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A tale of two games – Genshin Impact, a one year retrospective
A year in, Mihoyo's Genshin Impact is a world of contrasts. The anime-like RPG manages to sometimes feel both bland and inspired in its design, the gameplay loop in parts tedious but addictive as a whole, the story occasionally under-realised yet oftentimes compelling, and (arguably its selling point) the characters in some ways not fully utilised, yet undeniably charming.
After picking up over 38 million players in its first week and continuing to grow since then, it's clear that Genshin Impact has both widespread appeal and access. But the most Tweeted-about game in 2021 somehow still manages to feel underrated or at least under-reviewed, with gameplay analysis far overshadowed by discussions of its gacha monetisation. Gliding through the world of Teyvat after its anniversary, it's clear that the game feels much fuller than it did in 2020, but I'm not sure that it feels complete. When we look to the future, what should we expect from Genshin Impact? What should we hope for? And how much of a difference is there between the two?
After being founded by three Shanghai-based University students in 2011, it's incredible to look back on Mihoyo's latest game's achievements, ten years and hundreds of employees later. The fastest app to hit the one-billion-dollar milestone on Google Play, achieved in just under six months after release, making it an unsurprising Best Game of the Year winner in 2020. Genshin also took home Game of the Year for iPhones in the same year and won the Visuals and Graphics category of the Apple Design Awards in 2021. The games' composer Yu-peng Chen has also nabbed Video Game Music Online's 'Outstanding Artist—Newcomer' award for his work, with an orchestral soundtrack featuring performances from various international cities' Symphony Orchestras. None of this accounting for its PC and PS5 success, with some sites estimating that Genshin's player base has continued to grow throughout the year with Smash Bros-esque character crossovers being greenlighted by Sony. It's also been reported that a Switch port of the game is supposedly in development.
Despite the accolades, in the almost a year I've been playing Genshin Impact, I've developed a kind of pre-emptive self-deprecation about it. The game's notoriety in the west as an anime-inspired, gacha, and (perhaps most painfully) primarily mobile game means that despite its popularity, the game feels strangely niche.
But in some ways, the game itself has also conditioned me to see it, and play it, in a particular way. I find that my experience of what the game is is in constant flux—what is it really like to play? In some ways, there are two 'games' in Genshin Impact, and some days when I log in, I'm logging in to play one in particular. On other days I'm guided towards another.
Welcome to the world
The first game is the one we're introduced to at the beginning. Our protagonist is either Aether or Lumine, one of two twins stranded in Teyvat and separated from their sibling by a mysterious god. You, along with a mysterious companion-slash-anime-style-mascot named Paimon, go on a quest to look for your estranged brother or sister, hoping to find help or guidance from one of the seven deities of the world, called Archons. Each Archon rules a particular nation and element of Teyvat, and the game begins in Mondstadt, the nation of wind.
While the world is unfamiliar to the main character, it's likely familiar to the player. The game's designers acknowledge the heavy influence Breath of the Wild had on their design and the similarities in direction in the preliminary section of the game are unsubtle to say the least. On leaving the introductory beach where the player learns basic movement, we arrive at an outcrop that lets us look out into Mondstadt—a moment so similar to Link's awakening on The Great Plateau that I have to believe it's intended as a homage. But while Genshin fails to recreate the magic of Zelda, it does manage to cast a different spell.
"But while Genshin fails to recreate the magic of Zelda, it does manage to cast a different spell… The graphical style fits Teyvat wonderfully."
The soft pastel, cell-shaded anime style enables Genshin to be played on PC, PlayStation, or mobile phone and tablet, with little of the game's graphical tone and feel being lost as you scale down the power of your device. The fact that such a huge world can be explored in even some older smartphones is impressive in itself, but as you progress further through the game and discover the various environments they've built, it's clear that Mihoyo's team didn't choose the style purely for its utility. The graphical style fits Teyvat wonderfully.
The world design is relatively simple in Mondstadt, the European-inspired first region of the game. We're treated to a very typical fantasy setting—lush green woodland surrounding small townships, ruined outposts and of course, a bustling capital complete with bards, knights, and a Euro-centric theme of 'freedom.' The choice to choose a European-style fantasy setting initially seems odd, given the background of the game's designers and the relative quality of the Asian-inspired regions, but it makes sense given the way that Euro-Medieval inspired fantasy has become such a cultural touchstone across the whole world. In playing the opening of the game again, I was reminded of a strange sense of familiarity I felt towards the setting. Whether in World of Warcraft's Goldshire, or Wheel of Time's Emond's Field, or Re:Zero's Lugunica, there's a simplicity to the initial region that is comforting. Ah, you think, this is a fantasy world.
The game's physics engine is similarly basic, and the way to interact with the world is usually obvious. There are monuments that react to particular elements; wind currents that propel you into the air, spirits that you follow to their particular shrines, and chests that unlock once you've defeated nearby mobs.
Exploration is achieved through a mixture of climbing, gliding, running, and swimming, all of which require a mild level of stamina management. And the peaks, ruins, and cities you travel to are easily distinguished in the distance. But there's something to be said for the quick hits of satisfaction the game gives you by pumping the world full of chests, mob encounters, and small puzzles. These obstacles in the overworld are rarely difficult, but it's hard to feel that they need to be all the time—in many ways they exist to engage the player and encourage exploring, to ensure that what feels open doesn't also feel empty. Even without the chests and hidden treasures, there's a definite satisfaction to climbing to the top of a mountain if only to survey the wonderful world around you, and you can easily spend hours ignoring the main quest to investigate some distant peak on the horizon. One of the most powerful moments of the game is crossing over into the second region, Liyue, to Mondstadt's south. To finish your time in Mondstadt and be confronted with a new, even larger continent to explore makes the world of Genshin Impact feel truly immense.
Liyue, the Chinese-inspired nation of earth is an improvement on Mondstadt in a variety of ways. The land itself is larger and has more variety to it, the quests make better use of the varied environments, and the location of puzzles and treasures feels more crafted. There are tranquil turquoise pools flooding old ruins, towering spire-like mountains inspired by the landscape of Zhangjiajie, idyllic rice-terraced mountain-side townships, and of course the grandiose port of Liyue, the City of Contracts. The culture of the region feels more distinct and developed. A theme of relationships and collaboration pervades both the main and side quests in a way that's far more directed and intentional than Mondstadt's 'freedom.'
By Inazuma, the Japanese-inspired third region released in July of 2021, it's clear that the designers have come into their own and will likely continue to improve. The shifts in the environmental tone are more pronounced, and areas even within a region feel more distinct and engaging. Mondstadt and Liyue are distinct, yet similar, perhaps necessitated by their geographical connection. But separated from them by sea, the string of islands that make up Inazuma are a different beast. A boat mechanic—while still rough around the edges—enables the individual islands to feel more distinguished from each other, and the hints of water-based encounters that we're given suggest that aquatic terrain design is something Mihoyo wants to continue to explore.
Meanwhile, an increased emphasis on verticality and a refining of the game's deployment of environmental hazards make exploring far more complex but also far more rewarding. The puzzles of the landscape are more nuanced and interconnected. The scale of certain challenges and side-quests is increased, and their resolution brings with it more far-reaching effects: a cavern opening up; a lake draining of water and revealing a dungeon underneath; the dissipation of a fog of dangerous radiation; an island forming in the sky. Despite the increased difficulty, there remains a wealth of simpler puzzles and accessible chests to keep the hits of dopamine coming. Of course, the joy of exploration persists and newer ways to get around keep things interesting. That's not to say that every piece of explorative content in Genshin Impact lands, but it's clear that Mihoyo intends to continue to iterate and improve on a solid formula.
Foes familiar and fantastical
Combat is another avenue in which Genshin provides us with an experience that is simple but satisfying. The player controls a party of four characters that they can switch between. The on-field character fights in real-time, using basic or charged weapon attacks which can be chained together, and weaving in elemental skills and burst abilities while trying to dodge attacks or stagger enemies. Switches between characters are instant—the game introduces a layer of strategy in the way that certain elements work together, and combining multiple skills is an important way to take down harder enemies. While the overworld and story content is quite forgiving, for the late-game Abyss, Boss or Domain farming, understanding team compositions and elemental reactions becomes increasingly important.
The earlier mob designs in Mondstadt and Liyue encompass a quirky variety that slowly diversifies over the course of the continent. Aesthetically the enemies fall into the same hat that games like Zelda and Dragon Quest draw theirs from: fun, rather than menacing. Their kits are generally straightforward too—melee enemies that charge at you or ranged enemies that shoot at you, sometimes incorporating shields or various abilities with radius markings that generally give you a generous amount of reaction time that are easy to handle given the game's similarly generous invulnerability frames. Adventure ranks give the player the opportunity to scale the level of their world up or down, but even on the highest difficulties, most of both Mondstadt and Liyue is straightforward for even a casual player to make it through.
While aesthetically coherent with those before them, the mob behaviours in Inazuma are at times challenging, and sometimes frustrating. Not only do they have higher scaling damage and health totals, but they also employ a greater range of movement abilities. These combined with some improved crowd-control resistance means Inazuman mobs require more precision to deal with—movement is no longer reserved to be used defensively, and closing the gap or manoeuvring into a more advantageous area (away from deep pools of water against electric and ice enemies for instance) is another skill-check the game has incorporated. Newer mobs also seem aimed at upsetting the community's tier list of characters, with bleed damage to encourage the use of healers and floating enemies to promote the use of archers and casters. Boss fights have also become dramatically more complex, though the reliance on occasionally unclear invulnerability phases is a consistent source of frustration for a lot of players.
Complementary sides
On top of the basic mix of exploration and combat, Genshin has taken to adding in other mini-games and side activities, sometimes temporarily, and sometimes permanent.
A role as a home and realm designer is the most stable and impressive side-gig that our protagonist takes on. Through the power of a magical teapot, you're able to construct an entire landscape, full of decorations and furnishings in which you're also able to invite the characters you've collected. The builder interface is surprisingly robust, and designer-type players will undoubtedly enjoy the outlet that feels sort of like an Animal Crossing lite, with the 'lite' only becoming less pronounced as time goes on. There are even players who have made use of the unintended interactions between landscape and building tiles to create amazingly layered constructions.
Music and rhythm games are a reoccurring event-based game type, and Mihoyo has taken to rewarding the completion of event quests with unique instruments that can be used to play music in-game. Alongside these, Mihoyo has a roster of developing mini-games including, amongst others: Tower Defenses, Archery Ranges, Gliding/Flying, Obstacle Courses, and my personal favourite, multiplayer Hide-and-Seeks.
While not perfect, Genshin weaves its gameplay features together into a cohesive package by use of three key elements: Music, story, and character.
Music is the most consistent strength of Genshin Impact. It cannot be overstated how integral Yu-Peng Chen's compositions are to the mood and feel of the game. The wonderfully enticing fantasy-feel of my beginnings in Mondstadt can easily be attributed in part (in very large part) to tracks like Mondstadt Starlit and Tender Strength. Even stages of the game that can feel relatively under-cooked in their design and experience, the Dragonspine region for example, are carried by beautiful melodies like Glistening Shards that are somehow noticeably entrancing without being distracting. What separates his work from that of other video game composers is the way that musical themes and motifs recur—sometimes quite subtly—across various pieces, lending the body of work both a cohesive and familiar feel. His instrumentation also lends each region a particular musical aesthetic and character, with each region not only performed by their corresponding real-world influence's Symphony Orchestra—Mondstadt's OST is performed by the London Symphony Orchestra; Liyue's by the Shanghai Symphony Orchestra; Inazuma's by the Toyko Symphony Orchestra—but also drawing on traditional instrumentation.
The compositions found within Genshin Impact are not only thematically inspired but also technically skilful, having accrued a variety of awards since release and even being featured on BBC Radio's Classic FM. And it's clear that Mihoyo values the power of the Genshin soundtrack, given their consistent featuring of performances in their media, most recently including an almost two-hour concert in celebration of Genshin's anniversary. Chen's work and the performance of the musicians he collaborates with remind us that video games often include layers of artistic expression, pieces of which can stand proudly on their own.
Story is a less consistent but equally potent tool in Genshin's kit. Stylistically, questing leans heavily into character development, and as a result, are often heavy on dialogue and feel more focused on engaging the player emotionally rather than providing them with complex problems to solve. When this fails to land, the game's pacing feels stilted, and the interactions we're served feel tedious and underwhelming. Side characters are sometimes introduced and developed primarily within a questline, and perhaps the weakest aspect of Genshin's story-driven quest focus is the lack of lasting effects that carry on into the world after the quest is done. Quests can sometimes feel insular, emotionally resonant maybe, but prevented from feeling truly impactful by the lack of meta-narrative outcomes.
The main quest and through-line that we have is initially crafted as a sort of by-the-books isekai. Isekai, or literally 'different world' in Japanese, refers to a genre of stories (typically anime) that revolve around a protagonist transported to another world. While the genre encompasses a broad variety of works, in anime in particular it has come to be associated with a variety of tropes. The gist of an isekai story is that while initially the protagonist pursues a particular goal—often trying to 'just survive,' focus on getting home, or in some cases find a partner or friend—they eventually find themselves forming connections within this 'different world,' and become invested in it (along with the viewer).
In Genshin, the protagonist initially serves as a crude invitation into the world of the game. In my case, Aether's search for his sister felt like a barebones attempt at crafting a driving, overarching plot that enabled him to meet and interact with what initially seemed the 'real' appeal of the game—the host of characters and their stories. This was reinforced by his sparsely voiced dialogue, generally muted reactions to occurrences in the world, and the relative infrequency of him making progress in finding his sister. In some ways, the voiceless protagonist felt like a carry-over from the Breath of the Wild inspiration the designers had referenced. But this style of characterisation felt somewhat awkward during the stories as many of the interactions between Aether and the other characters were facilitated by Paimon. And Genshin's world is far more densely inhabited than that of most Zelda games, not speaking just feels off, rude even. But Genshin's writers seem undecided on this, as more recent story quests have shifted to give the protagonist a stronger presence, and recent story quests have provided Aether with more lines of dialogue and much stronger emotional responses.
"But the main reason we care about the outcomes of the quests and their thematic expressions is obvious. In true isekai fashion, the appeal of this 'different world' depends on the characters that live in it."
The evocative power of the quests is drawn from the relationships of characters in their particular region and corresponding Act. While at times feeling under-developed, the Genshin writers manage to evoke a strong sense of the theme and culture of each region, with this emphasis only improving over time, with Inazuma's 'Eternity' being channelled beautifully into its quests.
The sense of culture, particularly Asian culture, that permeates the Genshin world is no small draw either—as a Western-born Asian, there's something validating about playing through events like the Lantern Rite and Moonchase Festivals, both respectfully taking inspiration from major Chinese festivals.
In case it wasn't obvious already, Genshin's style of writing is heavily influenced by anime, and its character writing in particular comes with all the sensibilities, the flaws and the charms, of anime writing.
Put simply, they are all unbelievably sincere. Amber's desire to uphold the honour of the knights is uncompromising, Lisa's interest in knowledge and belief in the sacredness of her books is unflinching, Jean's continuous neglect of herself in favour of her duties is ridiculous, Diluc's distrust for the knights is blatant, and Kaeya is obviously, obviously up to something. The characters aren't one-dimensional, but they hold so tightly to their ideals that they often feel fantastical on an emotional level. And it works.
