A prosthesis for partial replacement of a vertebral body includes upper and lower contact plates that contact upper and lower vertebral bodies and a bridging element to be inserted into a bone cavity that bridges an intermediate vertebral body to be replaced that lies between the upper and lower vertebral bodies. This bridging element has anchoring projections which can be moved between a retracted implantation position and a protruding anchoring position.
If a vertebral body is so severely damaged through disease or injury that it can no longer satisfy its supporting function between the two adjacent vertebral bodies, it can be partially replaced by a known prosthesis (DE-A-4109941, FIG. 8). This prosthesis comprises an upper contact plate for connection to the upper adjacent vertebral body, a lower contact plate for connection to the lower adjacent vertebral body, and, between them, a bridging part which bridges the vertebral body that is to be partially replaced. If the vertebral body to be partially replaced is completely preserved only on the vertebral arch side, a bone cavity is created on its front face and the bridging part is inserted into said bone cavity. For firm connection to the vertebral body to be partially replaced, the bridging part has laterally protruding webs which contain an oblong hole for receiving a securing screw. The securing of the prosthesis on the vertebral body to be partially replaced determines, in addition to the facet articulations, the position of said vertebral body with respect to the adjacent vertebral bodies. Only when its front faces, intended for the securing webs to bear on, are worked in such a way that the vertebra, after connection to the webs, can maintain its natural position defined by the facet articulations, is there any prospect of the prosthesis fitting so exactly that the facet articulations match in exactly the natural manner and no pain caused by movement arises. Such precise working is difficult to achieve in the confined operating site, especially as the position of the prosthesis is influenced not only by the surfaces of the bone cavity, but also by the front face and the screw holes. Inaccuracies in the production of each of these surfaces impair the exactness of the prosthesis position and may therefore lead to pain caused by movement.
A prosthesis for partial replacement of a vertebral body is known (U.S. Pat. No. 4,892,545) whose bridging part is anchored only on the two vertebral bodies adjacent to the vertebral body to be partially replaced, and which for this purpose has projections which are driven upward and downward into the adjacent vertebral bodies after the prosthesis has been inserted. These are intended to be immobilized in relation to the bridged vertebral body. No hinge is present. Since there is therefore no movement between adjacent vertebral bodies, there is also no fear of pain caused by movement resulting from imprecise positioning of the prosthesis. This known prosthesis could not therefore teach the skilled person that, by using retractable and advanceable anchoring projections arranged at another location, pain caused by movement could be avoided in prostheses equipped with a hinge.
Mechanisms for moving the anchoring projections are known or have been the subject of previous applications (EP-A-951879, EP-A-1104665, U.S. Pat. No. 4,636,217, U.S. Pat. No. 5,658,335, US-A-2002/0165613, US-A-2004/0088054, WO2004/080356). The drive means can be configured in such a way that, by being turned, it can bring about the movement of the anchoring projections. It can, for example, be configured as an eccentric cam or as a rotary cam which, in the position of rotation corresponding to the implantation position of the projections, protrudes less far toward the projections than it does in the position of rotation corresponding to the anchoring position. A particularly advantageous embodiment of the drive means is a pinion which meshes in toothed racks connected to the anchoring projections. This has the advantage that the travel covered by the projections between the implantation position and the anchoring position is not limited to the cam height of the drive means.
The object of the invention is to make available a prosthesis of the aforementioned type in which the probability of pain caused by movement is reduced.
The solution according to the invention lies in the invention as broadly disclosed and preferably in accordance with the detailed embodiments disclosed below. Accordingly, the bridging part of the prosthesis to be inserted into the bone cavity has lateral anchoring projections which can be moved between a retracted implantation position and a protruding anchoring position. This affords the possibility of first accurately placing the prosthesis, if appropriate under X-ray control, and then fixing it in its instantaneous position by simply pushing the anchoring projections out. Apart from the shaping of the bone cavity, no working steps are needed whose tolerances could have a negative effect on the exact positioning.
The bridging part should have a shape which corresponds approximately to the shape of the cavity, so that it can be inserted deep into the bone cavity and so that the anchoring projections become effective at a location where there is sufficient surrounding bone substance for solid anchoring. It preferably has a shape tapering in the direction of insertion and free from undercuts, so that the bone cavity can be produced with the greatest possible correspondence of shape. Such shapes are preferred which can be produced as easily and as precisely as possible in the bone. An example of this is a shape which is delimited by plane surfaces and which can be generated by means of a bone saw and, if appropriate, a gauge which guides said bone saw.
The shape of the bone cavity and the corresponding shape of the bridging part to be inserted determine the direction in which the inserted part could escape if it were not anchored, namely counter to the direction of insertion. Since the projections are intended to prevent movement in this direction, they must engage in the bone substance transversely with respect to this direction. This generally supposes that they are arranged laterally on the bridging part.
Since the anchoring projections are retracted during implantation, they do not impede the implantation. It is only thereafter that they are moved into the protruding anchoring position.
The anchoring projections can preferably be moved by the same mechanism. This facilitates the operation because only a single movement step is necessary to bring all jointly movable anchoring projections into the anchoring position. For this purpose, a drive means can be provided which acts on all the associated anchoring projections. It is particularly advantageous if this means displaces the anchoring projections in different directions, for example displaces two anchoring projections in opposite directions.
The anchoring projections and the drive means used to move them can expediently be actuated from that face of the implant from which the implant is inserted into the bone cavity.
So that the anchoring of the implant in the bone takes place not just by way of the anchoring projections, the part to be inserted into the bone cavity is expediently configured such that the bone tissue can connect intimately with its surface. It preferably also has openings or pores far receiving bone tissue. A hollow space can be provided which is accessible via the openings or pores and which is or can be provided with a filling of bone material (including bone replacement material).
