Duskers

Duskers is an indie strategy video game by Misfits Attic. It was released on May 18, 2016, for Linux, OS X, and Windows.
Gameplay.
In "Duskers", players assume the role of a drone operator, hopping between derelict ships to salvage scrap metal, which can be used to repair and upgrade drones and components; Fuel, which is required to move between ships; Other drones which can be recovered or looted for upgrades and so on. The game is divided into two layers: The "metagame" in which the player can configure, manage, repair and upgrade their drones and components, as well as review their fuel and resource statuses and apply salvaged upgrades to their ship. In this layer, the player decides which derelict to travel to and board next, or whether to jump to another system.
When the player boards a ship, their drones are deployed in the airlock/cargo-bay connecting their ship and the derelict. The player can then directly control each of up to 4 drones, or issue orders via a command line interface. For example, entering "Nav(igate) 1 R2" Will have Drone 1 navigate to Room 2. On board the derelicts there are several hazards - Environmental dangers such as radiation leaks, and various hostile life forms and robots. The core gameplay revolves around navigating around these hazards, or in the case of enemies, luring them into other rooms, or otherwise leveraging the abilities of the drones to gain access to salvage as much as possible.
Each derelict may also contain interfaces, allowing the player to activate and deactivate sentry turrets, read crew logs and scan or survey the ship. Scrap metal is the primary currency of the game, and there are no limitations on salvaging it. Disabled drones and ship upgrades must be towed through the airlock to be retrieved.
Drones and their components will become worn through usage and damage, which contributes to their chance of failure, and can be repaired with scrap. As the drone itself is damaged, its performance may degrade.


Nasir Gebelli

Nasir Gebelli (, also Nasser Gebelli, born 1957) is an Iranian-American programmer and video game designer usually credited in his games as simply Nasir. Gebelli wrote Apple II games for Sirius Software, created his own company Gebelli Software, and worked for Squaresoft (now Square Enix). He became known in the early 1980s for producing fast action games for the Apple II, including 3D shooters.
From the late 1980s to the early 1990s, he developed home console games for Squaresoft. He was part of Square, programming the first three "Final Fantasy" games, the Famicom 3D System titles "3-D WorldRunner" and "Rad Racer", and "Secret of Mana".
Early life and career (1957–1985).
Gebelli was born in Iran in 1957. Because of his family relationship with the Iranian royal family, he migrated to the United States to avoid the 1979 Iranian Revolution and study computer science. golden age arcade games inspired him at the time, such as "Space Invaders". Gebelli's first project for the Apple II was "EasyDraw", a logo and character creation program he used for his later games. He then began programming video games in either 1978 or 1979.
Sirius Software.
As a college student, he demonstrated a slide show program he wrote at a computer store to the stores' owner Jerry Jewell. In 1980 joined a new company founded by Jewell and Terry Bradley, Sirius Software. Gebelli's first game was "Both Barrels".
Within a year, Gebelli programmed twelve games. He preferred to program directly from his head rather than take notes, so Gebelli had code games quickly before he forgot it. His action games were well-received, and three of his games, "Phantoms Five", "Cyber Strike", and "Star Cruiser", appeared on "Softalk"s Top Thirty software list in March 1981. Six of his games later appeared on "Softalk"s Top Thirty list in August 1981, with the highest at number three. His best-selling titles were "Space Eggs" and "Gorgon", which were clones of "Moon Cresta" and "Defender", respectively. "Electronic Games" referred to Gebelli as "ace designer Nasir" and gave "Gorgon" a positive review. "BYTE" assured readers that "Gorgon" would not disappoint "Nasir Gabelli fans". "Gorgon" sold at least 23,000 copies in a year, making it one of the best-selling computer games through June 1982. Gebelli's games used page flipping, which eliminated the flickering that early Apple II games experienced.
Gebelli Software.
He left Sirius in 1982 to establish his own software company, Gebelli Software, which released its first game that same year. Entitled "Horizon V", the game was a first-person shooter with a radar mechanic. Sirius released the Apple II game "Zenith" later in 1982, which added the ability for players to rotate their ships. In October 1982, "Arcade Express" reviewed "Zenith" and scored it 9 out of 10, stating "celebrated Nasir proves his reputation" with "this visually striking first-person space piloting and shooting" game. In March 1983, however, "Andromeda" (fourth place for Atari 8-bit), "Russki Duck" (tied for sixth for Apple) and "Horizon V" (tenth place for Apple) received "Softline"s Dog of the Year awards "for badness in computer games" based on reader submissions. "Horizon V" sold 5,000 copies during its first few months on sale in 1982.
IBM arranged for Gebelli to produce launch titles for the IBM PCjr, announced in late 1983. Gebelli's company would not prove very successful, and the video game crash of 1983 caused Gebelli Software to close. Afterward, Gebelli went on an extended vacation traveling the world. When he retired from Apple II development, Gebelli had eight games on "Softalk"s Apple II best-seller lists, more than any other game designer.
Squaresoft (1986–1993).
In 1986, Gebelli became interested in developing games again and met with Doug Carlston, his friend and owner of video game developer Brøderbund. Carlston told him about the rise of the Nintendo Entertainment System and how he should start creating games for the console. Gebelli was interested, and so Doug offered to fly to Japan with Nasir and introduce him to his contacts at Square. Nasir had the opportunity to meet with Masafumi Miyamoto, founder and president of Square, who decided to hire him. The programmers, especially Hironobu Sakaguchi (a long-time fan of Gebelli's work), were aware of Nasir's reputation and were excited to have him join.
Famicom 3D System.
While at Square, Nasir programmed the game "Tobidase Daisakusen" for the Famicom Disk System, released in the United States in early 1987 as "3-D WorldRunner" on the NES. "3-D WorldRunner" was a pseudo-3D third-person platform game where players move in any forward-scrolling direction and leap over obstacles and chasms. It was also notable for being one of the first stereoscopic video games. His second Square project was "Highway Star" ("Rad Racer" in the U.S.), a stereoscopic 3-D racing game also designed for the "Famicom 3D System" in 1987. He went on to program a sequel, "Rad Racer II", released in 1990. According to Sakaguchi, Square initially hired Gebelli for his 3D programming techniques, as seen in "3-D WorldRunner" and "Rad Racer". At the time, Gebelli did not know any Japanese and had no translator, so it was initially difficult to communicate with Sakaguchi. There were only three staff members working on both games, Gebelli, Sakaguchi, and graphic designer Kazuko Shibuya (who later worked on the "Frontier" games). Both games were commercially successful, selling about 500,000 copies each.
"Final Fantasy".
Gebelli then teamed up with Sakaguchi, Nobuo Uematsu and Yoshitaka Amano as part of Square's A-Team to produce "Final Fantasy", the first entry in the popular "Final Fantasy" series. A role-playing video game released for the NES in 1987 in Japan, it featured several unique features, a character creation system, the concept of time travel, side-view battles and transportation by canoe, boat and airship. It also had the first RPG minigame, a sliding puzzle added by Gebelli into the game despite its not being part of Squaresoft's original game design.
He went on to program "Final Fantasy II", released in 1988, introducing an "emotional storyline, morally ambiguous characters, tragic events". He also made the story "emotionally experienced rather than concluded from gameplay and conversations". The game replaced traditional levels and experience points with a new activity-based progression system that required "gradual development of individual statistics through continuous actions of the same kind". "Final Fantasy II" also featured open-ended exploration and an innovative dialogue system where players use keywords or phrases during conversations with non-player characters.
Gebelli went on to program "Final Fantasy III" in 1990, which introduced the job system, a character progression engine allowing the changing and combination of character classes. Midway through the development of both "Final Fantasy II" and "III", Gebelli returned to Sacramento, California from Japan due to an expired work visa. The rest of the development staff followed him to Sacramento with materials and equipment needed to finish game production.
"Secret of Mana".
After completing "Final Fantasy III", Gebelli took another long vacation and later returned to work on "Seiken Densetsu II" (released as "Secret of Mana" in the U.S.), the second entry in the "Mana" series, released in 1993. The game made advances to the action role-playing game genre, including its unique cooperative multiplayer gameplay. The team who created the game had worked the first three Final Fantasy titles: Gebelli, Koichi Ishii, and Hiromichi Tanaka. The team developed "Secret of Mana" to be a launch title for Sony's SNES CD (PlayStation) add-on. After Sony and Nintendo backed out of making the console, the game was changed to fit a standard SNES game cartridge.
The game received considerable acclaim for its innovative pausable real-time battle system, stamina bar, the "Ring Command" menu system, its innovative cooperative multiplayer gameplay, and the customizable AI settings for computer-controlled allies.
Later life (1994–present).
Following "Secret of Mana's" completion, Gebelli retired with income from Square royalties and travelled the world. In August 1998, Gebelli attended an Apple II Reunion in Dallas, Texas, at video game developer Ion Storm offices. There, Gebelli met developer and fan John Romero, who interviewed him. Gebelli lives in Sacramento, California, where he has lived most of his life.
Legacy.
John Romero ("Wolfenstein 3D", "Doom", "Quake") credited Gebelli as a significant influence on his career as a game designer. He also cited Gebelli as his favorite programmer and a notable inspiration, mentioning his fast action and 3D programming work on games such as "Horizon V" and "Zenith". Gebelli also inspired the careers of other developers, such as Mark Turmell ("NBA Jam", "Smash TV"). Jordan Mechner has also credited Gebelli's work on the Apple II as inspiration and as a major influence on the creation of "Karateka" and "Prince of Persia". Richard Garriott ("Ultima") also praised Gebelli's ability to craft games that "were really playable and fun!"
"Final Fantasy" went on to become a major franchise, and Hironobu Sakaguchi went on to become a well-known figure in the game industry. "Final Fantasy"s side-view battles became the norm for numerous console RPGs. Developers used "Final Fantasy II"s activity-based progression system in several later RPG series, such as the "SaGa," "Grandia," and "The Elder Scrolls" series. "Final Fantasy III"s job system became a recurring element in the "Final Fantasy" series. "Secret of Mana" has also influenced later action RPGs, including modern titles such as "The Temple of Elemental Evil" and "Dungeon Siege III".


