවිද්‍යා ආරක්‍ෂිත ස්මාරක

දෙල්ගමුව රජ මහා විහාරය


ප්‍රථමාධාර යනු යම් හදිසි අනතුරක් හෝ හදිසි රෝගයක් නිසාවෙන් ඔත්පලව සිටින, ඕනෑම තත්වයක, ඕනෑම කෙනෙක් හට ප්‍රථමයෙන් හා ක්ෂණිකව ලබා දෙන සහායකි. (ප්‍රථම + ආධාරය)

රෝගියාට රෝහලකදී නිශ්චිත ප්‍රතිකාරයක් ලැබීමට ප්‍රථමව ලබාදෙන මෙම ප්‍රතිකාරය බොහෝවිට ඕනෑම පුද්ගලයෙකුට සිදුකළ හැකි සරල හා පහසු ක්‍රම වලින් සමන්විතය. නමුත් එමගින් අදාළ රෝගියාට ලැබෙන වාසිය මෙතෙකැයි යැයි කියා නිම කළ නොහැක. ඇතැම් විට ඔහු මරණයෙන් ගැලවීමක් හෝ සදාකාලිකව ආබාධිත වීමේ අවධානමකින් ගැලවීමක් විය හැක.

ප්‍රථමාධාර යනු මූලික ප්‍රතිකාරයක් පමණි. ඒ නිසා ප්‍රථමාධාර දෙන අතරේ වැඩි දුර ප්‍රතිකාර වලට යොමු කිරීම වැදගත්ය.

ප්‍රථමාධාර  වල අරමුණු -
1. පුද්ගලයෙකුගේ ජීවිතය, මරණයෙන් ගැලවීම.

2.යම් අනතුරක් හෝ රෝගයක් නිසා සිදුවූ හානිය තවදුරටත් සිදුවීම වැළැක්වීම.

3. රෝගියාගේ සුවවීම ඉක්මන් කරවීම.

ප්‍රථමාධාර පිළිබඳව  ඇති සිංහල පොත් -
ප්‍රථමාධාර යනු බටහිර ඇලොපැතික වෛද්‍ය විද්‍යාවේ කොටසක් වන බැවින් ඒ පිළිබඳව ඇති පො පතද බොහොමයක් ලියැවී ඇත්තේ ඉංග්‍රීසියෙනි. සිංහල බසෙන් ලියැවුණු ග්‍රන්ථ ප්‍රමාණය ඉතාමත් අල්පය. ඒවායෙනුත් සුදුසුකම් හා අත්දැකීම් සහිත අයවලුන් විසින් ලියන ලද ග්‍රන්ථද, සරලව තේරුම් ගැනීමට පහසු ආකාරයෙන් ලියන ලද ග්‍රන්ථද, නිවැරදි හා විශ්වාසනීය කරුණු ඉදිරිපත් කර ඇති ග්‍රන්ථද නොමැති තරම්ය.

දැනට ලියැවී ඇති පිළිගතහැකි තත්වයේ  ප්‍රථමාධාර පොත් පහත පරිදි වේ.

"A GUIDE TO SURVIVE -ප්‍රථමාධාර " -  වෛද්‍ය චාමර දිල්ශාන් අතුකෝරළ

ප්‍රථමාධාර

ප්‍රථමාධාර


Pausa é o primeiro extended play (EP) do cantor porto-riquenho Ricky Martin. Foi lançado em 28 de maio de 2020 pela Sony Latin. Trata-se do primeiro lançamento de estúdio de Martin desde seu álbum A Quien Quiera Escuchar, de 2015.

Originalmente planejado como um álbum completo, Martin mudou o conceito após a propagação da pandemia de COVID-19 e sua experiência com ataques de pânico. Ele dividiu o álbum em dois EPs: Pausa, que consiste em músicas mais lentas e baladas, e Play, que inclui canções mais aceleradas. O EP apresenta seis músicas, cinco das quais  são colaborações com os cantores Sting, Carla Morrison, Pedro Capó, Bad Bunny, entre outros.

Após o lançamento, Pausa ficou em oitavo lugar na parada de álbuns latinos pop dos Estados Unidos e foi promovido com dois singles, "Cántalo", com Bad Bunny e Residente, e "Tiburones". Este último tornou-se a 49ª entrada de Martin na parada Hot Latin Songs dos EUA, o que o tornou o primeiro e único artista na história a entrar na parada em cinco décadas diferentes. Além disso, tornou-se sua 50ª entrada na parada Latin Pop Airplay do mesmo país.

Em relação aos prêmios, foi indicado na categoria de Álbum do Ano e venceu o prêmio de Melhor Álbum Pop Vocal na 21ª edição do Latin Grammy Awards. Também foi indicado ao prêmio de Melhor Álbum Latino Pop ou Urbano na 63ª edição do Grammy Awards.

Antecedentes e desenvolvimento
Em 2015, Martin lançou seu décimo álbum de estúdio, A Quien Quiera Escuchar. O álbum gerou quatro singles, incluindo o sucesso internacional "La Mordidita" que tornou-se o vigésimo sexto hit de Martin no top dez da parada Hot Latin Songs, e dessa forma sendo o quarto artista com mais top dez na história da parada. Na 58ª edição do Grammy Awards, A Quien Quiera Escuchar venceu o prêmio de Melhor Álbum de Pop Latino. Em 2016, Martin lançou "Vente Pa' Ca", uma colaboração com o cantor colombiano Maluma. Tornou-se o décimo sexto single número um de Martin na parada Latin Airplay e liderou as paradas em outros oito países. Dois anos depois, ele lançou outra colaboração, "Fiebre", com Wisin & Yandel; que recebeu certificação de platina (Latina) da Recording Industry Association of America (RIAA) por vender mais de 60.000 unidades nos EUA.

Em janeiro de 2020, Martin anunciou o lançamento de seu décimo primeiro álbum de estúdio, inicialmente intitulado Movimiento. O disco deveria seria inspirado na história recente de Porto Rico, incluindo o Furacão Maria, de 2017, os protestos políticos de 2019 e os terremotos de 2019-2020. No entanto, após a disseminação da pandemia de COVID-19, Martin começou a sofrer ataques de pânico. Em entrevista revelou: "Passei duas semanas com uma poker face para que minha família não fosse afetada, e finalmente pude levantar a cabeça e dizer "algo muito bom tem que sair disso, e tem de ser algo criativo". Comecei a fazer música e essa foi minha medicação, sinceramente, porque eu realmente senti como se estivesse sufocando." Posteriormente, ele entrou em contato com sua gravadora, a Sony Music, e decidiu dividir o álbum em dois EPs, Pausa e Play. Martin descreveu o primeiro como mais "calmo" e "relaxado", enquanto o último consistiria de músicas mais animadas.

Pausa foi lançado em 28 de maio de 2020, enquanto Play estava previsto para ser lançado em setembro. O marido de Martin, Jwan Yosef, fez a arte de capa de Pausa, que apresenta as costas nuas do cantor.