For partial replacement of a vertebral body, a bone cavity is formed in the latter from the direction of the front face, this bone cavity matching the shape of the bridging part and receiving the latter almost completely. To ensure that this is possible, the bridging part is made narrower than the vertebral body. The bridging part and the vertebral body preferably support one another support one another via a form fit. The bridging part contains the lateral anchoring projections which hold it securely in the bone cavity.
While the projections are in their retracted implantation position, the bridging part can be inserted easily into the bone cavity. They are then pushed out, penetrate on both sides into the bone tissue and in so doing reach their anchoring position. They can expediently be actuated from the front face of the bridging part.
The invention has particular advantages when applied in the cervical vertebral column.
FIG. 12 shows the outer end of an anchoring projection.
The illustrative embodiments concern a prosthesis for partial replacement of a vertebral body. FIG. 2 shows an upper vertebral body 1 and a lower vertebral body 2, and between them a vertebral body 3 which is to be partially replaced. A prosthesis is inserted between the upper and lower vertebral bodies. This prosthesis comprises an upper contact plate 5 connected to the upper vertebral body 1, a lower contact plate 6 connected to the lower vertebral body 2, and a bridging part 7 which connects the plates 5 and 6. Located between the contact plates 5 and 6 and the bridging part 7 there is in each case a hinge (for example according to EP-A-560140) with a hinge surface 8. This is formed, in the upper hinge, on the one hand by the bottom face of the contact plate 5 and on the other hand by a hinge part 4 connected to the bridging part 7 in a manner not shown. In the lower hinge, it is formed on the one hand by the bottom face of the bridging part 7 and on the other hand by the hinge part 4, which is connected to the lower contact plate 6 in a manner not shown. Instead of a hinge with a spherical hinge surface, another hinge type can also be used, for example one with a flexible cushion (DE-U-20115281) or with a spiral spring (DE-A-4109941). Finally, it is possible to use just one hinge between the upper contact plate 5 and the bridging part 7, or between the lower contact plate 6 and the bridging part 7.
While the contact plates 5 and 6 have a customary size which is dimensioned in the interest of low pressure forces between the contact plates and the associated vertebral bodies, the bridging part 7 has a width which is considerably smaller than that of the vertebral body 3 which is to be partially replaced. This affords the possibility of inserting the bridging part into a bone cavity which has been worked into the vertebral body 3 from the front face. Within the meaning of the claims, the bridging part represents the part which is to be inserted into the bone cavity. The bone cavity has a configuration which corresponds as exactly as possible to the configuration of the bridging part 7. This makes it possible for the implant surface to bear against the artificially created surface of the bone across as large an area as possible, and without play. On the one hand, this provides a mutual support which is substantially free from play. On the other hand, it affords the possibility of bone growth creating a stable connection between the bone and the implant. Finally, this ensures that the anchoring projections 9 provided on the implant engage in the bone tissue along substantially their full length in order to be able to transmit the anchoring forces.
The expression bone cavity is not intended to entail any restriction whatsoever in terms of shape. This applies in particular to the depth and lateral boundaries of the bone cavity. It need only be so deep that, in addition to the inserted part, there is enough lateral space to accommodate a quantity of bone material sufficient for the anchoring by means of the anchoring projections. In the example discussed here, the cavity is open at the top and at the bottom. In addition to the anchoring projections, openings 12 or pores can be provided into which bone substance can grow and anchor itself. To accelerate this process, the openings can be filled from the start with bone chips. It is also possible to coat the implant with osteoconductive or osteoinductive substance.
FIGS. 3 and 4 show an illustrative embodiment with projections 15 which are retracted into the bridging part during implantation and which are then moved into the anchoring position. The bridging part 7 has a transverse slit, which appears as an non-crosshatched area in FIG. 4. A bolt 14 is mounted therein on a shaft 13, which bolt 14, in a first position of rotation indicated by broken lines, is retracted fully into the implant and, in the position of rotation indicated by solid lines, extends with its ends forming the projections 15 beyond the side surfaces 10 of the implant. The bolt 14, connected in a rotationally fixed manner to the shaft 13, is rotated into this anchoring position, with the aid of wrench attachment surfaces 16 at the front end of the shaft 13, only when the bridging part has reached the intended implantation position. During this movement, the ends 15 of the bolt 14 cut into the bone substance of the vertebra which is to be partially replaced and, in order to facilitate this procedure, they can be provided with a self-cutting configuration on the leading edge 17. In the example shown, the bolt ends 15 comprise an opening 18 into which bone substance grows and thus prevents the bolt 14 from moving back.
An important advantage of the projections, which can be driven outward after insertion of the bridging part, is that they permit subsequent correction of the position of the bridging part. If the working of the bone cavity were not to be as precise as is desirable, the projections afford the possibility of inserting the bridging part with play and leaving the exact positioning to the projections, which are then driven outward once the bridging part has reached its anatomically correct position.
The implant can contain several slits arranged in parallel and at a distance one behind the other, with bolts 14 arranged therein on the shaft 13, which bolts 14 are moved jointly into the locking state by the movement of the shaft 13 and then engage in the bone substance at a suitable axial distance behind one another.
A further illustrative embodiment of movable anchoring projections is shown in FIGS. 5 to 7. A transverse slit 20 is provided in the bridging part 7 and serves as a guide for two bolts 21 which can assume, in said slit, the end positions shown in FIGS. 5 and 6. The ends of the bolts form the anchoring projections 15. They contain an oblong hole 22 which extends in the direction of displacement and which is traversed by a pin 23 fixed in the bridging part. This pin 23 ensures that they cannot migrate out from the implant any farther than the anchoring position shown in FIG. 6.