In a world saturated with gritty media and an obsession with amoral characters, Genshin is a refreshing reminder that idealism can be not only appealing but engaging. It's not that the characters have no conflict or uncertainty, but with the simple purity of fairy-tale and heroes, they manage to act anyway, and there's something pure about watching and playing them.
The Genshin characters are also some of the most uniquely designed characters in video games. While the diversity of the character models is somewhat lacking (playable characters are all slender at the time of writing, and there are only two characters with darker skin tone), character costume designs and animations both do a lot of work to add to their personalities—and both are things that Mihoyo continues to improve at.
It goes without saying that the voice acting, particularly in Chinese and Japanese, is wonderfully done—with the latter employing the use of a seasoned, frankly star-studded (often to the point of bringing fanbases of their own) cast of voice actors and actresses including Miyuka Sawashiro (Hunter x Hunter), Rie Takahashi (Re:Zero), Yoshitsugu Matsuoka (Sword Art: Online) and Masakazu Morita (Bleach).
A common complaint is that the Genshin world, while populated, is strangely missing its playable characters. Though Mihoyo continues to work on this—increasing their appearances in quests, allowing them to exist inside the player's teapot realm, and unlocking all of them for play in more events—it's undeniably jarring at times that the characters we grow so familiar with are strangely lacking in the overworld. This absence also has effects on the resonance of the quests, we often don't see those who are most affected by the outcomes of our questing. The change the protagonist makes in the world is hidden. In many ways, the only way we get to experience them, outside of their specific quests, is by playing as them. And doing that involves something else entirely.
The other side of the coin
This is the second game in Genshin Impact that we're introduced to, gacha. For those unfamiliar, gacha refers to the mechanics of gachapon—a variety of vending machines that dispense toys inside capsules, popular in Japan and other Asian countries. The machine displays potential prizes, but the contents of the capsules are essentially randomised. In video games, this translates to what are effectively a form of loot box.
In Genshin Impact, the game gives you the opportunity to 'wish' on a certain banner with a chance of obtaining a character and an even smaller chance of obtaining a rare character. To further complicate things, weapons are also available on the banner in a variety of rarities, and duplicates of either weapons or characters can be used to upgrade those prizes. Weapons can be refined up to five times. Characters can be given 'constellations' which allow them to be upgraded six times. The workings of the system are further obfuscated by wishes being purchased by using primogems. Primogems are obtainable in varying amounts by finishing questlines, completing achievements, events, daily tasks, and most importantly, by paying real money.
It's important to note that for the most part, in a practical sense, what separates the two rarities of characters—four and five stars—is just that, their rarity. Five-stars are undoubtedly stronger in most cases relative to their counterpart four-stars in similar roles, but the rarity of five-stars means that upgrading them is out of reach for the vast majority of players. Whereas over time, players will almost unavoidably accumulate duplicate four-star characters, putting them at similar power levels on average (with some exceptions). The game also gifts the player several free characters as part of the main quest, as well as alternating between providing the player with either a free character or weapon during larger events. Notably, one of the most powerful characters for end-game content (jokingly referred to as one of the 'six-star' characters), Xiangling, is given to the player early on into the game. The provided characters are more than enough to handle the entirety of the game's content at any level or difficulty setting. There are even a host of streamers who create content showcasing how to clear the Abyss (the theoretical end game) having never wished. All this to say, in terms of story and game content, Genshin does still earn its 'free to play' title.
But unfortunately, that title largely ignores how human psychology works. Whether through a desire to collect, FOMO, or simply a strong attachment to a particular character, players are encouraged to wish. This combined with the fact that a character banner (meaning increased rates for one five-star and three four-star characters at a time) only lasts three weeks, means that players are pressured to accrue a certain amount of primogems by a particular time to obtain the character they want.
Primogems are obtainable in relatively high quantities by playing the game, completing events, and exploring to find collectibles. Primogem rewards are particularly frequent as you complete the main quests for the first time and rank up. But once those initial sources run out, there's a shift in focus.
Over the course of a 30-day period, you can net yourself almost a wish a day, assuming you complete events, daily quests, and do decently in the abyss. For certain types of players, this is enough. At my current stage in the game, having acquired a few 5-star characters that I enjoy, my interest in the latest banners has noticeably waned. Primogems and wishes can pile up un-spent until (inevitably) a new character grabs my attention. But it would be dishonest to say that this is the reality for most players, and it would be dishonest to say that I've managed to maintain this outlook towards the game for the majority of the time I've been playing.
A different view
A day after Genshin Impact's anniversary, it had dropped from a Google Play rating of over 4.5 to a modest 1.9.
The event running during the anniversary was the Moonchase Festival. It had a well-crafted story that provided tender moments (complete with voiced dialogue) for a variety of featured Liyue characters, and deepened pre-existing themes of thankfulness, remembrance, and history which, to me, felt like a nod towards the game's one-year milestone.
Despite all this, player outrage boiled over due to the lack of primogems provided during the event, with a loud portion of the online fanbase suggesting that the event was a waste of time. There's an expectation in gacha game communities that anniversaries are events that give the players relatively large amounts of either virtual currencies or pulls (wishes). The primogems awarded during the event, roughly the equivalent of 20 wishes, were simply not enough.
Even if players resist the urge to spend under the conditions of the game, the presence of a premium currency can and does warp their perspective. The player finds themselves funnelled towards what is effectively a primogem management game. How many gems do I need to save? And by when? These questions can, unchecked, commodify the entire gaming experience. This is also partially because Genshin's only 'endgame' content, the Abyss, primarily rewards the player with primogems. And event rewards are generally similar, with the big draw for a lot of players being the primogem rewards for quest completion, as opposed to the experience of the quests themselves.
Genshin characters themselves are more thoroughly and critically evaluated by the community to determine their 'worth.' Recent Inazuman characters in particular, like Kazuha, Raiden, and Kokomi, caused community outrage due to being supposedly underpowered. Weeks after release, it became clear that Kazuha occupied his own niche and is often referred to as one of the most fun characters to play. Raiden's ideal team compositions are still being theorycrafted, but it's clear that she is more viable than initially suggested. And while Kokomi, as a healer, fits poorly into the current meta, it feels likely that as newer enemies are added, her worth will rise.
The currency of time
How should we assign value to a game and its content? As I've gotten older and as video games—and theoretically, the hours I spend on them—have become more expensive, I've found myself doing a familiar sort of mental arithmetic. Is the metric of dollars spent to time played an effective measure of a game's value? But how does this factor in grind? How much grind is too much? In my opinion, a good game takes your time and your effort and your imagination and performs an alchemy that makes the sacrifice of those things feel worthwhile.
Genshin is truly asking for your time. The real-time gated primogem economy combined with a mixture of the relatively unobtrusive energy system and a robust fortnightly event schedule means that to get the absolute most out of the game, you'll have to be committed. On the one hand, this habit of short gaming sessions does make the game manageable, and stops me from drawn out binges—but on the other, it's an obvious ploy to create more frequent play habits over a longer term, partially driven by FOMO. If you don't use your energy today, it's wasted. If you don't play the event sometime during those two weeks, you've missed out.
In a way, my investment in Genshin Impact feels like my experience watching TV shows and reading comics almost 10 years ago. A medium that encourages and expects me to show up week after week to stay up to date. But I can't say the experience is an entirely negative one, there's a comfortable familiarity and excitement to logging in and seeing that a new event has begun, and with it the return or addition of mini-games and quest lines. And there's a definite satisfaction to crafting a team of characters I enjoy. When I said that on particular days I was logging in to play one particular Genshin, sometimes the side I was choosing to play was the gacha. I wanted to do my dailies, smash through the abyss, and 'earn' my next character.
The base of Genshin Impact, that engaging 'first game', is a unique gaming experience that I can confidently recommend to anyone who's a fan of the genres and media it draws inspiration from. But the 'second game' of Genshin continues to confuse me. Sometimes I find myself unsure of whether I'm playing or being played.
The list of genres Genshin Impact occupies continues to grow: Anime RPG; Zelda-style Action-Adventurer; Social Sim; Farm Sim. And a year into the game, the amount of care put into certain aspects of the game gives me confidence that the game's designers will continue to iterate and improve on the parts of the game I love.
But while the insane two billion dollars in sales they've achieved makes me believe that they'll have more than enough resources to do so—the question of how that money was acquired concerns me. Not only because it represents a deeply cynical financial strategy for interacting with their fans, but because the game, and the community's perception of it, is irrevocably altered by its existence.
In preparation for this reflection, I made a new account and played the game from the beginning. It was scary and confronting to, even temporarily, abandon the account that I had put time, effort, and yes, money into. But in doing so, I realised there was a gaming experience that I'd somehow lost track of in order to pursue something else.
It's my hope that as time passes, Mihoyo puts less effort into making us forget how good their game can be.
HenryJ
[He/Him] Freelance writer and photographer who enjoys writing and reading about digital media, online culture, fashion, and mental health--his interest is in the distinction between how we communicate the individual and the universal. He does his best not to be too pretentious, but can't help that he loves an em-dash and a latte from a local cafe. He lives in Naarm, Melbourne with his girlfriend and his cat.
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9 major logo redesigns: Yahoo and beyond
by Emilie Futterman — in Design & Dev
Logos have long been the most publicly recognizable branding a company can have – many are instantly identifiable from across a highway or grocery aisle and can heavily influence consumer behaviors.
Today, Yahoo revealed its new logo at the conclusion of its 30 Days of Change campaign, which offered a new logo each day during the month of August. The new logo is meant to be "a modern redesign that's more reflective of [Yahoo's] reimagined design and new experiences."
What's in a logo?
Some instantly recognizable logos, such as Tide or Hershey's, reassure consumers that they can trust the product they are buying; however other logos, such as BP or United Airlines, are often associated with poor company performance and PR disasters that can deter brand loyalty.
Recently, we've seen a shift in popular design as branding moves beyond print and packaging to web and mobile. These new platforms are much more diverse in presentation than grocery store shelves, highway billboards, and 8.5 x 11 inch magazine pages, and therefore require brand design to be responsive and flexible.
Many old logos have not adjusted well to these new mediums and sit awkwardly in app icons and mobile browsers, much like your grandmother's Victorian-era chair would look in Ironman's swanky modern digs. Instead of inspiring consumer loyalty, an old company logo gives becomes passé, unaware of change, and out of place in our increasingly technology-centric society.
However, with change often comes backlash, especially if the reasons are unclear. Many logo redesigns receive mixed or even unfavorable reactions from the public, and sometimes it's so extreme that they are pulled just after launch. Gap and Tropicana are two such examples – both companies received so many negative reactions to an attempted rebrand that they reverted back to old logos in a matter of days.
Since a new logo is sometimes necessary for a company to move forward, how can it successfully strike a balance between loyalty and innovation? The answer is in the public eye. And while the public is notoriously fickle about change, Yahoo may have the answer.
Yahoo's '30 Days' campaign introduced the idea slowly to the masses, allowing them to get used to the idea that one of the most iconic '90s dot-com era logos is changing. And while the campaign was likely a combination of a field test and a marketing gimmick, we'd be surprised if Yahoo ignored 30 days of free public feedback when making a final decision. All the logos can be found on the Yahoo website.
The brand new Yahoo! logo was introduced with a video that exhibits Yahoo!'s new youthful identity. The soundtrack is a fairly popular pop song, one that many of Yahoo's young Tumblr users will recognize. The new logo displays the same breaching of two worlds, the old Yahoo!and the new, youthful and hip Yahoo.
The logo has many of the same stylistic characteristics found in the old logo – the large "Y," the differently shaped "O"s, and the angled exclamation point have all remained. But the font is slimmer, neater, and 3-dimensional, and the purple is deeper and more authoritative. Like eBay before it, Yahoo stuck closely to its original logo, tweaking the style only slightly. Marissa Meyer's Yahoo! is clearly a new Yahoo!, but the core brand is clearly still very much alive.
Crowdsourced:
By GREYdesigns:
The new Arby's logo and accompanying motto is glossier than the old logo, and boasts a simpler, more modern font to contrast the textured outline of the cowboy hat. The new design direction doesn't follow the omnipresent flat design trend, but it communicates sleekness and modernity while channeling the original 1960s Arby's logo.
Arby's 1969:
By Ethan Prater/Flickr
Meanwhile, Wendy's decided to completely part from its old look, opting for a more friendly and inviting script that radiates freshness, a direction that is reflected in its larger marketing strategy. The logo and advertising campaign set Wendy's apart from competitors by leveraging friendliness and cleanliness as its defining characteristics.
When Motorola Mobility was acquired by Google two yeas ago, it readjusted to a flatter and more colorful design that closely fits in with the Google family. The rebranding was widely accepted as a welcome change.
Gap's logo redesign received a notoriously critical backlash, and was scrapped almost immediately. In an interesting turn of events, Gap actually asked the public for their own redesigns following the negative reaction to the new logo, but ended up reversing that decision and keeping the original iconic logo.
By Silence Design:
Fun fact: Windows has gone through more logos in the past two decades than any other tech company. The Windows blog actually has a very interesting overview of every logo, which accurately reflects larger cultural design trends, from the original blue and grey rarely remembered, to the 8-bit pixelated version that defined 1990s tech style, to the most recent sleek and flat Windows 8 logo.
Windows 3.1:
Windows Vista:
By Biaggong:
ebay's logo redesign was subtle, but it is indicative of the larger shift in design trends. The letters are now all lower-case, have lost any overlap, and became uniform in size and shape. The new logo plays nice with all kinds of different media, but successfully retained much of its old character.
By *[al]barokah:
Tropicana's new logo suffered a similar fate to Gap's – consumers were upset with the change and reacted negatively, necessitating a complete return to the original logo. Interestingly, Tropicana's new designs were very on point with the modern flat design trend, but consumers didn't trust the new packaging – how do you know it's orange juice if there's no actual orange fruit on the carton?
New (scrapped):
American Airlines' logo change is one of the boldest and most talked about from the past few years. The original logo dates back to the 1960s, and was representative of a very different age of design and air travel. The redesigned logo is a complete shift away from the bold font and stylized eagle that graced the airlines' planes for half a century – the eagle remains, but it's only suggested and the shadows and sharp lines are reminiscent of a plane wing.
It's not just old stalwarts of the 20th century that are changing their look – many relatively new tech companies, like MailChimp, have slightly tweaked their logos to better suit responsive technologies. Flatter shapes and colors, simpler lines, and wider spacing are all features of logos that translate well from mobile to web to print, unifying design cross-platform.
When updating your logo in the digital age, the most important takeaway from all of these brands is to prepare your audience and explain your motivations. Not everyone likes change. But everyone likes to be made to feel like his or her opinion counts and to "be-in-the-know." It's important for companies to keep consumers in mind at all times.
This post comes courtesy of Fueled, a mobile design and development company based in New York and London. You can read more posts like it at theFueled blog.
Header image: Justin Sullivan/Getty Images
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How OnePlus uses robotic hands, mannequin heads, and a tiny carnival ride to test its phone cameras
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redpajama_set_name: RedPajamaCommonCrawl