Gravação e composição
A lista de faixas consiste em seis músicas, das quais cinco são colaborações. Os músicos apresentados no EP incluem o cantor inglês Sting, a cantora e compositora mexicana Carla Morrison, o cantor espanhol de flamenco gitano Diego el Cigala e os artistas porto-riquenhos Pedro Capó, Residente e Bad Bunny. Sobre sua colaboração com Morrison, Martin declarou: "É o som da cantora, sua narrativa, seu tom, a maneira como ela escreve. Eu a amo. Eu amo as histórias dela".  O engenheiro de som de Martin, Enrique Larreal, que mora em Nova York, ajudou a gravar o material com os outros artistas que estavam em Londres, Paris, Porto Rico e na República Dominicana: "Meu engenheiro foi capaz de criar um sistema onde todos - meu produtor em Miami, eu em L.A. - tiveram uma experiência audiovisual nítida e impecável. Eu posso estar gravando e literalmente ver em meu laptop o movimento que ele está fazendo em sua mesa de console em Nova York". A inspiração para o trabalho veio dos medos, inseguranças e momentos de pânico que experimentou durante a quarentena. Griselda Flores da revista Billboard descreveu as letras como "introspectivas", "comoventes" e "melancólicas".

O EP começa com "Simple", uma colaboração com Sting, descrita por Flores como "simples, porém poderosa e grandiosa". Martin contatou Sting, que aceitou a oferta de dueto e decidiu cantar em espanhol: "Eu [Martin] o chamei [Sting] e dessa forma saí da minha zona de conforto porque eu realmente não gosto de pedir nada às pessoas e ele disse que sim, e que eu deveria enviar-lhe o que eu tinha e ele gostou do que enviei. É um sonho realizado". "Recuerdo", a colaboração com Morrison, é uma música emocional com letras "dilacerantes". Segundo Martin, a música surgiu de um momento difícil e de tristeza que ele e Morisson estavam experimentando quando a escreveram. Elias Leight, da revista Rolling Stone, escreveu que, em relação a "Recuerdo", os cantores mostram "estilos vocais que se completam"; Morrison tem uma voz mais "leve e melodiosa", enquanto Martin opta por uma abordagem "mais cremosa e mais enérgica".

"Cae de Una", um dueto com Capó, tem um ritmo "contagiante", com uma melodia leve e um conteúdo lírico "sobre corações partidos". "Quiéreme" é uma música pop com toques de flamenco e foi co-produzida pelo músico espanhol Raül Refree em Barcelona. Refree transformou a melodia em "uma explosão de sons" na qual Martin e Cigala trocam vocais "dramáticos e poderosos". "Tiburones" é uma balada emocional co-escrita por Pablo Preciado e Oscar Hernandez. Contém letras profundas que defendem a paz, o amor, a unidade e a aceitação. "Cántalo" é a única exceção em termos de ritmo no álbum e apresenta uma variedade de gêneros, incluindo salsa, reggaeton e trap. É baseada na gravação original da música "Mi Gente", de Hector Lavoe, de 1974.[13] Uma colaboração com Residente e Bad Bunny, foi inspirada pelo movimento #RickyRenuncia (uma campanha contra o ex-governador de Porto Rico, Ricardo Rosselló) e inclui letras como "Ninguém nos para hoje/ Nem mesmo com acalanto de elefante/ Dinheiro, embora abundante, não vale a pena".

Singles
"Cántalo" foi lançada como o primeiro single de Pausa, em 12 de novembro de 2019. Sua arte foi inspirada nos cartazes de protesto emitidos em Porto Rico durante os tumultos que exigiram a renúncia de Roselló. Comercialmente, alcançou a posição 35 na parada US Hot Latin Songs e foi certificado como disco de ouro (latino) pela RIAA, por ter vendido mais de 30.000 unidades no país. Martin, ao lado de Residente e Bad Bunny, apresentou "Cántalo" no 20º Grammy Latino anual, realizado em 14 de novembro de 2019 em Las Vegas.

"Tiburones" foi lançada em 23 de janeiro de 2020 como o segundo single. Tornou-se a 49ª entrada de Martin nas paradas US Hot Latin Songs, onde atingiu o pico na posição 34 em maio de 2020. Com essa conquista, ele se tornou o primeiro e único artista na história a entrar na parada em cinco décadas diferentes. "Tiburones" também se tornou a 50ª entrada do cantor no Latin Pop Airplay. Atingiu a posição de número 9 e se tornou a 38ª música de Martin a entrar no top dez da parada. Além disso, liderou a parada de singles da Monitor Latino em Porto Rico por três semanas consecutivas e alcançou o top 10 em outros nove países. Kacho Lopez filmou o videoclipe da música em Porto Rico. Segundo Martin, "tanto a música quanto o vídeo incorporam todas as emoções, energia e sensação que são emblemáticas quando nos reunimos com pessoas". Martin apresentou a música no Premio Lo Nuestro em 20 de fevereiro de 2020. A música foi indicada a "Canção do Ano" no 21º Grammy Latino anual, onde Martin também a apresentou juntamente com sua música "Recuerdo". Um remix oficial de "Tiburones", com a participação do cantor Farruko, foi lançado em 10 de abril de 2020.

Em 23 de julho de 2020, "Recuerdo" foi lançada como o único single promocional do extended play. A revista Billboard escolheu a música como uma das melhores colaborações latinas masculinas/femininas de 2020 e uma das baladas mais bonitas lançadas naquele ano. A música atingiu o top 10 na terra natal de Martin, Porto Rico e se tornou o terceiro sucesso no top 10 do cantor no país vindo do EP.

Recepção crítica
Griselda Flores da revista Billboard deu ao extended play uma crítica positiva, dizendo: "Repleto de letras introspectivas, comoventes e melancólicas, o conjunto de seis faixas nasceu de um estado de vulnerabilidade e da necessidade de curar através da música".

Ele também foi classificado como um dos Melhores Álbuns Latinos de 2020 pela Billboard.

Prêmios e nomeações

Lista de faixas
Créditos adaptados do site Tidal.

Notas
  significa que também foi um produtor vocal.

Tabelas

Tabela semanal

Álbuns de Ricky Martin
EP de 2020
EPs de música pop

Pausa (EP de Ricky Martin)


Società Italiana Cyclecars war ein italienischer Hersteller von Automobilen.

Unternehmensgeschichte
Das Unternehmen aus Chiavari begann 1924 mit der Produktion von Automobilen. Der Markenname lautete SIC. 1925 endete die Produktion.

Fahrzeuge
Das einzige Modell war ein Cyclecar. Für den Antrieb sorgte ein Zweizylinder-Zweitaktmotor mit 500 cm³ Hubraum. Das Getriebe verfügte über zwei Gänge.

Literatur

 Nick Georgano: The Beaulieu Encyclopedia of the Automobile, Volume 3 P–Z. Fitzroy Dearborn Publishers, Chicago 2001, ISBN 1-57958-293-1 (englisch)

Einzelnachweise

Ehemaliger Pkw-Hersteller (Italien)
Ehemaliges Unternehmen (Ligurien)
Ehemaliger Cyclecar-Hersteller
Chiavari

Società Italiana Cyclecars


The year 1843 in science and technology involved some significant events, listed below.