For transferring the bolts 21 from the implantation position according to FIG. 5 into the anchoring position according to FIG. 6, a spreading member is used which, in this illustrative embodiment, is designed as a rotary cam 24 arranged fixedly at the end of a shaft 25. If, from the position in FIG. 5 in which it lies in a narrow configuration between the bolts 21, it is turned through 90° to the position in FIG. 6, it spreads the bolts 21 away from one another until their ends protrude as anchoring projections beyond the implant and anchor the latter in the bone. At its end accessible from the front face of the bridging part, the shaft 25 is provided with wrench attachment surfaces 16 for a turning instrument. Means (not shown) can be provided which hold the shaft 25 firmly in the bridging part 7 and secure it in the anchoring position according to FIG. 6.
FIG. 10 shows the structure of the bridging part 7 in the fourth illustrative embodiment. It is made up of a narrow core part 29 and a cage 30 which encloses the core part 29 at a distance. Secured on the top face of the core part 29 is the hinge part 4 (see FIG. 1) which, with a contact plate 5 (not shown), forms an upper hinge. On its bottom face, a hinge surface 8 is provided which, with a hinge part 4 (not shown) and a lower contact plate 6, forms a lower hinge (not shown). The cage contains a large number of holes 31 which permit ingrowth of bone substance. If so desired, this can be promoted by filling the space between the core part 29 and the cage 30 with neutral or homologous bone substance or with a bone replacement substance. This filling can be manufactured in advance.
As can be seen from FIG. 9, the cage 30 is narrower than the vertebral body 3 which is to be partially replaced, so that it can be inserted into a forwardly open bone cavity formed in said vertebral body 3. Its cross-sectional shape is delimited by plane surfaces. This makes it easier to produce a bone cavity matching the shape of the cage and facilitates exact insertion of the cage.
Projections 32, sharpened at the end, protrude from the side faces of the bridging part 7. In addition to the anchoring position shown in FIGS. 8 and 9, they are able to assume an implantation position (not shown) in which they are retracted into the bridging part 7. Their movement from one position to the other is effected with the aid of the mechanism shown in FIG. 11. This mechanism includes a pinion 36 as spreading element. Its teeth mesh with the teeth of toothed racks 33 which are arranged on both sides of the pinion and are connected fixedly to the anchoring projections 32. The toothed racks 33 and/or the projections 32 are mounted displaceably in their longitudinal direction in guide surfaces 34 of the core part 29 and/or guide surfaces 35 of the cage 30. The pinion 36 or the pinion shaft 37 is provided with actuating surfaces 38 which are accessible to a turning instrument from the front face of the implant. When the pinion is turned clockwise (as seen in FIG. 11), the toothed racks 33 with the projections 32 are pushed outward from the implantation position into the anchoring position. This is done once the implant has been inserted and has reached its intended position. The projections then penetrate into the bone areas located at the sides of the bone cavity and in so doing anchor the bridging part 7 therein.
To ensure that the projections do not inadvertently retract from the anchoring position during use of the prosthesis, a securing device is provided. This is designed as a securing screw 38 which, as soon as the projections have reached the anchoring position, can be screwed into a securing position in the core part 29 in order to prevent the movement of the toothed racks. For example, it can press against a toothed rack or against the pinion so as to prevent these from moving by means of friction, or it can engage in a space between the pinion 36 and a projection 32, or between the meshing teeth of pinion 36 and toothed rack 33, in order in this way to lock them positively in the anchoring position.
According to FIG. 12, the outer end of an anchoring projection 15 or 32 is provided with a surface 27 which is inclined relative to the direction 26 in which the anchoring projection is pushed out of the implant into the anchoring position. It is therefore designated as a beveled surface. During the pushing-out movement, the surrounding bone substance subjects this beveled surface to a force component in the direction of arrow 40 transverse to the direction 26 in which the anchoring projection is pushed out. This force component is taken up by the implant, as a result of which the implant is pressed in the direction of this force. This can be exploited so that the part to be received by the bone cavity is driven farther into the bone cavity, in order to achieve the most secure fit possible.
A condition for this action of the beveled surface is that there is no identical beveled surface acting in the opposite direction on the opposite side of the anchoring projection. In the example in FIG. 9, in which the anchoring projection forms two identical cutting facets acting in opposite directions, the forces generated by these facets balance each other. In contrast to this, the beveled surface according to the invention is thus distinguished by the feature that it is arranged on one side. This applies not only to cases where there is no beveled surface present at all on the opposite side, but also to cases where an opposite beveled surface generates a lesser force component, for example because it is smaller or its angle is less favorable.
In the example according to FIG. 12, the beveled surface 27 forms a cutting facet. However, this is not a precondition for its action. For example, a blade-shaped anchoring projection could instead be guided in its entirety obliquely with respect to the direction of its blade surface.
(c) selectively deploying the anchoring projections in opposite lateral directions to penetrate into bone areas surrounding the partial corpectomy of the implant recess by rotating the actuating device.
2. The method of claim 1, wherein the bridging part is coated with at least one of an osteoconductive and osteoinductive substance.
3. The method of claim 1, wherein the bridging part has openings for receiving bone tissue.
anchoring the bridging part by allowing at least one of bone growth to the bridging part and bone growth into the openings in the bridging part.
5. The method of claim 1, wherein the first hinge and the second hinge permit movement after implantation of the implant between the first contact plate and the second contact plate relative to the bridging part.
6. The method of claim 1, wherein the bridging part has lateral side surfaces, relative to an implanted position, which are planar.
7. The method of claim 6, wherein the lateral side surfaces of the bridging part angle towards one another in a posterior direction relative to the implanted position.
8. The method of claim 1, wherein the anchoring projections have a beveled surface on an outer end of the anchoring projection such that when the anchoring projections are selectively deployed, a force is applied to the anchoring projection to secure the bridging part farther into the implant recess.
European Search Report dated Feb. 17, 2005, issued in counterpart foreign application.
ES2221610T3 (en) 2005-01-01 Tibia part for a joint prosthesis of the knee, and a kit tibia part of this type.
ES2265909T3 (en) 2007-03-01 System for releasing an extensible element.


