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Genre Fighting game | Platform of origin Arcade | |
Creators Takashi NishiyamaHiroshi Matsumoto Platforms Arcade, various home systems First release Street FighterAugust 30, 1987 Latest release Ultra Street Fighter II: The Final ChallengersMay 26, 2017 Designers Yoshinori Ono, Tokuro Fujiwara, Noritaka Funamizu Adaptations Street Fighter (1994), Street Fighter: The Legend of Chun-Li (2009), Street Fighter (1995), Future Cops (1993) Games |
Street Fighter (ストリートファイター, Sutorīto Faitā), commonly abbreviated as SF or スト (Suto), is a fighting video game franchise by Capcom. The second game in the series is credited with establishing many of the conventions of the one-on-one fighting genre. The game's playable characters originate from different countries around the world, each with a unique fighting style. It is Capcom's second best-selling franchise, having had significant success worldwide. The first game in the series was released in 1987.
- Street Fighter 1987
- Street Fighter II series 1991
- Street Fighter Alpha series 1995
- Street Fighter EX series 1996
- Capcom Crossover series 1996
- Street Fighter III series 1997
- Street Fighter IV series 2008
- Street Fighter V 2016
- Other games
- Animation
- Live action
- Manga and manhua
- Comics
- Card games
- Miscellaneous
- Characters
- Story
- Hadouken
- Reception
- References
Street Fighter (1987)
Street Fighter, designed by Takashi Nishiyama and Hiroshi Matsumoto, made its debut in arcades, in 1987. In this game, the player takes control of martial artist Ryu, who competes in a worldwide martial arts tournament, spanning five countries and 10 opponents. A second player can join in at any time and take control of Ryu's American rival, Ken.
The player can perform three types of punch and kick attacks, each varying in speed and strength, and three special attacks: the Hadouken, Shoryuken, and Tatsumaki Senpukyaku. These are performed by executing special button combinations with the controls.
Street Fighter was ported to many popular home computer systems of the time, like the PC. In 1988, it was released on the NEC Avenue TurboGrafx-CD console under the name Fighting Street. Street Fighter was also later included in Capcom Classics Collection: Remixed for the PlayStation Portable and Capcom Classics Collection Vol. 2 for the PlayStation 2 and Xbox.
Street Fighter II series (1991)
Street Fighter II: The World Warrior was released in 1991, and was the first true sequel to the original Street Fighter. This release followed an unsuccessful attempt to brand the 1989 beat 'em up game Final Fight and the officially commissioned spin-off Human Killing Machine as Street Fighter sequels. It was one of the earliest arcade games for Capcom's CP System hardware and was designed by Akira Nishitani and Akira Yasuda, who were also responsible for Final Fight and Forgotten Worlds.
Street Fighter II is the first one-on-one fighting game to give players a choice from a variety of player characters with different moves. The choice of multiple available characters allows for more varied matches. In this game, each player character had a unique fighting style with approximately 30 or more moves, including then-new grappling moves and throws, as well as two or three special attacks per character. In the single-player mode, the player's chosen character is pitted sequentially against the seven other main characters before confronting the final four boss opponents, who consist of CPU-controlled characters not selectable by the player. As in the original, a second player could join in at any point during single player mode and compete against the other player in competitive matches.
The original Japanese version of Street Fighter II introduced an African-American boxer boss character, sharing the physical characteristics and likeness of real-life boxer Mike Tyson. In order to avoid a likeness infringement lawsuit from Tyson, Capcom rotated the names of three of the boss characters for international versions of the game. The final boss, named Vega in the Japanese version, was given the M. Bison name, the talon-wielding Spanish warrior, named Balrog in the Japanese version, was renamed Vega, and the boxer became Balrog.
Street Fighter II eclipsed its predecessor in popularity, eventually turning Street Fighter into a multimedia franchise. The release of the game had an unexpected impact on gaming and was the beginning of a massive phenomenon. By 1993, sales of Street Fighter II exceeded $1.5 billion in revenue (equivalent to over $2.64 billion in 2017). By 1995, Street Fighter II and Street Fighter II: Champion Edition arcade machines had exceeded $2.312 billion (9.25 billion quarters) in gross revenue (equivalent to over $4.07 billion in 2017). In addition, the video game console ports sold more than 14 million copies for the Super Nintendo Entertainment System and Sega Genesis platforms.
The first official update to the series was Street Fighter II': Champion Edition, pronounced Street Fighter II Dash in Japan, as noted by the prime notation on the logo. In this game, players are allowed to play as the four computer-controlled boss characters and two players are able to choose the same character. In this case, one character wears an alternate color pattern. The game also features slightly improved graphics, including differently colored backgrounds and refined gameplay. A second upgrade, titled Street Fighter II' Turbo: Hyper Fighting, called Street Fighter II Dash Turbo in Japan, was produced in response to the various bootleg editions of the game. Hyper Fighting offers faster gameplay than its predecessors, different character costume colors, and new special techniques.
Super Street Fighter II: The New Challengers, the third revision, gives the game a complete graphical and musical overhaul and introduces four new playable characters. It is also the first game for Capcom's CP System II arcade hardware. The fifth arcade installment, Super Street Fighter II Turbo, Super Street Fighter II X in Japan, brings back the faster gameplay of Hyper Fighting, a new type of special techniques known as "Super Combos", and a hidden character, Akuma.
Numerous home versions of the Street Fighter II games have been produced following the release of the original game. The original version, Street Fighter II: The World Warrior, was ported to the Super NES in 1992. As of 2008, the original Super NES game is still Capcom's best-selling game. It was followed by a Japanese-only port of Street Fighter II Dash for the PC Engine in 1993. That year, Hyper Fighting received two different home versions as well: a Super NES version titled Street Fighter II Turbo and a Genesis counterpart titled Street Fighter II': Special Champion Edition, titled Street Fighter II Dash Plus in Japan. The following game, Super Street Fighter II, was also ported to the Super NES and Genesis in 1994. Later that year, Super Street Fighter II Turbo was released for the 3DO Interactive Multiplayer and also appeared in a PC version for Windows, released by the now defunct GameTek.
In 1997, Capcom released the Street Fighter Collection for the PlayStation and Sega Saturn. This is a compilation that includes Super and Super Turbo as well as Street Fighter Alpha 2 Gold, titled Street Fighter Zero 2′ (Dash) in Japan, an updated version of Street Fighter Alpha 2. It was followed by Street Fighter Collection 2, titled Capcom Generation Vol. 5 in Japan, also released for the PlayStation and Saturn, which includes the original Street Fighter II, Champion Edition, and Hyper Fighting. In 2000, Capcom released Super Street Fighter II X for Matching Service exclusively in Japan for the Dreamcast. This version of the game features an online two-player versus mode. In 2003, Capcom released Hyper Street Fighter II: The Anniversary Edition for the arcades in Japan and Asia to commemorate the 15th anniversary of the series. As the final arcade installment, the game is a hybrid version of Super Turbo, which allows player to select between versions of characters from all five previous Street Fighter II games. Hyper was released in North America and the PAL region via its ports for the PlayStation 2 and the Xbox, released as part of the Street Fighter Anniversary Collection along with Street Fighter III: 3rd Strike. In 2005, the three games in Street Fighter Collection 2 were included in Capcom Classics Collection Vol. 1 for PlayStation 2 and Xbox. A version of Super Turbo, along with the original Street Fighter, was later included in the 2007 compilation Capcom Classics Collection Vol. 2, also released for the PlayStation 2 and Xbox. Street Fighter II and Super Street Fighter II are also available as downloadable games for select cellular phone services.
An updated version of Super Street Fighter II Turbo came to the PlayStation Network and Xbox Live Arcade services in November 2008. The game, titled Super Street Fighter II Turbo HD Remix, has fully redrawn artwork, including HD sprites 4.5x the original size, drawn by artists from UDON. This is the first time the Street Fighter characters have had new sprites, drawn by Capcom, since Capcom vs. SNK 2 in 2001. The game has several changes which address character balancing issues, but also features the original arcade version gameplay so that players can choose between the two.
Ultra Street Fighter II: The Final Challengers is an upcoming and updated version of 1994's Super Street Fighter II Turbo for the Nintendo Switch console. The game features two graphical styles—classic pixel art and updated high-definition art. New gameplay mechanics and modes have been introduced and tweaks have been made to the game's balance. This game also featured two more characters, who were classic alternate evil form of the classic characters Ryu and Ken, Evil Ryu and Violent Ken, while Akuma is now a regular playable character.
Street Fighter Alpha series (1995)