Astronomy
 March 11–14 – Eta Carinae flares to become the second brightest star.
 February 5–April 19 – "Great March Comet" observed.
 December 21 – The first total solar eclipse of Saros 139 occurs over southern Asia.
 Heinrich Schwabe reports a periodic change in the number of sunspots: they wax and wane in number according to a ten-year cycle.

Chemistry
 Jean-Baptiste Dumas names lactose.
 Carl Mosander discovers the chemical elements Terbium and Erbium.
 John J. Waterston produces an account of the kinetic theory of gases.
 Alfred Bird produces single-acting baking powder.

Mathematics
 September – Ada Lovelace translates and expands Menabrea's notes on Charles Babbage's analytical engine, including an algorithm for calculating a sequence of Bernoulli numbers, regarded as the world's first computer program.
 October 16 – William Rowan Hamilton discovers the calculus of quaternions and deduces that they are non-commutative.
 Arthur Cayley and James Joseph Sylvester found the algebraic invariant theory.
 John T. Graves discovers the octonions.
 Pierre-Alphonse Laurent discovers and presents the Laurent expansion theorem.

Physics
 James Prescott Joule experimentally finds the mechanical equivalent of heat.
 Ohm's acoustic law is proposed by German physicist Georg Ohm.

Physiology and medicine
 April–May – English surgeon Benjamin Brodie extracts a coin lodged in the bronchus of engineer Isambard Kingdom Brunel using novel methods.
 British surgeon James Braid publishes Neurypnology: or the Rationale of Nervous Sleep, a key text in the history of hypnotism.
 Oliver Wendell Holmes Sr., argues that puerperal fever is spread by lack of hygiene in physicians.

Technology
 March 25 – Completion of the Thames Tunnel, the first bored underwater tunnel in the world (engineer: Marc Isambard Brunel).
 July 19 – Launch of , the first iron-hulled, propeller-driven ship to cross the Atlantic Ocean (designer: Isambard Kingdom Brunel).
 November 21 – Thomas Hancock patents the vulcanisation of rubber using sulphur in the United Kingdom
 The steam powered rotary printing press is invented by Richard March Hoe in the United States.
 Robert Stirling and his brother James convert a steam engine at a Dundee factory to operate as a Stirling engine.
 The first public telegraph line in the United Kingdom is laid between Paddington and Slough.
 Approximate date – Euphonium invented.

Publications
 October – Anna Atkins begins publication of Photographs of British Algae: Cyanotype Impressions, a collection of contact printed cyanotype photograms of algae which forms the first book illustrated with photographic images.

Awards
 Copley Medal: Jean-Baptiste Dumas
 Wollaston Medal for Geology: Jean-Baptiste Elie de Beaumont; Pierre Armand Dufrenoy

Births
 January 13 – David Ferrier (died 1928), Scottish neurologist.
 May 6 – G. K. Gilbert (died 1918), American geologist.
 June 12 – David Gill (died 1914), Scottish astronomer.
 June 23 – Paul Heinrich von Groth (died 1927), German mineralogist.
 July 24 – William de Wiveleslie Abney (died 1920), English astronomer.
 August 17 – Alexandre Lacassagne (died 1924), French forensic scientist.
 November 30 – Martha Ripley  (died 1912), American physician.
 December 11 – Robert Koch (died 1910), German physician, famous for the discovery of the tubercle bacillus (1882) and the cholera bacillus (1883) and for his development of Koch's postulates; awarded the Nobel Prize in Physiology or Medicine in 1905
 Adelaida Lukanina (died 1908), Russian chemist.

Deaths
 July 25 – Charles Macintosh (born 1766), Scottish inventor of a waterproof fabric.
 August 10 – Robert Adrain (born 1775), Irish American mathematician.
 September 11 – Joseph Nicollet (born 1786), French geographer, explorer, mathematician and astronomer.
 September 19 – Gaspard-Gustave Coriolis (born 1792), French mathematician and discoverer of the Coriolis effect.
 September 30 – Richard Harlan (born 1796), American zoologist.
 November 16 – Abraham Colles (born 1773), Anglo-Irish surgeon.

References

19th century in science
1840s in science

1843 in science


Parlatoria, monotipski biljni rod iz porodice kupusovki (Brassicaceae), čija je jedina vrsta P. cakiloidea, jednogodišnja biljka raširena od istočnog Mediterana do Irana

Raste po stjenovitim obroncima na visinama od 1200 metara iznad mora.

Izvori

Thlaspideae
Flora Irana
Flora Turske
Flora Iraka
Flora Libanona i Sirije

Parlatoria (Plantae)


was a town located in Saga District, Saga Prefecture, Japan. The status of Kubota was changed from a village to a town on April 1, 1967.

As of 2003, the town had an estimated population of 8,078 and a density of 561.36 persons per km². The total area was 14.39 km².

On October 1, 2007, Kubota, along with the towns of Higashiyoka and Kawasoe (all from Saga District), was merged into the expanded city of Saga.

Dissolved municipalities of Saga Prefecture

Kubota, Saga


Guido Cantelli (Novara, Italia, 27 de abril de 1920 - París, Francia, 24 de noviembre de 1956 en accidente aéreo) fue un joven director de orquesta italiano.

Fue un discípulo predilecto de Arturo Toscanini y adquirió gran notoriedad como director de orquesta. En 1950 se dio a conocer en Inglaterra y el 1953 en los Estados Unidos, despertando, a través de reiteradas actuaciones en ambos países, la admiración de aquellos públicos.

De nuevo en su país, consolidó su fama de profundo conocedor de los recursos musicales, y al final era, entre los directores de orquesta italianos, uno de los que gozaban de mayor prestigio y grandes simpatías. El sello personal que supo imprimir a sus interpretaciones le hacía apropiarse fácilmente de su sensibilidad de los auditorios.

Cuando se dirigía otra vez a los Estados Unidos para ponerse al frente de la Orquesta Filarmónica de Nueva York, el avión italiano en el que viajaba, a los pocos momentos de haber despegado del aeródromo parisino de Orly, sufrió un accidente en el que, entre otras treinta y tres víctimas, perdió la vida el que, en plena carrera de éxitos, tenía por delante un brillante desarrollo en el arte musical.

Referencias
 Suplemento de los años 1955-1956, pág. 260, de la Enciclopedia Espasa (ISBN 84-239-4592-8)

Enlaces externos

Directores de orquesta de Italia
Personas de Piamonte
Músicos clásicos del siglo XX de Italia
Nacidos en Novara
Fallecidos en París

Guido Cantelli


Iračko-sirijska granica je granica između Sirije i Iraka i proteže se u ukupnoj dužini od 599 km preko Gornje Mezopotamije i sirijske pustinje, od tromeđe s Jordanom na jugozapadu do točke s Turskom na sjeveroistoku.

Opis
Granica započinje na zapadu, na tromeđi s Jordanom u točki , s tim da je početni dio nastavak duge ravne crte koja čini istočni dio jordansko-sirijske granice. Tada se granica pomiče u blizini rijeke Eufrat i graničnog prijelaza Al-Qa'im, nastavljajući prema sjeveru nizom kratkih ravnih linija, a zatim prema sjeveroistoku do rijeke Tigris. Tada Tigris tvori kratki dio granice od 5,5 km do tromeđe s Turskom na ušću rijeke Habura na .