Are Microsoft going to release a Wii remote rival at E3 this year? Recently released patent applications might suggest so.
The application, for a motion controller called "Magic Wand", that interacts with a collection of sensors, was filed in 2007.
Murmurs of a Microsoft motion controller called "Darwin" have been circling for a while.
But Microsoft, being the ruddy sods they are, are refusing to "comment on speculation".
Creepily, the patent application also describes "biometric sensors" that would examine "fingerprint, hand geometry, hand vein pattern, palm pattern, and grip configuration" along with "facial thermogram, a facial feature, a retinal feature, or an iris feature".
This might allow you to put your face in-game on-the-fly. It also might allow Microsoft to hijack your face and biometrics and use them to implicate you in a series of grisly politcal murders. I've got your number Gates, you'll have to get up earlier than that to get one over on me – TechDigest Writer.


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The Provincial Government of Ilocos Norte (PGIN) hosted for the first time the National Association of Filipino Off- Roaders' (NAsFOR) 1st Luzon Regional Leg 4×4 Challenge last February 11-12 in Paoay, Ilocos Norte.
Dubbed as Explore Ilocos Norte Extreme 4×4 Challenge, PGIN welcomed at least nine teams with a total of 36 individual participants coming from the different parts of the country for the two- day event.
On day one, the challengers competed for the elimination round through a 4- km rigid combination of mud pits, mounds, and turns where 20 out of the 36 participants only made it to the final round.
On the following day, the final round was set on a more challenging track for the finalists where Edison "Ton-Ton" Dungca of the Angeles City (Pampanga) 4-Wheel Drive Club, Inc. topped the challenge, besting 35 other off road racers with an impressive overall time of 22 minutes, 52:63 seconds.
Another member of Isabela Extreme Bong Collado landed third with an overall finish time of 37:48.52.
Gov. Imee R. Marcos, who is actively rebranding Ilocos Norte as a destination for sports tourism, expressed her pleasure over the outcome of the first event of this kind held in the province.
Marcos also thanked the 36 racers who came from as far as Bicol, making the event a huge success.
Participants from different provinces included racers from the Angeles City 4-Wheel Drive Club, Pampanga Off-Roaders Club, Bicol Off-Roaders Club, Land Cruiser Club of the Philippines (Manila), Santiago Extreme, Cauayan Off-Road Club, Isabela Extreme.