Street Fighter Alpha: Warriors' Dreams, titled Street Fighter Zero in Japan and Asia, is the next game in the series. The game uses the same art style Capcom previously employed in Darkstalkers and X-Men: Children of the Atom with settings and character designs heavily influenced by Street Fighter II: The Animated Movie. Alpha expands on the Super Combo system from Super Turbo by extending Super Combo meter into three levels, allowing for super combos to be stored up, and introducing Alpha Counters and Chain Combos, also from Darkstalkers. The plot of Alpha is set between the first two Street Fighter games and fleshes out the backstories and grudges held by many of the classic SFII characters. It features a playable roster of ten immediately playable characters and three unlockable fighters, comprising not only younger versions of established Street Fighter II characters, but also characters from the original Street Fighter and Final Fight, such as Adon and Guy.
Street Fighter Alpha 2 features all-new stages, music, and endings for some characters, some of which overlap with those from the original Alpha. It also discards the Chain Combo system in favor of Custom Combos, which requires a portion of the Super Combo meter to be used. Alpha 2 retains all 13 characters from the original and adds five new characters to the roster along with hidden versions of returning characters. Alpha 2 is followed by a slightly enhanced arcade release titled Street Fighter Zero 2 Alpha and was released in Japan and Brazil, ported to home consoles as Street Fighter Alpha 2 Gold, and Zero 2′ Dash in Japan.
The third and final Alpha game, Street Fighter Alpha 3, was released in 1998 following the release of the original Street Fighter III: 2nd Impact and Street Fighter EX. Alpha 3 introduces three selectable fighting styles and further expands the playable roster to 28 characters. Console versions of the three games, including the original Alpha 2 and the aforementioned Alpha 2 Gold, were released for the PlayStation and Sega Saturn, although versions of specific games in the series were also released for the Game Boy Color, Super NES, Dreamcast, and Windows. The home console versions of Alpha 3 further expands the character roster by adding the remaining "New Challengers" from Super Street Fighter II. The Dreamcast version of the game was backported to the arcades in Japan under the title of Street Fighter Zero 3 Upper. A version of Upper, simply titled Alpha 3 outside Japan, was released for the Game Boy Advance and added three characters from Capcom vs. SNK 2. A PlayStation Portable version titled Alpha 3 MAX, or 'Zero 3 Double Upper in Japan, contains the added characters from the GBA version and Ingrid from Capcom Fighting Jam.
Street Fighter EX series (1996)
In 1996, Capcom co-produced a 3D fighting game spinoff titled Street Fighter EX with Arika, a company founded by former Street Fighter II planner Akira Nishitani. It was developed for the PlayStation-based ZN-1 hardware. EX combined the established Street Fighter cast with original characters created and owned by Arika. It was followed by an upgraded version titled Street Fighter EX Plus in 1997, which expanded the character roster. A home version with additional features and characters, Street Fighter EX Plus Alpha, was released for the PlayStation during the same year.
A sequel was released in 1998, titled Street Fighter EX2, developed for the ZN-2 hardware. Custom combos were reintroduced and the character roster was expanded upon even further. In 1999, EX2 also received an upgraded version, Street Fighter EX2 Plus. A port of EX2 Plus was released for the PlayStation in 1999.
The third game in the series, Street Fighter EX3, was released as a launch title for the PlayStation 2 in 2000. This game included a tag team system, a mode that let a single player fight up to three opponents simultaneously, and another mode that allowed players to give the new character, Ace, a selection of special and super moves after purchasing them with experience points. The cast included many characters from the previous game.
Some of the Arika-owned characters from the series were later featured in other games developed by the company. The Namco-distributed arcade game Fighting Layer featured Allen Snider and Blair Dame from the original EX, while Skullomania would reappear in the PlayStation game Fighter Maker.
Capcom Crossover series (1996)
Capcom has also produced fighting games involving licensed characters from other companies and their own properties. In 1994, Capcom released the Marvel-licensed fighting game X-Men: Children of the Atom, which featured Akuma from Super Turbo as a hidden character. It was followed by Marvel Super Heroes in 1995, which featured Anita from Night Warriors.
Capcom would release a third Marvel-licensed game, X-Men vs. Street Fighter, in 1996, a full-fledged crossover between characters from X-Men and the Street Fighter Alpha games that featured a two-on-two tag team-based system. It was followed by Marvel Super Heroes vs. Street Fighter in 1997, which expanded the roster to include characters from Marvel Super Heroes; Marvel vs. Capcom in 1998, which featured not only Street Fighter characters, but also characters from other Capcom properties; and Marvel vs. Capcom 2 in 2000, which was produced from the Dreamcast-based NAOMI hardware.
Capcom also produced a series of similar crossover fighting games with rival fighting game developer SNK Playmore. The games, produced by Capcom, include Capcom vs. SNK in 2000, which features characters primarily from the Street Fighter and King of Fighters series. It was followed by a minor upgrade, Capcom vs. SNK Pro, and a sequel titled Capcom vs. SNK 2, both released in 2001. All three games were produced for the NAOMI hardware as well. The SNK-produced fighting games of this crossover include the Dimps-developed portable fighting game SNK vs. Capcom: The Match of the Millennium for the Neo Geo Pocket Color in 1999 and SNK vs. Capcom: SVC Chaos for the Neo Geo in 2003.
From 2003 to 2008, the Versus series of Capcom fighting games saw no new releases, though Capcom and Namco produced the crossover tactical role-playing game Namco × Capcom for the PlayStation 2 exclusively in Japan in 2005. Ryu and Ken are also among the characters playable in 2012's Project X Zone, a tactical role-playing game that draws characters from various Sega, Namco-Bandai, and Capcom franchises.
Tatsunoko vs. Capcom: Cross Generation of Heroes, released on December 11, 2008, features characters from both Tatsunoko Production and Capcom properties, including Street Fighter characters Ryu, Chun-Li, and Alex as well as characters like Ken the Eagle of Gatchaman and Casshern of Neo-Human Casshern on Tatsunoko's side. Initially released only in Japan, the game received an updated international release entitled Tatsunoko vs. Capcom: Ultimate All-Stars on January 26, 2010 in response to fan demand.
Marvel vs. Capcom 3: Fate of Two Worlds was released on February 15, 2011 and includes Akuma, Chun-Li, Crimson Viper, and Ryu. The game features completely new visuals and audio, three-on-three gameplay, and online play. The game was also intended to have downloadable content, but the content was disrupted due to an earthquake and tsunami in Tōhoku and was released along with additional new content in a separate game titled Ultimate Marvel vs. Capcom 3.
Street Fighter X Tekken was released on March 6, 2012, featuring over 50 playable characters from both the Street Fighter and Tekken fighting franchises. While Street Fighter X Tekken was developed by Capcom, Namco is currently developing their own crossover title, Tekken X Street Fighter. Additionally, Akuma will make a guest appearance in Tekken 7.
Street Fighter X Mega Man is an all star (not to be confused with crossovers) platform game that was originally supposed to be a fan game developed by Seo Zong Hui, but Capcom distributed and released the game for the PC on December 17, 2012. Based on the classic Mega Man games, the free title has players control Mega Man as he battles against various Street Fighter characters and obtain their techniques.
Beyond Street Fighter, Capcom franchises have had guest appearances in the 2014 Nintendo crossover-fighting games Super Smash Bros. for Nintendo 3DS and Wii U, with protagonist Ryu appearing alongside fellow Capcom representative Mega Man. The Street Fighter content was released as extra in-game downloadable content in June 2015 and includes Ryu and Suzaku Castle, a stage inspired by Ryu's stage from the Street Fighter II series.
Street Fighter III series (1997)
Street Fighter III: New Generation made its debut in the arcades on the CPS3 hardware in 1997. Street Fighter III discards most of the character roster from previous games, keeping only Ryu and Ken, introducing several new characters in their place. The most notable of these is the grappler Alex, who was designed to be the new lead character of the game, and Gill, who replaced Bison as the game's main antagonist. Street Fighter III introduced the "Super Arts" selection system and the ability to parry an opponent's attack.
Several months after Street Fighter III: New Generation's release, it was followed by Street Fighter III: 2nd Impact, which made adjustments to the gameplay, added two new characters, and featured the return of Akuma as a playable character. Street Fighter III: 3rd Strike, released in 1999 as the third and last iteration of Street Fighter III, brings back Chun-Li and adds four new characters.
The first two Street Fighter III games were ported to the Dreamcast as a compilation titled Double Impact. Ports of 3rd Strike were released for the Dreamcast as a standalone game, then included in the compilation Street Fighter Anniversary Collection for the PlayStation 2 and Xbox. Gill also became a playable secret character in the console versions, although he can still be played on the arcade version by using Twelve's X.C.O.P.Y. super art. In 2010, Capcom announced Street Fighter III 3rd Strike: Online Edition.