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Carling Weekend: Reading and Leeds festivals – new names
NME.COM reveals the latest additions
Dizzee Rascal, Secret Machines and The Long Blondes are amongst the latest names to be added to the bill for the Carling Weekend: Reading and Leeds festivals.
Also confirmed for the summer event are Mystery Jets, Peaches, Gogol Bordello, Guillemots, Jet, Clap Your Hands Say Yeah, The Fall, The Shins, Be Your Own Pet, Milburn, Plan B, Giant Drag, Slayer, Goldie Lookin Chain, Hope Of The States, Dresden Dolls and iForward Russia! and The Automatic.
Less Than Jake, Dashboard Confessional, Taking Back Sunday, Mastadon, Broken Social Scene, Tapes 'N Tapes, 747's, Coheed And Cambria and Flogging Molly will also be taking to the stage during the three day festival, which takes place over the August Bank Holiday weekend (August 25-27).
As previously reported, this year's event will be headlined by Franz Ferdinand, Muse and Pearl Jam with bands including Kaiser Chiefs, Arctic Monkeys, The Raconteurs and Dirty Pretty Things also confirmed for the bill.
The Carling Weekend: Reading and Leeds festivals will take place at Reading's Richfield Avenue and Leed's Bramham Park.
The line-up now looks like:
Reading: Friday, August 25
Leeds: Saturday, August 26
The Subways
NME / Radio 1 Stage
Mystery Jets
Guillemots
Reading: Saturday August 26
Leeds: Sunday August 27
Clap Your Hands Say Yeah
Giant Drag
Reading: Sunday August 27
Leeds: Friday August 25
Mastadon
The Rakes
Boy Kill Boy
Hope Of The States
¡Forward Russia!
Tapes 'N Tapes
More acts are yet to be announced for the Carling Weekend: Reading and Leeds festivals, so stay tuned to NME.COM for the latest festival news.
Diego Luna Credit: Getty Images
Diego Luna was "so disappointed" with 'Rogue One: A Star Wars Story' ending
NEW YORK, NEW YORK - JUNE 10: Austin Butler attends "The Dead Don't Die" New York Premiere at Museum of Modern Art on June 10, 2019 in New York City. (Photo by Theo Wargo/Getty Images)
Baz Luhrmann confirms who will play Elvis in upcoming biopic
Crowd shot from TRNSMT Festival 2019 Credit: Getty Images
Old woman on shoulders is the unlikely hero of TRNSMT