text:
September 7, 2015 May 1, 2018 Thomas Büsch	0 Comments	14th Istanbul Biennial, angela fensch, bauart, exhibition, g.r.a.m., Imagination and Orchestration, Julia Lazarus, nicole hoesli, sweet water
Installation of The House, Ankara by G.R.A.M.
On Saturday September 5 the exhibition Imagination and Orchestration was launched in the parallel program of the 14th Istanbul Biennial with a presentation of artists-in-residence programs at BAUART Gallery, located at Bahcesehir University in Karaköy, Istanbul.
Organized was the exhibition by the Goethe-Institut, Diyalog and BAUART Gallery. Imagination and Orchestration received its well-deserved recognition with different multimedia artworks (paintings, photography and video installations) by seven participating artists from Germany, Austria and Switzerland who are living temporarly in Istanbul.
The focus of the exhibition is, as the title well states to imagine and orchestrate seeing sometimes the artist also as actor who puts himself in roles or situation of daily life or political conflicts.
[widgetkit id=19655]
G.R.A.M., an art collective from Austria is dealing with a clichéd, iconic world of pictures and symbols, which are often borrowed from aesthetics of everyday life, mass media and products. At BAUART they present one piece from their series The House showing the reenactment of affrays in parliaments worldwide. The work on display in Istanbul is the reenactment of an affray in the parlament in Ankara. 'The House' is printed on a impressive 2 by 6 meters wallpaper. This approach refers to the differing perception of contemporary icons and questions the medium photography's validity.
The artist Nicole Hoesli from Switzerland plays with the gap between perception and depiction of realties. She puts herself into personalities from the worlds of film, music and arts and imitates them illusively. She imitates 'Sandra', a former German popstar from the 80s to provoke and test the spectators perception. Three interrelated artworks are being exhibited. 'Sandra I' is a reenactment presented on a big BRAVO poster that reveals the superficial look of the 80s. 'Sandra V' is a video interview with Sandra in which she defends herself against accusations and thus tries to prove her musical independence within the entangled music business. The background of this interview is shown as a photograph of the actual painting. This scenery in means of two more photographs are shown in 'Eternal Puberty' to give her work space and form.
Berlin-based portrait photographer and former model Angela Fensch does a photographic orchestration of Istanbul, impressions she made during her 6 weeks stay in this town. Angela also shares her impressions of Istanbul with the audience – there is a snapshot of a dancing couple or a woman who directly reveals her beauty to the camera. The second part of her work is a selection from her series 'Women and Child'. Photos of mothers and children taken 1989 in the former GDR and then again later in 2005, 16 years after the unification of Germany.
Julia Lazarus, also from Berlin, is screening a scene of a slum in Mexico with the title 'The Life on the Other Side'. What seems to be on first sight almost motionless to the spectator, will with time reveal how small details in the image are changing. There are cars moving, or clouds that are taking on new shapes and forms.
The other artists in the show are Franziska Klotz & Michael Wutz from Berlin, Matthias Grotevent from Düsseldorf and Marianna Christofides from Cologne.
Opening of Sweet Water
Parallel to the exhibition at BAUART gallery 4 former artists-in-residence from Düsseldorf organized a one day exhibition with the title Sweet Water in a private apartment in Cihangir. Sweet Water is a pun of this years Biennial title Saltwater, and presents an individual view of life by Sebastian Riemer, Felicitas Rohden, Lukas Schmenger and Christoph Westermeier just for one day as a pop up exhibition. By arranging this periodical exhibitions of former artists-in-residence in Istanbul, these connections will last long, flourish and grow.
← Vice News journalists back in UK after release from Turkish prison
Following footsteps of Art and Trotzki in Istanbul →
April 4, 2012 August 12, 2019 Thomas Büsch	0
Preparing for Mardin Biennial
September 19, 2012 August 12, 2019 Sabine Küper	0
May 18, 2016 May 19, 2016 Thomas Büsch	0