Edson de Castro

Edson de Castro (born 1938) is a computer engineer perhaps best known for designing the Data General Nova series of computers.
De Castro was founder and CEO of Data General Corporation throughout the 1970s, the 1980s and into the 1990s when he was replaced by Ronald L Skates, a former Price Waterhouse Coopers partner. He also was the project manager in charge of developing the PDP-8 mini computer at Digital Equipment Corporation, before leaving to form Data General Corporation.
DeCastro was married to Jean DeCastro in Norwich Ct in 1963. Jean was a school teacher and Edson worked at Digital Equipment. They divorced in 1980.


Jakarta Web Services Metadata

Jakarta Web Services Metadata (JWS; formerly Web Services Metadata for Java platform and Java Web Services), as a part of Jakarta XML Web Services (JAX-WS), is a Java programming language specification (JSR-181) primarily used to standardize the development of web service interfaces for the Jakarta EE platform.
Using annotations from the JSR 181, you can annotate a Web service implementation class or a Web service interface. It enables developers to create portable Java Web Services from a simple plain old Java object (POJO) class by adding annotations, and also helps in generating a Web service with a wizard or by publishing the service on to a server.
Some of the annotations specified by this JSR are:
Put simply, JSR 181 is a specification to define standard and portable web services. It offers the following benefits:
Version is 2.1 was released on December 15, 2009.


Gu Songfen

Gu Songfen (; born 4 February 1930) is a Chinese aircraft designer. He participated in the design of the Shenyang JJ-1, China's first jet trainer, and was the chief designer of the Shenyang J-8 and J-8II, China's first high-speed, high-altitude interceptor fighter jets. He served as vice president and chief designer of the Shenyang Aircraft Design Institute, and is an academician of both the Chinese Academy of Sciences and the Chinese Academy of Engineering.
Early life.
Gu was born 4 February 1930 in Suzhou, Jiangsu, Republic of China. He is the younger son of Gu Tinglong (), a well known sinologist and calligrapher. His given name "Songfen" comes from a passage of the 3rd-century treatise "Wen fu" written by Lu Ji.
In 1935, Gu Tinglong accepted a job at the Yenching University library, and moved the family to Beijing. Two years later, the Second Sino-Japanese War broke out and Japanese warplanes bombed the Xiyuan Barracks of the Chinese 29th Army on 28 July 1937. As the Gu family lived near the barracks, their house was shaken by the explosions. Songfen recalled watching the bombs fall out of the planes, before adults urged him to hide under the dining table. He attributes this experience as the main reason he decided to become an aircraft designer.
To escape Japanese occupation, in 1938 Gu Tinglong moved the family to the Shanghai French Concession, where he helped establish the United Library (). After the end of the war, Songfen graduated from high school in 1947 and entered National Chiao Tung University, Shanghai to study aeronautical engineering.
Early career: the Shenyang JJ-1.
Gu graduated from university in 1951, and was assigned to work for the newly established Aviation Industry Bureau of the Ministry of Heavy Industry, under China's top aircraft designers Xu Shunshou and Huang Zhiqian. The People's Republic of China (PRC), which had just been founded two years earlier, was still establishing its aviation industry, and in the early years Gu mostly worked on servicing Soviet-made aircraft.
In August 1956, the Aviation Industry Bureau established the PRC's first airplane design office in Shenyang, with Xu Shunshou as its director, Huang Zhiqian and Ye Zhengda as deputy directors. Gu, then 26 years old, was appointed head of the aerodynamics group. The office's first task was to design and build a jet trainer, the Shenyang JJ-1. The plane took its first flight on 26 July 1958, which marked a new era of China's aviation industry.
Chief Designer of the Shenyang J-8 and J-8II.
In October 1964, the Chinese government decided to design and build its first high-speed, high-altitude interceptor fighter jet, later named the Shenyang J-8. Huang Zhiqian was appointed its chief designer, with Gu serving as his deputy. After Huang died in the Pakistan International Airlines Flight 705 crash in 1965, Gu succeeded him as chief designer. The project was delayed by the outbreak of the Cultural Revolution 1966, but the J-8 completed its maiden flight on 5 July 1969, which is considered another milestone in the development of China's aviation industry. In November 1985, the J-8 project won the Special Prize of the State Science and Technology Progress Award, and Gu was named as the first recipient.
By 1977, Gu was chief designer and vice president of the Shenyang Aircraft Design Institute (then called the 601 Institute). In May 1981, Gu was appointed Chief Designer of the Shenyang J-8II, the next generation of the J-8 interceptor. He was assisted by the on-site director Guan De and the chief engineer Gu Yuanjie. The first J-8II plane completed its maiden flight on 12 June 1984, and its design was finalized in 1988. In 2000, the J-8II won the First Prize of the State Science and Technology Progress Award.
Administrative career and honours.
Gu was transferred to Beijing in 1986 to serve as Deputy Director of the national government's Aviation Industry and Technology Commission. In this capacity, he participated in planning the future development of China's aviation industry. In June 2001, Gu, Wang Daheng, Shi Changxu and more than a dozen other scientists proposed the development of China's own jetliner. The proposal was adopted by the Chinese government in 2007, and the Comac C919 took its maiden flight ten years later, on 5 May 2017.
Gu was elected an academician of the Chinese Academy of Sciences in 1991, and of the Chinese Academy of Engineering in 1994. He won the 1995 Ho Leung Ho Lee Prize for Science and Technology Progress. He was elected a delegate to the 7th, 8th, and 9th National People's Congress, and was a member of the Standing Committee of the 9th National People's Congress.


Zuzana Licko

Zuzana Licko (born Zuzana Ličko, 1961) is a Slovak-born American type designer and visual artist known for co-founding Emigre Fonts, a digital type foundry in Berkeley, CA. She has designed and produced numerous digital typefaces including the popular Mrs Eaves, Modula, Filosofia, and Matrix. As a corresponding interest she also creates ceramic sculptures, textile prints and jacquard weavings.
Early life.
Licko was born in Bratislava, Czechoslovakia and came to the United States with her family as a child. She studied architecture, photography, and computer programming before earning a degree in graphic communications at the University of California at Berkeley.
Licko was introduced to computers by her father, a biomathematician at the University of California, San Francisco. She would help him with data processing during her summer breaks. The first font she created on a computer was a Greek alphabet, adapted for the pen plotter, which her father used on his graph printouts.
When she started her university education, her goal was to earn a degree in architecture, but she changed to a visual studies major when she discovered her passion after taking graphic design and typography classes. While at Berkeley, Licko took a calligraphy class, but struggled with it, because she was forced to write with her right hand even though she is left-handed. This experience influenced her rejection of many traditional type design practices as she started exploring the capabilities of the Macintosh computer.
In an interview featured in "Eye", Licko described her creative relationship with her husband Rudy VanderLans:
Emigre.
In 1985, Licko and VanderLans started Emigre Graphics which had grown out of Emigre magazine, a publication co-founded by VanderLans and two Dutch friends the previous year. VanderLans also started incorporating the bitmap typefaces that Licko designed on the Apple Macintosh in his layouts with issue # 2. Licko’s experimental type designs became a prominent feature of the magazine for its entire run. Licko began selling commercial licenses of its digital fonts to users world wide, first under the name Emigre Graphics and later as Emigre Fonts.
Emigre magazine prominently featured Licko's fonts, some of which were initially created for use in the publication. The magazine is an unintentional archive of Licko's work and progression as a type designer. From her pixelated fonts optimized for bitmap printing to her sophisticated vector designs, Licko's technique advanced with technology. In "Emigre: Graphic Design into the Digital Realm", Licko discusses her necessary departure from classic type forms in her early fonts. I started my venture with bitmap type designs, created for the coarse resolutions of the computer screen and dot matrix printer. The challenge was that because the early computers were so limited in what they could do you really had to design something special. Even if it was difficult to adapt calligraphy to lead and later lead to photo technology, it could be done, but it was physically impossible to adapt 8-point Goudy Old Style to 72 dots to the inch. In the end you couldn't tell Goudy Old Style from Times Roman or any other serif text face.Licko has designed at least three dozen font families. In the mid-1990s, she worked on two notable revivals: Mrs Eaves (based on Baskerville) and Filosofia (based on Bodoni). Updating these historical models for use both in print and on-screen, Licko included extensive ligatures with each typeface.
Emigre is not just for fonts. In recent years, Licko has turned her attention to creating ceramics and textiles under the same moniker. In an 2017 interview with Zuzana Kvetkova, Licko shares about her love of ceramics and her process:I’ve always enjoyed creating ceramic objects, and I need this to balance out the ephemeral nature of digital work. I find that my current work on modular ceramic sculptures and fabric prints is actually an extension of type design. I’m using font software to create sketches for my ceramic sculptures, which exist of repeating elements. Each sculpture has a variety of shapes that can be combined to make different sculptures. The font software helps me go through the possible variations. The elements for the textile designs are also created as fonts, which I configure into various patterns. Perhaps my focusing on a physical medium is a reaction against everything being consumed digitally these days.
Awards.
Licko and her husband Rudy VanderLans won the Chrysler Design Award in 1994. Apart from winning this award, their work on Emigre also won the Publish magazine Impact Award in 1996. A year later, they got an American Institute for Graphic Arts Gold Medal Award. Soon after, in 1998 they were awarded the Charles Nyples Award in Innovation in Typography.
The Society of Typographic Aficionados awarded Licko the 2013 SOTA Typography Award, citing her "intellectual, highly-structured approach to type design" and her contributions to the digital typography industry.
Museum exhibits.
Solo exhibitions
General exhibitions
Permanent collections
Additional print resources.
Additional print resources