Street Fighter IV series (2008)
The original Street Fighter IV game concept, Street Fighter IV Flashback, never made it past the proposal stage. On October 17, 2007, more than eight years since the release of Street Fighter III 3rd Strike for the arcades, Capcom unveiled Street Fighter IV at a Capcom Gamers Day event in London. Conceived as a direct sequel to the early Street Fighter II games (particularly Super Street Fighter II Turbo), Street Fighter IV features the return of the original twelve world warriors and recurring hidden character Akuma, along with four new characters (as well as a new boss character) in a storyline chronologically set between Street Fighter II and Street Fighter III. The gameplay, while still 2D, features cel-shaded 3D graphics inspired by Japanese sumi-e paintings. The Super Combo system, a Street Fighter mainstay since Super Turbo, returns along with new counter-attacking techniques called "Focus Attacks" ("Saving Attacks" in Japan), as well as new "Ultra Combo" moves, similar to the Rage Gauge seen in games from SNK Playmore.
The arcade version, which runs on the Taito Type X2 hardware, was distributed in Japan on July 2008, with a limited release in North America and the United Kingdom in select arcades in August. A home version was released in North America and Europe in February 2009 on the PlayStation 3 and Xbox 360, and in July 2009 for Windows PC. This features an expanded character roster, as well as all-new animated segments that show each character's backstory, and a training mode similar to the Expert Challenges in Street Fighter EX. The cast includes six characters new to the Street Fighter series. Yoshinori Ono had hinted that the only two Street Fighter II characters absent from the game, Dee Jay and T. Hawk, could be available in the game at a later date. Instead, they were to be included in a whole new version of the game.
On September 28, 2009, Capcom announced Super Street Fighter IV. The game includes ten additional characters including two characters new to the franchise: Korean taekwondo fighter Juri and Turkish oil wrestler Hakan. Capcom implemented character balance adjustments and added second Ultra moves for each character. The game features an improved online experience with new modes of play. The game was released on April 27, 2010 for the PlayStation 3 and Xbox 360 at a discounted price point. If a Street Fighter IV savefile is detected on the system of play, two additional character colors (ink and sketch effect) are available.
Super Street Fighter IV: Arcade Edition was released on December 16, 2010, containing all of the content from the console release, and featuring four additional characters: Yun and Yang from Street Fighter III, as well as Evil Ryu and Oni, an alternate version of Ryu and Akuma, respectively. Seth Killian of Capcom said Arcade Edition was to be the last update to the IV series. On June 15, at E3 2010, a portable conversion of Super Street Fighter IV was confirmed for the Nintendo 3DS. Super Street Fighter IV: 3D Edition features 3D stereoscopic technology, multiplayer, and all thirty-five characters from the original Super Street Fighter IV release. At Evo 2011, Ono announced that a balance patch for Super Street Fighter IV: Arcade Edition had been approved by Capcom. The patch was free of charge.
On July 14, 2013, a new update for Street Fighter IV titled Ultra Street Fighter IV was announced at the 2013 Evolution Championship Series. The new edition was released in 2014 as an arcade game, a DLC add-on for existing console versions of Super Street Fighter IV, and as a standalone game containing DLC from previous iterations. Along with various tweaks and additional modes and stages, the update adds five additional characters, consisting of Rolento, Elena, Poison and Hugo, who previously appeared in Street Fighter x Tekken, plus an all-new character, Decapre. Many of the gameplay changes are based on feedback from fans and Capcom community employee Peter Rosas, best known in the fighting game tournament scene as ComboFiend. On December 6, 2014, the game was confirmed to arrive on next generation consoles with a PlayStation 4 version releasing in Spring 2015.
Street Fighter V (2016)
In July 2013, Ono commented that while he desired to make a Street Fighter V for an eighth-generation console, such as the PlayStation 4 and Xbox One, a next-generation game would require a large staff and a large budget. He also stated that making the game a free-to-play title was an option, though he was not fully open to it, and confirmed that the game was currently not in development. In June 2014, Ono refuted claims that Street Fighter V would include a "pay to win option", stating that Street Fighter V is still in the early planning stages.
On December 5, 2014, a teaser trailer for Street Fighter V was unintentionally released by Capcom to the public before being taken down again. The trailer mentioned that the game would be exclusive to PlayStation 4 and PC, and will enable cross platform gameplay. The official announcement was made at Sony's PlayStation Experience event on December 6. It was released on February 16, 2016.
Other games
Various other games based on the Street Fighter franchise have been produced.
Manga and manhua
Card games
The main games have introduced a varied cast of around 70 characters into videogame lore, plus around another 20 in spinoff games.
Canonically, the chronological sequence of game settings is as follows:
Hadouken or Hadoken (波動拳, Hadōken, IPA: [hadoːkẽꜜɴ], literally "wave motion fist" or "surge fist"), is a special attack used by Ryu, Ken, and other Street Fighter characters. Takashi Nishiyama, the creator of Street Fighter, credits the 1970s anime Space Battleship Yamato and a missile called the Hadouho as the origin of Hadouken. The move is achieved by the characters thrusting their palms forward, sending a surge of spirit energy, flying towards the opponent. It is normally performed by the player moving the joystick or D-pad a quarter circle forward towards the opponent from the down position, then pressing a punch button. Although the execution has been always the same, the design, speed, damage, and other attributes of the technique vary in different games.
Most fighting games of the sprite-based era used projectile special moves, and while the actual type of projectile launched varies from game to game and character to character, the execution and behavior of these attacks are often rather similar to the Hadouken. These moves are sometimes informally referred to as a "hadouken", or fireball. The Hadouken can usually be performed in three different degrees depending on which type punch is used; these will affect its speed, damage caused on impact, amount of recovery frames, and sometimes its range. The Hadouken itself has many variations depending on the character in question with whom the move is associated. For example, both Ryu and Akuma have used a fire-based variant of the move called the Shakunetsu Hadouken (灼熱波動拳) or "Blazing Surge Fist", which briefly engulfs its target in flames. Another variant that appears is the ability to execute a hadouken whilst in the air which travels diagonally down and forward.
Later titles in the series that use super combo moves ramp up the power of the Hadouken, evolving it into the Shinku Hadouken (真空波動拳 – Vacuum Surge Fist). This takes one of two forms depending on the game: an outsized fireball, or a blast of constant energy. Street Fighter III introduced the Denjin Hadouken (電刃波動拳), an unblockable, electrified version that can stun opponents. It could be charged by holding down a punch button for an increased number of hits, resulting in more stun and increased damage. In Super Street Fighter IV, Gouken can perform this technique; it is blockable, but will still inflict stun damage even if blocked. In the Capcom vs. SNK series, Evil Ryu used a more powerful version called Metsu Hadouken (滅波動拳), which acted similar to Denjin Hadouken, being unblockable and stunning the opponent. Street Fighter IV, brought back the Metsu Hadouken, though it instead acts simply like a more powerful variant of the Shinku Hadouken. The latest entry in the series, Street Fighter V, brought back the Denjin Hadouken, which can be performed by performing the Shinku Hadouken while in Ryu's V Trigger mode.
The Hadouken ability also appeared in Mega Man X and its remake Mega Man: Maverick Hunter X as a powerful secret move for X. In Mega Man X4, one of the bosses, Magma Dragoon, used the Hadouken ability. Another version of the Hadouken was created in Mega Man X: Command Mission, where if one is able to beat the secret bosses, the Tails Clan in a battle, the Tails could throw the Annihilator Hadouken at them. In Mega Man Xtreme and its sequel, a fighting style called "Shotokan" can be acquired and allows X to use the Hadouken.
Since the release of the first Street Fighter game in August 1987, the series has had total home software sales of 35 million units by 2014, and arcade cabinet sales of over 500,000 units generating more than $1 billion in revenue in video game arcade cabinet sales, qualifying it for the list of best-selling video game franchises.
The best-selling game in the series, Street Fighter II, exceeded $1.5 billion in sales revenue in 1993 (equivalent to over $2.64 billion in 2017). By 1995, Street Fighter II and Street Fighter II: Champion Edition arcade machines had exceeded $2.312 billion (9.25 billion quarters) in gross revenue (equivalent to over $4.07 billion in 2017). In addition, the video game console ports sold more than 14 million copies for the Super NES and Genesis platforms.
In 2012, Complex ranked Street Fighter at number 10 on its list of the best video game franchises of all time.