redpajama_set_name: RedPajamaCommonCrawl


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The shortest of our timed qualifying and race packages, but a great way to challenge friends or co-workers.
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Description: A terrible villain has escaped from prison and his evil is released upon the world once more. The peace and beauty of the land has turned to fear and darkness. It's up to you to stop him and help the poor peasants who had their home destroyed. Match your way through this incredible journey, meet great heroes and use their skills to help you and save the day in Age of Heroes: The Beginning.
Video Card: DX9 (shader model 2.


ACD can configure probes for the various manual and automated assays for AXIN2 for RNAscope Assay, or for Basescope Assay compatible for your species of interest.
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Yorktown High School is a 1,600-student comprehensive high school that has been repeatedly recognized for academic excellence. The school's success is a result of its focus not only on intellectual development, but also through its commitment to the social and emotional development of its students. This emphasis on the education of the whole person distinguishes not only the interaction of the teachers and students but also informs the design of the Yorktown High School campus.
Built on a tight 11.5-acre site, the 350,000 sf school is organized around a central courtyard that creates a heart for the school and ensures natural light and views throughout the building. The energy performance alone of the design is projected to save the county over $140,000 dollars per year over the base line model. The school is LEED Gold certified.


If you've been reading this for a while now, and reworked your 'About Us' page every time I've mentioned it, the page will have changed a lot! But I'm going to bring it up yet again, because it's a page which is way more important than most people give it credit for, and one which doesn't get nearly the care and attention it deserves.
Why your customers use you.
From that one paragraph, prospects should have 90% of their queries answered. The next element on the page is, as you've guessed, a nice big link to your contact details or enquiry form.
By all means continue the 'About Us' story after this. I'm sure there's plenty more to say about your experience and your expertise. Just make sure every sentence continues to sell the company to your prospects.