China Drama Academy

The China Drama Academy () was a Peking opera school in Kowloon, Hong Kong, famous for being the childhood home of such famous actors as Jackie Chan (Yuen Lo), Sammo Hung (Yuen Lung), Yuen Biao, Yuen Wah, Yuen Qiu and Corey Yuen (Yuen Kwai).
It was run from a small theatre in the Lai Chi Kok amusement park by Master Yu Jim Yuen, a northern (北拳) kung fu practitioner and a very stern teacher. Children were usually enrolled for a period of 10 years, whilst Yu taught them the acrobatic and acting skills that would later introduce many of them into the world of Chinese theatre and movies.
Whilst attending the Peking opera school under the tutelage of Yu Jim Yuen, the students all adopted their sifu's given name "Yuen" as their family name.
Life in the school.
Practice at the Peking Opera School was very strict. The students signed into contracts that would allow the instructors to punish them up until death. Training would take place up to 18 hours a day and included stretching, weapons training, acrobatics, martial arts and acting.
In an interview in 2008, Jackie Chan described the experience:
It was really arduous, we hardly had enough to eat, enough clothes to keep warm, training was extremely tiring, and Master could cane us anytime!
Hung retorted:
...at that time, majority of the people in Hong Kong were poor. It was equally gruelling whichever profession you were in. We were considered fortunate. Our Master was an exceptional person, and he adopted Jackie Chan as his son, and doted on him the most. [..] Our Master took in many disciples, but he didn't take a single cent from us, and even slept on the floor together with us.
In Chan's biography, he elaborates on how students would be made to adopt the horse stance and other balancing poses, for long periods of time. If one student fell, they would be beaten and all students would be made to restart the exercise.
Whilst there, Chan earned the nickname "Double Boy" from the other students, because he would often have to endure twice the training as the other students, but had twice the spirit. According to his book, 'I Am Jackie Chan", one of the reasons Chan excelled was because he had been "adopted" by Yu, at the request of his parents. This meant any failure would have been a particular embarrassment, so he was made to practice for longer and often when others made mistakes, Chan was punished twice as hard as the perpetrator.
The Seven Little Fortunes.
The Seven Little Fortunes (), sometimes known as The Lucky Seven, were a performance troupe consisting of the China Drama Academy's most capable students. Aged as young as seven or eight years old, they travelled and showed their acrobatic and acting skills to domestic and Western audiences in theatres and venues such as Lai Chi Kok Amusement Park (a.k.a. Lai-yuen Amusement Park). The school also sent these students to work for movie studios as extras.
Though there were more than seven pupils in the troupe at any one time (some estimates say 14), only seven would appear in each performance. Jackie Chan was one of the Seven Little Fortunes and when asked about his most famous pupil, Master Yu Jim Yuen said that Jackie was "not one of the best, but the naughtiest, yes."
Known members include Sammo Hung, Jackie Chan, Yuen Biao, Corey Yuen, Yuen Wah, Yuen Tak, Yuen Tai, and Yuen Mo. "Painted Faces" (1988) is a biographical film about The Seven Little Fortunes during their youth at the Peking Opera School.
Yuen Qiu was also an alumni.


Hum Award for Best Soap Actor

The Hum Award for Best Soap Actor is one of the Hum Awards of Merit presented annually by the Hum Television Network and Entertainment Channel (HTNEC). It is given in honor of an actor who has delivered an outstanding performance of leading role in soap series while working within the television industry. The 1st Hum Awards (for 2012) was held in 2013, Imran Aslam was the first winner of the award for his role in "Nikhar Gaye Gulab Sare". Currently, nominees are determined by single transferable vote, within the actors and jury branch of HTNEC; winners are selected by a plurality vote from the entire eligible voting members of the Hum. Multiple nominations for an actor in same category but for different work is eligible.
Since its inception, the award has been awarded to four actors, while Danish Taimoor and Imran Aslam tied for most nominations with each two. As of 2015 ceremony, Danish Taimoor and Imran Aslam are the most recent winners in this category for their roles in "Hum Tehray Gunahgaar" and "Susraal Mera" respectively.


The Clutch

The Clutch was an American collective of songwriters and record producers based in Atlanta, consisted of Candice Clotiel "Gg" Nelson, Ezekiel "Zeke" Lewis, Patrick Michael "J. Que" Smith, Balewa Muhammad and Keri Lynn Hilson. They are responsible for a series of successful singles including Omarion's "Ice Box", Ciara's "Like a Boy", Timbaland's "The Way I Are", Britney Spears' "Radar" and Justin Bieber's "One Less Lonely Girl".
Any combination of two or more of the five writers on a song is considered a track "written by The Clutch" as they rarely worked as a complete fivesome.
The Clutch launched many successful record producers, including: Calvo Da Gr8 ("Like a Boy"), Bigg D ("Wrong When You're Gone") and most notably Hit-Boy ("Forever", "Hey Young Girl") The Clutch also wrote songs for some of the most successful producers in modern music including Timbaland, Danja, Bryan-Michael Cox, Bloodshy & Avant and Tricky Stewart.
Discography.
Singles produced.
C Single Release Cancelled
P Promo Only Or Limited Release
BU Reached Only "Billboard"'s Bubbling Under R&B/Hip-Hop Singles Chart


Gold Toe Brands

 Gold Toe Brands, Inc., is the third largest United States-based producer of socks. It makes more than half of the men's dress socks sold in department stores in the United States and produces more than 140 million pairs of socks annually. Gold Toe socks are on the American Podiatric Medical Association's approved list of brands for foot health.
History.
The firm began operations as Great American Knitting Mills in Bally, Pennsylvania, during the early twentieth century. Three young immigrants arrived in the United States during the early part of the twentieth century. They were Fritz S. Stern, Fritz Bendheim and J. Kugleman. The company was founded on September 8, 1919. In 1923, Rudolf Abrams, a cousin to Fritz Stern's wife, joined the company. During the Great Depression it began manufacturing men's dress socks with a toe made from high quality Irish linen, which made their product more resistant to holes and fraying than ordinary socks. In the 1930s, a department store buyer informed company management that these durable socks were popular, but customers had difficulty distinguishing the product from its competitors. So the manufacturer added gold acetate thread to the toes of its socks in order to make it visually distinctive on store shelves. Katya Andresen and Kate (FRW) Roberts, authors of "Robin Hood Marketing: Stealing Corporate Savvy to Sell Just Causes", call this branding decision "a stroke of genius" and credit it for the firm's dominant position in its niche market: "Go to a leading department store today, and you can see why. In a sea of black and blue men's dress socks, Gold Toe practically leaps off the display shelves." The manufacturer changed its name to Gold Toe Brands Inc. in 2002. In 2009, Gold Toe worked with Washington, D.C., based marketing and design company, Unison Agency, to recreate their online retail platform.
GTB Holding Corp holds the trademark licensing rights to the Sanforization process of pre-shrinking fabric, named for its inventor, Sanford L. Cluett, who developed the process for Cluett Peabody & Company, which he joined in 1919.
Gold Toe merged with later competitor Moretz in 2006 to form GoldToeMoretz. Gildan Activewear acquired the company in 2011. The following year they partnered with advertising agency, DeVito/Verdi, to create an integrated campaign to "revitalize and contemporize" the brand.
Operations.
The company's operations headquarters is located in Burlington, North Carolina, with executive headquarters in New York City. Gold Toe Brands, Inc., has shifted much of its manufacturing to China, particularly Zhejiang province. This attracted criticism from author Ted C. Fishman in " China, Inc: How the Rise of the Next Superpower Challenges America and the World", who notes that although the Gold Toe Brands website boasts that its socks are made by skilled workers and inspected for quality, those workers "are likely to be migrant farm women toiling in the Zhejiang sock factories".
Although its primary market is men's dress socks, Gold Toe Brands has expanded to other segments of the sock market. In 1983 it added a line of women's socks, then in 1986 it began producing boys' socks, and in 1992 it started making women's tights.


Karla Deras

Karla Deras (born September 14, 1989) is an American fashion designer, fashion blogger, and former singer. She is the designer of a fashion line of "elevated basics" called "The Line by K" and maintains her own site, "Karla's Closet".
On her site, Karla photographs her "versatile" looks and often mixes vintage pieces, from labels like Versace, with modern companies. She has referred to her style as a "pot of stew" which includes "simplicity," "androgyny" and "femininity." She is a student.
Karla was also briefly in an American girl group called the Slumber Party Girls, who was the house band for TV show Dance Revolution; they also had their own mini-show KOL Secret Slumber Party on CBS. She was one of thousands to audition.
Deras along with other bloggers designed a bag for Coach.


List of former Impact Wrestling personnel

This is a list of former employees of the professional wrestling promotion Impact Wrestling (previously known as NWA: Total Nonstop Action and Total Nonstop Action Wrestling). On June 19, 2002, NWA:TNA launched, airing weekly pay-per-views without a weekly cable television deal. In the early days of the company, talent often only appeared a couple of times before disappearing, or wrestlers accepted bookings with other companies, resulting in extended absences from TNA. TNA later secured a deal with Fox Sports Net debuting the ongoing series "TNA Impact!". After failing to come to terms On a contract renewal, "Impact!" went on somewhat of a hiatus, only airing episodes over the internet. Putting an end to this hiatus, Spike TV picked up the fledgling company's flagship program, and aired its first episode of "Impact!" on October 1, 2005. After a one-month hiatus from television during December 2014, "Impact Wrestling" debuted on Destination America on January 7, 2015. It moved to Pop in January 2016. This list is organized alphabetically by the wrestlers' real family names. In the case of wrestlers originating from Spanish-speaking countries, who most often have two surnames, the paternal (first) surname is used.


Red Triangle (production team)

Red Triangle, also known as Red Triangle Productions, is a British songwriting and production team comprising Rick Parkhouse and George Tizzard. They are known for their work with popular acts including Westlife, David Guetta, James Arthur, Charlie Puth, The Struts, 5 Seconds of Summer, Cheryl, Little Mix, Ruth Lorenzo, The Vamps, The Saturdays, Union J, Loveable Rogues and are credited with over 80 major label cuts including Green Day.
Red Triangle worked with James Arthur on his album Back from the Edge, co-writing and producing four tracks including the single Can I Be Him. The album reached number one on the UK album charts and as was certified Gold in December 2016.
Red Triangle co-wrote the song "Good Girls" for Australian band 5 Seconds of Summer. The song ranked as number eight on the "Billboard" Digital Songs chart. "Good Girls" was released as the fourth single from the album.
In December 2015, Red Triangle produced the album "Ghost Town" by Spanish boyband Auryn. Red Triangle also have writing credits on the album. In its first week of release, the album topped Spanish album charts. "Ghost Town" has since been certified Gold.
Red Triangle are managed by Karma Artists Management and published by Warner/Chappell Music UK.


