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Once a physicist: Umberto Guidoni
Umberto Guidoni is a former astronaut and a member of the European Parliament, belonging to the Party of Italian Communists.
How did you first become interested in physics?
As a teenager I was given a small telescope. It was only a toy but with it I could see the rings of Saturn. I was fascinated and decided I wanted to study space.
Where did you study physics and what did you do after graduating?
I graduated with a doctorate in astrophysics from the University of Rome in 1978. I then won a fellowship to do research on nuclear fusion at Italy's National Agency for Alternative Energy (ENEA) in Frascati south of Rome, and in 1983 I transferred to work on photovoltaic cells at another ENEA site. If I were starting out again today, I might well have stuck with energy, but at the time I wanted to study space. The following year I got a job at the Institute of the Physics of Interplanetary Space, also at Frascati.
How did you then become an astronaut?
I had always dreamed of becoming an astronaut but I realized that it would be difficult because I wasn't from the US or the Soviet Union. However, an opportunity presented itself towards the end of the 1980s when Italy started co-operating with the US in space exploration. At Frascati I was involved in studying the Earth's ionosphere using satellites and took part in a project to fly a spacecraft tethered to the Space Shuttle. I was then one of two Italians selected by NASA to be "payload specialists" — essentially scientist-astronauts — for this mission. When the mission initially launched in 1992 I was the reserve, but fortunately (for me), there was a technical problem while trying to deploy the tether. The flight was relaunched in 1996 and I was on board. I then became a fully fledged astronaut, training at NASA for almost five years before flying to the International Space Station in 2001.
What is it like being in space?
You have to be able to carry out a wide range of different tasks, such as fixing electronics and looking after your body, and you have to be able to deal with whatever comes your way. Normal activities such as sleeping and going to the bathroom become pretty involved in space because of weightlessness.
How did you get into politics?
I was still an active astronaut until 2004, but after NASA decided to close the Shuttle programme by 2010 it meant I probably wouldn't fly again and so I decided that it was time to move on. While based at the European Space Agency's ESTEC centre in the Netherlands, I visited Brussels a couple of times, where I saw how the European Parliament worked.
I have always been interested in politics, and with science-based issues — such as space, climate change and energy — becoming increasingly important politically, I decided to run in the European elections in 2004 and was successful.
Have you enjoyed your time as a politician?
Overall, yes. It can be frustrating when you do so much work and the European Council then decides not to go ahead with whatever you've proposed, but it is rewarding to see Europe taking shape. I would like to move towards a real federal state, with the Council disappearing and less power in the hands of the member states. It is frustrating that federalism isn't happening more quickly, but if you go ahead too fast, people won't follow.
Do you keep up with developments in science?
Yes. I don't read scientific journals any more because they are so specialized, but I follow developments in fields like cosmology via more popular articles. As a politician I try to give young people a sense of the beauty in science, which is easier to do using astronomy and cosmology than, say, particle physics.
This article originally appeared in the September 2008 issue of Physics World
last edited: June 27, 2018

subset: commoncrawl


text:
After eight years, punter Chris Kluwe finds himself again in a heated camp competition, and this time he's the veteran up against a strong-legged youngster in Marquette King
NAPA, Calif. — In the NFL, we all begin as rookies. We come in to a team with no idea what to expect, no idea who anyone really is, blind and unsure. The pressure is immense. Ninety men are on that team, and ultimately there's only room for 53. You are fighting for your livelihood, daily, against as many as five other people, depending on position.
That doesn't mean you can't be a human being.
I entered the league in 2005, as an undrafted free agent for the Seattle Seahawks. In minicamps, I was one of three punters. One was the incumbent from 2004 who'd had a shaky year, Donnie Jones. One was a seasoned veteran looking to prolong his career, Leo Araguz. I was the unproven kid with a big leg. We had what I would call an uneasy truce. We didn't try to actively sabotage each other, but we didn't try to help each other out, either. Conversations were slightly stilted, focusing mainly on banal topics like the weather, or what college we had attended. Punt drills were silent affairs of intense effort, the focus solely on ourselves.
Two weeks into minicamp, Donnie was cut. He tweaked his knee golfing, the team decided to drop him then and there, and suddenly it was me and Leo.
The pressure became even more intense. Our special teams coach, Bob Casullo, was loud, brash—a yeller. Mis-hit a punt and you'd hear about it, generally at around 90 decibels. Each day I found myself focusing on the same litany. Don't mess up. Outkick the other guy. Don't mess up. Every time I didn't hit a punt perfectly, I wondered if it would be my last day in Seattle. Will they cut me like they did the incumbent? Am I good enough to play in this league? Will I even make it to preseason? It was a month of fighting down the doubts, convincing myself I belonged, each and every day.
I made it to training camp, and, impossibly, the pressure increased. When you put on full pads, when you do full team sessions, it hits you: This is for real. Every rep counts, and you'll never get as many as you want. Hit a bad ball, and there's no taking it back. You can't ask for one more to try and end on a good note; there's simply not enough time. What you do in that limited practice segment defines who you are, and some days that definition is hard to face.
Leo and I continued our consensual silence. He would punt with the first team, I'd punt with the second, and again it would be us alone with our thoughts. In the NFL there's only space for one punter on a roster. We both knew one of us wasn't making it to the regular season. That knowledge formed the very bedrock of our interactions. How do you get to know someone you're trying to replace? Is it even possible? Obviously you're not going to help each other, right?
I made it to the final day of cuts, 75 down to 53. My roommate, a fullback named Jesse Lumsden, was cut a week earlier. Strained hip-flexor. He tried to play through it, to show the team he was tough. All it got him was no injury settlement. If you make it to the final cutdown, the day after the fourth preseason game is when they let you know your future. You're on the team, or you're looking for work. Veterans call the player personnel guy the Grim Reaper, and he carries a scythe labeled, "Coach wants to see you, and bring your playbook."
I got a call from the Grim Reaper around 10 a.m.
He told me I had punted well during the preseason, but that they were going with the veteran guy. They thought he would be more consistent. They wanted me to stick around, though. They wanted to put me on the eight-man practice squad, a place for young, raw players to develop and get used to the intensity of the NFL.
I was elated. I still had a chance to win the job. It might take a little longer, but at least I was still in the building. I had shown something that made them think I would be a useful addition to the team at some point. All the pressure of minicamps, OTAs, the preseason—all worth it.
Funny thing about the practice squad, though. They have to cut you first, before putting you on it. You spend 24 hours on the waiver wire, during which any other team can put in a request. The catch is that another team can't claim you to stash on their practice squad; you have to go on the 53-man active roster. As a punter, for all intents and purposes, if someone claims you off the waiver wire, you are their starting punter for that week.
An hour after being cut by Seattle, on my way to put a down payment on an apartment for my wife and me, life changed. I got a phone call informing me I was now the starting punter for the Minnesota Vikings.
I thought I knew what pressure was.
Now it's eight years later. I'm in training camp with the Oakland Raiders, after the Vikings decided they wanted to go in a different direction last spring. The situation is eerily familiar to my first trial. Only for me it's ... the opposite.
There's a young punter in his second year, very strong leg, lots of potential, immensely talented, looking to earn a starting role for the first time in his career. There's an older veteran, going on his ninth year in the league, may not have quite the same booming leg strength he used to, but he can still kick. Still wants to prove he can play at an NFL level and prolong the dream a while longer.
This time, I'm Leo Araguz. Marquette King, a nice kid from Georgia, is Chris Kluwe.
When I first joined the Raiders, during minicamps and OTAs this year, I wasn't sure how I would handle it. In a lot of ways it's like being a rookie all over again, constantly trying to prove myself, ruing every wasted opportunity, every bad punt. I wasn't sure how I would interact with the young punter with the massive leg. After all, aren't we fighting for the same spot? There's room for one punter on the 53, after all.