If you are looking for vegan or vegan friendly places you can check both happy cow and vegan maps, but if you want to eat somewhere that is not listed in the pages above here's my suggestions on how to find traditional vegan food everywhere!
Pizza is always a good option everywhere, you can easily find vegan mozzarella in so many places now, but even if a PIZZERIA doesn't have plant based cheese you can alway ask for a pizza without cheese (PIZZA SENZA MOZZARELLA) and you'll have a really good meal anyway.
In almost every restaurant you can find a vegan pasta: our most traditional dish, PASTA AL POMODORO, is actually vegan :-). Ask it SENZA FORMAGGIO (without cheese), many people like to add parmesan to the pasta so it's better to remind the waiter that you don't want it.
Just be aware that they are serving you PASTA DI GRANO (grain) and not PASTA ALL'UOVO (pasta made with eggs, you can recognize it because it's yellowish). Tagliatelle are often made with pasta all'uovo, so I suggest you don't have them…just to be safe.
Lasagna can often be vegetarian, but you won't find a vegan one in regular restaurants. It's usually made with PASTA ALL'UOVO (pasta made with eggs) and BESCIAMELLA (a sauce made with butter and milk).
This is my favourite choice when I'm REALLY hungry.


Hereditary diffuse leucoencephalopathy with spheroids (HDLS) is a rare inherited progressive leucoencephalopathy characterised by giant neuroaxonal swellings (spheroids) within the CNS white matter. The case is reported of a 45 year old woman with a rapidly progressive fulminant illness course characterised by progressive cognitive decline with depressive features. A presumed dominant inheritance pattern was elicited. This report reviews the literature on HDLS and the relation of this disorder to other conditions with giant neuroaxonal swellings.


Every household in England is to benefit from a weekly food-waste collection, under government plans to be revealed this week. The proposals include plans for free collection of garden waste, which many families pay to have taken away.
The standard rubbish collection, the so-called "black bags", will remain the same.
The move comes after a poll by the research company YouGov last year found that 69% of people in the UK supported the idea of councils offering a separate caddy for food waste to be collected weekly. At present, large amounts of the waste put into black bags is old food and vegetable peelings.


The nurse called me back and took my vitals. She then sat me in a room and asked me a bunch of questions about my medical history. I answered all of them as truthfully as I could.
Then, the doctor came in. He was very friendly but when I told him I couldn't sleep and that I would really like something to knock me out, he refused to give me anything. It made me feel like a pill head but I have extremely bad insomnia most nights. It's like I can't turn my mind off. Anyway, he called in more Bentyl and Zofran for me with refills, in hopes that would help the spasms and nausea. The Mayo doctor cleared me to be back on Bentyl. He made me sit in his office (his office has a lab) for another blood draw, even though I brought my medical records with me from Mayo where they just DID a blood draw. The lab tech poked me about four times so I'm bruised all up and down my arm from Mayo and from this doctor's office.
He said my blood test results showed my triglycerides were high but he said since I'm sick and I probably haven't been eating much, he would retest it later. The total time I spent at the doctor's office - 3 hours.
I'll have to let you know how this new drug works out. My pill case is getting full again.
I went to my other doctor, the one who diagnosed me with ADD, and told him about my anxiety, panic attacks, and insomnia. He switched me from Zoloft to Celexa, for anxiety. He also gave me Trazadone to take at night to help me sleep. I could have kissed him! So, I actually got some rest last night but I've been so nauseated all day. It's hard to function when you're so tired and in pain all of the time.
I found this article and wanted to share it because I thought it was a great read.
Gastroparesis throws your entire life a curve ball. EVERYTHING changes: your diet, your sleeping patterns, your morning routine, your social life, your professional life, your level of physical activity, you name it. I have scoured my brain and can not think of one aspect of life that does not change once Gastroparesis begins to take over. As much as you try to continue being "normal", it isn't going to happen. You are kicked right out of the fast lane onto a beaten up wooded path that not many people know about or care to find. You have to learn how to navigate this path and hope that you can find your purpose life. The purpose that you are meant to pursue while living through the ups and downs of Gastroparesis. You are unrolling the path by yourself and have no idea where it is going.


❶Tess Gallagher is currently fighting with Knopf for permission to republish the stories in What We Talk About When We Talk About Love as they were originally written by Carver, as opposed to the heavily-edited and altered versions that appeared in under the editorship of Gordon Lish. It makes the reader understand as the Narrator did, and this realization would have been as powerful without these devices.
For me, Hemingway's sentences are poetry. There's a rhythm, a cadence. I can reread his early stories and I find them as extraordinary as ever.
They fire me up as much as ever. Critics often use the term "minimalist" when discussing my prose. But it's a label that bothers me: And, frankly, I don't believe that's my case. Sure, my writing is lean and tends to avoid any excess. You don't have to read Hemingway, though, to judge whether Carver's prose is architectural.
Author's intentions don't always map correctly onto their work, but we know Carver intended his to be architectural, and a certain kind of architecture at that: He [Hemingway] said prose is architecture and the Baroque age is over. Flaubert said close to the same thing, that words are like stones with which one builds a wall. I believe that completely. Can you tell me about Raymond Carver's style of writing? I have to do a presentation on the short stories of Raymond Carver What are your opinions on his stories and themes?
Are you sure you want to delete this answer? Writing Carver's career was dedicated to short stories and poetry. He described himself as "inclined toward brevity and intensity" and "hooked on writing short stories" in the foreword of Where I'm Calling From, a collection published in and a recipient of an honorable mention in the New York Times article citing the best works of fiction of the previous 25 years.
Another stated reason for his brevity was "that the story [or poem] can be written and read in one sitting. His subject matter was often focused on blue-collar experience, and was clearly reflective of his own life. The same could probably be said of the recurring theme of alcoholism and recovery. Chekhov, however, seems the greatest influence, motivating him to write Errand, one of his final stories, about the Russian writer's final hours.
Minimalism is generally seen as one of the hallmarks of Carver's work. His editor at Esquire magazine, Gordon Lish, was instrumental in shaping Carver's prose in this direction - where his earlier tutor John Gardner had advised Carver to use fifteen words instead of twenty-five, Gordon Lish instructed Carver to use five in place of fifteen. Objecting to the "surgical amputation and transplantation" of Lish's editing, Carver eventually broke with him. His style has also been described as Dirty realism, which connected him with a group of writers in the s and s that included Richard Ford, Tobias Wolff -- two writers Carver was closely acquainted with -- as well as Ann Beattie and Jayne Anne Phillips.
With the exception of Beattie, who wrote about upper-middle class people, these were writers who focused on sadness and loss in the everyday lives of ordinary people -- often lower-middle class or isolated and marginalized people -- who represent Henry David Thoreau's idea of living lives of "quiet desperation.
The collection itself was shortlisted for the National Book Award, though it sold fewer than 5, copies that year. Carver was nominated again in for his third major-press collection, Cathedral, the volume generally perceived as his best.
If this sentence was longer its impact would have been lost and the idea would have been dragged out making its point weaker. Carver's writing style experiments with imagery, such as settings of dreary living rooms and kitchens was understandable and very identifiable.
Lastly, the author also used symbolism like the Cathedral to indicate change and realizations within the characters. It makes the reader understand as the Narrator did, and this realization would have been as powerful without these devices. Another style element that the author uses is that he writes in short, choppy sentences.
This leads the reader to believe that the story is more organic, and gives the reader a peak into the stream of concubines of the narrator.
Similar the author uses motifs to demonstrate common factors that are toxic in relationships. Alcohol is often associated with fights and loss of self-control. This drink symbolizes the confusion and lack of control someone has in a relationship.
Sure, my writing is lean and tends to avoid any excess. (source) There's really only one way for you to decide if Carver and Hemingway have similar styles: read and compare them, then be the judge.
Carver was at first the most influential practitioner of minimalism, and then, through the rewriting of his earlier stories, a writer who repudiated the style. Luckily, Carver's stories can be used to show both the power of the so-called minimalist approach and its limits. Raymond Carver, in full Raymond Clevie Carver, (born May 25, , Clatskanie, Oregon, U.S.—died August 2, , Port Angeles, Washington), American short-story writer and poet whose realistic writings about the working poor mirrored his own life.
Raymond Carver brought a unique quality to the world of writing-in the sense that he was a blue collar family man. He attended college at Chico State University and then later at Humboldt State College where he took writing classes and later, creative-writing workshops. Raymond Carver is probably best known for his minimalist style. A lot of his stories followed this style of writing. He was dedicated to his short stories and was even quoted as saying he was "hooked on writing short stories" (Carver, Maturity: Cathedral 2).