Junichi Iijima

Junichi Iijima (born August 28, 1954), Japanese, Enterprise Engineer and Professor of the Department of Industrial Management and Engineering at the Tokyo Institute of Technology in Japan.
Biography.
Born in Hokkaido, Junichi Iijima in 1983 received his PhD in systems theory at the Tokyo Institute of Technology.
In 1981 Junichi Iijima had started his academic career as Assistant Professor of the Department of Systems Science of the Tokyo Institute of Technology. He moved to the Tokyo Institute of Technology Department of Industrial Engineering and Management to become Associate Professor in 1991, and Full Professor of that department in 1996. He was also Dean of the Graduate School of Decision Science and Technology.
Currently, he is the director of the Career Advancement Professional School and the director of CBEC (Cross-Boader Entrepreneur Cultivating) program. He is also in charge of Egypt E-JUST (Egypt-Japan University of Science and Technology) in Tokyo Institute of Technology.
Junichi Iijima’s research interests are in the field of mathematical systems theory and information systems, more specific "decision support, group support, and organization-ware." In his own words: "I especially have a great interest on Information Systems Development Methodology aligned with Business Architecture, as well as mobile commerce and IT Investments. My philosophy is 'a rolling stone gathers no moss'..."
His current interest is on DEMO (Design & Engineering Methodology for Organizations) and IT-CMF (IT Capability Maturity Framework).
Publications.
Junichi Iijima has published numerous articles in the field. A selection:


Cliff Johnson (game designer)

Cliff Johnson (born 1953) is an American game designer, best known for the early computer puzzle games "The Fool's Errand" (1987) and "3 in Three" (1990). Both games were notable for visual puzzles and a metapuzzle structure. His games have won awards such as "Best Puzzle Game of the Year" and "Best Retro Game Ever".
Biography.
Johnson was born August 14, 1953 in Hanover, New Hampshire, the only child of Norman and Leatrice Johnson. He attended Bristol Eastern High School in Connecticut, which is where he started making Super 8 movies. In 1972, he had jobs "building monsters" for five different amusement parks. He later attended University of Southern California's film school, where he became a teaching assistant in animation and created some of the Monty Pythonesque animations for Nickelodeon's television series "Out of Control".
In 1984, using his first computer, a 512 KB so-called "Fat" Mac, he learned to program and created the game "The Fool's Errand", which in 1987 won "Best Puzzle Game of the Year" from GAMES Magazine and was declared "Best Retro Game Ever" by British GamesTM magazine.)
From 1990–1995, he directed the "*FunHouse*" production group for Philips Media, and from 1996–2001, he consulted with Mattel, Warner Bros. and Disney for online puzzles and treasure hunts.
In 2002, Johnson designed a $100,000 Challenge for the book "Mysterious Stranger" by street magician David Blaine. It was solved in 2004.


Alan Pilkington

Alan Pilkington (born 1966) is a British engineer and researcher known for his work in technology management, operations management, Manufacturing strategy and enterprise engineering. He has been a professor at the Copenhagen Business School, Hult International Business School and S P Jain School of Global Management. He is currently Professor of Technology Management at Westminster Business School in London. Profesor Pilkington is past chair of the IEEE Technology Management Council for the UK and Republic of Ireland joint chapter on engineering management.
Biography.
Pilkington attended King Edward VI School, Retford and received his B.Eng. degree from De Montfort University in 1987, and his PhD from Aston University in 1992.
After graduation in 1987 Pilkington started his career in industry as project manager in manufacturing engineering at the Rover Group, where from 1989 to 1993 he was part of the Manufacturing Policy Unit. In 1996 he returned to academia as Associate Professor in Operations and Technology Management at the Royal Holloway, University of London, where he stayed until September 2013. Pilkington has been Visiting Scholar at the University of California, Davis between 1997 and 2003; at the University of Western Australia between 2003 and 2005; and at Cesar Ritz Colleges in 2011–12. He has held posts at the Hult International Business School in London and Dubai and was a Professor at Copenhagen Business School. In 2017 he became Adjunct Professor at the S P Jain School of Global Management.
Since 2015 he has been Professor of Technology Management at Westminster Business School in London.
At the IEEE Pilkington has chaired the IEEE Technology Management Council for the UK and Republic of Ireland joint Chapter on Engineering Management.
Work.
Pilkington has made significant contributions to the field of bibliometrics and operations management. His research interests also cover the fields of innovation, particularly new product development outsourcing for the alternative fuel vehicle, enterprise engineering, and the early startup company.
Bibliometrics.
Using studies based on citation and co-citation tools, Pilkington has made contributions to understanding the development and diffusion of disciplines, particularly in the fields of operations management and innovation.
Innovation.
Pilkington's approach to innovation concerned "product of individual, organisational and knowledge trajectories". His idea was that "modelling the relationships between observed typologies within each of these spheres, conditions for successful innovation can be identified and failures explained. This work is leading to tools which will help managers define successful and achievable technology strategies."
Enterprise engineering.
Pilkington has initiated and directed the Pilkington research in Enterprise Engineering at Royal Holloway. According to Pilkington (2008/13):
This Enterprise Engineering research had focussed on five types of management specialties:
At Royal Holloway more specific topics of research in this field concerned Alternative fuel Technology, Bibliometrics and Patent analysis.
Publications.
Pilkington has authored and co-authored numerous publications in the field of Management of technology, Operations management, Manufacturing strategy and Enterprise engineering. A selection:


John Stoll

John Stoll (13 December 1913 – 25 June 1990) was a British art director. He won an Academy Award in the category Best Art Direction for the film "Lawrence of Arabia". During the 1950s, he worked largely on low-budget British feature films.


Impact Year End Awards

The Impact Year End Awards (formerly known as TNA Year End Awards) is a concept used by Impact Wrestling, formerly known as Total Nonstop Action Wrestling, where awards, similar to the Academy and Grammy Awards, are given to professional wrestlers and other individuals within Impact Wrestling, such as commentators and managers.
Total Nonstop Action Wrestling era.
2003 TNA Year End Awards.
The award winners were announced during a Weekly Pay-per view show. The winners were announced by Mike Tenay in the ring.
2004 TNA Year End Awards.
The award winners were announced during a Weekly Pay-per view show. The winners were announced by Mike Tenay in the ring.
2005 TNA Year End Awards.
The award winners were announced on the January 14, 2006 episode of "TNA iMPACT!". The winners were shown in a video package.
2006 TNA Year End Awards.
The award winners were announced on the December 27, 2006 episode of "TNA iMPACT!". The winners were shown in a video package.
2007 TNA Year End Awards.
The award winners were announced on the January 28, 2008 episode of "TNA iMPACT!". The winners were shown in a video package.
Impact Wrestling era.
2018 Impact Best of 2018 Fans' Choice Awards.
The award winners were announced on Impact Wrestling's Twitch channel on the Impact Best of 2018 Fans' Choice Awards Reveal, with Alicia Atout and Anthony Carelli, Behind the Lights Episode 34 stream.