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subset: commoncrawl


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60 seconds with Biren Kalaria, Head of invite media UK, Google
1. What is a demand-side platform, what does it bring?
A demand-side platform (DSP) is a technology platform that allows buyers to use dynamic bidding and optimisation to scale media buying across the various ad exchanges that are out there.
DSPs offer a single user interface to access billions of ad-impressions across a number of ad-exchanges in real-time. The DSP provides the decisioning engine that generates the right bid for the right impression at the right time - this bid price is based on the perceived value or performance of that impression.
You can also manage your remarketing lists and link to 3rd party data providers via the DSP so it really is a very sophisticated piece of kit. The DSP is part of the wider media buying "stack" which includes ad-serving, rich media, dynamic creative, social & search bid management and analytics technologies that agencies and clients need to be thinking about now. We believe that there will be huge performance and efficiency gains to be had from systems such as those mentioned above when they can operate seamlessly together.
2. How does it work?
It is pretty straight-forward and not too dissimilar to search advertising. The DSP gives you the connections to all of the exchanges that you need as well as the ability to manage your remarketing, 3rd party data purchasing and private inventory deals. Based on your campaign objectives and audience, you would log in to the DSP and setup your campaign. The key buckets to consider are targeting, bids/budgets and creative.
Once you have got your initial setup, you're ready to go and can launch your campaign. Everything is very transparent and you can see the stats coming back very quickly - up to every 10 minutes. Of course, that is not to say you need to optimise every 10 minutes but it shows you that the data comes back in very quickly so that you can make buying and optimising decisions on the fly.
3. Why has the industry moved over to DSPs? What are the benefits?
All the stars have aligned. A combination of the availability of technology, data and liquidity of inventory via exchanges has meant that the process of buying display has been completely democratised. Anyone with the will to buy their own display, mobile and video can do it today.
The benefits are really around efficiency, performance and differentiation. The DSP gives you the ability to connect directly with the inventory you want to buy, evaluate it all on an impression-by-impression basis and manage all of this activity via one user interface. You can also centralise and control all of your retargeting efforts in one place at huge scale.
If you are a performance advertiser and using ad-networks, a lot of what you are doing today can be bought via a DSP. This means more efficient buying, optimisation and reporting. It is easy to setup and optimise campaigns and then push budgets in to the areas that deliver performance within a few clicks via a user interface.
Finally, you can get a lot of insight into what you do when you work with a DSP. No longer are you just spending a budget reporting can show you how the campaign is working at every stage. Having access to all of the learnings is critical for the ongoing effectiveness of your buying and creating differentiation in what you do.
4. What growth have you seen in the space? Geographically, sector and device.
Well, the US is of course a huge market with a lot of budgets going into programmatic buying. We see clients in the US moving quickly into video, mobile and significant numbers of private deals being transacted through Invite now. Outside of the US, EMEA is quickly becoming a significant region in this space, with the UK leading the way and markets such as Germany, France, Spain, Italy and even Dubai coming through very quickly.
In terms of advertisers, we see a good mix of clients from Auto through to Entertainment. Right now the most common activity we see deployed on our platform are performance campaigns but that is changing as video, mobile and private exchanges bring different inventory to the ecosystem.
5. How does a DSP differ from a network?
As described earlier, a DSP connects you directly to the inventory yourself rather than going via a network. So for those agencies and clients who wish to pull the levers and push the buttons themselves a DSP allows you to do this.
6. What will Invite Media bring to the table?
A lot we hope! We bring a wealth of experience in the programmatic buying space as well as technology solutions that are backed by Google. We have some great people who are all on hand to help agencies and clients take the step into programmatic buying and start to evolve the way in which they buy media.
7. Who owns this space right now? i.e. Media Agencies, Specialists etc
I don't think anyone "owns" the space as such. There are a few people that have been in the space for a while but given the rapid pace of development of technology, inventory and data there is room for everyone to get involved without feeling behind the market. At Google, we believe that the online display-advertising market could top $200 billion over the next several years which represents an enormous opportunity to all of the companies in the display ecosystem.
8. What does the future hold for DSPs? What does that mean for Invite Media?
DSP technology itself is not that mature so expect to see some really exciting features and integrations that allow you to deliver even better performance. Also we expect to see more and more publishers making their inventory available via exchanges and different types too.
We're already seeing video and mobile coming through so who knows, any media that is accessible via an IP address should be addressable via a DSP. For Invite Media and Google that will mean constantly developing our product to meet the needs of our customers in an industry that is moving rapidly - something that we have invested a lot of time and people to do.
9. Why should an advertiser be thinking of including a DSP strategy into their digital strategy?
For all of the reasons above! When done well, programmatic buying will deliver phenomenal results for you. By using the right technology and having fantastic people you really have the potential to deliver better media buying efficiency, performance and differentiation.


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If you use DHCP servers to automatically configure the TCP/IP settings for workstations in your organization, a DHCP failure can lead to a major disruption in service. After all, if a workstation is not able to acquire an IP address, then it will have no way of accessing any of the resources on your private network or on the Internet. In this article, I will discuss some techniques that you can use to troubleshoot DHCP server failures.
Inappropriate Address Assignment
One very common DHCP related issue is the assignment of an unexpected IP address. For example, suppose that your DHCP server was configured with an IP address scope of 192.168.0.1 to 192.1680.50. You would expect network hosts to be assigned IP addresses in this range. Now, suppose that a workstation on your network appeared to be having problems communicating with network servers. You issue an IPCONFIG /ALL command to view the workstation's IP address configuration. Instead of the expected address range, the workstation has been assigned an address beginning with 169.254.
So what happened? If a host on your network is unexpectedly assigned an address beginning with 169.254, you can rest assured that the address was not assigned by your DHCP server. What actually has happened, is that the workstation has failed to contact a DHCP server. When this occurs, the workstation will assign itself an IP address using a Windows feature known as Automatic Private IP Addressing (APIPA).
Microsoft built Automatic Private IP Addressing into Windows as a way of helping those who have very small networks. For example, if you were to create a small Windows network, you would not have to manually configure IP addresses even if there were no DHCP server on the network. APIPA would automatically assign a unique class B IP address to each machine on the network. This is great for small home networks but completely inappropriate for larger networks.
If a workstation resorts to using an APIPA assigned address, it is because its requests for an IP address have gone unanswered. There are several possible causes for this problem. Assuming that the other computers on the network are able to acquire an IP address from your DHCP server, you can rule out the DHCP server as the cause of the problem.
More than likely, the issue is related to the networking hardware installed in the workstation that is having the problem. For example, the Network Interface Card might be assigned an incorrect driver. Another possible cause of the problem is that the patch cable is not plugged into the Network Interface Card, or is not connected to a switch on the other end.
Of course, just because only one computer on the network is having trouble obtaining an IP address doesn't completely rule out the server as the cause of the problem. If other workstations are successfully obtaining IP addresses, then you can be sure that the server is working properly. However, it could be that the server has run out of IP addresses that it can assign to clients. You can easily tell if this is the problem by comparing the size of the DHCP address scope to the number of devices on your network that request IP addresses from the DHCP server.
Common DHCP Server Problems
If multiple workstations are experiencing problems with leasing IP addresses, then the problem is most likely related to the DHCP server itself. If you suspect that the DHCP server is the cause of the problem, then you might start off by doing some ping tests to verify that the DHCP server is able to communicate across the network.
If the DHCP server is able to communicate with other computers on the network, then I recommend verifying that the DHCP server has an IP address that is compatible with the scope that the server is configured to assign addresses from. For example, if the DHCP server's scope consists of addresses from 192.168.0.1 to 192.168.0.50, then the server will not actually be able to assign those addresses unless the server itself has been assigned a static address in the same subnet range, such as 192.168.0.0 or 192.168.0.51.
If this still doesn't solve the problem, then I recommend checking the basics. For example, you should make sure that the DHCP server is still authorized by the Active Directory to lease IP addresses. You should also check to verify that the scope is active, and that the necessary services are running on the DHCP server.
IP Address Conflicts
Another problem that I have seen on occasions involves IP address conflicts among dynamically configured addresses. When you create a DHCP scope, it is the DHCP server's responsibility to make sure that addresses within the scope are only leased to one client at a time. If that's the case, then how is it possible to have an IP address conflict for dynamically assigned addresses?
There are two situations that I've run into that can cause this problem. The first time that I ever ran into this problem, I was able to determine which PCs had been assigned at the duplicate addresses. When I checked the TCP/IP configuration on those machines, I found that one of the machine's IP addresses had been manually configured. It's kind of a long story, but that machine's user was running an unauthorized application that required a static IP address. The user got tired of having to reconfigure the application every time they used it, so they took the address that had been dynamically assigned to them, and entered it as a static address.
The likelihood of this happening today is fairly slim. When a particular situation occurred, Windows 98 was the current operating system. Windows 98 lacks many of the security features that we take for granted today. A properly secured workstation running Windows XP or Windows Vista should be resistant to end user reconfigurations. Even so, I wanted to at least mention this issue because it gives you something to look for if you have trouble solving the problem.
A much more common cause of this problem is that multiple DHCP servers are in use, and those DHCP servers have overlapping scopes. If you only have a single DHCP server on your network, do not make the mistake of immediately dismissing this idea as a possible cause of your problem. In all likelihood, there is probably a rogue DHCP server that is conflicting with your primary DHCP server.
Windows 2000 Server and Windows Server 2003 are both designed in such a way to prevent rogue DHCP servers from causing problems. A DHCP server can only issue IP addresses after it has been authorized by the Active Directory. The problem is that this only applies to Windows-based DHCP servers. DHCP servers running other operating systems are free to lease IP addresses to clients without having to be authorized by the Active Directory.
So has a user really gone through the trouble of installing a rogue, Linux based DHCP server? Probably not. A much more likely explanation is that a wireless access point, or a router intended for cable or DSL Internet connections is causing your problem. Such devices almost always have DHCP server's built in. These devices typically use a scope range of 192.168.0.x or 192.168.1.x. If this happens to be the same IP address scope that your primary DHCP server uses, then you may run into a situation in which both DHCP servers are issuing addresses from the same address pool.
In this article, I've explained that there are a number of potential causes for DHCP failures. In most cases, these failures are related to simple communications problems between the DHCP server and the workstations that are trying to lease addresses.