North Atlantic Industries, Inc. (NAI) (Bohemia, NY) announced availability of the 68PPC2 PowerPC Single Board Computer with SAE AS6802 Time Triggered Ethernet, ARINC 664 Part 7 (AFDX), IEEE 802.3 and ARINC 429/575 support. The 68PPC2-TE1AR1 provides a safety certifiable solution for: vehicle management systems, flight control computers, remote data concentrators, remote interface units, actuator interface units and autonomous navigation systems.
Ethernet TCP/IP and UDP are the network communications backbone interface protocols and are supported on all NAI products, from boards to systems. The 68PPC2 also supports continuous background Built-in-Test (BIT), up to 8 GB DDR3 SDRAM, up to 32 GB SATA II NAND Flash storage, two 10/100/1000 Base-T or 2x 1000 Base-KX Ethernet ports, and two USB 3.0 ports. Integrating TTEthernet and ARINC 664 Part 7 (AFDX) protocol support into NAI's COSA® architecture offers customers additional adaptability, flexibility and future expansion capabilities.
American Portwell Technology, Inc. (Fremont, CA) announced the launch of PCOM-C700, Type 7 COM Express carrier board in its COM Express portfolio (includes PCOM-B700G, PCOM-B701). At 304.8 mm × 243.8 mm (12˝ × 9.6˝), the carrier board-compliant PICMG COM Express 3.0 integrates the new Type 7 pinout type for a new generation design based on ATX form factor. PCOM-C700 features 4× 10GbE, NC-SI interface, IEEE1588, up to 32 PCIe lanes, console redirect, BMC, SATA interfaces and TPM socket.
Portwell's COM Express Type 7 module portfolio offers server-grade performance and functionality powered by Intel Xeon® D processors as well as 4× 10 GbE. The COM Express Type 7 carrier offers a complete set of standard interfaces, minimizing installation efforts for Portwell Type 7 modules.
The miniature SLICE HG data acquisition system from DTS (Seal Beach, CA) captures physical signals in dynamic environments like blast and ordnance evaluation. Targeted at applications with size or mass constraints, SLICE HG's 31.75 mm diameter size makes it easy to embed the data recorder directly in or on most test articles. The rugged aluminum housing is impervious to shock up to 20,000 g.
The 3-channel SLICE HG features onboard signal conditioning and supports a variety of external sensors including piezo-resistive accelerometers. Data direct-writes to 16 GB internal flash memory and stores up to four hours of data at the maximum 500k sps/channel sampling rate.
Custom MMIC (Chelmsford, MA) has added three new GaN low noise amplifiers (LNAs) to its GaAs and GaN MMIC portfolio. The CMD276C4, CMD277C4 and CMD278C4 GaN MMIC LNAs deliver high linearity performance with output IP3 of +32dBm while offering high input power handling of 5W. The high input power handling feature enables system designers to avoid limiters and other protection networks, while still achieving extremely low noise figures over the operating bandwidth. These new MMIC LNAs are housed in a leadless 4×4 mm QFN package.
The CMD276C4 is a 2.6 to 4 GHz (S Band) LNA delivering greater than 14 dB of gain with a corresponding output 1 dB compression point of +25.5 dBm and a noise figure of 1.2 dB. The CMD277C4 is a 5 to 7 GHz (C Band) LNA with 20 dB of gain, output 1 dB compression point of +26.5 dBm and a noise figure of 1.2 dB. The CMD278C4 is a broadband 8-12 GHz (X Band) LNA with 15 dB of gain, output 1 dB compression point of +28 dBm and a noise figure of 1.8 dB.
Annapolis Micro Systems (Annapolis, MD) and TE Connectivity (TE) (Berwyn, PA) have announced new high-performance FPGA boards that feature the NanoRF module. The half-size NanoRF is designed to fit into the VITA 67.3 form factor and supports 70 GHz bandwidth, with more than double the RF contact density of existing VITA 67 solutions. The COTS boards integrate up to two Xilinx Virtex® UltraScale+™ FPGAs and a Xilinx Zynq® UltraScale+ MPSoC motherboard controller. Each board also has one (3U) or two (6U) WILD FMC+ (WFMC+™) next generation I/O site(s), for dense, high-bandwidth ADCs and/or DACs.


Why is the Dead Man's Hand Aces and Eights?
Home » Poker News & History » Why is the Dead Man's Hand Aces and Eights?
Why is the Dead Man's Hand Aces and Eights?
Aces and eights. The infamous dead man's hand.
While the actual composition of the dead man's hand has undergone some changes over the years, its current manifestation is a two-pair poker hand of black aces and black eights.
These pairs, along with an unknown kicker, were the cards reportedly held by James Butler "Wild Bill" Hickock during a five-card draw game when he was shot by Jack McCall on 2 August 1876 at Nuttal & Mann's Saloon in Deadwood, Dakota Territory.
The story goes that a very inebriated McCall—who had introduced himself as Bill Sutherland—was playing poker with Hickok the previous evening and losing heavily. Hickok encouraged McCall to stop for the night until he could settle up, and Hickok gave him some money for food.
When the insulted McCall entered the saloon the next day, he walked up behind Hickok—who was begrudgingly sitting with his back to the door as another player, Charlie Rich, wouldn't change seats with him—and shouted, "Damn you! Take that!" and proceeded to shoot Hickok in the back of the head with his Colt Model 1873 .45 caliber revolver. Hickok died instantly. The state executed McCall for murder seven months later.
In Des Wilson's Ghosts at the Table (2007), the author attempts to determine exactly what cards Hickok had been holding on that fateful day. Whereas most accounts suggest Hickok's hand was comprised of the black aces and the black eights—with an unknown fifth card—another story proposes that a delivery man named Richard Stephens picked up Hickok's cards and later donated them to a museum. In this account, Hickok's hand was A♦ A♣ 8♥ 8♠ Q♥ and included a drop of the deceased gunfighter's blood.
Although there is some doubt about the actual dead man's hand's fifth card, the consensus was—and remains—that Hickok died holding two pair of aces and eights. Voila, the dead man's hand was born.
It is called the dead man's hand because about forty years ago, in a town of Illinois, a celebrated judge bet his house and lot on three jacks and a pair of tens. It was the last piece of property he had in the world.
In the Encyclopaedia of Superstitions, Folklore, and the Occult Sciences (1903), the dead man's hand is comprised of jacks and sevens.
Several accounts claim that later, in 1907, British writer Edmond Hoyle (of Hoyle Cards and Poker Hall of Fame fame) called the dead man's hand jacks and eights; however, Hoyle died in 1769, so this would have been a truly remarkable feat indeed.
Interestingly, attribution of the dead man's hand to Hickok didn't come about until the 1920s when it was finally solidified in poker vernacular as a pair of aces and a pair of eights thanks to Frank Wilstach's Wild Bill Hickok: The Prince of Pistoleers (1926).
In James Patterson's Along Came a Spider, Agent Jezzie Flanagan uses aces and eights (aces&eights) as her computer password and relates a story about how her father won a handmade Turkish gun with the hand.
Protagonist Randle McMurphy has a dead man's hand tattoo on his shoulder in Ken Kesey's One Flew Over the Cuckoo's Nest.
In two John Ford films—Stagecoach (1939) and The Man Who Shot Liberty Valance (1962)—characters are holding the dead man's hand.
Motorhead, Bob Dylan, Ha Ha Tonka, Bob Seger, Lita Ford, Blue Oyster Cult, Michael McDermott, The Church, and KSHMR use some variation of aces and eights in several of their songs.
Popular video games such as Fallout: New Vegas and Hearthstone reference the dead man's hand.
Aces and eights makes an appearance in the collectible card game Doomtown. In fact, the highest possible rank is aces and eights with the J♦.
A dust-covered dead man's hand is visible in the lobby of Disneyland Paris' Twilight Zone Tower of Terror.
The dead man's hand is also quite popular in logos, insignias, and tattoo designs. For instance, the Las Vegas Metropolitan Police Department uses the hand in its Homicide Division insignia.
There you have it, a brief history of the dead man's hand and our current and continued fascination with aces and eights. Do you have an interesting dead man's hand/aces and eights story? Please share below. Good luck at the tables, and don't sit with your back to the door!


Enter wage amount, pay frequency, withholding status and allowances, and we'll calculate your withholdings and employer responsibilities.
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Knowing the difference between gross and net pay is important when negotiating a salary for your household employee. Learn why in this brief video.
* GTM's nanny tax calculator should be used solely as a means for obtaining an estimate of tax liabilities, but should not be used as a replacement for formal calculations, and does not constitute the provision of tax or legal advice. The user assumes all responsibility and liability for its use.
Choose the plan that works for you and your family!
Give us a call to discuss your household tax, payroll, and insurance needs. We'll help you to find the solution that works best for your home and family.


text:
1937 Academy Awards may refer to:

 9th Academy Awards, the Academy Awards ceremony that took place in 1937
 10th Academy Awards, the 1938 ceremony honoring the best in film for 1937

redpajama_set_name: RedPajamaWikipedia


I finally had the nerve to go to a GLBT youth group. What do my physical characteristics have to do with my sexual orientation? Jill Layton June 19, 8: I saw her perform twice during Sketchfest in SF a few years ago and she brought down the house. Pretty Little Liars Episode Recap: Red, Australia, age 20 It helps to learn to look inside yourself and to see that the gay part of your personality exists together with, not separate from and not in spite of, all other parts of yourself.
And yet the only thing I want is to have one good loving relationship before I go.
I have a right to be who I am, and I am willing to fight for it. I finally had the nerve to go to a GLBT youth group. Their love story always cracks me up, lol. Lesbians are white, black, Asian, Hispanic, and Native American. You never know what to expect discomfort? Coming out is the process of accepting yourself as a lesbian and figuring out how open you want to be about your sexual orientation.