Microsoft Dynamics AX

Microsoft Dynamics AX was one of Microsoft's enterprise resource planning software products. It is part of the Microsoft Dynamics family. In 2018, its thick-client interface was removed and the web product was rebranded as Microsoft Dynamics 365 for Finance and Operations as a part of Microsoft's Dynamics 365 suite.
History.
Microsoft Dynamics AX was originally developed as a collaboration between IBM and Danish Damgaard Data as IBM Axapta. Axapta was initially released in March 1998 in the Danish and U.S. markets. IBM returned all rights in the product to Damgaard Data shortly after the release of Version 1.5. Damgaard Data merged with Navision Software A/S in 2000 to form NavisionDamgaard, later named Navision A/S. Microsoft acquired the combined company in July 2002.
In September 2011, Microsoft released version AX 2012. It was made available and supported in more than 30 countries and 25 languages. Dynamics AX is used in over 20,000 organizations of all sizes, worldwide.
The newest version, released in February 2016, dropped the nomenclature of year and version and was simply called AX, although was widely known as AX7. This update was a major revision with a completely new UI delivered through a browser-based HTML5 client, and initially only available as a cloud-hosted application. This version lasted only a few months, though, as Dynamics AX was rebranded Microsoft Dynamics 365 for Operations in October 2016, and once more as Dynamics 365 for Finance and Operations in July 2017. An additional version is available focusing on Retail branded as Dynamics 365 for Retail. This has a slightly different licensing price than Dynamics 365 for Finance and Operations.
Development centers.
MDCC or Microsoft Development Center Copenhagen was once the primary development center for Dynamics AX. MDCC is now located in Kongens Lyngby and also houses Microsoft Dynamics NAV and several other Microsoft Dynamics family products. Microsoft Denmark is also found in the same building. Microsoft employs about 900 people of around 40 different nationalities in Denmark. In addition to MDCC, Microsoft carries out AX development in Bellevue, Washington, Fargo, North Dakota, USA; Moscow, Russia; Shanghai, China; and Pakistan.
Features (modules).
Microsoft Dynamics AX contains 19 core modules:
Traditional core (since Axapta 2.5).
AX 2012 R3
Extended core.
The following modules are part of the core of AX 2009 (AX 5.0) and available on a per-license basis in AX 4.0:
External components.
Several external components are also available:
Architecture.
The Microsoft Dynamics AX software comprises four major components:
MorphX and X++.
Custom AX development and modification is done with its own IDE, MorphX, which resides in the same client application that a normal day-to-day user would access, thus allowing development to take place on any instance of the client. Since the Dynamics AX 2012 version, development can also be performed in Microsoft Visual Studio 2010 through a Visual Studio plugin.
MorphX is an integrated development environment in Microsoft Dynamics AX that developers use to graphically design data types, base enumerations, tables, queries, forms, menus and reports. In addition to application object future versions of AX, it provides access to application code by launching the X++ code editor.
MorphX uses referencing to link objects, so changes in—for example—datatypes of field names automatically updates everyplace that uses those field names (such as forms or reports). Furthermore, changes made through MorphX show in the application immediately after compilation.
Microsoft Dynamics AX also offers support for version control systems (VCS) integrated with the IDE, which facilitates development collaboration. Another tool converts table structures and class structures to Visio diagrams. Actual implementation limits the practical use of both these features.
X++ itself is the programming language behind MorphX, and belongs to the curly brackets and .-operator class of programming languages (like C# or Java). It is an object-oriented, class-based, single dispatch language. X++ is derived from C++ (both lack the "finally" keyword for example) with added garbage collection and language-integrated SQL queries.
Code samples.
X++ integrates SQL queries into standard Java-style code. The following three examples produce the same result, though the first has generally better performance. Samples 2 and 3 hint at an object-like behavior from table buffers.
Sample #1
/// <summary>
/// This job is used as an X++ sample
/// </summary>
public static void xppTest1(Args _args)
 UserInfo userInfo;
 ttsBegin;
 update_recordset userInfo
 setting enable = NoYes::No
 where userInfo.id != 'Admin'
 && userInfo.enable;
 ttsCommit;
Sample #2
/// <summary>
/// This job is used as an X++ sample
/// </summary>
public static void xppTest2(Args _args)
 UserInfo userInfo;
 ttsBegin;
 while select forupdate userInfo
 where userInfo.id != 'Admin'
 && userInfo.enable
 userInfo.enable = NoYes::No;
 userInfo.update();
 ttsCommit;
Sample #3
/// <summary>
/// This job is used as an X++ sample
/// </summary>
public static void xppTest3(Args _args)
 UserInfo userInfo;
 ttsBegin;
 select forupdate userInfo
 where userInfo.id != 'Admin'
 && userInfo.enable;
 while (userInfo)
 userInfo.enable = NoYes::No;
 userInfo.update();
 next userInfo;
 ttsCommit;
Future.
On its Partner Source web site, Microsoft publishes a "Statement of Direction" for Dynamics AX that describes future development plans. It states that future versions of AX will include increased vertical market functionality, cloud computing, and HTML 5.
In reality however Microsoft will be discontinuing what is known as AX. There will not be an option of upgrading as seen between Axapta 2.5 -> 3.0 or from AX2009 -> AX2012 since the new Microsoft Dynamics 365 is based on a completely changed setup in every way possible.
Presence on the Internet.
One of the most notable sources of information about Axapta (prior to the Microsoft purchase) was technet.navision.com, a proprietary web-based newsgroup, which grew to a considerable number of members and posts before the Microsoft purchase in 2002.
After Microsoft incorporated Axapta into their Business Solution suite, they transferred the newsgroup's content to the Microsoft Business Solutions newsgroup. The oldest Axapta Technet post that can be found today dates to August 2000. During the Axapta 3.0 era, this newsgroup in conjunction with secured official Microsoft websites (Partnersource for Microsoft Partners and Axapta resellers and Customersource for licensed Axapta customers) accounted for most of the official documentation sources on Axapta. During this time, freely accessible documentation remained scarce. Following Microsoft's release of Dynamics AX 4.0, Axapta's presence on the World Wide Web greatly improved through heightened interest from professional blogs as well as a continually improving presence on MSDN. Though MSDN contained mostly placeholders immediately following the release, it now contains more detailed information—from a complete SDK, to white papers and code samples.
Community.
The AX community consists primarily of employees of Dynamics Partners, end-users, and MS MVPs (Microsoft Most Valuable Professional).
There are number of organizations dedicated to augmenting information provided by Microsoft.
Additionally, Microsoft hosts a forum for the extended community at https://community.dynamics.com/.
Events.
AXUG Summit
"AXUG Summit" is held each fall and is an independent, user-led conference.
Extreme Conferences
extreme365 is a conference for the Dynamics 365 Partner Community which now includes Dynamics AX, featuring an Executive Forum.
Personalization and predictive analytics.
At the National Retail Federation (NRF) Conference 2016 in New York, Microsoft unveiled its partnership with Infinite Analytics, a Cambridge-based predictive analytics and personalization company.


Helmut Veith

Helmut Veith (5 February 1971 – 12 March 2016) was an Austrian
computer scientist who worked on the areas of computer-aided
verification, software engineering, computer security, and logic in computer science. He was a Professor of Informatics
at the Vienna University of Technology (TU Wien), Austria.
Education.
Veith received his Diplom-Ingenieur in computational logic at TU Wien
in 1994. He received his doctorate in computer science in 1998 under
the supervision of Professor Georg Gottlob on the topic of computational
complexity of logics and database query languages.
Career and research.
Veith was a professor at the Faculty of Informatics of TU Wien, and an Adjunct Professor at Carnegie Mellon University, Pittsburgh.
Previously he was a professor at the Department of Computer Science of TU Darmstadt (2008-2009) and TU Munich (2003-2008), and an associate professor at TU Wien (2001-2003).
He received his habilitation at TU Wien in 2001.
Veith published more than 120 refereed publications in the areas of
computer-aided verification and program analysis, logic in computer
science, software engineering,
computer security, and theoretical computer science. He was a co-editor of the Handbook of Model Checking. In 2014, he was co-chair of the Vienna Summer of Logic 2014, the largest conference on logic and computer science in history.
Veith is best known for his role in the development of
Counterexample-guided Abstraction Refinement (CEGAR) which is a key
ingredient in modern model checkers for software and hardware. His
research applies formal and logical methods to problems in software
technology and engineering, focusing on model checking, software
verification and testing, embedded software and computer security.
Science Communication.
Veith was a co-founder of the Vienna Center for Logic and Algorithms (together with Stefan Szeider). Veith was member of the organizational board of the largest logic conference in the history – the Vienna Summer of Logic 2014, which consisted of twelve large conferences and numerous workshops, attracting over 2000 researchers from all over the world to Vienna. Veith served as the speaker of the FWF funded the Doctoral College Logical Methods in Computer Science and as the deputy coordinator of the National Research Network Rigorous Systems Engineering (RiSE).
Awards and honours.
Veith was awarded his doctorate in highest distinction "sub auspiciis
praesidentis" in a ceremony presided over by the president of Austria. With
his co-authors, he received the CAV Award 2015 honouring contributions
of fundamental importance to the field of computer aided verification
for his contribution to the development of CEGAR. His work on the
software model checker MAGIC received the ACM Distinguished Paper
Award for contribution to the study of verification of modular
software. In 2016, Veith was posthumously awarded an ERC Advanced Grant on the topic "Harnessing Model Checking Technology for Distributed Algorithms".


Vincenzo Bellavere

Vincenzo Bellavere (also Bell'haver, Bell'aver, Belaver) (c.1540-1541 – 29 August 1587) was an Italian composer of the Venetian School. While a fairly minor figure in the Venetian School, he was a competent composer of madrigals and wrote a few works in the grand Venetian polychoral style.
Biography.
Nothing is known about him prior to his appearance in Padua in 1567 as an organist at Crosieri Cathedral. That same year he tried to gain the prestigious job as first organist of the cathedral there. In 1568 he acquired the position of primary organist at the Scuola Grande di San Rocco, a Venetian establishment almost as prestigious as St. Mark's; he held this post until 1584 at which time he returned to Padua to take the post at the cathedral that he at first failed to win. In December 1585 he was fired from his job in Padua, probably because of an unexcused absence, but he returned to Venice to become organist of yet another Venetian church, Santo Stefano. In 1586 he became first organist at St. Mark's, the position just vacated by Andrea Gabrieli; thus he was first organist alongside Giovanni Gabrieli, who was second organist. Unfortunately Bellavere died after only holding this post for nine months.
Bellavere was a talented composer and could have become a major member of the Venetian school, had his career not been cut short; possibly he died fairly young, though reliable information on his age is missing.
Works.
Bellavere wrote, besides keyboard works (being an organist), choral works, notably madrigals in a light style reminiscent of Andrea Gabrieli, as well as four motets and two settings of the Magnificat.
His last music shows a progressive use of the multiple choir and instrument group style that was to make Giovanni Gabrieli famous, and which is the hallmark of the Venetian School.


Point4

Point4 was a quartet formed in 2001 and composed of Pete Day, Phil Dyson, Paul (Bronze) Newton, and Daniel Sherman. Paul and Daniel were introduced by their accountant as prolific songwriters and the team’s first collaboration was ‘The First Time’ which they signed to BMG Records.
Under the Point4 banner they remixed tracks for such acts as Lemar and Atomic Kitten, going on to write and produce 8 tracks for Lisa Scott-Lee including the songs Lately and Too Far Gone, which made #6 and #11 on the UK Singles Chart respectively.
Phil Dyson and Daniel Sherman left in 2004.


Catherine Lowe

Catherine Lowe (née Mejia Giudici; born April 29, 1986), is an American graphic designer, reality television star and the winner of the seventeenth season of ABC's "The Bachelor". She is married to the former bachelor, Sean Lowe.
Early life.
Giudici was born in Seattle, Washington to Carey Giudici, who is of Swiss-Italian and Scottish descent and Cynthia Mejia, a Filipino American. Her maternal grandparents originated from the Philippine province of Pangasinan. She graduated from Roosevelt High School in 2004, and then from Washington State University in the class of 2008, having gained a B.A. in advertising. She then began a career in advertising, working for Seattle's Wexley School for Girls.
"The Bachelor".
"Sean and Catherine's Wedding" (Aired: January 26, 2014 - live)
Over a year after proposing to Giudici on his season of "The Bachelor", Sean Lowe and his fiancée were finally married on January 26, 2014, in a live ceremony performed by Lowe's father at the Four Seasons Resort Biltmore in Santa Barbara. Many of the "Bachelor" alumni were in attendance at the wedding, such as "The Bachelorette" married couples Ashley and J.P. Rosenbaum, Trista and Ryan Sutter, DeAnna and Stephen Stagliano, "The Bachelor"'s Jason and Molly Mesnick as well as the previous season's "Bachelorette" pair, Desiree Hartsock and Chris Siegfried, who have since also gotten married.
The Lowes appeared on the first-season finale of "Bachelor in Paradise" to speak to the final couples and assess the chances that their relationships would succeed.
Other television appearances.
Giudici was a guest on "Jimmy Kimmel Live!" with her fiancé, Sean Lowe, just before their wedding. Kimmel told them that he thought they were lying about waiting until marriage, so he hooked them up to a polygraph test to find out the truth. The couple gladly agreed and the lie detector showed that they were waiting.
The Lowes were featured in "" as they worked through their marital issues.
The Lowes also made an appearance on season 3 of "Billion Dollar Buyer" where they won a bid to sell products in their stationery line, LoweCo.
Personal life.
On July 2, 2016, the Lowes had their first child, son Samuel Thomas Lowe. In November 2017, the couple announced that they were expecting their second son. On May 18, 2018 their son Isaiah Hendrix Lowe was born. The couple announced that they were expecting their third child on June 19, 2019. On December 23, 2019, they welcomed their third child, a girl named Mia Mejia Lowe.