The first couple days were awkward. Marquette and I said hello to each other in the locker room, talked about the weather, went outside and punted in silence. How could it not be awkward? We both knew the underlying foundation, the one unavoidable truth. It hung in the air like smog, an elephant staring at us from its perch in the corner. There can be only one.
After the third or fourth day, I did what might have been one of the hardest things I've ever done (outside of changing some particularly foul diapers). Marquette and I were out punting, and he was struggling with his drop. It kept falling to the inside, causing his leg to cross over and make his punts drag short and to the left. It's an easily correctable mistake, but a lot of the time you need someone else to point it out to you, especially if you're still refining your fundamentals. I could see him getting frustrated, hating the fact he was losing those oh-so-precious reps, squandering them on poor punts.
During a break between kicks, I walked over and told him what was happening, and how to fix it. He looked at me somewhat bemusedly, perhaps sensing some sort of mind game. I can't say that I blamed him. Why would a veteran, a guy fighting for the same spot, offer to make his competition better? Surely this had to be a trick, a ploy? (And don't call me Shirley.)
The next rep, he tried the change I had suggested—tuck his elbow in a little to keep the ball from falling inside—and he crushed the ball. And the next one. And the next one. Afterward he thanked me for the help, still not quite believing it. I was glad he trusted me enough to try the technique change, willing to listen to someone he knew might not have his best interests in mind.
Why would a veteran, a guy fighting for the same spot, offer to make his competition better? Surely this had to be a trick, a ploy?
Why did I help Marquette? Why did I knowingly lessen my own chances at winning the punting position for the Raiders? Why would I put his interests before my own?
Because I was Marquette, eight years ago, and no one helped me. No one offered to take a little of that pressure off my shoulders, encourage me that I had what it took to make it in the NFL, showed me the little tips and tricks that can be the difference between playing under the lights on Sunday and watching wistfully from home.
Am I upset at the uneasy truce I had with my veteran teammate when I was a rookie? No. I completely understand why things were the way they were. This is a business, after all, and an extremely competitive one. Offering help to a rookie might mean that the rookie takes your job. Far easier to simply take care of yourself, and let others sink or swim on their own. I made it on my own. Shouldn't Marquette do the same? When I see him punt well, it's easy to ask myself what in the hell I'm doing. He has a cannon for a leg, strength that I no longer have. We have evergreen trees here at our camp in Napa, and, depending where you stand on the field, you can see him punt the ball over the trees. When he hits a consistent set, I know I simply can't match him anymore in terms of raw distance or hang time. Time catches up with all of us, eventually.
Time also teaches us lessons.
I may not have the same ceiling as Marquette anymore, but I'm confident in my abilities. I know I can still punt in the NFL, still contribute to this team, and I refuse to watch someone struggle with a problem I know I can fix. Competing for a spot on an NFL roster doesn't have to be a zero-sum game. You see, there are 31 other teams out there. You're not just competing against each other. You're competing against every other punter out there, and the best 32 will end up playing on Sunday. That's how the NFL works. I think I'm one of the best 32 punters out there, and I also think Marquette can be one of the best 32. Whichever one of us ends up getting cut, I want that player to have the best chance possible at making another team. I want someone to get claimed off waivers, just like I was as a rookie. I want us both to succeed.
That's the other part of the NFL I'm trying to pass along to Marquette. Those other 31 teams? They're always watching. Always. There's a reason I ended up in Minnesota despite not having taken a snap with the Vikings for the entire preseason.
What you do in preseason games, during warmups, during practice, it all plays a part in your chance for success. Coaches and scouts and agents and GMs talk to each other. They know each other. The league is a very small world, and if you can play, everyone will find out. There will be a spot for you somewhere. It may not be the spot you originally envisioned, but the opportunity will come.
So we help each other at practice, offer words of encouragement, try to pick each other up when we're having a bad day. We play Call of Duty, and make jokes about the kickers, and talk about things other than the weather. I try to give Marquette as much of my knowledge as I can, the countless things I've picked up over my eight years. What to focus on in windy days (hold on to the ball a little bit longer to minimize any variation in your drop, and drive it into the wind when you kick it), for instance. The difference between the home run swing and the 95% swing for consistency, and why it's important to know both. The home run swing is great for distance and hang time, but you can't really control where the ball is going to go, and when coaches want you to kick directionally, making sure the ball goes where you want it to is very important. The benefit of taking care of your body while you're still young, so you don't have to deal with so many aches and pains when you're older; now that's something I really wish someone had told me about—ice baths don't feel great, but they're vital for recovering your legs.
Most importantly, we talk about the mental aspect of the game. Punting, just like any other position, is defined not only by your physical attributes, but also by how you apply them. I've been in pressure situations before. Most, I've kicked well in. Some, I haven't.
I try to let Marquette know that you have to be able to bounce back from a bad kick, you have to be able to shake it from your mind and focus on the next one.
If you get a bad snap, whether in practice or a game, you can't let it affect you. Push it out of your memory.
If you get those pre-game jitters, that's natural. Tamp them down and focus on your fundamentals, on looking at the ball, on making sure your drop is consistent and that you're not rushing your kick.
If you hit a good kick, great. Now forget about it, and get ready for the next one. Act like you've been out there before. Excitement is good; you should be proud of doing your job well. But if you're focused on the past, you're not going to do well in the present. Above all, be confident in yourself, no matter what.
And sometimes I can't help but think: Why am I helping this kid out? I should just focus on me.
What do I get out of being Marquette's confidant? The satisfaction of passing on what I know to someone else who can use it, if he wants to. The satisfaction of hopefully helping someone make it to the very exclusive club of active NFL players. The focus that teaching requires, knowing the fundamentals so well you can explain them to someone else. The focus that naturally makes your own form better because you're forced to consider what you're doing rather than take it for granted.
Is it still awkward sometimes? Yes. Some days that elephant creeps back into the room, especially after a poor practice. The pressure clamps down once more, the doubts resurface. I wonder what he thinks sometimes.
Why does this guy keep talking to me? Just leave me alone!
What if I'm not good enough?
And sometimes I can't help but think: Why am I helping this kid out? I should just focus on me.
This weekend the preseason games start. That will bring a whole new set of challenges, a whole new set of pressures. What you do under the lights is ultimately the only thing that counts, and reps are extremely limited there. What will our game-day demeanor be? Will we still help each other? Or will we retreat back into silence, every man for himself?
I don't know. I don't know if we're friends, if we can ever be friends … if that's even possible given the harsh realities of the NFL. I don't know which one of us will make the team, or if either of us will. Nothing is guaranteed in the NFL, and I'd be a liar if I said I didn't think about life after football, if I didn't wonder whether this could be my last time stepping onto the field on Sundays. If this is it for me, I'll have other pursuits. I can write, do speaking engagements, get a teaching credential. But those are the late-night thoughts, ones I drive from my mind, because to wallow in them is to accept defeat, and that's one of the most important lessons I want to pass on to Marquette. Never listen to those doubts, because they'll sap every chance you have to succeed.
What do I know? I know that I am ultimately responsible for my actions. I know the type of person I want to be. I know, were the situations reversed, how I would want to be treated, because I was on the other side of the equation. I was the young rookie, competing with everything I had for a place on the 53. I know that I want to win my spot now because I am the best, competing against the best competition I could possibly find, not because I let a guy struggle when I could have easily helped him out. I know that in a violent sport, filled with uncertainty, I will eventually fail, but it will be my choice, my failure, not because I let someone else fail in my place.
Yes, Marquette and I are fighting for a job. Yes, there will be only one of us when the regular season starts.