text:
Toy Symphony Maestro
Children need no experience to play music with these toys.
Lisa Scanlonarchive page
Inside the lobby of Kresge Auditorium, electronic buzzes, blips, and strains of melodies bounce around the foyer. A crowd of children, parents, and MIT students is trying out an assortment of handheld musical toys and composing software about to be featured in the sold-out United States premiere of Tod Machover's Toy Symphony. The performance pairs music professionals with children who have never studied the art, a traditional orchestra with fanciful musical toys, and the work of seasoned composers with that of inexperienced preteens.
At one end of the lobby, a volunteer shows three MIT students how to play Music Shapers, grapefruit-sized, cloth-covered instruments decorated with conductive embroidery; squeezing them changes the timbre of preprogrammed electronic musical phrases. Across the room, another volunteer "conducts" a group of seven children playing softball-sized ladybugs known as Beatbugs, which have touch-sensitive shells and are connected by cable to a central computer. A child taps a rhythm on the drumlike Beatbug, and the computer randomly sends it to another child, who adds another rhythm to it. On half a dozen laptops around the lobby, people compose complex pieces of music for what sounds like a string orchestra, using a software program called Hyperscore.
Machover-"America's most wired composer," according to the Los Angeles Times-is well known for his digitally enhanced acoustic instruments, called hyperinstruments. But with the Toy Symphony, which debuted last spring in Ireland, Scotland, and Germany, he and his group in the Media Lab have turned their attention from virtuosi to children. The group hopes to introduce children to complex and subtle aspects of playing music that usually take years to learn on traditional instruments. Machover is driven by the belief that music has become background noise in most people's lives. Through the toys, Machover says, he's "basically trying to say, Look, if you like music, it will be a much more powerful experience if you just get in there and experiment with it, take it apart, put it back together, make it yourself.'"
With this in mind, the group first set out to create a Music Toy that would be physically inviting. "I really wanted something squishy, that you could pull and twist," Machover says. After an assortment of experiments with foam, touch-sensitive mechanical devices, and even Silly Putty, the group chose a metallic thread that can respond to the body's electrical properties, registering touch. The result was the Music Shaper, which a player can use to manipulate just about any sound. For example, in the Cambridge performance of the Nature Suite, one of the components of the Toy Symphony, four children accompanied the orchestra on Shapers playing sounds such as owl hoots and gusts of wind. The devices allow players to experiment with musical qualities such as timbre, density, and structure in a visceral way, but according to Machover, they also teach kids something about conducting-how to shape music, give it form, and keep it moving.
The group's toys, such as Beatbugs, introduce children to music in a way that also encourages collaboration. According to Gil Weinberg, the graduate student who wrote the Beatbug software, technology often makes musical collaborations unnecessary and can isolate artists. "I was thinking, how can I use technology to reinvent this aspect of playing in a group, and actually enhance it," he says. The players take turns entering rhythmic patterns by hitting their Beatbugs' shells; they can change the pitch or rhythm of the patterns by bending the antennae. When a player has assembled the patterns into a complete piece, he or she hits the Beatbug once more, which sends the piece to the computer and on to another player, who can adjust the existing piece or add a new rhythm. The hardest part about designing the Beatbugs, Weinberg says, was figuring out how the computer would help organize the music-making process while still giving children room to be creative. The group seems to have found the happy medium. During workshops held prior to each performance of the Toy Symphony, children learned to manipulate rhythm in increasingly subtle and pointed ways, and how to listen to and follow other players.
Players create rhythms by hitting a Beatbug and can change its pitch by moving its antennae. (Photograph courtesy of the MIT Media Lab)
But in addition to toy instruments, Machover wanted to build a tool that would allow children to compose music without having to understand musical notation. Hyperscore, designed by graduate students Mary Farbood and Egon Pasztor, SM '02, is a musical sketchpad that allows users to create simple, short melodies out of teardrop-shaped "notes." Moving a note up or down with a mouse changes its pitch, and its size determines its duration. Each motif is assigned a different color, enabling the user to draw a composition. Hyperscore's "harmonization" feature smooths out clashing notes by making sure that most of the composer's notes follow a sequence of chords. Hyperscore, now available free on the Toy Symphony Web site, impressed Fisher-Price enough that it has started a collaboration with Machover's group to commercialize some of the Music Toys, the first of which should be available by the end of the year.
The April concert featured several Hyperscore pieces, written by kids at the workshops, that had been transcribed as traditional scores and were played by the Boston Modern Orchestra Project. Farbood says that when the group started its European tour, this was the most stressful part of the project for her. "The kids had to actually write a decent piece of music in one week to be played by an orchestra, and that scared me. I thought, Wow, lots of bad things could happen, but it turned out well. The kids had fun, they wrote their pieces, and it worked." Judging from the smiles on the kids' faces and the applause of the full-house audience, it seems they would agree.
by Lisa Scanlon


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For love of land and family | Velma Caprarotta protects Caprarotta Family Natural Area
Home » Acquisition » For love of land and family | Velma Caprarotta protects Caprarotta Family Natural Area
November 22, 2017 Acquisition, News, Your Stories No Comments
Velma Caprarotta has a long history with and a deep-seated love of the Elkhart County land she recently donated to ACRES Land Trust. Born in 1924, she grew up in the farmhouse just across the road from her recently protected property. Her late husband, Francis, and his family emigrated from Italy to Chicago in 1925 and purchased the land across the road, now known as Caprarotta Family Natural Area, as a weekend retreat from the city.
Velma shares that as a child, she didn't pay too much attention to Frank. She was much more interested in the birds and other wildlife in the area. One of her fondest memories is looking out her bedroom window at the land across the road, listening to the birds sing, hearing the water drip in the well just below.
After WWII, she and Frank married and raised a family of five sons while living in Velma's childhood home. In 1959, as a way to keep the family name on the land across the road, they purchased it from her in-laws. They have owned it ever since.
Photo by Shane Perfect
Velma has since moved out of the area, but as time goes on, she's realized how important it is to her that the land be protected permanently. She and her son, Gary, decided to donate the property to a conservation organization that would not only hold the deed but also preserve the land in perpetuity for its own sake. Looking high and low for a group that could help accomplish these goals, they "found ACRES to be the right people."
Velma tells us, "I like what you do and that it's forever." The family will always see the old farm as home, and although it's bittersweet to see the name change on the deed, they know that ACRES and its members protecting the land is the best thing that could happen to it.
"I love the land and wanted to keep the Caprarotta family name on it, and I feel great about protecting it with ACRES members."
So do we, Velma. So do we.
Caprarotta Family Natural Area, donated land, Elkhart County, land preservation, Protected Land, Velma Caprarotta
Tom and Jane Dustin, Robert C. and Rosella C. Johnson and Whitehurst Nature Preserves
acres of Cedar Creek corridor preserved with partners
Dave Brumm


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I have no idea what this insect is, but it appears to be the molted skin of whatever it was. I've asked the Internet and had little luck. I'm catgorizing this in "things that make you go 'Hmm'." By the way, this thing was found on the same fern next to NitWit Bridge that was covered in fresh blood not too long ago.