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An official website of the United States government
News Release 2011-46 | April 12, 2011
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Board of Governors of the Federal Reserve System Farm Credit Administration Federal Deposit Insurance Corporation Federal Housing Finance Agency Office of the Comptroller of the Currency
WASHINGTON — Five federal agencies are seeking comment on a proposed rule to establish margin and capital requirements for swap dealers, major swap participants, security-based swap dealers, and major security-based swap participants as required by the Dodd-Frank Wall Street Reform and Consumer Protection Act.
The rule is proposed by the Federal Reserve Board, the Farm Credit Administration, the Federal Deposit Insurance Corporation, the Federal Housing Finance Agency, and the Office of the Comptroller of the Currency. The proposed rule would require swap entities regulated by the five agencies to collect minimum amounts of initial margin and variation margin from counterparties to non-cleared swaps and non-cleared, security-based swaps.
The amount of margin that would be required under the proposed rule would vary based on the relative risk of the counterparty and of the swap or security-based swap. A swap entity would not be required to collect margin from a commercial end user as long as its margin exposure is below an appropriate credit exposure limit established by the swap entity. A swap entity would also not be required to collect margin from low-risk financial end users as long as its margin exposure does not exceed a specific threshold. The proposed margin requirements would apply to new, non-cleared swaps or security-based swaps entered into after the proposed rule's effective date. The proposal also seeks comment on several alternative approaches to establishing margin requirements.
Provisions in the Dodd-Frank Act also require the agencies to establish capital requirements for regulated swap entities. The proposed rule would implement these provisions by requiring swap entities to comply with the existing capital standards that apply to those entities as part of their prudential regulation, as those capital standards already address non-cleared swaps and non-cleared, security-based swaps.
Staff of the agencies consulted with staff of the Commodity Futures Trading Commission and the U.S. Securities and Exchange Commission in developing the proposed rule.
The agencies request comments on the proposed rule by June 24, 2011.


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Quality Policy
Dorner's goal is to provide products and services that meet or exceed our customer requirements and applicable standards. Each of our employees is committed to that goal.
Dorner is committed to satisfying and delighting our customers by providing them with high quality Engineered Solutions, products and support through continual improvement.
Our Commitment:
- Dorner USA's facility and processes are ISO 9001:2015 registered by TUV Rheinland Registrars.
- Our established Key Performance Indicators (KPI's) are regularly reviewed to determine areas to address for continual improvement opportunities.
- Our Quality Department supports the Operations Team to ensure customer requirements are understood and achieved.
- We invest in quality inspection equipment such as our Faro Edge coordinate measuring machine (CMM) to verify close production tolerances.
- Inspection equipment is calibrated and maintained to the requirements of ISO/IEC 17025.
- We update and maintain each of our production process maps, FMEA's and control plans to ensure product conformity.
ISO Certification
Dorner USA and Dorner GmbH have established and maintained a quality management system for the Design and Manufacture of Precision Conveying Equipment for Industrial, Packaging and Sanitary Conveyor Automation Needs
Proof has been furnished that the requirements according to ISO 9001:2015 are fulfilled.
Certificate of Registration – Dorner Mfg. Corp. – USA
Certificate of Registration – Dorner GmbH – Europe
Industry Certifications
Dorner conveyors are designed to satisfy a variety of industry requirements and regulations. We offer BISSC, CE and Cleanroom-verified* conveyors.
Global Capabilities
- All Dorner products are CE certified and use metric hardware
- All products are RoHS compliant
- Electrical controls and gearmotors are available in local designs and voltages
Hygienic Designs
- Dorner's AquaGard and AquaPruf conveyors use only FDA approved materials
- Designed to meet the Food Safety Modernization Act and NSF specifications and 3-A Sanitary Standards
BISSC Certified
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Cleanroom Verified*
- 1100 Series
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- FlexMove Conveyors


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PETA has been accused of harassment, fat shaming, objectifying women and even making racist attacks against African-Americans yet those claims don't stop celebrities from working with the organization.
Evelyn Lozada is the latest star to lend her celebrity to PETA's cause, joining a long list of celebrities including Khloe Kardashian, Nia Long and recently, Wendy Williams. Lozada revealed she was compelled to pose for PETA after she watched video footage of animals on fur farms and saw firsthand how animals are mistreated to create fur. At that point, she decided to swear off fur for good.
The former fur-wearer, who has came to blows with various women on VH1′s "Basketball Wives" reality show, had this to say about animals' tremendous suffering: "You can verbalize what happens to these animals a thousand times, but [when] you see it, it definitely clicks in—and it did for me."
Evelyn was photographed in the nude by celebrity photographer Drexina Nelson for a holiday-themed ad featuring snowflakes and a caption urging shoppers not to buy fur.


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Can you be too strong? The answer is, "yes." Maybe a better way to say that is, "A strength can be taken too far, to the point where it becomes a weakness." There is a very good psychological test based on this called The Strength Deployment Inventory (SDI). The SDI addresses motivation and is based on Relationship Awareness Theory, which has as one of its four premises
Strengths, when overdone or misapplied, can appear as weaknesses.
This is something I see in my teaching and consulting practice routinely. This may sound a bit odd, but trust me, it isn't. So what is this all about?
Remember the Peter Principle series from a few blogs back? You might recall the Peter Principle states:
People are promoted to their level of incompetency.
With those previous blogs the focus was on temperament as viewed by Jung and Myers and Briggs. Temperament reflects how our brain is wired.
With the SDI Dr. Elias Porter, PhD, takes a different approach looking at motivation and whether or not a person is driven by a sense of altruism, assertiveness, analysis, or flexible (a combination of the three). From their names you can guess what approach a person would take if it is their dominant or native trait.
So how can a strength be taken too far? Good question. Imagine I score "flexible" on the SDI. If the heat is on and a decision is needed I might look too wishy-washy for you as the pressure builds. In fact, that will be the truth if I am spending all my time looking for the "sweet spot" of the decision and am ignoring the fact time or money is running out.
This reasoning carries forward to the other motivational types as well:
- The altruistic person gets so worried about how everyone will feel they become indecisive;
- The assertive person runs head-long into a decision unaware of the risks involved;
- The analytical person just never has enough information to make a decision.
To make matters more challenging, when under pressure a person can "move" and shift to another SDI position. For example, the altruistic person may move to the more assertive position and become dictatorial – all in the name of helping everyone. You can have some fun thinking about how some of the other shifts play out and people you know who act that way.
There are several takeaways from this:
- Try and walk a mile in the other person's shoes. See if you can see things through their eyes.
- Remember that people can shift their attitude, opinion, and approach to a situation when under pressure. They aren't necessarily being two-faced, they may just be responding to the pressure and trying to do what they think is best.
- Watch your own behavior. It is easy to feel justified with one's approach and lack awareness that we are changing our attitude and how we deal with others without having any conscious awareness of it. It can all be done blindly in the belief of what is "best."
- Finally, too much of one thing can create difficulties. Try and take it easy and leave space for others.
This was a short run-through of only one aspect of the SDI. I strongly encourage you to explore the SDI. It is a simple, practical profiling test that yields good information.