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The Neverfull and Noe came together to create the Louis Vuitton Noefull MMCategories:Louis Vuitton
Louis Vuitton will never let us down when it comes to finding a way to add in its iconic monogram logo onto each new season of bags. It's part of the genius behind the brand; the company has a knack for continuously showing us its logo on anything and everything they create. Maybe you aren't into the logo, but clearly millions of people are, and that's clear from the massive sales numbers and easily recognizable monogram. Personally, I tend to stay away from the logo, but when LV does it well, it lures me into thinking I need a seasonal piece that is every bit as "Louis Vuitton" as it is trendy.
The Louis Vuitton Noefull MM caught my attention with its ikat floral print and seamless combination of the Neverfull and Neoe bags from the brand. The drawstring closure allows the bag to expand to resemble the ever popular Neverfull tote, but with a pinch of the drawstring, you end up with another classic, the Noe. When the two come together, it makes for a chic marriage of the two classics, dubbed the Noefull. Not only is the shape pretty cool, but the floral ikat canvas print is chic as well. I love how the monogram seamlessly flows within the color scheme.


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Justin Verlander is as competitive as anyone alive — never doubt that.
His overdeveloped sense of competition is what has driven him from Rookie of the Year in 2006 to the pinnacle of his sport just six seasons later, as one of the most highly-decorated pitchers of his era.
"If you see me on the road, do NOT try to race me. I WILL win," the ace pitcher joked in the midst of his Cy Young and MVP campaign in 2011, admitting sheepishly he's even walked faster to pass people on the sidewalk.
Now he will be the highest paid pitcher ever to suit up in Major League Baseball, the five-year contract extension he agreed to Friday bringing his salary up to $180 million over the next seven years, locking him up until 2019.
It surpasses the seven-year, $175 million contract extension signed by Felix Hernandez in February, which pays the Seattle Mariners' ace $25 million per season. According to ESPN's Buster Olney, who first reported the terms of the contract, Verlander will make $28 million per season after 2014.
If a vesting option for 2020 kicks in — worth a reported $22 million, and tied to whether or not Verlander makes the top five in the Cy Young voting the prior season — it could technically make him the first $200 million pitcher.
You think that wasn't on his mind?
To be first?
To get the most?
Keep in mind, Verlander's idol, Nolan Ryan, was the first MLB player to earn more than $1 million per season, back in 1979.
"Of course," he told Yahoo! Sports' Jeff Passan this spring, when asked if he'd like to be the first $200 million pitcher. "It's not a thing where I'm like, 'Hey, I want to be the highest-paid player,' where that's the chief goal. It innately comes with my competitiveness. That's just me. That's not why I play the game. I'm good at the game because of that side of me, because I'm competitive at everything I do."
Then again, with as much money as the Tigers already have tied up in guys like Prince Fielder, some people began to question whether or not that kind of thing could happen in Detroit.
Perhaps it was more logical to think that he might be lavished with that kind of contract in New York or Los Angeles, where spending money is a sport in and of itself.
Free agency, after all, was looming for Verlander after the 2014 season. It was something that intrigued Verlander's competitive side.
He told FOX Sports' Jon Paul Morosi that he was 'curious' about free agency earlier this spring.
"Absolutely," he told Morosi. "I think that'd be a blast. If I have two more years like I just had, it would be pretty interesting."
That had to have the Tigers brass quaking at least a little bit, considering the optimal time to lock up a player to an extension is two years out from free agency, rather than the year prior.
As in … now.
Especially with the market spiraling upward with each new deal: CC Sabathia, Jered Weaver, Cole Hamels, Matt Cain, Hernandez. Clayton Kershaw is next in line.
And Verlander had indicated this month that he didn't want extension talks mucking up his concentration in-season, setting this week — his final start of the spring — as a deadline of sorts to either get something done, or cut discussions off until next season.
Would something get done?
Would Verlander end up testing the market?
Would it impact how the Tigers might look at extensions for guys like Max Scherzer, who hits free agency for the first time in 2015, or Miguel Cabrera, whose contract extension he signed after being traded to Detroit from Miami runs out at the same time?
It didn't look good when Verlander tersely shut off questions about his contract after his final spring start on Wednesday.
Until Verlander teased the news himself on Twitter.
"Today is going to be a great day," Justin Verlander tweeted at 12:30 p.m. "Big news coming."
Ten minutes later, the news broke.
Verlander would be a Tiger through 2019, at which point he'd be 36.
"I love this city & the fans," Verlander tweeted shortly after the contract extension was announced. "Couldn't be more excited to spend my career here! We're going to bring a World Series to Detroit!!!"
That would be the other side of Verlander — the intensely loyal part of him that's maintained all along he'd like to stay in Detroit throughout his career.
"I'm just so excited to be a part of Detroit. Obviously, I wasn't shy about saying I want to play my career here. I'm blessed to have an organization that wants me around, and to be in a Tiger uniform for hopefully the rest of my career," he said in a news conference after Friday's game.
"It's tough to say how much I love Detroit. It's tough to put into words. It's a unique situation where I was drafted by the Tigers, and I've said a few times, I felt like I grew up in front of these fans — I did grow up in front of these fans. They've been extremely supportive of me and this ball club since Day One. They're the best fans in baseball. That's something special. That's a big reason why I wanted to stick around here. We're a kindred spirit. I want to win a World Series, not only for myself and for my teammates, but for the fans of Detroit, too. They deserve it."
That's only helped by keeping a core of players together, like owner Mike Ilitch has decided to do.
In 2015, the Tigers will have $90 million tied up in four players, Fielder, Verlander, Cabrera and Anibal Sanchez, whose combined contracts are worth $626.3 million.
A pretty penny, if you're willing to spend it.
"First and foremost, I want to win. I want to be part of a winning organization. Mr. Ilitch's commitment to that has been second to none. I think this contract further shows that. He's committed to keeping his stars around and putting a team out there that, year in and year out, has a chance to win a World Series, and that's what I talked about after 2006, go back as far as then, creating a dynasty and a team that every year has a chance to win it," Verlander said Friday. "Since I've been here, that's been the case. It's just a matter of going out and getting it done."
Verlander also has the chance to make a rare legacy for himself — something that his hero, Ryan, never did. While he probably won't match the ridiculous number of strikeouts or no-hitters put up by Ryan, nor will he likely pitch into his mid-40s, Verlander has a chance to do something the peripatetic Ryan never did.
A chance to be a one-team player, the most beloved — and rare — of all animals, in the age of free agency.
An Alan Trammell or Barry Larkin.
A Chipper Jones.
A Barry Sanders.
"I've made this point before, that the ultimate goal for me is the Hall of Fame, and I would like nothing better than to go into the Hall of Fame with the Olde English 'D' on my chest," Verlander said at the start of the Tigers' Winter Caravan in January. "That doesn't happen too often nowadays, for somebody to play with a team through their whole career. You see Chipper Jones, what he did, that's something special."
Doing something special, something rare, something relatively singular — that's right up Verlander's alley.
Matthew B. Mowery covers the Tigers for Journal Register Company. Email him at email@example.com and follow him on Twitter @matthewbmowery.


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Matt Schwartz11:05
Matt Schwartz's Polaroids have mesmerised me ever since I blogged about his work almost two years ago . ( I really must make an archi...
Happy Weekend!