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TID is solving the problems of Big Production Houses and Brands with Synthetic Media aka Deepfake Technology
numbercoin_fp4yt5 September 6, 2022 5 min read
Ajmer, Rajasthan, India — The Indian Deepfaker is a full-fledged Synthetic Media company.
Significant scientific developments in deep learning and generative adversarial networks (GANs) have propelled the growth of synthetic media, or Deepfakes, during the past few years. It has become a significant opportunity for various types of creative content, particularly in film and television, where deepfake artists push the limits of what is possible in visual effects.
From entertainment deepfakes to larger projects, Hollywood studios, filmmakers, brands, and marketing advertising agencies around the world have become more interested in deepfake technology over the past few years.
Big Brands look to TID (The Indian Deepfaker) to maintain the Deepfake technology seamlessly in the media by creating digital cloned avatars of stars, celebrities, and executives, resurrecting historical figures to life, and providing other synthetic media solutions.
Deepfake is a combination of the terms "deep learning" and "fake." As one may have guessed, deepfake employs Artificial Neural Networks to make videos that are indistinguishable from those that could have been filmed.
Face replacement is among the most used deepfake applications in the video production industry.
How is TID helping major Brands, Advertisement agencies, and Production Houses with cutting-edge Deepfake Tech?
TID (The Indian Deepfaker) is a fast-growing synthetic media company that mainly works to make hyper-realistic content using Deepfake technology.
New York University, Shine TV Network (UK) – (Hunted TV Reality Show), HIGINGO (UK), IIM Ahmedabad, Hyderabad School of Business, Glance, WPP, etc. are among TID's clients.
In addition, the fact that the company has collaborated with notable Production Houses, the Film Industry, Brands, Advertising Agencies, and Research Teams of Universities such as New York University, Hyderabad School of Business, etc. increases the organization's credibility.
Since the significance of Deepfake is rather obvious. And TID offers its services to notable marketing firms, production companies, and social media juggernauts all around the world.
Divyendra Singh Jadoun, Founder of TID (The Indian Deepfaker), explained, "The process begins by creating an avatar of the celebrity. An average shoot plus additional 15 minutes to collect audio and video data is all that is needed. The gathered information creates an avatar within the next 7-8 days, which is then used to generate the amount of customized content for the audience."
As for now, TID is offering its Facial Reenactment (Deepfake), Voice Cloning, and Lip Sync services for many industries, such as;
1. Education and academic
Deepfake technology allows a variety of educational options. Teachers and schools have utilized media, audio, and video in the classroom for a considerable amount of time. Synthetic media generated by AI can bring historical personalities to life, making classrooms more engaging and participatory. Deepfakes can assist educators in delivering creative teachings that are far more engaging than conventional visual and media formats.
2. Marketing and Advertising Agencies:
Synthetic Media, also known as Deepfakes, Can Drive Scalable Personalization Consumers to anticipate customization. In 2022, tailored content will be a table bet, and organizations that cannot offer it risk losing customers to competitors who can.
The top three benefits provided by Deepfake technology include
First, it can lower the cost of video campaigns.
Second, it can create better omnichannel campaigns.
Third, it can provide a hyper-personalized experience for the customer.
3. Dynamic Influencer Campaigns
Imagine hiring one of the most influential individuals for a campaign. That is what deepfake makes possible. A creative needs merely a collection of digital footage as opposed to asking them to shoot a video for several hours.
The rest is handled by artificial intelligence and machine learning. One might also utilize historical figures such as Marilyn Monroe and Audrey Hepburn.
Due to the abundance of video and audio recordings of individuals, marketers can utilize their resemblance in a deepfake to improve their campaigns.
4. VFX/Film Industry
Deepfake technology is gaining popularity in the visual effects, computer-generated imagery, and film industries. What if we could see the Documentaries of Prominent Personalities in which they appear? With Synthetic Media Technology, deceased actors can be resurrected to star in an infinite number of franchises. Others can be replaced totally, and none of this will have an impact on the bottom line. The production of video content continues to be prohibitively expensive. The expenditures associated with recruiting artists, dubbing actors, and content licensing are among the highest for the majority of advertising departments.
One can acquire a license for an actor's identity and make endless content using deepfake technology.
Through Deepfake technology, it is unnecessary to hire a film crew, book an actor or model to act, rent expensive equipment, and pay production costs.
5. Entertainment
If anyone has ever considered having a loved one or themselves appear in their favorite film,. TID is now making it possible.
TID can inject a deepfaked version of a person into the scene of their favorite film or music. This has been made possible using the technique of deep fake. Anyone can get a video of themselves playing their favorite character in their favorite movie scene.
6. Social Media Content
Deepfake technology for the popularity of social media material is fairly evident. TID creates AI-generated content specifically for social media to increase audience engagement. Therefore, brands and marketing agencies are welcome to contact TID. Deepfake is all that a business, individual, or brand requires for maximum content influence and viewership.
TID provides Advanced classes in which you will study this technology in a step-by-step manner and be able to generate hyperrealistic Synthetic Content for individuals who wish to be a part of this rapidly expanding field.
COURSES BY TID:
1. HYPER REAL DEEPFAKES CREATION
TID offers advanced courses for Hyper Real Deepfakes creation step by step in a very easy way. You will learn Full Head Swap and Face Swap Deepfakes Creation.
2. REAL-TIME DEEPFAKES FOR PC STREAMING OR VIDEO CALLS
TID offers a course for Creating Deepfakes in Real Time for PC Streaming or Zoom Calls.
3. LIP SYNCHRONIZATION
TID offers a course for Lip Synchronization, where we can lip-sync a given video with any given audio.
4. VOICE CLONING
TID offers a course for cloning any voice using artificial neural networks
To learn more about The Indian Deepfaker, visit https://www.theindiandeepfaker.com.
About the founder of TID
Divyendra Singh Jadoun is the founder of polymath synthetic media solutions, a parent body of the TID media group. Jadoun said, "Initiated as a side hustle, The Indian Deepfaker grew into a full-fledged Synthetic Media company within a year, now a leading industry expert in creating Hyper-Realistic Content through Deepfake technology. With synthetic video and audio content generation, businesses can create genuinely personalized communication for their clients. This technology allows you to shoot content faster and for less money than attracting celebrities to the set."
Divyendra is looking forward to the use of Deepfake, especially for educational and academic purposes. He also said: "Imagine sitting in a physics class and watching Einstein delivering a lecture on the theory of relativity."
Company Name: Polymath Synthetic Media Solutions ( The Indian Deepfaker )
Contact Person: Divyendra Singh Jadoun
Email: devi@theindiandeepfaker.com
Website: www.theindiandeepfaker.com
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Magyarország a finnországi Helsinkiben megrendezett 2005-ös atlétikai világbajnokság egyik részt vevő nemzete volt. Az ország a világbajnokságon 16 sportolóval képviseltette magát, akik összesen 1 érmet szereztek.

Érmesek

Eredmények

Férfi

Női

Források
todor66.com

2005


Your safety is of the utmost importance at DuckCreek. We have adopted the following set of safety rules for the shotgun sport of Trapshooting. These rules are for the safety and benefit of you, our spectators, and the club.
Shooters or Spectators who violate these guidelines risk being banned from returning to the club.
Hold Harmless – All shooters and spectators will be required to sign a waiver to hold harmless "Releasees" as described in the general release.
Eye Protection – Required by everyone on the shooting field.
Hearing Protection – Requested of all shooters. Although this protection is not required for spectators, it is strongly encouraged.
Loading Gun – Do not load gun until it is your turn to shoot.
Number of Shells – Never load more shells than needed for that target presentation. Trap singles – 1 shell, Trap doubles – 2 shells.
Target Loads Only – Always use target loads, shot sizes 7½, 8, 8½, or 9 shot. Larger than 7½ is not permitted. If you are in question about load, please ask the management.
Pointed Down Range – Always keep the muzzle of your gun down range.
Action Open – Always carry gun with action open.
Do not leave firearms unattended – Firearms not in use must have the action opened, be cleared, and/or the must be cased. The club is not responsible for any loss due to unattended firearms.
Person down range – No firearms shall be loaded on the line(s) while persons are downrange. An orange flag on the trap house indicates it is unsafe to fire and/or someone is downrange.
Practice swings from behind any station are not allowed.
No pets allowed. In addition to the Gun Club, we have an active kennel. Because of our health guidelines, no additional animals are allowed on premises without prior permission.
Illegal firearms or illegal destructive devices are strictly forbidden on the premises. All Federal, State and Local Laws must be obeyed.
The use of (or shooting under the influence of) alcohol or illicit drugs is prohibited.


'Tennis elbow' or lateral epicondylitis is a painful elbow associated with an inflamed and/or torn tendon. It is often associated with a problem at the base of the neck.
Treatment to improve and alleviate this would be Interx and Shiatsu.


Attracting 1.67 million Total Viewers in the Live + 3 Day ratings, Freeform's "Hocus Pocus 25th Anniversary Halloween Bash" (Saturday, Oct. 20, 2018, 8:15-10:15 p.m. EDT/PDT) stood as the most-watched telecast so far of the network's "31 Nights of Halloween" programming event. The two-hour special also ranked as the annual event's strongest telecast so far this year among Adults 18-49 (751,000/0.58 rating). Leading into the Bash at 6:05 p.m., a "Pop'n Knowledge" edition of "Hocus Pocus" drew 1.32 million viewers.
Celebrating the movie's status as a Halloween staple, The Bash stands as Freeform's most-watched special everin Total Viewers, Adults 18-49 and Adults 18-34 (397,000/0.57 rating).
Freeform's "Hocus Pocus 25th Anniversary Halloween Bash" ranked as TV's No. 1 entertainment telecast on Saturday in Adults 18-34, Women 18-34 (253,000/0.73 rating), Persons 12-34 (470,000/0.50 rating) and Females 12-34 (308,000/0.66 rating).
Expanding to the entire month of October for the first time ever, the first three weeks of "31 Nights of Halloween" delivered strong time-period improvement for FreeForm in the daypart (Monday-Sunday, 6:00-11:00 p.m.), building by double digits over the comparable weeks last year (10/2-10/22/17) in Total Viewers (+22% – 788,000 vs. 648,000), Adults 18-49 (+14% – 383,000/0.30 rating vs. 336,000/0.26 rating) and Women 18-34 (+14% – 144,000/0.41 rating vs. 126,000/0.36 rating).
Source: The Nielsen Company, Live + 3 Day U.S. Program Delivery and Ratings, 10/1-10/21/18 or as dated. FreeForm launched on 1/12/16.
Part of Disney|ABC Television, FreeForm connects to audiences and goes beyond entertainment with bold, original programming and immersive social engagement. As Disney's young adult television and streaming network, it delivers a unique mix of quality original and acquired series, plus fan-favorite movies and the holiday events "31 Nights of Halloween," "Kick Off to Christmas" and "25 Days of Christmas." The FreeFormapp is a service that allows viewers with participating TV subscription services access to 24/7 live viewing of the network, as well as continued on-demand access via a wide array of devices.