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How did the largest and most aggressive federal education initiative, No Child Left Behind (NCLB), garner bipartisan support under George W. Bush, and how have the central tenets of that legislation—accountability, standards, and testing—maintained and increased their value as approaches to education reform despite the tremendous evidence that they do not work?
One answer may lie in the power of claims that NCLB and the accountability paradigm are "evidence-based," scientific, and thus objective (as objectivity has endured as a central aspect of authority in the American mind for at least a century).
Two parts of this possible answer deserve some consideration: (1) Are evidence-based scientific approaches objective, effective, or both? and (2) If so, why does science fail education reform?
Scientific Education Reform: A Historical Perspective
Before examining how science as a term and concept functions in the American mind, we must acknowledge the tendency to respond to any information without historical context. While it may be alluring to view NCLB's call for "evidence-based" approaches to education reform as both something already proven (it was based on Bush's education policy in Texas when he was governor and future Secretary of Education Rod Paige was his superintendent) and something "new," or at least a departure from the oft-used criticism of public education, the "status quo," both assumptions are misleading.
Kliebard, in his examination of education in the U.S. throughout the first half of the twentieth century, details that at least four different ideological perspectives battled for control of the American public education system, but what is most important for my discussion here is that all four competing ideologies pursued and argued for a scientific (and thus evidence-based and objective) approach to creating and maintaining an education system.
Notably John Dewey, as a leading voice of progressivism, and the efficiency educators, who pioneered and entrenched our obsession with measurement, both proclaimed science and the scientific method as essential for public schools that would serve the American people well. And herein lies a key for understanding NCLB, its power and its failure: Claims of "objective" and "scientific" always occur within contextual and cultural assumptions even as both depend on a faith in their not being contextualized to garner their power.
Again, if we return to Dewey and the efficiency educators, we note that they shared a pursuit of scientific but represent competing ideologies; what appeared scientific to Dewey didn't appear scientific to the efficiency advocates because Dewey tended (at the risk of oversimplifying) to look at the child while the efficiency educators focused on the data.
As well, once we place NCLB in historical context, we also discover that calls for higher standards for student learning, greater and better measurement, and stronger accountability from our teachers and our schools have occurred repeatedly and persistently over the past century; in short, NCLB's essential elements of reform are in fact nothing new—and have proven, ironically in the evidence, never to achieve the goals that the accountability paradigm promises.
Science in a Belief Culture: Reform in the Eyes of the Beholder
Howard Gardner has shown that the adolescent mind is nearly obsessed with fairness, and his work also suggests that each of us embodies the different minds we pass through in our development. In other words, I believe humans are often nearly blinded with the adolescent pursuit of fairness, to the exclusion of fairness itself. That faith in and seeking out fairness may be central to our equally blind faith in the possibility of and value in "objectivity"—even when the evidence itself reveals that objectivity is neither possible nor desirable.
Why is evidence so ineffective then?
Similar to research examined by Keohane and the central arguments offered by Malcolm Gladwell in Blink, Mooney examines the evidence from psychology that reveals the power of belief to drive people to the evidence they want to see in order to confirm what they already embrace as truth and Truth:
"It would seem that expecting people to be convinced by the facts flies in the face of, you know, the facts....In other words, when we think we're reasoning, we may instead be rationalizing. Or to use an analogy offered by University of Virginia psychologist Jonathan Haidt: We may think we're being scientists, but we're actually being lawyers. Our 'reasoning' is a means to a predetermined end—winning our 'case'—and is shot through with biases. They include 'confirmation bias,' in which we give greater heed to evidence and arguments that bolster our beliefs, and 'disconfirmation bias,' in which we expend disproportionate energy trying to debunk or refute views and arguments that we find uncongenial."
Even when we claim "scientific" and "objective," we are in fact functioning within belief paradigms and advocacy positions, thus contradicting the very paradigms we are seeking.
"Sure enough, a large number of psychological studies have shown that people respond to scientific or technical evidence in ways that justify their preexisting beliefs," explains Mooney, offering the evidence we need to begin to understand why the accountability paradigm at the center of NCLB—and now Race to the Top (RttT) and even opting out of NCLB under Obama—remains both powerfully alluring to education reformers and persistently ineffective: "In other words, people rejected the validity of a scientific source because its conclusion contradicted their deeply held views—and thus the relative risks inherent in each scenario"; acceptance or rejection of evidence results from imposing beliefs on the evidence, not drawing conclusions from the evidence.
Also problematic is that attempts to reason with or make a case using evidence proves to have the opposite impact we would assume given our professed faith in evidence-based science, as Mooney explains:
"And that undercuts the standard notion that the way to persuade people is via evidence and argument. In fact, head-on attempts to persuade can sometimes trigger a backfire effect, where people not only fail to change their minds when confronted with the facts—they may hold their wrong views more tenaciously than ever."
If we focus on the education reform debate, then, for example, when advocates for Teach for America (TfA) and KIPP charter schools (such as they are portrayed in Waiting for "Superman") present reports from either TfA or KIPP, they are likely to find the advocacy from both as compelling—regardless of the nuance or conclusions any skeptics of TfA or KIPP may offer.
As another example, many of the most widely cited and discussed studies on charter schools are simultaneously used as evidence for those opposing and those rejecting charter schools.
In other words, when it comes to scientific evidence, the evidence shows that reform is in the eyes of the beholder.
Why Evidence-Based Education Fails
Let's return to the questions I posed in the opening: (1) Are evidence-based scientific approaches objective, effective, or both? and (2) If so, why does science fail education reform?
To answer the first question, we have to perform some mental gymnastics that fly in the face of what I have discussed above: Many people will never consider the answer if it pushes against what they already believe. And since I have made the case that the American mind has already fully embraced the power and possibility of objectivity, to make a case against objectivity is likely futile.
But that is the answer to question one.
Evidence and the scientific method are both powerful, but to suggest that they are "objective" or that we can somehow make them objective is deceiving and ultimately corrosive to the possibility of both. The central failure of framing human behaviors as "objective" is assuming that the human element is something to be avoided and something that can be avoided. I find the first premise distasteful and filled with self-loathing (our humanity is something to be treasured, not rejected), and I find the second premise a strategy of those in power to maintain their power.
In short, the aura of "objectivity" is always how the evidence matches the cultural norms of any people, and cultural norms are the paradigms reflected in and perpetuated by those in power. The powerful achieved their power within the norms they believe are "right" and thus feel compelled to perpetuate them both to maintain their status as winners and to confirm their deserving (or having earned) their status (and although rarely stated, to confirm that the losers deserve to be losers).
And now question two: Scientific education reform couched as evidence-based initiatives has always and will always fail education unless we re-imagine both "scientific" and how we respond to evidence.
First, we have historically and currently failed to start with both clearly examined and defined problems and goals in education. Again, as I noted above about Dewey as his progressivism contrasted the efficiency educators, if we shift the problems and goals, the evidence suggests different outcomes. Evidence never is and never can be decontextualized, and that pursuit is what is failing the value of science and education in school reform.
It isn't that data do not matter; it is how careful and transparent we are being with that data in the context of problems and goals for the solutions.
Next, then, after we establish the problem to be solved (How well are students learning in our schools and what do we mean by "learning"?) and the goals we hope to attain (Is public education intended to fuel our workforce or support our democratic ideals?), we must examine ways to seek the goal of "objectivity" (truth and Truth we can depend on for the good of all without the oppressive nature inherent in subjectivity in the hands of a powerful elite) while rejecting the traditional view of "objectivity" that is not supported by the evidence of human history.
Education Reform in the Twitter Era: Clustering Belief as Fact
NCLB is the logical extension of the accountability era begun in the early 1980s by a deceptive report, A Nation at Risk, that simply packaged Reagan-era ideology as science to tell the America people what they already believed: U.S. public schools were failing and as a result so was the U.S. internationally. Politicians seized on this moment and turned popular belief into political capital.
We now sit a decade into NCLB and three decades removed from A Nation at Risk—and no wiser than at any point in the past century in terms of what our schools should be accomplishing, what our schools are accomplishing, and how all that fits into the wider social and political debates. As the evidence shows, we are amazingly like Reagan as a Teflon people to whom facts don't stick. Instead, we impose our will on the world.
One final point offered by Mooney should give us pause as we seek ways to evaluate our students, teachers, and schools as the evidence we need to reform our education system:
"Okay, so people gravitate toward information that confirms what they believe, and they select sources that deliver it. Same as it ever was, right? Maybe, but the problem is arguably growing more acute, given the way we now consume information—through the Facebook links of friends, or tweets that lack nuance or context, or 'narrowcast' and often highly ideological media that have relatively small, like-minded audiences. Those basic human survival skills of ours, says Michigan's Arthur Lupia, are 'not well-adapted to our information age.'"
Social media and instant information may be the logical extension of how humans evolve as processors of data—both maximizing our impressive human ability to think and our fatal flaws to use that evidence to reinforce our beliefs, regardless of what that evidence reveals.
Universal public education—like the allure of "objectivity," "science," and "evidence"—holds either certain failure or unimaginable promise, depending on our human ability to recognize context and nuance.
Ironically, despite the warning of Mooney above, I have seen a message begin to rise within the twitter and blog world, such as the work of Bruce Baker and Matthew Di Carlo, both of whom use their blogs and twitter to caution against snap judgments about data and to emphasize the complexity of data in the face of education reform.
Evidence and the careful attention to detail inherent in the scientific process do matter, but as Mooney cautions: "In other words, paradoxically, you don't lead with the facts in order to convince. You lead with the values—so as to give the facts a fighting chance."
Instead of masking poses of objectivity, culturally, politically, and educationally, we need to be transparent with our contexts, as Kincheloe explains, by offering a critical pose that is simultaneously transparent and self-conscious:
"[P]roponents of critical pedagogy understand that every dimension of schooling and every form of educational practice are politically contested spaces. Shaped by history and challenged by a wide range of interest groups, educational practice is a fuzzy concept as it takes place in numerous settings, is shaped by a plethora of often-invisible forces, and can operate even in the name of democracy and justice to be totalitarian and oppressive....Recognition of these educational politics suggests that teachers take a position and make it understandable to their students. They do not, however, have the right to impose these positions on their students [emphasis in original]....In this context it is not the advocates of critical pedagogy who are most often guilty of impositional teaching but many of the mainstream critics themselves....Critical pedagogy wants to know who's indoctrinating whom."
In the comments above, Kincehloe's explanation about critical teachers offers the same possibility for critical researchers and a critical public.
NCLB, RttT, and opting out of NCLB are then ample evidence that we are failing the possibility of scientific and evidence-based education and education reform. If we find a way as political leaders and as a public to fully recognize our humanity instead of seeking to decontextualize the evidence from the exact circumstances we hope to improve, we will likely discover the inevitable intersection of science, humanity, and democracy that has been facing us all along.
Evidence-based education reform fails because we refuse to start with the problems and we fail to acknowledge the goals we are seeking. Public education is not suffering a lack of standards, testing, and accountability; thus, we are wasting valuable time and energy and proving Mooney correct: "All we can currently bank on is the fact that we all have blinders in some situations."
Education reform is one such situation.
Keohane, J. (2010, July 11). How facts backfire. The Boston Globe.
Kincheloe, J. L. (2005). Critical pedagogy primer. New York: Peter Lang.
Kliebard, H. M. (1995). The struggle for the American curriculum: 1893-1958. New York: Routledge.
Mooney, C. (2011, May/June). The science of why we don't believe science. Mother Jones.