Povijest
Početkom 20. stoljeća Osmansko Carstvo je nadziralo današnju Siriju i Irak. Tijekom Prvog svjetskog rata, arapski ustanak, podržan od Velike Britanije, imao je za posljedicu uklanjanje Osmanlija s većine Bliskog istoka. Kao rezultat anglo-francuskog sporazuma Sykes-Picot, Britanija je stekla kontrolu nad osmanskim vilajetima Mosulom, Bagdadom i Basrom, koje je organizirala u Irački mandat 1920. godine, a Francuska je organizirala mandat nad Sirijom.

U razdoblju 1920. – 1923. Francuska i Britanija potpisale su niz sporazuma, kolektivno poznate kao Sporazum Paulet-Newcombe, koji je stvorio današnje jordansko-sirijske i iračko-sirijske granice, čime je razrađena zona A iz Sporazum Sykes-Picot. Godine 1932., sporazum je finaliziran nakon revizije komisije Lige naroda.

Od početka rata u Iraku 2003., pogranično područje postalo je nestabilno, a od 2011. se pogoršava zbog građanskog rata u Siriji. Većina pogranične regije s obje strane nekoliko je godina bila dijelom Islamske države Iraka i Levanta (ISIL), iako je njezin najsjeverniji dio ostao pod nadzorom Kurda, čineći granicu između Rojave i iračkog Kurdistana. Islamska država je u međuvremenu izgubila kontrolu nad granicom, koju danas (2021.) kontroliraju Rojava i sirijska vlada na sirijskoj strani, te regionalna vlada Kurdistana i iračka vlada na iračkoj strani.

Granični prijelazi
Postoje tri službena granična prijelaza između Sirije i Iraka, i jedan improvizirani prijelaz:

 Granični prijelaz Rabia, na cesti Al-Shaddadah-Mosul, najsjeverniji je službeni prijelaz.
 Granični prijelaz Al-Qa'im između Abu Kamala u Siriji i Al-Qa'ima u Iraku. Prijelaz je ponovno otvoren 30. rujna 2019., nakon što je osam godina bio zatvoren zbog sirijskog i iračkog građanskog rata. Od ponovnog otvaranja graničnog prijelaza, milicija Kata'ib Hezbollah, podržana od Irana, skupina koja je dio Narodnih mobilizacijskih jedinica, igra važnu vojnu i sigurnosnu ulogu na iračkoj strani granice.
 Granični prijelaz Al Waleed, u Siriji poznat kao al-Tanf, nalazi se u okrugu Ar-Rutba guvernorata Al Anbar, blizu najzapadnije točke Iraka i najsjevernije točke Jordana, u pustinjskoj regiji Badia. Služi kao glavni granični prijelaz na autocesti između Damaska i Bagdada. Kontrolna točka al-Tanf nalazi se na sirijskoj strani granice, u provinciji Homs. S obje strane nalaze se palestinski izbjeglički kampovi: kamp Al-Waleed s iračke i kamp Al Tanf sa sirijske strane. Prijelaz je bio zauzeo ISIL u svibnju 2015. godine, a sirijski pobunjenici su ga pokušali zauzeti u ožujku 2016. godine.
 Granični prijelaz Semalka pontonski je most preko Tigrisa koji je uspostavila regionalna vlada Kurdistana tijekom sirijskog građanskog rata oko 1 km nizvodno od iračko-sirijsko-turske tromeđe, i sjeverno od Faysh Khabura u Iraku.

Povezani članci
 Iračko-sirijski odnosi
 Irački građanski rat (2014. - 2017.)
 Kurdistan
 Građanski rat u Siriji

Izvori

Vanjske poveznice
 Kathy Gilsinan, The Many Ways to Map the Islamic 'State', The Atlantic, 27 August 2014.

Sirija
Granice Sirije

Iračko-sirijska granica


Oxalis barrelieri er jurt af smæruættkvísl sem er upprunnin frá Mið-Ameríku og eyjum Karíbahafs. Hún hefur breiðst út til Afríku og Kyrrahafseyja og sumsstaðar talin ágengt illgresi.

Tilvísanir

Súrsmæruætt

Oxalis barrelieri


Vila Chã Portekiz'de Vale de Cambra belediyesine bağlı olan, 6,86 km² yüzölçümüne sahip, 4.133 nüfuslu (2001) bir bucaktır (Portekizce: freguesia).

Portekiz'in freguesiaları
Vale de Cambra

Vila Chã (Vale de Cambra)


Hietaniemi  est une péninsule sableuse dans la section du quartier de Etu-Töölö à Helsinki en Finlande.

Présentation
Hietaniemi est bordée au nord par Taivallahti, au sud par Lapinlahti et à l'ouest par Seurasaarenselkä.
La péninsule est accessible par les rues Hietaniemenkatu et Hiekkarannantie.
A Hietaniemi se trouvent, entre autres, le cimetière d'Hietaniemi et la plage d'Hietaniemi.

Galerie

Références

Voir aussi

Articles connexes

Liens externes
 Hietaniemi

Cap en Finlande
Etu-Töölö
Tourisme à Helsinki

Hietaniemi (péninsule)


Need for Speed (NFS) is a racing game franchise published by Electronic Arts and currently developed by Criterion Games, the developers of Burnout. The series generally centers around illegal street racing and tasks players to complete various types of races while evading the local law enforcement in police pursuits. The series is one of EA's oldest franchises not published under their EA Sports brand. The series released its first title, The Need for Speed, in 1994. The most recent game, Need for Speed Unbound, was released on December 2, 2022. Additionally, a free-to-play mobile installment released in 2015, Need for Speed: No Limits, is actively developed by Firemonkeys Studios, the developers of Real Racing 3.

The series has been overseen and had games developed by multiple notable teams over the years including EA Canada, EA Black Box, Slightly Mad Studios, and Ghost Games. The franchise has been critically well-received and is one of the most successful video game franchises of all time, selling over 150 million copies of games. Due to its strong sales, the franchise has expanded into other forms of media including a film adaptation and licensed Hot Wheels toys.

History
The Need for Speed series was originally developed by Distinctive Software, a video game studio based in Vancouver, British Columbia, Canada. Prior to Electronic Arts' purchase of the company in 1991, it had created popular racing games such as Stunts and Test Drive II: The Duel. After the purchase, the company was renamed Electronic Arts (EA) Canada. The company capitalized on its experience in the domain by developing the Need for Speed series in late 1992.

EA Canada continued to develop and expand the Need for Speed franchise up to 2002, when another Vancouver-based developer, named Black Box Games, was acquired by EA and contracted to continue the series with Need for Speed: Hot Pursuit 2.

Later, Slightly Mad Studios was brought in, releasing Need for Speed: Shift in 2009, followed by a sequel, Shift 2: Unleashed, in 2011. UK-based company Criterion Games would release Hot Pursuit in 2010. The game introduced a social platform, titled Autolog, which allows players to track game progress, view leaderboards, share screenshots with friends, among other features.