19 comments
What amazing photography! Definitely going to check out his work.ReplyDelete
These are so creative! Going to have to have a look at the rest.ReplyDelete
These images are beautiful!ReplyDelete
Megan @ Storybook Love Affair
ohh these are gorgeousReplyDelete
Thank you for sharing his work ! I will definitely start to follow this beautiful work.ReplyDelete
Beautiful images, off to check out his work! Thanks for sharing xo KReplyDelete
Thanks for telling us about the sale, I love his work!ReplyDelete
love the last picture!ReplyDelete
those pictures are gorgeous. i am mesmerized as well! loves it!ReplyDelete
ah these are so damn beautiful! LOVE them!ReplyDelete
and thanks so much for your comment on my shop feature! appreciate the love ! :)
These are so beautiful! Especially that first one- I'm definitely going to check out more of his work! So gorgeous!ReplyDelete
Oh nice pictures!ReplyDelete
So beautiful pictures... I really love them!!!ReplyDelete
Mademoiselle Katia
I LOVE special effects with photographs! I've been experimenting with a bunch of mine. -JessicaReplyDelete
Wow! I fell in love with this pics. Adorable!ReplyDelete
These are so beautiful and stunning... I haven't heard of him before, but now I'm going to have to go find some more of his work.ReplyDelete
I love the shot of the girl warming her feet by the fire. I like the way it suggests a story, but the plot is for you to create. I would make up a new scenario every time I looked at it - this time she has been out with girlfriends only to catch her boyfriend with another girl. Going home she finds comfort in the simple things of life, warming her feet by a relaxing fire, in which her now ex-boyfriends possessions are now burning.ReplyDelete
Gorgeous and ethereal photographs. Your blog is indeed like watching a daydream :-)ReplyDelete
Camille @ The Wild Fleur


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HuffPo Gabby Sidibe gets in trouble for using the word "Tranny" on television. It's hard to keep up. Gabby is not alone. I also didn't realize this word was now off limits since LGBT people have been using it for years and in names of clubs and dance nights and everything ("Tranny Shack" "Tranny Chasers" etcetera)
Cinema Blend American Hustle will hit DVD Bluray on March 18th. I wonder if it will have any Oscar wins to tout on its cover? You think?
The Wire attends the Frozen sing-along
TV Blend poster for season 2 of Bates Motel (I wish I had liked that show, but nope.)
In Contention Guy makes us want to go the Miami Film Festival
/Film new trailer for Captain America: Winter Soldier includes Emily VanCamp
More on PSH
Slate Dana Stevens' tribute to the late Philip Seymour Hoffman
The Wrap catches us up on 5 current PSH projects and where they stand now that he's gone. Weirdly they leave out the sixth, Ezekiel Moss which he had planned to direct and which had recently cast its leads.
The Guardian on the double standards of drugs and drug laws. Some addicts are viewed empathetically and tragically and others as criminals
I keep meaning to share this really fun video of all the Best Visual Effects winners at the Oscars from Star Wars through Life of Pi. You've probably seen it already but isn't it a good watch?!


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On-Campus Work
After arriving at DTS, F-1 students are eligible only to apply for a Social Security card after being hired for on-campus employment. F-1 students are authorized to work on-campus only and employment may begin 30 days prior to the start of classes. Apply only after arrival to DTS and all inquiries regarding on-campus employment should be directed to the Human Resources Office.
Your Work Restrictions
F-1 students are eligible to work on-campus; J-1 students must obtain permission from the Responsible Officer in the International Student Office (ISO) before they start working. When classes are in session, you may work up to 20 hours a week. If you have more than one job, be sure that your total working hours do not exceed this 20-hour limit. During semester breaks and summer session only, students may work full-time during the periods they are not also taking class. The Citizenship and Immigration Services can request information regarding compliance with work-hour restrictions, so be careful that your hours do not exceed the limit. F-2 spouses cannot work and cannot receive income for help given. J-2 spouses may be eligible to work if they receive approval first from the Responsible Officer in the ISO and secondly from the US Government.
Off-Campus Work
Under no circumstances may a student be employed off campus without special permission from the International Student Office and the US Government. All forms of service for which payment is received (including reduced rent, babysitting, etc.) are considered employment. Receiving an honorarium for speaking at a church is also reimbursement; please obtain approval from the International Student Office to ensure you stay within your legal limits. If people give you gifts of any kind, you can accept them as long as nothing is expected in return from you and the gift is not connected to any work or service you have performed for them. For example, would this church be "freely" giving you a scholarship if you were not teaching a Sunday School Class for them? Except for on-campus employment or authorized off-campus employment, it is illegal for you or your spouse to provide any kind of service (work) with the expectation of reduced rent or some other gain.
Reimbursement for Christian Ministry Service
Often, churches and similar non-profit ministries in Dallas like to give financial compensation in exchange for ministry help. Under your non-immigrant status, this is illegal to accept unless approved by the International Student Office and the US government. Ask about receiving this approval after nine months of study as you will then be eligible under the Curricular Practical Training Agreement.
An offering given to you is acceptable only if it is a special event in the church, and is not an 'honorarium' given in exchange for regular, consistent ministry to them. You should in every public speaking engagement include a presentation of your future ministry in your own country and the special needs of that country.
Substantial Employment in Christian Ministry
Unless you make arrangements with the International Student Office, it is not permissible to take a regular salaried position in a church or ministry. If a church or any other tax-exempt ministry offers you employment, you should ask the church or ministry to change your visa to 'Religious Worker' (R-1). The ministry would do this through the services of an immigration lawyer. Your employer would make the required application, not DTS. You would then be able to work full time in that position, but could only study at DTS part-time, pending approval by your employer. You would then have a different set of restrictions and freedoms. See the International Office for details after your arrival.


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|Xbox 360
|From Software
|Turn-Based RPG
| 08/29/06
|Official Site:
|English Site
From Software has a track record for making some of the worst RPGs for the last generation of consoles. Both Evergrace and Eternal Ring were woefully poor; and Evergrace's sequel, Forever Kingdom, was only mediocre. When they announced Enchanted Arms (originally [eM] -eNCHANT arM- in Japan) as their debut title for the console, everyone's expectations were low. It seemed that From Software would rush their projects to hit shelves soon after a console's release; as a result, the end product would be shoddy.
Originally scheduled as a launch title in Japan, Enchanted Arms was pushed back a month after the Japanese Xbox 360 release date. Along with the low expectations came low sales and low review scores. The big surprise, then, was that Ubisoft announced the US release of Enchanted Arms soon afterwards, and even showcased it as a playable title at E3 2006 in May.
While specific scores do vary, the general public reaction to Enchanted Arms has, so far, been similar to what we saw in Japan: low sales, bitter reviewers. Keeping an open mind and 45 hours of free time allowed me to make a fairly objective assessment of the game (unlike so many who put the game down and judge it after playing the introductory 5 hours...or less!). Considering how jaded I am from playing so many RPGs, I was surprised by how much I simply enjoyed From Software's surprisingly decent title.
The game opens with two typical RPG clichés: destruction of your hometown and talk of a destructive war 1000 years prior. But before either of those things happen, you meet three important characters. You control Atsuma, and are school chums with Toya and Makoto. Atsuma is a clumsy, goofy guy with an ultra-powerful right arm; Toya is the all-star student, top in his class, as well as in athletics and social standing; Makoto is the openly and flagrantly homosexual member of the group, nursing a hopeless crush on Toya. This unrequited love, among other things, allows for a unique dynamic of character interaction that is rarely found in RPGs. Even early on, the dialogue is a treat.
Atsuma and his friends are at school, listening to a lecture from Professor Kou about the legend of the Golem War, which supposedly took place 1000 years ago. Through this (and a few other opening narratives), you learn that there were especially powerful "Devil Golems" from each of the three cities that nearly wiped out the civilized world, if they had not been sealed away. These three golems came from the three major cities: Yokohama, London, and Kyoto. Note that a "names and places are fictional" disclaimer precedes the game's opening, despite these cities being aptly named to describe our real world.