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Pure Silk Hunting Scene by Master Bolandian
Qom (Qum / Ghom) rugs are among the finest in the world. Although it does not boast a long and ancient history, Qom creates exceptional works of art, frequently entirely in pure silk. The rug industry of this city is incredibly modern, producing quality that is extraordinary. Prices tend to reflect the high quality of materials, design and execution. Styles and patterns vary tremendously, as this city usually recreates ancient historical patterns from many other noble sources. Brilliantly detailed medallions, all-over patterns of the greatest intricacy, and breathtaking pictorials and hunting scenes, attest to the craftsmanship of Persia's finest master-weavers.
Region: Qom, Persia
Workshop: Master Bolandian
Date: new
Knot Density (sq inch): 728
Weave: hand-knotted
Warp (foundation): pure silk
Pile: pure silk
Dimensions (ft): 6'9" x 10'0"
Dimensions (cm): 205 x 304
Production time: 30 months
At KESHMIRI, we want to make the Persian rug buying process easier, which is why we'll never charge you for delivery or return for domestic shipping. All of our rugs are shipped via insured expedited service. If your purchase isn't quite right, you can return your rug in the original condition within ten (10) days of receipt.
You can expect your orders to be delivered within 5-8 business days (except for remote locations). Rest assured all your purchases are backed by the KESHMIRI GUARANTEE.
All of our international shipments are sent via expedited service with DHL. International shipping is free. Please note that applicable taxes and duties for each international destination varies and is the responsibility of the purchaser.
If your purchase isn't quite right, you can return your rug in the original condition within ten (10) days of receipt. Please contact us and we will assist you with the return process. The cost of returns for international shipments is the responsibility of the purchaser.
You can expect your international shipments to be delivered within 7-10 business days. Rest assured all your purchases are backed by the KESHMIRI GUARANTEE.
We stand behind the authenticity and quality of our fine collectible rugs. Nothing is more important to us than a transparent transaction that makes our customer happy – so if something goes wrong, you have our word that we will do everything possible to make it right.
Managing Director & Curator


text:
The Bus Pirate is a fantastic development tool. It does an amazing job at a lot of different things. And as it has matured, community support has driven it to new areas beyond the original design. This is where its hardware holds back performance a little bit. For instance, as an I2C or SPI sniffer it has limited capture speed. That's the type of thing that this board could improve upon. It's a debugging tool based on an STM32 F4 microcontroller. That's an ARM Cortex-M4 chip which runs at 168 MHz, and has 192 KB of SRAM.
[TitanMKD] has been working on the design but it is still just in digital form. Since there's no prototype there is also no firmware for the device. That's a tall mountain to climb and it's one of the reasons we're featuring the project now. [Titan's] plan is to model this after the Bus Pirate interface. We think it's a good idea since a lot of folks have already learned the syntax. We didn't see a contact form on his site, but if you're interested in contributing to the project you might want to leave a comment here or on his project page (linked above).


text:
Authors: | Doug Hays, Nikolai Onken |
Developers: | Doug Hays, Bill Keese |
since: | V1.0 |
The ComboBox is a hybrid between a SELECT combo-box and an INPUT text field.
Like a SELECT combo-box, you provide a list of values. However, this is merely a list of suggestions. Like an INPUT text field, the user can type whatever text they want, regardless of whether or not it's in the drop down menu. As the user types, partially matched values will be shown in a pop-up menu below the INPUT text box.
On FORM submit, the displayed text value of a non-disabled ComboBox widget is submitted using a native INPUT text box if the name attribute was specified at widget creation time.
ComboBox widgets are dojo.store-enabled. This means rather than embedding all the OPTION tags within the page, you can have dojo.store fetch them from a server-based store. The unified dojo.store architecture can get its data from various places such as databases and web services. See the dojo.store section for complete details.
Note: ComboBox only has a single value that matches what is displayed while FilteringSelect incorporates a hidden value that corresponds to the displayed value.
Programmatic example using a dojo.store¶
To set the default value for a programmatic ComboBox, include the value attribute in the attribute list passed to the constructor.
"dojo/ready", "dojo/store/Memory", "dijit/form/ComboBox"
], function(ready, Memory, ComboBox){
var stateStore = new Memory({
data: [
{name:"Alabama", id:"AL"},
{name:"Alaska", id:"AK"},
{name:"American Samoa", id:"AS"},
{name:"Arizona", id:"AZ"},
{name:"Arkansas", id:"AR"},
{name:"Armed Forces Europe", id:"AE"},
{name:"Armed Forces Pacific", id:"AP"},
{name:"Armed Forces the Americas", id:"AA"},
{name:"California", id:"CA"},
{name:"Colorado", id:"CO"},
{name:"Connecticut", id:"CT"},
{name:"Delaware", id:"DE"}
var comboBox = new ComboBox({
id: "stateSelect",
name: "state",
value: "California",
store: stateStore,
searchAttr: "name"
}, "stateSelect");
<input id="stateSelect">

<button onClick="alert(dijit.byId('stateSelect').get('value'))">Get value</button>

Declarative markup using native select and option tags¶
Native SELECT combo-boxes always have value/description pairs, e.g. the OPTION's value attribute is used as the submit value and the OPTION's child text node is used as the displayed value. For ComboBox widgets, only the OPTION's child text node is used as both the submit value and the displayed value. To set the default value when using OPTION tags, specify the selected attribute on 1 of the child OPTION tags.
require(["dojo/parser", "dijit/form/ComboBox"]);
<select data-dojo-type="dijit/form/ComboBox" id="fruit" name="fruit">
<option selected>Oranges</option>
Declarative markup using a dojo.store¶
To set the default value for this example, specify the value attribute in the markup.
require(["dojo/parser", "dijit/form/ComboBox", "dojo/store/Memory"]);