At E3 2012, Criterion Games vice president Alex Ward announced that random developers would no longer be developing NFS titles. Ward wouldn't confirm that all Need for Speed games in the future would be developed entirely by Criterion, but he did say the studio would have "strong involvement" in them and would have control over which NFS titles would be released in the future.

In August 2013, following the downsizing of Criterion Games, Swedish developer Ghost Games would become the main studio for the franchise and oversee future development. At the time, 80% of Ghost Games' work force consisted of former Criterion Games employees. Ghost Games would develop Need for Speed Rivals, Need for Speed reboot, Need for Speed Payback, and Need for Speed Heat (2013-2019).

In February 2020, Criterion regained oversight of the franchise.

As of 2021, several entries in the franchise such as Carbon, Undercover, Shift, Shift 2: Unleashed and The Run became no longer to purchase from any online stores except for Hot Pursuit (2010) and Most Wanted (2012), and their online servers were shut down on August 31. Hot Pursuit and Most Wanted are unaffected.

Gameplay
Almost all of the games in the NFS series employ the same fundamental rules and similar mechanics: the player controls a race car in a variety of races, the goal being to win the race. In the tournament/career mode, the player must win a series of races in order to unlock vehicles and tracks. Before each race, the player chooses a vehicle and has the option of selecting either an automatic or manual transmission. All games in the series have some form of multiplayer mode allowing players to race one another via a split screen, a LAN or the Internet. Since Need for Speed: High Stakes, the series has also integrated car body customization into gameplay.

Although the games share the same name, their tone and focus can vary significantly. For example, in some games the cars can suffer mechanical and visual damage, while in other games the cars cannot be damaged at all; in some games, the software simulates real-car behavior (physics), while in others there are more forgiving physics.

With the release of Need for Speed: Underground, the series shifted from racing sports cars on scenic point-to-point tracks to an import/tuner subculture involving street racing in an urban setting. To date, this theme has remained prevalent in most of the following games.

Need for Speed: Shift and its sequel took a simulator approach to racing, featuring closed-circuit racing on real tracks like the Nürburgring and the Laguna Seca, and fictional street circuits in cities like London and Chicago. The car lists include a combination of exotics, sports cars, and tuners in addition to special race cars.

Most of the games in the franchise include police pursuits in some form or other. In some of the games featuring police pursuit (e.g. Need for Speed III: Hot Pursuit), the player can play as either the felon or the cop. The concepts of drifting and dragging were introduced in Need for Speed: Underground. These new mechanics are included in the tournament/career mode aside from the regular street races. In drift races, in games like Underground and Need for Speed (2015), the player must defeat other racers by totaling the most points, earned by the length and timing of the drift made by the player's vehicle. In drag races, the player must finish first to win the race, though if the player crashes into an obstacle or wall, the race ends. In Need for Speed Payback, the player has to earn a certain number of points to win; increase their multiplier based on how many points they get, whilst passing through a limited number of checkpoints.

The concept of car tuning evolved with each new game, from focusing mainly on the mechanics of the car to including how the car looks. Each game except Need for Speed: Hot Pursuit has car tuning which can set options for items like ABS, traction control, or downforce, or for upgrading parts like the engine or gearbox. Visual tuning of the player's car becomes important in tournament/career mode after the release of Need for Speed: Underground 2, when the appearance is rated from zero to ten points. When a car attains a high enough visual rating, the vehicle is eligible to be on the cover of a fictional magazine.

Like all racing games, the Need for Speed series features a list of cars, modeled and named after actual cars. Cars in the franchise are divided into four categories: exotic cars, muscle cars, tuners, and special vehicles. Exotic cars feature high performance, expensive cars like the Lamborghini Murciélago, Mercedes-Benz SLR McLaren, Chevrolet Corvette and the Ford GT; muscle cars refer to the Ford Mustang, Dodge Challenger and the Chevrolet Camaro; while tuner cars are cars like the Nissan Skyline and the Mitsubishi Lancer Evolution. The special vehicles are civilian and police cars that are available for use in some games, such as the Ford Crown Victoria in Need for Speed: Hot Pursuit and garbage trucks, fire engines and taxis in Need for Speed: Carbon.

Originally the series took place in international settings, such as race tracks in Australia, Europe, and Africa. Beginning with Underground, the series has taken place in fictional metropolitan cities. The first game featured traffic on "head to head" mode, while later games traffic can be toggled on and off, and starting with Underground, traffic is a fixed obstacle. Most of the recent Need for Speed games are set in fictional locations of our world, in a number of different time periods. These include, but are not limited to, Olympic, Bayview, Rockport, Palmont City, Tri-City Bay, Seacrest County, Fairhaven City, Redview County, Ventura Bay, Fortune Valley, Palm City and Lakeshore City.

Games

Primary installments

The Need for Speed (1994)

The original Need for Speed was released for 3DO in 1994 with versions released for the PC (DOS) (1995), PlayStation and Saturn (1996) following shortly afterwards. The Need for Speed and its Special Edition were the only games in the series to support DOS, with subsequent releases for the PC running only on Windows (excluding Need for Speed: Carbon which was also released on Mac OS X).

The first installment of The Need for Speed was the only serious attempt by the series to provide a realistic simulation of car handling elements through the direct collaboration of Staff members from Road & Track. Electronic Arts left the handling dynamics tuning with the automotive magazine's seasoned drivers to match vehicle behavior including realistic over and understeer that remains impressive decades later, as well as sounds made by the vehicles' gear control levers and other functions. The game contained vehicle data with spoken commentary, several "magazine-style" images of each car, and short video clips highlighting the vehicles set to music. Most cars and tracks are available at the beginning of the game, and the objective is to unlock the remaining locked content by winning tournaments. This version featured chases by police cars, a popular theme throughout the series.

Another version called The Need for Speed: Special Edition, was released only for the PC in 1996. It featured support for DirectX 2 and TCP/IP networking, two new tracks, but dropped the ever-popular flip and go in favor of the more generic scene reset after an accident, a portents of the arcade-style gaming that would dominate the series ever after.

Need for Speed II (1997)

Need for Speed II (NFS II) featured some rare and exotic vehicles, including the Ford Indigo concept vehicle, and featured country-themed tracks from North America, Europe, Asia, and Australia. A new racing mode was also introduced, dubbed "Knockout", where the last racers to finish laps will be eliminated. In addition, track design was more open-ended; players could now "drive" off the asphalt, and cut across fields to take advantage of shortcuts. Need for Speed II: Special Edition includes one extra track, extra cars, and support for Glide. The PlayStation port of NFS II also took advantage of the NeGcon controller, and the Dual Analog and DualShock controllers as well.

Need for Speed III: Hot Pursuit (1998)

Need for Speed III: Hot Pursuit added Hot Pursuit mode, where the player either attempted to outrun the police or be the cop, arresting speeders. NFS III took advantage of the multimedia capabilities by featuring audio commentary, picture slideshows, and music videos. This game was the first in the series to allow the downloading of additional cars from the official website. As a result, modding communities sprang up to create vehicles. The PC version was also the first game in the series to support Direct3D hardware.