Atsuma convinces Toya and Makoto to skip afternoon classes so they can attend an ongoing festival. All goes well until a powerful earthquake (the most recent of several) shakes the city up. Then, the town's golems go berserk and start attacking people. Atsuma inadvertently gets to the bottom of the situation (literally) by going under Yokohama's school and meeting the beautiful but evil Queen of Ice, one of the three devil golems. A series of unfortunate events occur from here, separating Atsuma from his two friends and leaving the powerful Queen of Ice to do as she pleases. For starters, of course, she massacres all of Yokohama with her icy powers, leaving none alive.
Though he has no idea how he got there, Atsuma wakes up in a jail at London City. Here he meets up with two more of the three remaining playable characters. Lady Karin, also imprisoned for the time being, is a noble of London City who seems to know a lot about Atsuma, though Atsuma does not recognize her. The two of them are rescued by Raigar, Karin's strong-and-silent-type personal bodyguard.
The game continues, spanning approximately 50 hours of a fairly standard linear plot. The final character, Yuki, eventually joins the team as well. This young up-start is the self-proclaimed "number one Golem Hunter" and the only character in the whole game dressed like a country cowgirl. Their adventures take them across all three major cities and many corresponding dungeons. Atsuma is adamant on finding and rescuing Toya, and the party is frequently aided by a blond-haired "Mystery Man." He, among many of the other "mysteries" of the game, are easily solved long before the game is finished. Many of the game's turning points are predictable by design, as the scenario writer saw fit to give hints along the way.
The one thing I have failed to address along the way is the power of Atsuma's right arm, and how it relates to enchanting, magic, and golems. Much of the tale centers around Atsuma's "enchanted" arm, which had the power to break the seal on the Queen of Ice and seems to have a number of other extraordinary powers. However, it seems that the arm is sentient; it has a mind of its own, and it likes to tell Atsuma what to do. Atsuma generally replies to these commands with the words "shut up!," but oftentimes his verbal resistance happens in vain.
The big selling point for Enchanted Arms, in my opinion, is character interaction. Though sometimes redundant, the dialogue is always charming and sometimes quite heartfelt, striking genuine cords in this player's heart. Along with the four playable characters, many other characters become major players in the story, and even the villain herself is an interesting character, as her motives are veiled until the end of the game.
As a plot, the game is telling a standard "man vs. machine" tale, which is derived from the "man vs. man" archetype, as the machine (golem) was created by man. Though the final boss sequence holds little that is deserving of praise, the ending is quite satisfying.
All of From Software's RPGs actually had interesting premises in their "enchanting" worlds, but this is the first one to have decent execution. Also, Ubisoft did a fair job with the translation, which was frequently tweaked as a dynamic (rather than static) translation. Some of Atsuma's dialogue was corny, but when things got serious, Ubisoft's translators did an excellent job at expressing complex ideas and emotions. This game's story is getting an 82% from me for being enjoyable in terms of writing, though highly unoriginal in scope.
Someone recently commented to me about how they weren't impressed by screenshots for Enchanted Arms. Either the screenshots were poorly taken, or my acquaintance has a strange taste in graphical content.
Suffice it to say that Enchanted Arms lives up to "next-generation" graphical standards. The game is simply gorgeous. All the environments are breathtaking, as are the frequent FMV sequences (something I've found lacking in many recent PS2 titles). My one and only complaint about this game's graphics is in regards to the text. In short, the text is too small. However, as I own a small TV, I suspect that the game looks fine on a larger and/or high-definition TV.
I cannot stress this point enough: generally, games late in a console's life are refined, but games early in a console's life are prone to both graphical and programming flaws. From Software's graphics teams (which, according to the end credits, included a very long list of Chinese and Japanese individuals) overcame the obstacle of developing for a new platform and made this game look stunning. It's one small notch above Final Fantasy XII's graphics, and it will probably not be outdone by rivaling RPGs until Final Fantasy XIII comes. I mean that.
Also, in a somewhat related note, I'd like to point out that all Xbox games are shiny. Light seems to reflect off of every surface, and certain objects seem to emit their own light. Fans of Bungie's Halo have surely noticed this, but it seems that most games developed for Microsoft's console had excellent (if overdone) lighting effects. There is a certain glowing feeling to Enchanted Arm's graphics that demonstrate this capability; I for one appreciated it.
Let's give the graphics a 96% and move on before naysayers come after me with pitchforks.
From Software's old lineup of of music composers, led by Kota Hoshino, seems to have been replaced by a new team, led by Yuki Ichiki. Ichiki and co. have their own sound that is just as eccentric as Hoshino's, though for entirely different reasons. Many tunes are atmospheric; mechanical dungeons are accompanied with music that has clanging metal sounds and other sound effects, such as the emitting of smoke from a small contraption. Other songs rely on very unique melodic and rhythmic loops mixed in different ways. Very few songs are simply tonal in nature, but it actually works quite nicely within the game. I reviewed the stand-alone soundtrack months ago and enjoyed it for what it was, but I appreciate what the composers did much more having experienced it in the game.
Sadly, Ubisoft took a step backwards and felt the need to cut the Japanese theme song, Mai's "Reborn," from the game. They didn't even use an instrumental version; they replaced it with an entirely different song. In contrast, however, Ubisoft did keep an option allowing players to choose English or Japanese spoken dialogue. I frequently switched from one to the other to get a taste of both casts.
The Japanese actors remind me of your typical anime cast. Our hero, Atsuma, is the go-getter kind of guy you'd expect based on his facial expressions. Toya sounds serious and pensive, while Makoto squeaks and squeals. Karin is reserved but stern, as is Raigar. Yuki is the stereotypical annoying girl that nearly every RPG has as a rule. The villains sound dark and ominous, and random NPCs are well-played. The Golems (friend or foe, they say the same stuff) are an added touch that the Japanese did well.
The English cast replaces all the voices except that of the Golems (I'm guessing we're to assume that Golem-language and Japanese are one in the same). The cast is led by Johnny Hawkes, the voice actor for Atsuma. Among all the characters, I will say flat out that his performance was the worst. For starters, he would regularly mispronounce Japanese names ("Makoto" becomes "Makato" and "Yokohama" becomes "Yokohoma"). I know he's supposed to be a dopey guy, but this was plain ignorance on the part of the actor. Other English voices got their Japanese names right (for the most part), but this discrepancy grated on my nerves more than any single thing in the game. It was also apparent that Atsuma recorded his lines out of context from conversations. Example: Karin says "what do you mean?" to Atsuma. In reply, Atsuma returns with an expected "what do you mean?!" (emphasizing the "you," which would be expected). However, in the recording, Mr. Hawkes says "what do you mean?" as though he was the first one to say it. The result in-game is revolting, and unfortunately, it happens a lot. In Hawkes' defense, he had more lines than anyone else; but I did not catch this problem with any of the other characters, so I think it does say something about the main character's voice talent that these problems were so frequent.
The other characters are generally on par with the Japanese actors, though their delivery was often less enthusiastic than that of the Japanese. Being the purist that I am, I can easily say that I preferred listening to the Japanese voice actors; that is, until my eyes were tired of reading the small text and I needed someone to say the words to me aloud.
With a better lead for Atsuma and the inclusion of Mai's "Reborn," I would have given the game's sound an 85%, maybe even a 90%. After all, I do appreciate the music and the option to listen to the Japanese voice actors. However, these flaws simply cannot be overlooked. And, considering how much Atsuma talks, I'm going to have to give a major deduction and give sound a 78%.
I'll be splitting gameplay into three, general categories: exploration, battles, and character customization and growth.
As a lengthy turn-based RPG, the game's exploration is remarkably similar to Final Fantasy X, which has become the standard for the genre in the last half-decade. Generally, the game works like this: third-person with the camera centered on the character, a mini-navigator in the top-right corner of the screen, and buttons to talk and/or interact with NPCs and objects, go to a menu, and check the full area map. Though short tutorials in the form of dialogue are forced upon the player, anyone who has played even one RPG prior to this game should be able to figure things out without the help of these explanations.