Idealism (album)

Idealism is the debut studio album by German electronic music duo Digitalism, released on 9 May 2007 by Virgin Records. In the United States, it was released on 19 June 2007 by Astralwerks. Five of the album's fifteen tracks—"Idealistic", "Zdarlight", "Digitalism in Cairo", "Jupiter Room" and "Pogo"—were previously released as EPs prior to the release. The song "Digitalism in Cairo" samples The Cure's 1979 song "Fire in Cairo". The CD gives access to Opendisc where seven additional tracks can be downloaded.
"Idealistic" was used by Rockstar Games in the announcement trailer for their video game '. It is also used in a commercial for Airness on French TV. "Pogo" is used in a few commercials, including a 2007 Pontiac commercial and a Virgin Mobile commercial, and was featured in ', "Just Dance 2", "FIFA 08" and "". A sample of "Idealistic" is used by American radio call-in programme "Loveline" at the beginning of each segment prior to going on air. "Zdarlight" is used in a BMW X1 commercial and a remix of "Zdarlight" was also used in the trailer for Nadeo's TrackMania Nations Forever released in early 2008.
Personnel.
Credits adapted from "Idealism" liner notes.


Federal enterprise architecture

A federal enterprise architecture framework (FEAF) is the U.S. reference enterprise architecture of a federal government. It provides a common approach for the integration of strategic, business and technology management as part of organization design and performance improvement.
The most familiar federal enterprise architecture is the enterprise architecture of the Federal government of the United States, the U.S. "Federal Enterprise Architecture" (FEA) and the corresponding U.S. "Federal Enterprise Architecture Framework" (FEAF). This lemma will focus on this particular enterprise architecture and enterprise architecture framework.
Overview.
Enterprise architecture (EA) is a management best practice for aligning business and technology resources to achieve strategic outcomes, improve organizational performance and guide federal agencies to better execute their core missions. An EA describes the current and future state of the agency, and lays out a plan for transitioning from the current state to the desired future state. A federal enterprise architecture is a work in progress to achieve these goals.
The U.S. Federal Enterprise Architecture (FEA) is an initiative of the U.S. Office of Management and Budget, Office of E-Government and IT, that aims to realize the value of enterprise architecture within the U.S. Federal Government. Enterprise Architecture became a recognized strategic and management best practice in U.S. Federal Government with the passage of the Clinger-Cohen Act in 1996.
There are numerous benefits that accrue from implementing and using an enterprise architecture within the U.S. Federal Government. Among them is to provide a common approach for IT acquisition in the United States federal government. It is also designed to ease sharing of information and resources across federal agencies, reduce costs, and improve citizen services.
History.
In September 1999, the Federal CIO Council published the "Federal Enterprise Architecture Framework" (FEAF) Version 1.1 for developing an Enterprise Architecture (EA) within any Federal Agency for a system that transcends multiple inter-agency boundaries. It builds on common business practices and designs that cross organizational boundaries, among others the NIST Enterprise Architecture Model. The FEAF provides an enduring standard for developing and documenting architecture descriptions of high-priority areas. It provides guidance in describing architectures for multi-organizational functional segments of the Federal Government. At the time of release, the Government's IT focus on Y2K issues and then the events of September 2001 diverted attention from EA implementation, though its practice in advance and subsequent to this may have ameliorated the impact of these events. As part of the President's Management Agenda, in August 2001, the E-Government Task Force project was initiated (unofficially called Project Quicksilver). A key finding in that strategy was that the substantial overlap and redundant agency systems constrained the ability to achieve the Bush Administration strategy of making the government "citizen centered". The Task Force recommended the creation a Federal Enterprise Architecture Project and the creation of the FEA Office at OMB. This was a shift from the FEAF focus on Information Engineering, to a J2EE object re-use approach using reference models comprising taxonomies that linked performance outcomes to lines of business, process services components, types of data, and technology components. Interim releases since that time have provided successive increases in definition for the core reference models (see below), as well as a very robust methodology for actually developing an architecture in a series of templates forming the Federal Segment Architecture Methodology (FSAM) and its next generation replacement, the Collaborative Planning Methodology (CPM), which was designed to be more flexible, more widely applicable, and more inclusive of the larger set of planning disciplines.
These federal architectural segments collectively constitute the federal enterprise architecture. In 2001, the Federal Architecture Working Group (FAWG) was sponsoring the development of Enterprise Architecture products for trade and grant Federal architecture segments. Methods prescribed way of approaching a particular problem. As shown in the figure, the FEAF partitions a given architecture into business, data, applications, and technology architectures. The FEAF overall framework created at that time (see image) includes the first three columns of the Zachman Framework and the Spewak's Enterprise Architecture Planning methodology.
In May 2012 OMB published a full new guide, the "Common Approach to Federal Enterprise Architecture". Released as part of the federal CIO's policy guidance and management tools for increasing shared approaches to IT service delivery, the guide presents an overall approach to developing and using Enterprise Architecture in the Federal Government. The Common Approach promotes increased levels of mission effectiveness by standardizing the development and use of architectures within and between Federal Agencies. This includes principles for using EA to help agencies eliminate waste and duplication, increase shared services, close performance gaps, and promote engagement among government, industry, and citizens.
On January 29, 2013, the White House released Version 2 of the Federal Enterprise Architecture Framework (FEAF-II), to government agencies, making it public about a year later. The document meets the criteria set forth by Common Approach, emphasizing that strategic goals drive business services, which in turn provide the requirements for enabling technologies. At its core is the Consolidated Reference Model (CRM), which equips OMB and Federal agencies with a common language and framework to describe and analyze investments.
Overall the Federal Enterprise Architecture (FEA) is mandated by a series of federal laws and mandates. These federal laws have been:
Supplementary OMB circulars have been:
Collaborative planning methodology.
The Collaborative Planning Methodology (CPM) is a simple, repeatable process that consists of integrated, multi-disciplinary analysis that results in recommendations formed in collaboration with leaders, stakeholders, planners, and implementers. It is intended as a full planning and implementation lifecycle for use at all levels of scope defined in the Common Approach to Federal Enterprise Architecture: International, National, Federal, Sector, Agency, Segment, System, and Application.
Version 2 reference models.
The Consolidated Reference Model of the Federal Enterprise Architecture Framework (FEAF) equips OMB and Federal agencies with a common language and framework to describe and analyze investments. It consists of a set of interrelated reference models designed to facilitate cross-agency analysis and the identification of duplicative investments, gaps and opportunities for collaboration within and across agencies. Collectively, the reference models comprise a framework for describing important elements of federal agency operations in a common and consistent way. Through the use of the FEAF and its vocabulary, IT portfolios can be better managed and leveraged across the federal government, enhancing collaboration and ultimately transforming the Federal government.
The five reference models in version 1 (see below) have been regrouped and expanded into six in the FEAF-II.
Version 1 reference models.
The FEA is built using an assortment of reference models that develop a common taxonomy for describing IT resources. FEA Version 1 reference models (see image) included the following:
It is designed to ease sharing of information and resources across federal agencies, reduce costs, and improve citizen services. It is an initiative of the US Office of Management and Budget that aims to comply with the Clinger-Cohen Act.
Performance Reference Model (PRM).
The PRM is a standardized framework to measure the performance of major IT investments and their contribution to program performance. The PRM has three main purposes:
The PRM uses a number of existing approaches to performance measurement, including the Balanced Scorecard, Baldrige Criteria, value measuring methodology, program logic models, the value chain, and the Theory of Constraints. In addition, the PRM was informed by what agencies are currently measuring through PART assessments, GPRA, enterprise architecture, and Capital Planning and Investment Control. The PRM is currently composed of four measurement areas:
Business Reference Model (BRM).
The "FEA business reference model" is a function-driven framework for describing the business operations of the Federal Government independent of the agencies that perform them. This business reference model provides an organized, hierarchical construct for describing the day-to-day business operations of the Federal government using a functionally driven approach. The BRM is the first layer of the Federal Enterprise Architecture and it is the main viewpoint for the analysis of data, service components and technology.
The BRM is broken down into four areas:
The Business Reference Model provides a framework that facilitates a functional (as opposed to organizational) view of the federal government's LoBs, including its internal operations and its services for the citizens, independent of the agencies, bureaus and offices that perform them. By describing the federal government around common business areas instead of by a stovepiped, agency-by-agency view, the BRM promotes agency collaboration and serves as the underlying foundation for the FEA and E-Gov strategies.
While the BRM does provide an improved way of thinking about government operations, it is only a model; its true utility can only be realized when it is effectively used. The functional approach promoted by the BRM will do little to help accomplish the goals of E-Government if it is not incorporated into EA business architectures and the management processes of all Federal agencies and OMB.
Service Component Reference Model (SRM).
The Service Component Reference Model (SRM) is a business and performance-driven, functional framework that classifies Service Components with respect to how they support business and/or performance objectives. The SRM is intended for use to support the discovery of government-wide business and application Service Components in IT investments and assets. The SRM is structured across horizontal and vertical service domains that, independent of the business functions, can provide a leverage-able foundation to support the reuse of applications, application capabilities, components, and business services.
The SRM establishes the following domains:
Each Service Domain is decomposed into Service Types. For example, the three Service Types associated with the Customer Services Domain are: Customer Preferences; Customer Relationship Management; and Customer Initiated Assistance. And each Service Type is decomposed further into components. For example, the four components within the Customer Preferences Service Type include: Personalization; Subscriptions; Alerts and Notifications; and Profile Management.
Data Reference Model (DRM).
The Data Reference Model (DRM) describes, at an aggregate level, the data and information that support government program and business line operations. This model enables agencies to describe the types of interaction and exchanges that occur between the Federal Government and citizens. The DRM categorizes government information into greater levels of detail. It also establishes a classification for Federal data and identifies duplicative data resources. A common data model will streamline information exchange processes within the Federal government and between government and external stakeholders.
Volume One of the DRM provides a high-level overview of the structure, usage, and data-identification constructs. This document:
The DRM is the starting point from which data architects should develop modeling standards and concepts. The combined volumes of the DRM support data classification and enable horizontal and vertical information sharing.
Technical Reference Model (TRM).
The TRM is a component-driven, technical framework categorizing the standards and technologies to support and enable the delivery of Service Components and capabilities. It also unifies existing agency TRMs and E-Gov guidance by providing a foundation to advance the reuse and standardization of technology and Service Components from a government-wide perspective.
The TRM consists of:
The figure on the right provides a high-level depiction of the TRM.
Aligning agency capital investments to the TRM leverages a common, standardized vocabulary, allowing interagency discovery, collaboration, and interoperability. Agencies and the federal government will benefit from economies of scale by identifying and reusing the best solutions and technologies to support their business functions, mission, and target architecture. Organized in a hierarchy, the TRM categorizes the standards and technologies that collectively
support the secure delivery, exchange, and construction of business and application Service Components that may be used and leveraged in a component-based or service-oriented architecture.
Architecture levels.
In the FEA enterprise, segment, and solution architecture provide different business perspectives by varying the level of detail and addressing related but distinct concerns. Just as enterprises are themselves hierarchically organized, so are the different views provided by each type of architecture. The Federal Enterprise Architecture Practice Guidance (2006) has defined three types of architecture:
By definition, Enterprise Architecture (EA) is fundamentally concerned with identifying common or shared assets – whether they are strategies, business processes, investments, data, systems, or technologies. EA is driven by strategy; it helps an agency identify whether its resources are properly aligned to the agency mission and strategic goals and objectives. From an investment perspective, EA is used to drive decisions about the IT investment portfolio as a whole. Consequently, the primary stakeholders of the EA are the senior managers and executives tasked with ensuring the agency fulfills its mission as effectively and efficiently as possible.
By contrast, "segment architecture" defines a simple roadmap for a core mission area, business service, or enterprise service. Segment architecture is driven by business management and delivers products that improve the delivery of services to citizens and agency staff. From an investment perspective, segment architecture drives decisions for a business case or group of business cases supporting a core mission area or common or shared service. The primary stakeholders for segment architecture are business owners and managers. Segment architecture is related to EA through three principles:
"Solution architecture" defines agency IT assets such as applications or components used to automate and improve individual agency business functions. The scope of a solution architecture is typically limited to a single project and is used to implement all or part of a system or business solution. The primary stakeholders for solution architecture are system users and developers. Solution architecture is commonly related to segment architecture and enterprise architecture through definitions and constraints. For example, segment architecture provides definitions of data or service interfaces used within a core mission area or service, which are accessed by individual solutions. Equally, a solution may be constrained to specific technologies and standards that are defined at the enterprise level.
Program results.
Results of the Federal Enterprise Architecture program are considered unsatisfactory:


Joe Dever

Joseph Robert Dever, also known as Joe Dever (12 February 1956 – 29 November 2016) was an English fantasy author and game designer. Originally a musician, Dever became the first British winner of the "Advanced Dungeons & Dragons" Championship of America in 1982.
He first created the fictional world of Magnamund in 1977 as a setting for his "Dungeons & Dragons" campaigns. In 1984, he released the first book of the "Lone Wolf" series of young-adult gamebooks, and the series has since sold over 11.5 million copies worldwide (as of September 2014). He experienced difficulty with his publishers as the game books market began to contract in 1995, until publication ceased in 1998 before the final four books (numbers 29–32) were released. Since 2003, however, the series has enjoyed a strong revival of interest particularly in France, Italy, Germany, Sweden, the Czech Republic and Poland following the re-release of the gamebook series in these countries.
From 1996 onwards, Dever had been involved in the design and production of several successful computer and console games. He also contributed to "", a "Dungeons & Dragons"-style roleplaying game for Lone Wolf published by Mongoose Publishing (UK) from 2004 to 2013 and (France) in 2006–2013. In 2013, he wrote the story and in-game text for the "Joe Dever's Lone Wolf" video game series specifically designed for tablets and smartphones. Entitled "Lone Wolf: Blood on the Snow", it was developed by Forge Reply (Milan, Italy) and published by BulkyPix. In February 2014, it won two Golden Dragon Awards from the Italian Video Game Developer's Association of Italy (AESVI) for Best Game Design and Best Indie Game of the Year 2013. In April 2014, it was a finalist in the Develop Industry Excellence Awards. On 27 November 2014, it was released via Steam for PC's and Mac computers. On 11 January 2016, the developer Forge Reply announced that "Joe Dever's Lone Wolf" had achieved 2.5 million downloads since its release in November 2013.
At the time of his death, Dever was authoring supplements for the Lone Wolf Adventure Game with Cubicle 7 Entertainment Ltd., and writing the final books in the core "Lone Wolf" series. Following his death, his son Ben announced that his family would work to publish the remaining three books of the saga.
Biography.
Dever was born in Chingford and educated at Buckhurst Hill County High School. In 1976, he joined the studio-based orchestra of a record company in London known as Pye Records which provided accompaniment to prominent solo singers and artists. After 18 months, the orchestra disbanded and Dever then freelanced for a year before joining Virgin Records as a recording engineer based at Manor Studios in Oxfordshire. He was at Virgin for five years, working with a diverse mix of artists such as Frank Zappa, Peter Gabriel, and The Sex Pistols. Dever has two children, Ben (b. 1981) and Sophie (b. 1987).
Dever was an accomplished bass guitar player and attempted to get a record deal when playing for Essex-based band 'Seventh Seal'. This led to him getting involved briefly with Public Image, the break away band formed by John Lydon, acted as road manager and tour manager when P.I.L. toured in Europe.
He was also an enthusiastic wargamer with an extensive collection of both 15mm and 25mm metal miniatures, of which he had painted the vast majority.
During June–August 2005, Dever underwent extensive surgery for bi-lateral kidney cancer, involving a partial nephrectomy of the right kidney, and a full nephrectomy of the left kidney. Seventy percent of his remaining kidney was saved. The surgical team was directed by J. L. Peters of Whipps Cross University Hospital in London. It proceeded without complications on 10 August 2005, and subsequently Dever made a swift recovery, having retained sufficient kidney function to lead a normal life without any need for dialysis.
In August 2016, Dever underwent a bile duct surgery which caused side effects. In late October, he announced his admission to hospital for a series of treatment to correct these complications. He died on 29 November 2016, following those complications.
Writings.
Joe Dever was seven years old when he became a fan of the comic strip "The Rise and Fall of the Trigan Empire" which appeared in a magazine called "Look and Learn". He also built up armies of Airfix Roman soldiers and converted their spears to laser rifles long before he was introduced to fantasy. Dever was first introduced to "science fantasy" in 1970 by his Grammar school English tutor. He was the first and perhaps only British person to compete in the "Advanced Dungeons & Dragons" Championship of America, which he won in 1982.
Dever originally developed the fantasy world of Magnamund in 1975, and in 1977 he began using it as the setting for his "Dungeons & Dragons" campaigns. Originally called "Chinaraux", at first the world consisted of only the northern continent of Magnamund. Dever stated that his earliest inspirations for "Lone Wolf" were English medieval classics such as "Beowulf", "Ivanhoe", and "The Once And Future King". In his teenage years J.R.R. Tolkien, Michael Moorcock and Mervyn Peake, along with a keen interest in military history and Norse mythology, all contributed to the creation of the "Lone Wolf" series.
The story is based around Lone Wolf, who is a young cadet in a monastic order of warriors known as the Kai Lords who defend their home of Sommerlund from the forces of evil, embodied by the Darklords of Helgedad. After a surprise invasion, all of the Kai are massacred and only Lone Wolf survives the final battle. The rest of the book series follows Lone Wolf and, later, his successor in their attempts to take revenge on the Darklords and then to thwart the plans of Dark God Naar to control their world for evil.
Production.
Original publication.
"Lone Wolf" had originally been intended to be an RPG system for Games Workshop, before Dever negotiated a better deal from Beaver Books, an imprint of Hutchinson Publishing Ltd., and released it as a connected series of solo gamebooks. Dever was originally contracted by this London-based publisher Hutchinson to write four books, but he had already planned for there to be twenty in the series. The first two books in the gamebook series were published simultaneously in July 1984. They sold in excess of 100,000 copies in the first week of release. Subsequently, the "Lone Wolf" series has been published in over 30 countries, translated into 18 languages, and has sold in excess of 12 million copies to date. The series was awarded the Gamemaster International "All Time Great" award in 1991 and also won "Game Book of the Year" awards in 1985, 1986 and 1987.
With the help of Joe Dever, Paul Barnett (pen name John Grant) wrote twelve novelizations of the "Lone Wolf" books known as the "Legends of Lone Wolf", several of which were heavily edited before publication. In 2004, the Italian publisher Gruppo Armenia (Milan) reprinted all 12 novels in 5 volumes of anthology. Random House ceased publishing the novelizations when "the books weren't selling". Dever has stated that as the game books precede the novelizations chronologically, they are the "authoritative" versions. He also developed the character Grey Star, and a sub-series of four gamebooks were written by Ian Page (author) using this principal character (according to a 2008 interview with Joe Dever, Grey Star was Ian Page's player character in Dever's D&D campaign, and Dever convinced Page to write game books using this detailed character and his background).
Only the first four volumes of the "Legends of Lone Wolf" were made available in the United States (though "Sword of the Sun" was divided into two separate volumes, "The Tides of Treachery" and "Sword of the Sun"), and only the first 20 of the "Lone Wolf" gamebook series were printed in the United States. The American editions of books 13–20 were abridged versions and are shorter than the UK editions which have colour maps. In "The Magnamund Companion", all the countries of the Lone Wolf world are described in some detail, as are Lone Wolf's main enemies - the Darklords of Helgedad - and their Giak language. There is also a "Ragadorn Tavern Board Game", and a solo adventure where you play as Banedon the Magician.
The later 'New Order' "Lone Wolf" gamebooks (no.s 21–28) were printed in the UK in smaller volumes than the earlier editions, and have subsequently become highly sought after by readers eager to complete their original "Lone Wolf" collections. Copies of these scarce titles regularly sell for over US$100 each on the internet auction site eBay. Publisher Red Fox ceased publishing the "Lone Wolf" series in 1998 after book 28, "The Hunger of Sejanoz", citing fading interest in the interactive gaming genre, despite hundreds of requests for the reprinting of several "Lone Wolf" books that had gone out of print. It would be the last original Lone Wolf book for the next 18 years.
Between 1990 and 2011, four scripts were developed of "Lone Wolf" for a potential film release, but did not proceed beyond the pre-production phase.
Republication.
In 1999, Dever gave his permission for the "Lone Wolf" books, numbers one through twenty, to be published for free on the internet by the non-profit organization Project Aon. Joe Dever later gave his permission to publish the New Order series and "The Magnamund Companion". In July 2014, on the 30th anniversary of the first publication of Lone Wolf 1: Flight from the Dark, the 28th book in his "Lone Wolf" series was released online by Project Aon. The "World of Lone Wolf" series, "The Magnamund Companion" and several other "Lone Wolf" related written works are also available for free download from this site.
Mongoose Publishing reprinted the original "Lone Wolf" gamebooks in Collector hardcover volumes beginning in 2007; besides expanding some of the volumes, Mongoose also promised to publish "Lone Wolf" through its entire 32-book arc - as Dever had originally intended - rather than just the 28 books of the original series. The first seventeen books in this series were published by Mongoose Publishing before it was announced that Mongoose had lost the license to publish the Lone Wolf line on 27 February 2013. Shortly after this, it was announced that German publisher, Mantikore-Verlag, had acquired the rights to continue publishing the Collector series hardcovers in English from book 18 to 28. The 22nd book in the series, "The Buccaneers of Shadaki", was published in September 2015 and was the last one released by Mantikore-Verlag.
On 1 April 2015, it was announced that book 29, "The Storms of Chai", would be published for the first time in the fall of 2015 in both Italian and English. The Italian edition was published on 29 October 2015.
On 1 December 2015, Cubicle 7 Entertainment Ltd acquired the license to publish the Lone Wolf Gamebooks from Mantikore-Verlag, pushing the publication of book 29 in English to spring 2016. However, on 29 January 2016 Cubicle 7 announced that they had come back on their decision and that they would not publish the Lone Wolf series of gamebooks. On 1 April 2016, Joe Dever announced that he would publish the remaining Lone Wolf's books himself with his own imprint, Holmgard Press, starting with the publication of book 29 later the same month, which was finally released on 12 May 2016. The remaining three gamebooks of the series are planned to be released in the upcoming years.
The first of the new Lone Wolf Collector Editions (Book 1: "Flight from the Dark") was thoroughly revised and expanded by Dever with the addition of two hundred new sections. It was shortlisted for the 2008 Origins Fiction Award (Academy of Adventure Gaming Arts & Design). In April 2010, the German language translation (Einsamer Wolf: Flucht aus dem Dunkel) won the Best Fantasy Gamebook Award at the RPC Event in Cologne, Germany.
On 1 November 2015, Dever was awarded a plaque on the Lucca 'Walk of Fame' (Lucca - Tuscany, Italy) for his writing and games design. He also received a Lifetime Achievement Award from the organisers of the Lucca Comics & Games Show.
On 14 January 2016, French Publisher Gallimard Jeunesse announced that their Loup Solitaire editions have sold in excess of 2.8 million copies since first publication in 1986. They have remained constantly in print in France for the past 30 years. The French edition of Loup Solitare 29 was published in 2017.
On 4 March 2016, at the Mantova Comics & Games Show (Mantova, Italy), Dever announced that the Italian edition of Lone Wolf 30, "Dead in the Deep" was scheduled for publication at the Lucca Comics & Games Show 2016 (28 October – 1 November), but his ill health and untimely death prevented this. Following his death, his son Ben announced that his family would work to publish the remaining three books of the saga. The first two books, "Dead in the Deep" and "The Dusk of Eternal Night", were published in 2019 and 2020 respectively and were written by Ben Dever and Vincent Lazzari, based on Joe Dever's notes.
Other creations.
In addition to "Lone Wolf", Dever has also created two other role-playing gamebook series ("Freeway Warrior" and "Combat Heroes") and designed several best-selling computer and video games for PCs and consoles. The "Freeway Warrior" series of gamebooks are set in a post-apocalyptic, "Mad Max"-like world. The series was revived in Italy in October 2015 and the first book was published on 29 October and the second book was published on 3 March 2016. The "Combat Heroes" gamebooks are illustrated adventures where each paragraph is a full-page picture representing what the player sees, with two modes. Alone, the aim is to escape from a maze. In one-on-one play, two players are dueling in a maze. Each player has a different book ; at a given page, the illustration shows an empty corridor; when the other character is in sight (i.e. the players read given page numbers), the player has to turn to another page showing the other opponent's position in the corridor. Combat is then resolved before the game continues.
Among Dever's many video game contributions is the best-selling Killzone game for which he wrote the backstory and created the principal characters.
Bibliography.
"Lone Wolf".
 "*Written by Vincent Lazzari & Ben Dever, based on a story by Joe Dever."
"Legends of Lone Wolf".
Book 3, "The Sword of the Sun", was split into two smaller volumes by Berkley in the US: "The Tides of Treachery" and "The Sword of the Sun".
Lone Wolf Multi-player Gamebook System.
First published by Mongoose Publishing
Mongoose Publishing lost their license to publish Lone Wolf on 27 February 2013.
Lone Wolf Adventure Game (LWAG).
Cubicle 7 Entertainment Ltd., announced in early March 2013 that it had secured the rights to develop a new Lone Wolf roleplaying game entitled "The Lone Wolf Adventure Game" in conjunction with Dever. Following a successful Kickstarter campaign August–September 2014, the new RPG was launched at Gen Con 2015 (Indianapolis USA) in late July / early August 2015. It went on general sale worldwide in September 2015. The Italian language version was published on 29 October 2015.
On 7 March 2016, Dever's Lone Wolf Adventure Game was nominated for 'Game of the Year' and 'Best Art & Presentation' in the prestigious Golden Geek Awards. On 14 April 2016 it was nominated for 'Best RPG of the Year' in the Origins Awards (Academy of Adventure Gaming Arts & Design) for 2016.
"Lone Wolf" Maps of Magnamund.
"The Maps of Magnamund Collection":