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Home > Atmospheric > News Articles
Dihydroxyepoxides: Cloud Formation's Missing Link?
By News Staff | August 11th 2009 10:00 PM | Print | E-mail
A previously unknown chemical compound in the atmosphere may help explain how and when clouds are formed, say a team of researchers from the California Institute of Technology (Caltech) and the University of Copenhagen.
The discovery of so-called dihydroxyepoxides (an aerosol precursor) was originally found when a team of researchers from Caltech mounted a measuring device known as a Chemical Ionization Mass Spectrometer (CIMS) on an airplane and flew it over the forests of North America.
Professor Henrik Kjærgaard from the Department of Chemistry at the University of Copenhagen calls the new compounds a 'missing link' in the formation of clouds.
"We know that aerosols are important in the formation of clouds but, we didn't know much about how the aerosols themselves were formed. This new compound may be just what we were looking for," says the professor who has recently moved from University of Otago, New Zealand to fill his new appointment in Copenhagen.
Maple Clouds
Next to methane, deciduous plants and trees such as oak and maple, are known to be the largest source of hydrocarbons in the atmosphere; an important factor in climate-change. As a result, the researchers went into the lab to calculate what occurs to the tree-released hydrocarbon known as isoprene, when it meets other compounds in the atmosphere.
Based on previous research, isoprene was expected to break down into smaller molecules. But previous research was done with air found over cities, where levels of the combustion by-product NOx are very high. And the chemicals formed when isoprene interacts with NOx do not easily form aerosols.
However, when subjected to air as found over pristine stretches of forest, the fate of the tree-released hydrocarbons turned out to be a very different one. Without the NOx to skew the process, isoprene unexpectedly degraded into the new compound: dihydroxyepoxide. This new compound appears to be extremely reactive and likely to form aerosols.
The study reports the laboratory measurement of the isoprene degradation by hydroxyl radicals "the vacuum cleaner of the atmosphere". The detection of these epoxides as a significant final product in the isoprene breakdown was supported by isotope and theoretical studies, and corroborated the field measurements. The theoretical studies from Kjaergaard's group at the University of Otago, improved the CIMS technique and supported the chemical degradation mechanisms proposed.
Discovering a new and unexpected atmospheric compound in the air over forests is fundamental research. Nevertheless with manmade climate-change looming on the horizon, the research might find applications sooner that expected. The new aerosol-precursor may be extremely important when researchers attempt to compute projected climate change. "That means, that the new compound is a missing link in more that one sense", Professor Kjærgaard states.
"Clouds can retain as well as block the heat of the sun, so, if we don't understand what drives the formation of clouds, our climate-models are bound to be less than exact."
Article: F. Paulot, J. D. Crounse, H. G. Kjaergaard, A. Kürten, J. M. St. Clair, J. H. Seinfeld, P. O. Wennberg, 'Unexpected epoxide formation in the gas-phase photooxidation of isoprene', Science 325, 730-733 (2009). Also, Perspective by T. E. Kleindienst, 'Epoxying Isoprene Chemistry', 687-688.
There's Science To Dancing Also
Low-Volatility Organic Compounds: How Forests Can Effect Clouds And Climate
How Forests Can Effect Our Climate
Trade-Off: Plant Isoprene Protects Photosynthesis But Impacts Atmospheric Chemistry
Cooperative SO2 And NOx Aerosol Formation In Haze Pollution


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Alizé Cornet era la detentrice del titolo, ma è stata eliminata al primo turno da Camila Giorgi.

Mónica Puig ha sconfitto in finale Sílvia Soler Espinosa per 6-4, 6-3.

Teste di serie

  Sloane Stephens (primo turno)
  Alizé Cornet (primo turno)
  Kirsten Flipkens (primo turno)
  Andrea Petković (quarti di finale)

  Elena Vesnina (primo turno)
  Bojana Jovanovski (primo turno)
  Peng Shuai (secondo turno)
  Alison Riske (secondo turno)

Qualificate

  Mirjana Lučić-Baroni (secondo turno)
  Ashleigh Barty (primo turno)

  Sílvia Soler Espinosa (finale)
  Ol'ga Govorcova (primo turno)

Tabellone

Parte finale

Parte alta

Parte bassa

Note

Internationaux de Strasbourg 2014
WTA Tour 2014


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Are You Ready to Claim Your Power as a Creative Person?
Welcome to the Empowered Artist Movement!
Get the Empowered Artist book!
A Call to Action for Musicians, Writers, Visual Artists, and Anyone Who Wants to Make a Difference With Their Creativity.
Could you use a kick in the pants to jump-start your creative calling? Or do you know someone who is gifted at their craft but too fearful or hesitant to pursue it? This book is a transfusion of success principles for modern day artists!
Listen to the Creative Entrepreneur podcast!
Powerful Advice and Inspiring Interviews for Proactive Creatives in a Convenient Audio Format
Listen to the latest episodes here …
Subscribe to the Creative Entrepreneur on iTunes
Or subscribe on Stitcher
Click here for the audio podcast RSS feed
Get FREE access to Bob's course 30 Ways to Become an Empowered Artist!
Learn How to Thrive as a Musician, Writer, Visual Artist, or Other Creative Entrepreneur.
Plus get free book chapters and other great bonuses! Click here to get free access now …
Download a FREE 55-page sample of The Empowered Artist book!
Just click "Free Download" and fill out the form below …
Watch the Empowered Artist Music Video:
Learn more about the video and the artists who appeared in it on this page.
Click here to join a vibrant community of creative people …
What About Bob?
Bob Baker is on a lifelong mission to help musicians, authors and creative entrepreneurs use their talents and know-how to make a living and make a difference in the world!
He is a full-time author who has developed a successful niche writing and speaking about music marketing and self-promotion for songwriters, musicians, and bands. He served six terms as president of the St. Louis Publishers Association and is an advocate for the self-publishing movement.
Bob is the author of the highly acclaimed Guerrilla Music Marketing Handbook (which appeared in the movie The School of Rock, starring Jack Black) and the "Music Marketing 101″ course at Berkleemusic, the online continuing education division of Berklee College of Music.
CD Baby called him "The Godfather of Independent Music Marketing." According to the Salt Lake Tribune, "Bob Baker is one of the most widely recognized authorities on music marketing. A prolific writer, Baker is regarded as one of the industry's leaders in helping musicians leverage online web and marketing strategies to boost their careers."
He has appeared in the media on NPR's "Morning Edition" and "Marketplace" and in such publications as Electronic Musician, Music Connection, The Guardian in the U.K., Canadian Musician, Publishers Weekly, VIBE magazine, E! Online, and even The Onion!
Bob's other titles include The Empowered Artist, Unleash the Artist Within, 55 Ways to Promote & Sell Your Book on the Internet, Guerrilla Music Marketing Online, Branding Yourself Online, and more.
©2019 Bob Baker


Have you tasted and loved our signature dishes? Learn to recreate the culinary magic at home using our chefs' amazing one-minute recipes!
With more than 120 restaurants, it has won 57 international and local catering industry awards. You can enjoy multi-cuisine at a discounted price.
Watch this 1-Minute Recipe and our chef from Terrazza Italian Restaurant will teach you how to cook our signature dish – Pan-fried Cod Fish.
Watch this 1-Minute Recipe and our chef from Gosto will teach you how to cook our signature dish – African Chicken.
Yoshimori Teppanyaki is sharing its secret recipe for cooking the delicious Pan-Fried King Prawns with Japanese Kumbo Sauce!
Watch this 1-Minute Recipe and let's learn how to make a flavor-bursting Pan-fried Rib Eye on the Bone with this simple 1-minute recipe.
Stir-fried Eggs with Tomatoes seems simple, but it's not as easy as it looks, until you watch this 1 Minute Recipe video presented by the Tasty Kitchen at Galaxy Macau.
Large succulent prawns. Robust garlic. A rich beer and butter sauce. Gosto puts them all together to bring you an amazing culinary experience.
Nothing beats the authentic Xiang Chuan taste of Poached Minced Pork and Cabbage Dumplings at The Noodle Kitchen!
You may know a hundred ways to cook pasta. But have you tried this yummy Tagliatelle Pasta with Wagyu Beef Ragout from Terrazza GalaxyMacau?


purchase Chaos Group V-Ray for Maya 3 Scrapbook aficionados must be well conversant with various methods of paper cutting and paper cutting tools without which scrapbooks would never be what it is. Naturally, they know very well about scissors and paper cutting as also about the use of dies for cutting out various shapes from a paper, card or any other material. Dies are more versatile because it can many more different types of materials with much more precision than you can do with scissors.
Moreover, for crafting intricate designs, dies are the only cutting -tool that you need. Indeed, you need a die cutting machine to use the dies, but you must be able to select the right die that is required for your job. Which die would be suitable for your job is what you should know by gathering information about the different types of dies and knowing its working modalities.
Not only there are different types of dies, but there are different manufacturers of dies too, Spellbinders being one of them and you must know which kind of fits into which brand of die cutting machine die. Knowing how to sort through the variety will make the task easy.
This die consists of a narrow metallic ribbon that is twisted and turned to form the contour of the design that resembles the shape you intend to cut out. For a better understanding of how the die looks like, compare it with a cookie cutter, and you get a clear picture. The thin structure of the die makes it very lightweight that is easy to store, and you can comfortably carry it around by keeping it in plastic pockets, binder rings or even on magnetic strips. Thin metal dies are inexpensive as compared tosteel rule dies because of its sleek construction and is perfect for using it sparingly for designs that you would create occasionally. The dies are good for cutting a single sheet of paper or similar materials that are mostly lightweight or medium weight. You cannot use it for cutting fabrics, chipboards or other craft products.
This type of die is more robust in construction and usually mounted on large wooden or plastic blocks. The steel rule die is a twisted piece of metal that forms the shape of the design that you want to cut out and embedded within a layer of foam on the block. Steel is solid metal, and the dies are suitable for cutting any heavy materials that the thin metal dies made from aluminium cannot handle. For cutting multiple paper sheets stacked together, you need steel rule dies and even for cutting chipboard, felt, fabric, leather, magnet, craft foam, mat board and wood veneer. Also if you want to cut large 3D items or card bases, the steel die is ideal. Steel dies are highly durable and suited for use in mass production.
However, steel dies are costly, but you can recover it well by using it for many years.