Taking a cue from X-2, there are some action-based exploration options, such as the grappling beam and the obligatory box-pushing. Obviously, if there is box-pushing, there are puzzles. Nearly every dungeon has a puzzle, and some near the end of the game have many puzzles. True to form, the puzzles become more challenging as the game progresses, but none of them had me going to walkthroughs for help.
Whole hour-long sections of the game involve town exploration and trigger-based dialogue to allow the game's plot to continue. This was a point of frustration for me, to the point where I did have to grovel and beg for help from an online walkthrough (just once, though, and only because I didn't want to waste time).
Everything happens on foot. There is no world map, and there are no vehicles.
Now, on to battles. With the exception of optional golem fights (allowing you to acquire hidden golems that appear on the map), the game uses random encounters. More specifically, it's used a lot. Though it seems to vary when traveling through areas with weaker enemies or areas you've visited before, the encounter rate is fairly high.
Battles are entirely turn-based, with no "ATB" feature of any kind. Your side goes first (up to four members), and then the enemy gets a turn. The twist on the turn-based action is that the battles take place on a 4x6 grid, cut down the middle to create a 3x4 player's side and opposing enemy's side (this line cannot be crossed by you or the opponent). The last RPG I've played that worked in this manner was Squaresoft's Super Famicom import title "LiveALive." It's good to see the grid-based system return.
Each character has a set of skills (up to five, which can be chosen and customized in the main menu) that affect targets on the grid. Support skills, which highlight squares in green, will only work on the player's side, whereas attacks will show up red and only work on the enemy's side. Direct and ranged attacks exist; some will have a wide range, others will be a straight column. Some may have a "dotted" aspect to cover particular spots in range, and others will take up large portions or even the entire enemy side. Setting up your skills to allow a diversity in attacks is wise, but each type of skill (direct, ranged, or support) is effective based upon three status parameters of the same name; and different weapons (the only equippable piece of gear) emphasize different stats accordingly.
Along with the four playable characters, over 80 golems are available throughout the game to join your party. A small fraction of these can be kept in the "reserve" party to gain experience points from battle. Should you choose it, any and all main characters other than Atsuma can be swapped between battles with golems. Each golem has a specialty in terms of type of skills and elemental alignment (the four main characters are also aligned by element). All of this amounts to battles that are generally more strategic than your standard turn-based RPG.
However, should you choose, every turn can be run on an "auto" mode, and the battle can be fast-forwarded with the power of the Y button. Because most random encounters weren't too challenging, I'd say I fought nearly all of my random encounters on auto mode. In terms of convenience, it's wonderful, and very much akin to Lunar. The AI isn't exceptional, but it's definitely a timesaver. The only danger with this feature is when you hit your first difficult boss and you know nothing about your character's abilities.
Speaking of bosses...in all RPGs, they generally come in three flavors: pathetically weak, decent challenge, or tear-your-eyes-out atrociously difficult. The latter category usually happens due to a gaming imbalance; i.e., the boss is over-leveled or has "cheap" abilities. The bosses in Enchanted Arms run a steady progression up the ladder to the point of the last boss, who is extraordinarily difficult unless you take the time to level grind. After three hours of failed attempts, I spent three hours fighting mindless random encounters and boosting my character's stats with leftover SP; then, finally, I was narrowly able to beat the last boss (particularly the hardest section of the chain of end fights).
Character statistics come in a variety of points. There are the typical HP and EP (health and "ether," which is magic/ability points), FP (friend points, used for combos), TB (tablets, the monetary unit), SP (skill points, used to acquire new skills and boost specific statistics), VP (vitality, like the "life points" of a SaGa title), EXP (duh), and the EX gauge (a shared party meter from 0 to 100 that is used for special attacks). I probably missed some other type of points during that explanation. The point is that Enchanted Arms is "point" happy. It's a lot to remember and manage.
Anyone who cares to collect every golem in the game will be hard-pressed due to two constraints: money and gems. Gems come in three forms: power, mind, and speed. These three gems can be purchased for a moderate fee and are regularly dropped from random encounters. They are used to synthesize golems from cores (obtained from battles or purchased for a hefty price) or to synthesize weapons. Despite all the tutorials, no one ever says to "choose wisely," but given the constraints, your options are "choose wisely" or "fight a ton of battles," because there isn't a lot of money coming around.
As I said before, the game takes roughly 50 hours to complete, and there are some bonus dungeons with your obligatory "super-hard" secret bosses to take on, each with worthwhile awards. Other than that, mini-games are few, but they do include a casino and some fetch quests, offered throughout the game and especially at the near-end point. It's all standard procedure, I'm sure you'll agree.
I appreciated the many conveniences of the battle system and the game as a whole, and I was pleased with the challenge of most boss battles. I loathe end-game level grinds, but that may just be a personal gripe. For having a fun and interesting battle system, and for otherwise being a very functional game in terms of play, I award Enchanted Arms' gameplay a respectable 89%. It's not innovative enough to warrant an "A" level score, but it did bring back some relatively obscure gameplay features (such as the grid system).
There's little to say about control. Everything is functional. I would have liked to leave the "fast forward" during battles on without having to hold the Y button. That was my only issue. The game could have used a little more diversity in button management (the "A" button does everything during exploration). The right analog stick controls the camera well, so that's good news. Otherwise, that's about it. Nothing impressive, and nothing problematic. Let's go with an 85%.
I don't understand what it was so many critics had against this game. I'd like to point out that, in my own personal opinion, the game bears a striking resemblance to Sony's Legend of Dragoon (for PlayStation) in style and manner, though not in gameplay. And, similarly, I thought Legend of Dragoon was a solid, above-average RPG, even as others mocked it, calling it an "FF clone."
Penny-Arcade recently ran a strip about this very title, poking fun at reviewers that reviewed the title so scathingly for the sole reason that it plays like a traditional turn-based RPG. This, of course, is sheer lunacy, and I for one will not stand for it. From Software's older RPGs were barely playable, but this one was one of my favorite RPGs of the year. The eye candy is the game's defining feature, but it doesn't attempt to stand on that aspect alone. And, stand it does: I give Enchanted Arms an 84%. Skeptics can eat it.


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Notice to Members 06-10
NASD Revises Sanction Guidelines
This Notice advises NASD members of modifications to the NASD Sanction Guidelines (Guidelines). NASD is amending the quality of markets guidelines and the guidelines for violations of Municipal Securities Rulemaking Board (MSRB) Rules G-36 and G-37. The new guidelines are effective as of March 31, 2006, and apply to all actions as of that date, including pending disciplinary cases.
The revised guidelines can be read in their entirety in Attachment A to this Notice. The revised guidelines are also available on NASD's Web site (www.finra.org).
Questions concerning this Notice may be directed to Carla Carloni, Office of General Counsel, Regulatory Policy and Oversight, at (202) 728-8019.
Sanction Guidelines Q&A
View Questions and Answers Regarding the March 2006 Revisions of the NASD Sanction Guidelines


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Career: Graduated ranked second all-time at Duke in the 400 IM (4:17.41) and sixth in the 500 freestyle (4:51.76) … Team captain as a senior … Received the Comeback of the Year award at Duke's 2015 STARS Banquet for excelling in the pool over her four years despite battling pancreatitis.
Honors: CSCAA Scholar All-America Honorable Mention (2015) ... All-ACC Academic (2015) ... ACC Academic Honor Roll (2013, 2015, 2016)
2015-16: Wrapped up the season with personal bests in the 50 (24.57) and 100 (53.80) freestyle at the Carolina College Invitational … Reached the 200 IM and 200 freestyle finals at the Nike Cup Invitational, placing 23rd and 28th respectively … Team captain.