Need for Speed: High Stakes (1999)

High Stakes, developed by EA Canada and EA Seattle, was released in 1999. The game features more realistic elements than its predecessors and introduced a damage system that allows cars to take damage when colliding with objects, affecting their appearance and performance. It also introduced a series of economy-based tournaments, awarding players with a cash prize that can be spent on repairing, purchasing, or upgrading cars for subsequent races. The game's Hot Pursuit mode, which was introduced in Hot Pursuit, was expanded with more options, allowing players to control police pursuits attempting to stop racers.

Need for Speed: Porsche Unleashed (2000)

Porsche Unleashed (North America and Latin America title), Porsche 2000 (European and Australian title), or simply Porsche (in Germany) is different from the previous versions because it featured only Porsches.

The vehicle handling in the PC version was said to be the most realistic in any NFS game, but the PS1 version had very simplified arcade handling that fell woefully short of the hallmark handling offered in the first game. The player had to win races to unlock cars in chronological order from 1950 to 2000. Porsche Unleashed also featured a Factory Driver mode, where the player had to test Porsches to move forward in the game and did not feature a split-screen mode.

Need for Speed: Hot Pursuit 2 (2002)

Need for Speed: Hot Pursuit 2 was the debut NFS title from EA Black Box, and the first NFS for the sixth generation consoles. Different versions of the game were produced for each platform. The Xbox, GameCube, and Microsoft Windows versions were developed by EA Seattle, while the PS2 version was developed by Black Box Games in Vancouver.

Hot Pursuit 2 draws primarily from the gameplay and style of NFS III, putting emphasis on evading the police and over-the-top tracks. Although the game allowed players to play as the police, the pursuit mode was less realistic than preceding versions of NFS; players merely needed to "tap" a speeder to arrest them, as opposed to using simulated police tactics to immobilize a speeding vehicle. This was the first version since the start of the series not to feature an "in the driving seat" (cockpit) camera view, transitioning EA from realistic racing to arcade street racing. It was the last game in the series for the PC version to feature the split-screen two-player mode introduced in Need for Speed II. For the multiplayer mode of the PC version, GameSpy's internet matchmaking system was used in place of Local Area Network (LAN) play. Hot Pursuit 2 was the first NFS game to use songs sung by licensed artists under the EA Trax label.

Need for Speed: Underground (2003)

Need for Speed: Underground was developed by EA Black Box and released in 2003. On PC, this was the first NFS game to require Hardware Transform and Lighting in graphics cards. Most of the new elements in Underground became defining marks of later installments in the Need for Speed series.

Underground shifted from semi-professional racing and isolated circuits to the street racing style of other arcade racing series: all circuits became part of a single map, Olympic City, except for drifts. Underground introduced two new play modes (Drag and Drift) and more tuning options than in the earlier High Stakes. Underground was also the first game in the series to feature a story, told via pre-rendered videos. Underground features tuner cars and has a wide variety of tuning options such as widebody kits, bumpers, spoilers, as well as performance upgrades such as engines and nitrous. City street racing is the primary focus of the game. There are no police in Underground and Underground 2, which drew criticism as police had been an important part of previous titles.

Need for Speed: Underground 2 (2004)

Need for Speed: Underground 2, was developed by EA Black Box and released in 2004. A demo of the game was placed as a bonus in copies of the EA/Criterion collaboration Burnout 3: Takedown.

In Underground 2, the story mode continued, but there were new racing modes such as Underground Racing League and Street X, more tuning options, and a new method of selecting races. Also included was an "outrun" mode where a player can challenge random opponents on the road (similar to Tokyo Xtreme Racer). Underground 2 also introduced several SUVs, used to race against other SUVs. The most significant change vs. the original Underground was the introduction of its open world (free roam) environments, setting the tone for numerous NFS games to come. This was also the publisher's most marketed feature at launch. In addition, the game featured actresses/models Brooke Burke and Kelly Brook as in-game characters to help guide the player through the campaign.

The customization features were significantly expanded on modifications that did not affect vehicle performance. Players were required to customize their car to a certain numerical value in order to be offered DVD and magazine covers, the only way to advance to higher game levels. The game featured more extensive product placement for companies with no connection to auto racing. This game also had extensive customization options in the form of suspension upgrades, nitrous systems, and engine mods.

Need for Speed: Underground Rivals was the first Need for Speed game released on the PlayStation Portable. Different from Need for Speed: Underground 2 as it had no free roam and the cars were very limited, it was released in 2005.

Need for Speed: Most Wanted (2005)

Need for Speed: Most Wanted was developed by EA Black Box, released in 2005, and was one of the first games released for the Xbox 360. The PlayStation Portable port of Most Wanted is titled Need for Speed: Most Wanted 5-1-0.

Police chases represent a significant body of the gameplay, and includes the free-roaming aspect of Underground 2, but with less extensive vehicle customization features. The story mode is a different style from Underground, with CGI effects mixed with live-action. The game featured the Blacklist, a crew consisting of 15 racers that the player must beat one-by-one to unlock parts, cars, tracks, and to complete career mode. The player had to meet certain requirements before they could take on the next Blacklist rival, such as races completed, milestones achieved, and bounty earned.

A special Black Edition of Most Wanted was also released, featuring additional races, challenges, and a few bonus cars; it also included a behind-the-scenes DVD. Both versions were available for the PlayStation 2, Xbox, and Windows-based PCs, while only the standard edition was available for GameCube, Nintendo DS, and Xbox 360.

Most Wanted had extremely positive reviews and received universal acclaim from reviewers in many gaming websites and magazines, praising the graphics, sound effects, and general gameplay. With 16 million copies sold worldwide, Most Wanted is the best-selling game in the franchise. A game, also named Need for Speed: Most Wanted, was released in 2012 with British developer Criterion Games responsible for the development.

Need for Speed: Carbon (2006)

Need for Speed: Carbon was developed by EA Black Box in 2006. It was the first NFS game for the PlayStation 3 and the Wii and the last NFS game for the GameCube, the Game Boy Advance, and the Xbox. Carbon's handheld port is known as Need for Speed: Carbon – Own the City. The Wii port lacked online but made full use of the Wii Remote and Nunchuk.

NFS: Carbon continued the story from Most Wanted, but the game has far less emphasis on the police. Carbon saw the return of nighttime-only racing, with a selection of cars similar to that of Most Wanted. Carbon introduced a new feature wherein the player is allowed to form a "crew" that aids the player in races. Drift events returned to the series in Carbon. Drag racing was removed from the series, but a new type of race called "Canyon Duel" was added, where the closer the player is to the leader, the more points they accrue. If the player overtakes the leader and remains in front for 10 seconds, they win automatically. Another new feature is "Autosculpt", which allows players to custom-fabricate their own auto parts.

The Collector's Edition features three new cars, ten specially tuned cars, six new races, and a bonus DVD with behind-the-scenes footage on the making of the game.