Hero Academy

Hero Academy was a two-player turn-based tactics video game created by the developer Robot Entertainment, known for their previous series "Orcs Must Die!". The game was first released for the iPhone iOS platform on January 11, 2012, with ports later being released for the Microsoft Windows, OS X and Android platforms. In the game, players take turns moving units on a board and attacking enemy units with the objective of being the first to destroy the other player's crystal or eliminate all of the other player's units. The game received generally favorable reviews from critics. In his review for "Ars Technica", Andrew Webster noted that the gameplay was simple and easy to learn, but that the game also offered a satisfying depth within each turn. The game also features cross platform play across all installed platforms. A sequel to the game was launched in January 2018. On January 9, 2019, Robot Entertainment announced in a blog post that Hero Academy and its sequel would cease operations on April 8, 2019 as one had been long defunct and its sequel had been operating at a financial loss for several months.
Gameplay.
The game is turn-based and focuses on strategy, requiring players to carefully plan out each step of their turn. Each player has one or many crystals and the objective is to be the first player to either eliminate all of the other player's units or destroy the other player's crystal(s). Each turn grants players five moves in the game. Units are played from a hand which is replenished at the end of each round with random new units. In addition to units, a player's hand can also contain spells and healing potions as well as weapons and armor which can be equipped to units. "Ars Technica" writer Andrew Webster noted that the gameplay was simple for a strategy game, which would "make it easy to pick up and play."
Factions.
The game currently contains six factions known as Heroic Teams.
Development.
The game was first announced by the developer Robot Entertainment on November 17, 2011, for the iOS platform. The company was founded by Tony Goodman and its first employees were predominantly taken from the recently bankrupt Ensemble Studios, a studio that had previously worked on strategy games including the "Age of Empires series" and "Halo Wars". The new company's first mobile game, "Hero Academy" was released on January 11, 2012, with an adware version offered for free or an ad-free version available for purchase. At the time of the release, additional downloadable content was made available for purchase including extra avatars, heroic teams, and visual and animation style changes. The purchasable content is primarily visual cosmetic changes and does not offer better units or items which would give a player an advantage. In addition to the cosmetic offerings, the Dark Elves faction includes a new set of skills which "Ars Technica" writer Andrew Webster called "different but not necessarily stronger" and likened to purchasing an expansion pack.
In a bid to bring western mobile games to China, the Chinese publisher Yodo1 partnered with the developers in June 2012. The untranslated English version of the game was already receiving more downloads from China than any other country except the United States. Beyond translating the game, the Chinese Yodo1 version also has a new race to play in the game, Shaolin monks, as well as other new characters exclusive to the localized version.
The company announced in June 2012 that it would port the game to Microsoft Windows with a planned release date set for August 8, 2012, via the Steam digital distribution platform. After missing their target, the company released a statement saying that some players were having issues with the game that needed to be resolved before it could be released, and they planned to make the game available for the platform on August 16 at the latest. The developers beat their deadline, releasing the game onto Steam on August 10. On December 11, 2012, a port of the game to the OS X platform was released via Steam. On October 10, 2013, a port of the game for Android has been released on Google Play.
Reception.
The game received predominantly positive reviews upon release, garnering a 77% rating on the review aggregation website Metacritic. "Ars Technica" reviewer Andrew Webster wrote that the gameplay was simple compared to other strategy games which made it easy to learn the rules, and he recommended the game stating, "there's enough depth to make each quick round surprisingly satisfying." Webster also noted that the game was best played with friends rather than anonymous players since this would ensure turns would finish without delay.
Sequel.
Hero Academy 2 was soft launched in Canada on October 23, 2017. The official launch was January 16, 2018.
The sequel was nominated for "Best Multiplayer/Competitive Game" at the 2018 Webby Awards.