2014-15: Broke the school 400 IM record in the ACC consolation final with a 4:17.41 swim … That performance placed her 15th in the conference and earned her an NCAA provisional time standard … Posted the sixth-fastest 500 freestyle time in program history in the ACC preliminaries (4:51.76) … Went on to score for the Blue Devils in the bonus final of that event … Won the 1,000 freestyle at William & Mary (11/7).
2013-14: Swam on the Blue Devils' 800 freestyle relay that broke the school record at the ACC Championship with a 7:19.70 clocking ... Advanced to the 400 IM bonus final at the conference meet, placing 20th (4:22.84) ... Came in eighth in the 400 IM at the Nike Cup Invitational ... Notched a best time of 2:05.79 in the 200 IM at the same meet ... Won the 200 IM against William & Mary.
2012-13: Eclipsed the 400 IM school record twice at the ACC Championships ... Clocked 4:19.76 in the event finals to finish 11th in the conference ... Also helped establish a program record as a member of the 800 freestyle relay (7:22.12) ... Dropped over seven seconds in the 200 butterfly from the beginning of the season, going 2:03.54 at the ACC meet to place 17th ... Finished 19th in the 500 freestyle finals ... Duke's top performer in the 500 and 1,000 freestyle on the season ... Took second in the 400 IM at the Tennessee Invitational ... Turned in a pair of second-place finishes in the 1,000 freestyle and 200 IM against NC State and Miami.
Prior to Duke: Four-year letterwinner for Megan Noble at Wakefield High School ... Twice captured the conference championship in the 200 IM ... State finalist in the 200 and 500 freestyle as a junior ... Guided Wakefield to a top-three finish at the state meet her sophomore year ... State finalist in the 500 freestyle and 200 IM as a freshman ... Earned all-conference recognition in each of her four seasons ... Selected team MVP as a sophomore, junior and senior ... Also tabbed her team's most valuable freshman during her rookie campaign ... Served as team captain during her junior and senior seasons ... Also competed for the YMCA of the Triangle Area Swim Team ... A junior and senior Nationals qualifier ... Member of USA Swimming's national top-eight 4x100 medley relay ... North Carolina state record holder in the 800 freestyle relay ... Turned in top-five finishes in the 500 freestyle, 1,000 freestyle and the 400 IM at the 2011 YMCA National Championship ... Member of the National Honor Society and the National Beta Club ... Graduated with honors.
Personal: Born Kiera Grace Molloy on June 1, 1994 in Brooklyn, N.Y. ... Daughter of Martin and Margie Molloy ... Has one brother, John ... Majoring in psychology.
Molloy Career Bests:
|500 Free
|6th all-time at Duke
|1,000 Free
|200 Fly
|2nd all-time at Duke


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The Central Connecticut men's soccer team blanked St. Francis (PA) 3-0 on Friday afternoon. Central improves to 4-5-1 on the season, 2-0 in Northeast Conference action. St. Francis falls to 4-5-2 (2-1-0 NEC) after suffering its first conference deafeat to the Blue Devils.
Central put the first points of the game on the board in the 33rd minute of the first half and never looked back. Sophomore Stephen Walmsley posted his first goal of the season just before the break. Senior Thomas Obasi fed the cross to Walmsley who then chipped the shot into the back of the net over the Red Flash goalie.
Both teams were dead-locked in shots taken after the first period recording six each in the first half. Senior keeper Anthony Occhialini stopped three shots from the Red Flash in the first half alone.
Just 12 minutes into the second half, the Blue Devils struck again as senior captain Reece Wilson scored Central's second goal of the game. The assist came off of an Obasi through pass to Wilson who chipped his shot in over St. Francis keeper Daniel Valcicak who made a diving effort.
The Obasi-to-Wilson combo proved to effective yet again as Central posted its third goal of the game in the 79th minute of regulation. Obasi served up a pass to Wilson from the left side into the box and Wilson placed his shot over the keeper's head giving Central the 3-0 advantage.
Wilson, a 2012 Hermann Trophy candidate, improved his season goal total to five after his two goal performance against the Red Flash. The senior captain now leads the team in goals.
All three of Central's goals came off of assists by Obasi. Obasi's three-assist game ties the CCSU school record for assists in a game. He now leads the team in the category this season with an impressive five total assists.
Occhialini improves to 4-4-1 on the season after the victory. He recorded four saves in the match playing every minute in the box for Central. The senior also claimed his third shutout of the 2012 season.
Central continues its three-game road trip on Sunday, October 7th as they take on Robert Morris in NEC action. Kick-off is set for 1 p.m Sunday afternoon.


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Margaret Britton Guerrina, 90, of Southport, formerly of Myrtle Beach, S.C., died in her sleep Feb. 23, at Brunswick Community Hospital after a short illness.
She was born July 20, 1917, in Petersburg, Va., to Frederick W. and Lottie Morris Britton. She was raised in Petersburg and Waverly, Va.
After graduation from Farmville State Teacher's College (now Longwood University) in June, 1939, she taught high school in Chuckatuck, Va., until she married U.S. Army Air Corps Capt. Albert S. Guerrina at Cochran Field, Macon, Ga., on Aug. 3, 1942.
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VIDEO: Stephen Chats Recreational Marijuana Sales on COLBERT
On last night's The Colbert Report on Comedy Central, America endures a polar vortex, the FDA targets antibiotics in livestock, recreational weed goes on sale in Colorado, and Ken Roth discusses Human Rights Watch. Below, check out highlights from the January 6th broadcast!
Stephen Colbert is best known as the host, writer and executive producer of the long-running Emmy and Peabody Award-winning series "The Colbert Report" on Comedy Central. Colbert is also a best-selling author and accomplished actor.
"The Colbert Report" launched on October 17, 2005 and has garnered ratings and critical success as one of the top shows on television. The show received its second Peabody Award this year after first receiving the prestigious award in 2008. Since the shows inception, it has received 18 Primetime Emmy nominations and, in 2010, Colbert and his writing team won the show's second Emmy for Outstanding Writing for a Variety, Music or Comedy Program. The extraordinary platform of the show and Stephens unique persona have allowed Stephen Colbert to impact cultural discourse in profound ways.
In an effort to bring attention to campaign finance laws, Colbert applied for his own political action committee. At a hearing on June 2011, Colbert was granted permission by the Federal Election Commission to form his own Super PAC, Americans for a Better Tomorrow, Tomorrow. Since receiving approval, fans have signed up nationwide and sent along financial support to help the Super PAC continue to bring attention to campaign finance abuse. In a New York Times article on Colberts PAC, Sheila Krumholz, executive director of the Center for Responsive Politics states, He is taking on a serious subject that many Americans find deadly dull and is educating the broader public on why it matters and what is at stake.


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Editor's Note: Voters of municipal elections on March 12 will decide several positions in Crestview and Laurel Hill city governments.
To help readers make informed decisions at the polls, the News Bulletin will publish profiles of each candidate running for office in each edition of the newspaper through March 2. Today, we profile three candidates running for Crestview City Council's Precinct 1 position.
Each candidate was asked to answer the same questions and received the same amount of space to respond. Candidates appear alphabetically.
Editor's Note: Voters of municipal elections on March 12 will decide several positions in Crestview and Laurel Hill city governments.
To help readers make informed decisions at the polls, the News Bulletin will publish profiles of each candidate running for office in each edition of the newspaper through March 2. Today, we profile three candidates running for Crestview City Council's Precinct 1 position.
Each candidate was asked to answer the same questions and received the same amount of space to respond. Candidates appear alphabetically.
Personal: Wife Jackie, two children, three stepchildren. Member of Woodlawn Baptist Church, where he volunteers teaching an adult co-ed Sunday school class and serves as deacon. Has served as a member of Gideon's International Ministry for the last 28 years.