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AI Guest
How the soul of open source is saving time, money — and lives — in health care
Rich Roth	 June 19, 2013 7:06 PM
Image Credit: Flickr
Rich Roth is VP of Strategic Innovation at Dignity Health.
[Editor's note: VentureBeat selected Dignity Health to speak at our HealthBeat event last month because of their unique model; we asked them to follow up on their talk with this look at how an 'open source' model can speed up innovation in health care.]
The advancements in medicine over the last 50 years are remarkable. Diseases once thought of as terminal are now curable. Chronic conditions today can be treated far more effectively than just a decade ago, making a huge impact on a patient's quality of life.
Our nation's health care system, however, has not kept pace with modern medicine. The system is fragmented, expensive, and often confusing. But I believe a renaissance is on the horizon. And as with any true renaissance, it's all about our willingness to share information and test new theories.
Innovation often comes from unlikely places, but for it to occur at all you have to be open to them. And when that openness is matched with a focus on data and simplicity, amazing things happen.
That was the case when we helped the California Public Employees' Retirement System lower their premiums by $37 million over two years by partnering with Blue Shield of California and Hill Physicians Medical Group, which handled CalPERS members' primary care needs. We co-created a health information exchange that allowed us to share distinct patient data securely between the three organizations, letting us better follow a patient from their primary care provider, to the hospital, and then back home.
By sharing our data and doing away with the old culture of animosity between hospitals, insurers, and doctors, we saved money and improved patient outcomes.
Open your doors
Most know the difference between open source and closed source computing. Where I work, we've chosen an open source model to address the need for innovation.
Specifically, we open our doors to novel early-stage companies to test their solutions in our system. Entrepreneurs and inventors all need a secure testing ground for their ideas, and we're always on the lookout for ways to improve care and reduce costs.
Making this open approach work sometimes means — in the case of early stage trials — that we need to get patient consent prior to starting testing. But in other cases, such as a partnership we launched with mobile healthcare enabler AirStrip, patient information is already protected under the scope of our legal agreements.
We worked with AirStrip Technologies on an app that transmits information from fetal and adult heart rate monitors directly to doctors' smartphones and tablets. Our doctors use the system to keep track of their patients' conditions when it is not possible or necessary to be at the bedside. The app gives doctors near real-time data, dramatically increases their ability to make quick decisions and it frees them up to spend more quality time with patients in need.
We know AirStrip works because we have seen the data.
It shows we save time, money, and most importantly, lives. Innovation must be backed by hard data like this. If we can't get the data, or data doesn't prove the technology is effective, the trial ends. If the data shows improvement in quality, access to care, patient experience, and reducing cost, we work to scale it as a standard of care across our system. We did this with Airstrip for all obstetrics cases (nearly 15,000 deliveries) across our hospitals in California, Arizona, and Nevada.
Data collection is also a big part of our partnership with another startup, Asthmapolis. They provide our asthma patients with GPS-enabled inhalers. As with AirStrip, real-time data — in this case, where and when an inhaler is used — goes directly to physicians' and patients' mobile devices. The data is then used to help manage the disease.
The best medical solutions are so simple they don't require the patients to do anything.
With Asthmapolis, all a patient has to do is use the inhaler as they always would. Likewise, nothing changes for the patient in the use of the AirStrip technology, and the doctors are using their off-the-shelf smart phones exactly the way they were designed.
In addition to Asthmapolis and AirStrip, we are currently in various stages of discussion with 12 startups.
Our goal is to trial roughly five each year. Some of these are mobile technologies, others are service delivery startups (like NaviHealth), and still others are technologies outside of health care that may apply to us, such as our emerging partnership with near-field sensing technology startup, Kovio.
We are genuinely interested in helping young companies grow and be successful. And we make sure that every trial is conducted under controlled conditions where the patient is never in jeopardy, regardless of how the product performs. If our trial is fruitful, we can help the company expand and improve care all over the country. Our interest is in partnerships that, like the examples I gave here, deliver on the elusive triple play of health care: improved cost, quality, and access.
In the new world of health care, that's what it's all about. Actually, that's what it's always been about.
Rich Roth is VP of Strategic Innovation at Dignity Health, the largest not-for-profit hospital system in California, and the fifth-largest health system in the nation.
photo credit: Sailing "Footprints: Real to Reel" (Ronn ashore) via photopin cc


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PopCultHQ
Conventions, Cosplay, Comics, and more!
Novels/Books
Convention Running 101
Convention List
Cosplay 101
Cosplay 101 – The Culture
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Cosplay 101 – The Props
Cosplay 101 – Costumes
independent Comic
[Preview] BOOM! Studios Reveals 12 Pages of Upcoming SABAN'S POWER RANGERS: THE PSYCHO PATH
Jason Bennett September 23, 2019 3 min read
Your First Look at
SABAN'S POWER RANGERS: THE PSYCHO PATH
from BOOM! Studios
The Psycho Rangers Are Back and
Looking for Revenge in October 2019!
BOOM! Studios, under license by Hasbro, Inc. (NASDAQ: HAS), revealed today a first look at SABAN'S POWER RANGERS: THE PSYCHO PATH, an original graphic novel starring fan favorite Power Rangers in Space characters, Karone, Andros, and the iconic Psycho Rangers, from writer Paul Allor (Teenage Mutant Ninja Turtles, Clue), fan-favorite artist of Saban's Power Rangers: Soul of the Dragon Giuseppe Cafaro, and colorist Marcelo Costa, available in stores October 2019.
In Space Red Ranger Andros and former Lost Galaxy Pink Ranger Karone must deal with the return of the Psycho Rangers, created by Karone when she was still the evil Astronema. They've come to planet KO-35 to find their lost leader, and they won't leave without her! But why do the Psycho Rangers want Astronema back, and what sinister plan is the Green Psycho Ranger hatching?
SABAN'S POWER RANGERS: THE PSYCHO PATH features cover art by artist Diego Galindo (Kino, Mighty Morphin Power Rangers)!
Currently, Power Rangers is celebrating 26 continuous years on the air, making it one of the longest running kids' live-action series in television history with nearly 900 episodes aired to date. Created by Haim Saban and launched in 1993 with Mighty Morphin Power Rangers, the franchise celebrates its milestone anniversary year with the 26th season, "Power Rangers Beast Morphers" currently airing on Saturdays at 8 a.m. (ET/PT) on Nickelodeon in the U.S.
Print copies of SABAN'S POWER RANGERS: THE PSYCHO PATH will be available on October 9, 2019 at local comic book shops (use comicshoplocator.com to find the one nearest you), October 15, 2019 at bookstores, or at the BOOM! Studios webstore. Fans can also find softcover collections of Mighty Morphin Power Rangers Volumes 1-8, Saban's Go Go Power Rangers Volumes 1-4, and Mighty Morphin Power Rangers: Shattered Grid everywhere books are sold. Digital copies can be purchased from content providers like comiXology, iBooks, Google Play, and the BOOM! Studios app.
For continuing news on SABAN'S POWER RANGERS: THE PSYCHO PATH graphic novel and more from BOOM! Studios, stay tuned to www.boom-studios.com and follow @boomstudios on Twitter.
For more on Saban's Power Rangers, please visit www.powerrangers.com and follow Power Rangers on http://rangernation.com/, YouTube, Facebook, Twitter and Instagram.
TM & (c) 2019 SCG Power Rangers and Hasbro.
About Hasbro:
Hasbro (NASDAQ: HAS) is a global play and entertainment company committed to Creating the World's Best Play Experiences. From toys and games to television, movies, digital gaming and consumer products, Hasbro offers a variety of ways for audiences to experience its iconic brands, including NERF, MY LITTLE PONY, TRANSFORMERS, PLAY-DOH, MONOPOLY, BABY ALIVE and MAGIC: THE GATHERING, as well as premier partner brands. Through its entertainment labels, Allspark Pictures and Allspark Animation, the Company is building its brands globally through great storytelling and content on all screens. Hasbro is committed to making the world a better place for children and their families through corporate social responsibility and philanthropy. Hasbro ranked No. 5 on the 2018 100 Best Corporate Citizens list by CR Magazine and has been named one of the World's Most Ethical Companies® by Ethisphere Institute for the past seven years. Learn more at www.hasbro.com, and follow us on Twitter (@Hasbro & @HasbroNews) and Instagram (@Hasbro).
About BOOM! Studios:
BOOM! Studios was founded by Ross Richie in 2005 with the singular focus of creating world-class comic book and graphic novel storytelling for all audiences. Through the development of four distinct imprints—BOOM! Studios, BOOM! Box, KaBOOM!, and Archaia—BOOM! has produced award-winning original work, including Lumberjanes, The Woods, Giant Days, Klaus, and Mouse Guard, while also breaking new ground with established licenses such as WWE, Mighty Morphin Power Rangers, Cartoon Network, and The Jim Henson Company properties. BOOM! will also bring their original series to life through unique first-look relationships with 20th Century Fox for film and with 20th Television for the small screen. Please visit www.boom-studios.com for more information.
Tags: Boom Studios Diego Galindo Giuseppe Cafaro Hasbro Marcelo Costa Paul Allor Power Rangers Saban's Power Rangers The Psycho Path
[Solicitations] Titan Comics: December 2019
[Preview] Dynamite's 9/25 Release: BETTIE PAGE: Unbound #4
[Preview] IDW's 2/1 Release: BREATH OF SHADOWS #1
[Preview] Marvel's 2/1 Release: VENOM #16
[Preview] Marvel's 2/1 Release: WAKANDA #5 (of 5)
[Preview] BOOM! Studios' 2/1 Release: MIGHTY MORPHIN Vol. 6 TPB
[Cosplay Photos] UChi-Con 2023 1
[Cosplay Photos] UChi-Con 2023
[Preview] IDW's 2/1 Release: BREATH OF SHADOWS #1 2
February Giveaway #2: Pair of Tickets to ETSU-Con 3
February Giveaway #2: Pair of Tickets to ETSU-Con
[Preview] Marvel's 2/1 Release: VENOM #16 4
Enter to Win a Pair of Tickets
Enter to Win a Pair of Weekend Passes
[Preview] Marvel's 2/1 Release: WAKANDA #5 (of 5) 5
February Giveaway #1: Weekend Passes to C2E2 6
February Giveaway #1: Weekend Passes to C2E2
[Preview] BOOM! Studios' 2/1 Release: MIGHTY MORPHIN Vol. 6 TPB 7