Need for Speed: ProStreet (2007)

Need for Speed: ProStreet, developed by EA Black Box, was released in 2007. Key features of the game included realistic damage, a return to realistic racing, modeling, and burnouts. The game lacked the free roam mode found in earlier releases, instead, all of the races were on closed race tracks that took place on organized race days. The game consisted of drag races, speed challenges (essentially sprint races and speed traps), grip races (circuit racing), and drift races.

Need for Speed: Undercover (2008)

Need for Speed: Undercover, developed by EA Black Box, was released in 2008. The game had a significantly longer development cycle than previous games, taking 16 months to develop. EA ported Undercover to various mobile devices. It was the last Need for Speed game for PlayStation 2. EA Games president Frank Gibeau stated that since sales of ProStreet did not live up to EA's projections, the franchise would go back to its "roots". However, the game received lower scores on aggregate than ProStreet.

The game focused on tuning and police chases, featured over 50 cars, and took place in a fictional city called Tri-City Bay. The player's role was as an undercover cop, trying to stop street racers. Containing live-action cutscenes that feature the actress Maggie Q, the game also featured a damage system where parts could break off after a crash.

The Collector's Edition for PlayStation 3 and Xbox 360 added another five new cars, twelve new circuits, and sprint and checkpoint track configurations. Also included were specially tuned versions of ten existing cars, plus 35 exclusive vinyls for adding a unique visual style.

Need for Speed: Shift (2009)

Need for Speed: Shift, developed by Slightly Mad Studios, was released in 2009. It features over 60 cars and 19 tracks, some of which are licensed tracks while others are fictional. The improved driving simulation was accompanied by an adaptive difficulty, while it reintroduced a cockpit view. NFS: Shift focused on racing simulation rather than the arcade racing of previous titles.

NFS: Shift received better reviews than the prior three games in the series. The Special Edition contained a specially-tuned BMW M3 GT2, and an Elite Series track. Two items of downloadable content were released for the game.

Need for Speed: Nitro (2009)

Need for Speed: Nitro is the first NFS game made exclusively for Nintendo DS and Wii, featuring arcade-style gameplay and targeting a casual audience, released in 2009. Need for Speed: Nitro was also available as a social multiplayer game on Facebook.

Need for Speed: Nitro-X (2010) is a newer installment for use with the DSi/XL and the 3DS system. Essentially the original release, it was updated with several updates: 18 licensed vehicles; new police units; custom tags; 16 updated tracks; a revised career mode; local multiplayer matches for up to four players; and new rewards and unlockables. The game was released as a digital download only, released in 2010.

Need for Speed: World (2010)

Need for Speed: World was a free-to-play MMO racing game for Windows-based PCs. It took on the gameplay style of Most Wanted and Carbon, focusing on illegal street racing, tuning and police chases, and adding classic MMO elements to the mix. World incorporated almost exact replicas of the cities of Rockport and Palmont, the cities of Most Wanted and Carbon respectively, into its map design. World was originally scheduled for an Asian release in the summer of 2009, but the game was not released at that time and it was released worldwide in 2010. The game was in public beta-testing limited to residents of Taiwan in October 2009

Need for Speed World closed its servers in July 2015. They soon after removed the ability to create new accounts for the game and began winding down their support for it. Leading up to closure, there were several "end of the world" promotions and in-game events held.

Need for Speed: Hot Pursuit (2010)

Need for Speed: Hot Pursuit was developed by British games developer Criterion Games and published by Electronic Arts in 2010. It focuses on racing and police chases rather than car customization. The game won many awards at the E3 2010, including "Best Racing Game", becoming the first game in the NFS series since the original Hot Pursuit to win an E3 award.

There were over 60 cars, most available to both racers and cops, but a few were exclusive to either side. Unlike previous NFS titles, there was no customization, and the game takes place in a fictional rural area called Seacrest County, which the "free roam" feature lets you explore. Hot Pursuit allows play as either police or racer. The game also features many weapons, with some exclusive to the cops or racers. The biggest feature introduced was Autolog, which tracked player progressions and recommended events to play. In addition to its statistical system, Autolog also features Facebook-like speedwalls where players can post their comments and photos while in the game. Hot Pursuit has received some of the best reviews of the series.

The Limited Edition gives players exclusive access to the Alfa Romeo 8C Competizione and Ford Shelby GT500. Various downloadable content was released for the game.

A remastered version of the game, Need for Speed: Hot Pursuit Remastered, was released in November 2020 for PlayStation 4, Xbox One, Nintendo Switch, and Microsoft Windows. It features cross-platform multiplayer, enhanced visuals, quality-of-life improvements, all main DLC from the PlayStation 3 and Xbox 360 versions, the return of Autolog, and 4K support for PlayStation 4 Pro, Xbox One X, and Windows.

Shift 2: Unleashed (2011)

The sequel to Need for Speed: Shift, Shift 2: Unleashed was developed by Slightly Mad Studios, and released in 2011. Shift 2 includes the Autolog feature introduced in Hot Pursuit. It also includes features such as night racing, an in-helmet camera, and a more in-depth career mode. Shift 2 features more than 140 vehicles available for racing and tuning, a smaller number compared with other racing games such as Forza Motorsport 3 and Gran Turismo 5. There are also 40 real-world locations including Bathurst, Spa-Francorchamps and Suzuka as well as fictional circuits.

The Limited Edition features three unlocked cars, and an additional 37 career race events. Two downloadable contents were released for Shift 2.

Need for Speed: The Run (2011)

Need for Speed: The Run was developed by EA Black Box, and released in 2011. The game continued the street-racing gameplay of Black Box's previous titles, with a story based on a race across the United States from San Francisco to New York.

The game featured quick time events with the player, for the first time in NFS history, exiting their car and traveling on foot. The Run was powered by DICE's Frostbite 2 engine, making the game the first non-shooter and one of the first console titles to use the engine. Additionally, the NFS Autolog was also used in the game.

The Run employs a large range of real-world vehicles, which can be altered with visual upgrades. An XP (Experience points) system is used for unlocking cars and events. The Limited Edition features three exclusive cars and five exclusive challenges with bonus rewards and achievements.

Need for Speed: Most Wanted (2012)

Need for Speed: Most Wanted was developed by British games developer Criterion Games, and released in 2012. The game picked up on the Most Wanted IP, as opposed to the Hot Pursuit extension. This was the first game made subsequent to Criterion Games taking over the NFS series from Black Box.

It features open-world racing, and most of the cars in the game are available from the start, hidden in different locations. It also features a blacklist of 10 instead of 15, and there is no story or visual customization for the game. It is powered by Autolog 2.0. Performance upgrades are available for all the cars in the game, such as chassis, tires, nitrous, and bodywork. Milestones and achievements are unlocked through a variety of ways, e.g. completion of races and breaking through billboards.

Need for Speed Rivals (2013)

Need for Speed: Rivals was developed by Ghost Games (formerly EA Gothenburg) in association with Criterion Games, and was released in 2013 for the PlayStation 4,  Microsoft Windows, PlayStation 3, Xbox 360, and Xbox One. It runs on DICE's Frostbite 3 Engine. It has the same basic concept as Need for Speed: Hot Pursuit, but with new features like the AllDrive system, and several pursuit techs.