Relevant experience: A retired commercial construction onsite project manager for 50-plus years. As a resident, businessperson and property owner for more than 50 years, I feel that I am uniquely qualified to fill this position. Working in the commercial construction industry, I have experience working with a vast number of city, county, state and federal officials over the years. Being recently retired, I feel that I have the time and experience to make a difference for the citizens of Crestview.
Other education/experience: Unanswered.
Reason you seek this position: The trying economic times we are facing demand someone who is in touch with the community and understands its needs.
My goal � and reason for seeking this council seat position � is to restore trust and confidence in our elected and appointed leaders. As your city council representative, I will serve you by passionately advocating for your needs and ensure that our neighborhood is fully represented on the Crestview City Council.
With your trust and support, we can make this vision a reality.
Biggest issue this position faces and how you plan to address it: Restoring trust and confidence in our elected and appointed leaders.
Personal: Married to Winnie Edwards; two children.
Relevant experience: I am a citizen of the city of Crestview. I spent four years in the Navy. I retired from civil service at Eglin Air Force Base. I have been a business owner for over 20 years in the city of Crestview.
Other education/experience: High school civil services and management courses.
Reason you seek this position: I have a strong desire to serve the city of Crestview and its citizens without any hidden agenda.
Biggest issue this position faces and how you plan to address it: I hope to stop the wasteful spending that is going on in the Crestview area � spending that does not benefit the people of Crestview.
I will work on getting a bypass around the city of Crestview, even if I have to walk to Tallahassee and talk to the representatives and the governor.
I will work on improving the downtown parking for the city of Crestview.
Personal: I am a single father raising two children: son, Benjamin J. Iannucci IV, and daughter, Natalia J. Iannucci. I hold a Bachelor of Science in Aeronautical Engineering, and a Master of Aeronautical Science and begin my Doctorate of Business Administration in October 2013. I belong to the Boy Scouts of America and serve as a Tiger Cub Den Leader for Den 5, Pack 799 in Crestview.
I am the city representative to the Military Sustainability Partnership Executive Committee, Okaloosa Economic Development Council, Northwest Florida League of Cities, and the Okaloosa Library Cooperative. I also am a member of the Professional Inspired Leaders of Tomorrow, the Military Affairs Committee, and serve on the Florida State Energy and Environmental Quality Legislative Committee, and the Federal Action Strike Team.
I am a passionate athlete, participate in many athletic competitions, and am a coach at various youth and adult sports activity events, including Crestview City T-ball/baseball.
In 2012, I launched my business, Iannucci 3.0 Inc., in which I teach leadership development, teambuilding, strategic planning, soft skills training, life development, coaching, corporate leadership consulting, and athletic consulting.
Relevant experience: Led successful effort to reduce taxes in the city, and was elected City Council president for my results. Led countless teams in military and civilian jobs, managed $200M+ projects, and built my own business in leadership development.
Most importantly, I bring integrity to the role. I will say what I believe to be correct. I always keep my head up; always push forward and I will succeed because I live my life and do my job with integrity, character and passion.
Other education/experience: I spent three budget cycles on the council where I have lowered taxes � the first time in over 20 years. I have developed long-term projects and goals that increase jobs, services and revenue, which will lower taxes even further by bringing a large retail center in 2013. Spearheading effort to build a sports complex within the city. I solidified the passing of the business incubator program, bringing small business to our downtown area.
Reason you seek this position: Crestview is my home, I�m raising a family here, and built my business here. I am excited by the future of Crestview and I want to continue to play an active role in shaping that shining future.
Every decision I make, every action brought before me I decide what I truly feel is best for the city, not for me.
I have been told that I�m the youngest member to serve, and that I�m a voice of reason as we grow. I believe in accountability for a person�s actions, including my own. I bring what this council has not had in many years: leadership.
Biggest issue this position faces and how you plan to address it: My top priority is planning. I have already begun developing processes that will allow this city to operate more efficiently both financially and operationally.
In the past, this city has had no forward-thinking leadership and operated without oversight or uniform direction. There has never been any strategic planning until I came on board and starting working with the rest of the city council.
We put together a prudent and accountable planning process for all our expenditures, for all of our projects, and for the basic operations and future planning that will in turn allow the city to lower taxes as we operate with improved efficiency.
Contact News Bulletin Staff Writer Brian Hughes at 850-682-6524 or email@example.com. Follow him on Twitter @cnbBrian.


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Here we go again. Whenever I try to offer a little helpful advice to Republican leaders, I have grown accustomed to hearing from some cranky conservative or two who blow me off, saying they're "not about to take advice from a liberal like you" -- or words to that effect.
To which I am inclined to respond like the Jedi Master Yoda in Star Wars: "That is why you fail."
After losing the popular vote in five of the last six presidential elections, the Grand Old Party should be painfully aware of their need to step outside of the conservative bubble and talk to people who are not already voting for them.
You could hear that message as Louisiana Gov. Bobby Jindal, a rising national political star, told the Republican National Committee's winter meeting that "We must stop being the stupid party" and "insulting the intelligence of voters."
He also called for fewer "stupid and bizarre" comments. I presume he was talking about such gaffes as failed Senate candidate Todd Akin's campaign-sinking comments about "legitimate rape." If you want to win people's votes, don't insult them.
By now, no one should have to urge Republicans to reach out to Hispanics and other minorities. Mitt Romney's election night surprise makes the case.
He won non-Hispanic white voters, no problem. But he lost other major demographic groups. Had he only kept the same 42 percent of the Hispanic vote that President George W. Bush won eight years earlier, for example, Romney's campaign could have set off his victory fireworks in Boston. Instead, he won only 29 percent and, according to reports, had to hastily cobble together a concession speech he had not expected to give.
With the looming possibility of permanent minority status, Republicans face a dilemma: how do they expand their base without alienating the hard-core, change-resistant conservatives who already are in it?
I think they can take valuable lessons from two examples. One is the Democratic Party's experiences with the same dilemma after George McGovern's catastrophic 49-state loss as the deeply divided party's nominee in 1972. Jimmy Carter's Southern centrism won him a term in 1976 in the aftermath of Watergate. But it took until Bill Clinton's rise in 1992 for the party's base to crave victory enough to put up with a new centrism, despite grumblings from the Rev. Jesse Jackson's wing.
After two losses to Obama, maybe it's time for Republican moderates to reassert themselves and tell their right-wing base that, hey, the political center may not be sexy but it's better than oblivion.
My other example comes from Republicans at the state and local level who have succeeded in winning big support from blacks and Hispanics the old-fashioned way, by finding out what the voters want and helping them to get it.
"The best approach for Republicans to take is not through identity politics," Bob Woodson, founding head of the Center for Neighborhood Enterprise -- and a prominent black Republican -- told me. "If you believe in conservative principles, as I do, then you must explain to people why those principles will bring a better outcome than the existing liberal programs."
Woodson offered as examples of racial-ethnic crossover success former Los Angeles Mayor Richard J. Riordan, former Indianapolis Mayor Stephen Goldsmith and former Arkansas Gov. Mike Huckabee.
Years before he ran for mayor, Riordan, a successful businessman, had deep community involvement that included purchasing a new building and raising funds for PUENTE Learning Center in the city's Hispanic community.
Goldsmith worked with local minority communities to make Indianapolis a national model for market-driven urban redevelopment during his two terms in the 1990s. Huckabee's minority outreach was so successful that he was re-elected with 48 percent of the black vote.
"Seek a relationship that can blossom into a partnership," Woodson advised. "You can't just be strongly against something. You must give a vision of what it is possible to accomplish through conservative means."
Could such a relationship produce a new rising national GOP star? Republicans always have been a resourceful party. If I may paraphrase what Winston Churchill once said about Americans, I believe Republicans will do the right thing, after all the other possibilities have been exhausted.