<input data-dojo-type="dijit/form/ComboBox"
data-dojo-props="store:stateStore, searchAttr:'name'"
id="stateInput" />
Codependent FilteringSelect/ComboBox widgets¶
See an example where the city ComboBox sets the state FilteringSelect value, and the state FilteringSelect filters the city ComboBox choices, on the dijit.form.FilteringSelect page.
Action | Key |
Open the menu of options (filtered by current input) | Down arrow |
Navigate through the options | Up/Down arrow |
Pick an option | Enter |
Close the menu of options without selection | Esc |
Known Issues¶
JAWS 8 and Window-Eyes 6 may fail to read an option when it becomes highlighted. In Dojo 1.1 the Combobox was updated so that JAWS 9 will speak "editable combo" when the Combobox gets focus. However, there are some issues reading the highlighted choice. Generally JAWS 9 with Firefox 2 will only speak the part of the word that is currently selected in the textbox. For example, if you are working with a ComboBox containing the US state names and you type in an "I" to filter the list of states. If the user arrows down and highlights "Iowa" in the drop down list, "Iowa" will be displayed in the textbox with the "owa" portion selected. JAWS 9 will speak, "owa" rather than "Iowa". This is not an issue with Firefox 3 and JAWS 9 or JAWS 10.
When using JAWS 10 with IE 8 all of the visible choices in the ComboBox are spoken as you arrow down through the items - the currently focused item is spoken last. Event the hidden previous choices / more choices options are spoken. This appears to be an issue with IE 8 and list items (which are used to implement the option choices) and with IE 8 not honoring hidden items.


text:
Story highlights
Study: By 2050, risk of intergroup conflict will rise 50%
Higher temperatures are associated with aggression
Economic and psychological factors may play into this pattern
It's a hot day; sweat soaks your forehead, and you just want to get back to your air-conditioned home, so of course you're going to be angry if the car in front of you doesn't move when the traffic light turns green. Honk! Honk!
When the temperature rises, so does aggression – and that can lead to large-scale consequences, considering that climate change is turning up the heat over the entire planet.
A new study in the journal Science shows that shifts in climate historically have been associated with violent conflicts, among both individuals and groups, and that current warming patterns could significantly increase the abundance of human conflict by midcentury.
Researchers' meta-analysis of 60 studies suggest that, consistent with links between conflict and climate shifts in the past, the risk of intergroup conflict around much of the planet would be amplified by 50% in 2050.
"It does change how we think about the value of avoiding climate change," said Solomon Hsiang, lead study author and researcher at the University of California, Berkeley. "It makes us think that avoiding climate change is actually something we should be willing to invest more in."
Future populations will hopefully also be able to figure out ways to adapt to these climate events, such that the predicted increase in violence will become less likely. Large-scale changes in technologies or political institutions may also alter the risk of violence in the future, Hsiang said.
A brief history of climate change and violence
Research on the topic of climate change and violence has been exploding onto the scene in recent years, study authors noted, with 78% of the studies included in this analysis having been published since 2009. Hsiang and colleagues incorporated research on civilizations dating back as far as 10,000 B.C. and across all major world regions.
Studies both in laboratory settings and of "natural" human situations have found a connection between heat and violence (PDF), the study said. Higher temperatures have been linked to both innocuous hostile behaviors, such as horn-honking while driving, and more serious behaviors such as domestic violence within households, assault and rape. Police officers are also more likely to use force at higher temperatures, studies have found.
Conflict is also associated with extreme rainfall, particularly in societies dependent on agriculture. Higher rates of personal violence are found in low-income settings, where agriculture income suffers from extremely wet or dry conditions.
The Mayan civilization appears to have collapsed during long periods of drought, Hsiang said. The same global climate event seems to have brought down the Tang dynasty in China – in fact, according to Hsiang, most Chinese dynasties collapsed during dry spells.
The climate conditions that contributed to the decline of civilizations in both Central America and China look like an El Nino event, Hsiang said.
That directly relates to Hsiang's 2011 study in the journal Nature suggesting that the El Nino Southern Oscillation played a role in 21% of civil conflicts from 1950 to 2004. Evidence points to poorer countries of the tropics, such as Sudan and Rwanda, as being most affected in this way, whereas Australia did not have El Nino-related conflicts.
That's not to say that El Nino, a large movement of water in the Pacific Ocean that occurs about every four to five years, can be said to cause any given civil conflict. In fact, it's impossible to prove that any particular war or act of violence is the direct result of climate change. There are certainly other factors that cause and insight violence of all kinds.
But Hsiang's new study reinforces the idea that dramatic climate shifts increase the odds of violent conflict, as if loading a deck of cards in favor of this gruesome outcome.
Similarly, no individual hurricane or hot day in our time is definitively "caused" by human-induced climate change, but it does make extreme events such as last year's Superstorm Sandy more likely, said J. Marshall Shepherd, president of the American Meteorological Society and professor at the University of Georgia.
How much more violence, and why?
When Hsiang and colleagues put together evidence from 190 researchers, they determined that intergroup conflict increases 14% and interpersonal violence increases 4% for each standard deviation in climate variables. For instance, in terms of temperature, one standard deviation is about halfway between what you would expect for an average year and a really hot year.
"If your local level of violence increased by 10 to 15%, you would probably notice that," Hsiang said.
Poorer populations have been shown in other studies to be more vulnerable to shifts in climate generally, consistent with findings that such shifts raise the risk of violence among them in a more substantial way. It is possible, however, that the definitions of conflict outcomes or measurement errors could have influenced these results, the study authors noted.
As discomforting the analysis may be, Thomas Homer-Dixon, political scientist at the Balsillie School of International Affairs in Waterloo, Ontario, sees Hsiang's new study as strong overall. The conclusions are dramatic, he said, but the methods to compare various studies are sound.
CO2 levels hit new peak at key observatory
What exactly explains these patterns concerning climate and violence? More research needs to be done on mechanisms, but scientists have some ideas based on available evidence.
Shifts in temperature and rainfall influence economic productivity and food prices, which may influence discontent and therefore riots. Climate changes can force the displacement of population, or urbanization, which may lead to clashes over resources.
There's also the mental and physical responses to rising temperatures, which need further scientific investigation. "For instance, climatic events may alter individuals' ability to reason and correctly interpret events, possibly leading to conflicts triggered by misunderstandings," the authors wrote.
Implications of climate change and violence
Research on this topic is making waves. A 2011 report, in which Shepherd participated, found that new national security challenges will arise for the U.S. Navy, Marine Corps and Coast Guard if even moderate trends in climate change continue.
"Military, security, and intelligence analysts are now engaged with the issue, and there's a great deal of thought now being given to the long-term security implications of climate change," Homer-Dixon wrote in an e-mail. "There's very little skepticism within these circles about the reality of climate change, nor about the potential risk climate change poses to national and international security."
The scientific community agrees that human activity – namely burning coal, oil and natural gas – has been driving a rapid rise of carbon dioxide levels in the atmosphere. This is analogous to turning the dial up on an electric blanket, says Jim Butler, a senior scientist at NOAA; it takes a little while to warm up, and even if we stop emitting carbon dioxide, temperatures would still rise for a decade or two.
Indirectly, analyses such as Hsiang's can influence discussions about climate policy in general.
"If the world that these studies project will arrive in mid-century looks pretty unpleasant, then one obvious response is to be more serious about reducing greenhouse gas emissions," Homer-Dixon said.
It remains to be seen whether this research will indeed get policy makers hot and bothered enough to enact change.


text:
At Rule29, we have a certain fondness for this little planet called Earth—our home. This fondness is what motivated us to become a Certified B Corporation® and to take steps toward protecting it so that this generation and every one after will be able to enjoy it to the absolute fullest.
Our initial steps started by creating a culture of developing effective strategies to reduce our environmental impact while continuing to provide our clients with world-class brand design. This involves a measurable recycling process, carbon footprint tracking and goal-setting, employee and client education, sharing information, and environmentally friendly printing and coding practices with our selected vendor partners that we audit. We call this our Green Initiative.
Part of our being a Certified B Corporation® has us using our Green Initiative to publish some key metrics for our environmental impact as an organization. While energy usage fluctuates throughout the year, we believe it's helpful to at least track our usage and conserve where possible. While these numbers certainly don't make up the full picture of our both positive and negative environmental impact, we feel they are an important guiding light for our progress. Big thanks to Nest for helping us track our energy usage.
As far as green practices go, recycling is about as easy as it gets. Each year, we set goals to strive for, and sometimes we don't meet them, but the effort and dedication still makes a difference. This is a breakdown of how we did, in pounds, between 2022 and 2023, so far.
Here is a helpful article on Electronic or E-Waste Recycling for those wondering what to do with those old electronic devices (E-waste is the fastest-growing source of trash in the world).
Composting not only turns your compostable items into something new and usable, but also reduces the amount of trash bags, time, and effort spent in waste management. Composting not only reduces landfill waste and incineration, thereby decreasing harmful emissions but also can get your whole team into pitching in. You can use the compost in office gardens, plants, or share it with the team to use at home or with your work neighbors.
Here is an article on work composting and here is an infographic of what you can compost. You can measure how your compost is doing by looking at key pieces of information like compost temperature, oxygen percentage, and moisture content. We use temperature for ours.
One of our most precious resources so we are committed to tracking our usage. Our current target is to reduce our use by 5% every year. All businesses can do something—here is a great resource for ways you can.