Need for Speed: No Limits (2015)

Need for Speed: No Limits was released in 2015 for iOS and Android, and a mobile installment in the Need for Speed video game series, developed by Firemonkeys Studios and published by Electronic Arts. It is the franchise's first original title made exclusively for mobile devices, unlike past mobile games in the series that were simply adaptations of various Need for Speed games.

Need for Speed (2015)

A full reboot of the franchise developed by Ghost Games, the game was released in 2015 for PlayStation 4 and Xbox One, with a release for Microsoft Windows via Origin in 2016.

Set in Ventura Bay, the game has five different gameplay styles in which points are collected in order to progress through five overlapping storylines, in addition having a redesigned 'Wrap Editor' and body car modifications.

The PC version was released in 2016 via Origin in two different editions. The Standard Edition is the base edition, whereas the Deluxe Edition has the styling pack, performance pack, tricked-out starter car, exclusive wraps, unique identifying stickers, VIP icons, and a lifetime discount on all items using the in-game currency.

Need for Speed Payback (2017)

EA and Ghost Games released Need for Speed Payback in 2017 for Microsoft Windows, PlayStation 4, and Xbox One. The game has an offline single-player mode unlike the previous title. Payback is set in Fortune Valley. The game is focused on "action driving" and has three playable characters (each with different sets of skills) working together to pull off action movie-like sequences, in addition having a 24-hour day-night cycle.

Need for Speed Heat (2019)

Need for Speed Heat was released in 2019 for Microsoft Windows, PlayStation 4 and Xbox One. The game is set in Palm City. Unlike the previous title, which featured a full day-night cycle, the time of day can be switched when needed between a day and night period, with each period offering different races and payouts. Heat is similar to other titles and features a "Heat" system in which players earn rep when participating in police pursuits, with greater amounts offered during night than in the day. This was the last title released by Ghost Games before its dissolvement in 2020, after which Criterion took full creative oversight of the franchise.

Need for Speed Unbound (2022)

Revealed by EA in October 2022, Need for Speed Unbound is developed by Criterion with assistance from Codemasters. The game features a cel-shaded art style for its characters and vehicle effects while retaining the photo-realistic look of the cars from previous games. The map is based in a fictional city inspired by Chicago called Lakeshore City. The game was released on the PlayStation 5, Xbox Series X/S and PC on December 2, 2022. American rapper ASAP Rocky appears as a character in the storyline, driving a modified Mercedes 190E.

Other games

Need for Speed: V-Rally (1997)

When V-Rally was released in 1997, it was developed by Infogrames Multimedia and had no connection with the Need for Speed games. Electronic Arts acquired the rights to publish the PlayStation version of the game in the United States in order to help sales of the game, due to the fact that rally racing held little support in the U.S. The game was not originally intended to be part of the Need for Speed series; neither the game's development was done by Electronic Arts Canada (which at the time was the primary developer of the Need for Speed series), nor was it developed in as association with Electronic Arts in any way. Later versions of the game were solely published by Infogrames and were released under their original names.

Need for Speed 64 (canceled)
In the late 1990s, EA Canada partnered with Paradigm to work on an entry in the series for the Nintendo 64. It was described in the Next Generation magazine as having exclusive tracks and vehicles, Rumble Pak support and the series' trademark gameplay mechanics. The game was ultimately canceled between late 1998 and early 1999. Electronic Arts had signed a deal with Volkswagen to make a game around the New Beetle, thus altering the Need for Speed 64 project into Beetle Adventure Racing.

Need for Speed: V-Rally 2 (1999)

Much like with the original V-Rally, EA purchased the rights to publish the PlayStation version of V-Rally 2 in North America. Infogrames published the Dreamcast version of the game in North America as Test Drive: V-Rally. Later games in the series would have no connections to either Need for Speed or Test Drive.

Need for Speed: Web Racing (2001)
Need for Speed: Web Racing was an online-only conversion of Need for Speed III: Hot Pursuit made available in 2001 as part of EA.com's Platinum service. 11 cars and various courses from Need for Speed III were included, as well as one course from the first Need for Speed. Single-player and Multiplayer modes were made available.

Motor City Online (2001)

Originally conceived as part of the Need for Speed series under the title Need for Speed: Motor City, during development all single-player elements would be discarded in favor of an online-only model. The result, Motor City Online, was a racing MMO game released by EA on October 29, 2001. The point of the game was to buy classic cars, tune them, and race them against other players. The game went offline less than two years later to enable EA to focus on The Sims Online. Later, EA would develop a new online racing game, called Need for Speed: World.

Need for Speed: Top Speed (2002)
Need for Speed: Top Speed was an online-only promotional racing game released on October 1, 2002, as part of EA Pogo and America Online's online-only AOL Games' First Play programming initiative. Made to promote both MacGillivray Freeman's 2002 IMAX film Top Speed and the then-new Porsche Cayenne Turbo, the game uses three existing courses from Porsche Unleashed renamed to refer to Canadian locations due to the sponsorship of Travel Alberta Canada.

Need for Speed 10: TerrorFive (canceled)
Need for Speed 10: TerrorFive was a concept pitched to Electronic Arts around 2008. The portfolio page of a former presentation director of EA Black Box says the "goal" of the game was to answer the question "How can large scale street races take place in a post 911 US city?" Concept art depicts a group of street racers named "TerrorFive", alongside a mockup of gameplay in which players seemingly hack into police cars.

Need for Speed: Millionaire (canceled)
Need for Speed: Millionaire was a canceled online-only entry developed by Criterion Games, which started development around 2008 after the release of Burnout Paradise and Need For Speed: Undercover. It would have seen the player and friends go on adventures after a lottery win and the purchase of many supercars, described by Criterion director Alex Ward as "Freeburn meets Top Gear challenges". The game was worked on for six months and had a playable version, but was canceled in favor of Need for Speed: Hot Pursuit.

Need for Speed: Edge (canceled)
Need for Speed: Edge was a free-to-play MMO racing game developed by EA Spearhead (formerly EA Korea) and published by Nexon from South Korea and Tencent Interactive Entertainment (known as Need for Speed Online) from China. It is the third free-to-play game in the franchise overall, along with being the only free-to-play racing game that runs on the Frostbite 3 game engine. The PC version is based on the 2013 title Need for Speed Rivals, while the mobile version (sometimes referred to as Need for Speed: Duel) is based on Need for Speed: No Limits. The open beta was released on December 10, 2017. Nexon shut down the game on May 30, 2019.

Film adaptation

EA worked with DreamWorks Pictures to create a film version of Need for Speed starring Aaron Paul as Tobey Marshall, a mechanic and street racer who was framed by a wealthy business associate. The movie was released by Disney's Touchstone Pictures on March 14, 2014, months before the franchise's 20th anniversary. Despite receiving negative reviews, the film ended up grossing over $200 million at the worldwide box office.

In April 2015, a sequel was reported to be produced by China Movie Channel, Jiaflix, and 1905.com in association with EA Games.

Notes

References

External links

Electronic Arts franchises
Video games adapted into films
Video game franchises introduced in 1994

Need for Speed