So you have chosen to travel. You decided that you would rather invest in an experience than a material item, so you start to save for your next trip. But where in the world should you go? It's a tough question with so many wonderful options. Of course, the amount of time you have, as well as your budget play large parts in your final choice. Whatever your unique situation may be, here is how to pick your next vacation destination.
You will first need to ask yourself what kind of vacation you would like. Are you a city person, a beach bum or a countryside lover? Do you want somewhere with hot or cold weather? Are you seeking relaxation or adventure? Culture, adrenaline or shopping? Who are you traveling with? Are you splurging or budgeting? Would you rather go to the popular tourist spots or go off the beaten track? Once you have a general direction of what type of holiday you have in mind, it makes it much easier to start to explore spots.
When searching for a vacation destination, it is important to be open minded. Just because you have never heard of a certain place or can't say it's name properly, if you find a cheap flight then why not go for it? Just make sure it is safe before, of course. Going out of your comfort zone can allow you to have the best possible trip ever.
It is also useful to be creative as much as you can. If the flights are super expensive to your dream destination, find an alternative spot. Perhaps do not fly direct and find a bus that goes there from a cheaper airport. You should also take the underdog into consideration and look into a country's second city, which is usually cheaper and makes a unique option.
Once you find a place that speaks to you, be decisive, but it is so easy to think about it for weeks on end contemplating if it the right move. By waiting around too long you can miss out on a great opportunity. So once you make a choice, book it right away. If you are feeling unsure about your travel plans, ask yourself why you want to travel? Try to understand what you are seeking to gain, whether it be to have quality time with your friends, relax, reconnect, disconnect, learn, have an adventure or work on your tan. By understanding why you are desiring a trip it can make it much easier to chose where you should go.
Always keep in mind that the only things you will regret and those that you did not do. Remember this when you are feeling like you are not adventurous enough and need that extra push. However do not feel as though making a safe choice is a bad one. As much as being adventurous is exciting and often necessary, doing something you know is good and a safe choice has no shame. If you enjoy yourself, then that is what's most important.
In addition, if you find a vacation destination you are dying to go to and cannot find a partner to go with you, do not let this hold you back. Go solo and do what is good for you. And who said that traveling has to be far away? Sometimes going close to home can make for a wonderful option and you'll be surprised and how many hidden treasures there are right nearby.
If budget is what is holding you back, do not let it stop you from getting away. Even expensive countries have options such as hostels, and free tours that allow for a cheaper trip. It requires being more creative but that's what traveling is all about.


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Pertheville-Ners és un municipi francès situat al departament de Calvados i a la regió de Normandia. L'any 2007 tenia 244 habitants.

Demografia

Població
El 2007 la població de fet de Pertheville-Ners era de 244 persones. Hi havia 91 famílies de les quals 18 eren unipersonals (9 homes vivint sols i 9 dones vivint soles), 34 parelles sense fills i 39 parelles amb fills.

La població ha evolucionat segons el següent gràfic:

Habitants censats

Habitatges
El 2007 hi havia 107 habitatges, 88 eren l'habitatge principal de la família, 12 eren segones residències i 7 estaven desocupats. Tots els 103 habitatges eren cases. Dels 88 habitatges principals, 72 estaven ocupats pels seus propietaris, 11 estaven llogats i ocupats pels llogaters i 5 estaven cedits a títol gratuït; 2 tenien dues cambres, 17 en tenien tres, 29 en tenien quatre i 40 en tenien cinc o més. 53 habitatges disposaven pel capbaix d'una plaça de pàrquing. A 32 habitatges hi havia un automòbil i a 49 n'hi havia dos o més.

Piràmide de població
La piràmide de població per edats i sexe el 2009 era:

Economia
El 2007 la població en edat de treballar era de 163 persones, 121 eren actives i 42 eren inactives. De les 121 persones actives 109 estaven ocupades (59 homes i 50 dones) i 11 estaven aturades (6 homes i 5 dones). De les 42 persones inactives 11 estaven jubilades, 11 estaven estudiant i 20 estaven classificades com a «altres inactius».

Ingressos
El 2009 a Pertheville-Ners hi havia 91 unitats fiscals que integraven 258,5 persones, la mediana anual d'ingressos fiscals per persona era de 18.055 €.

Activitats econòmiques
Dels 8 establiments que hi havia el 2007, 3 eren d'empreses de construcció, 3 d'empreses de comerç i reparació d'automòbils i 2 d'empreses de serveis.

Dels 2 establiments de servei als particulars que hi havia el 2009, 1 era una lampisteria i 1 electricista.

L'any 2000 a Pertheville-Ners hi havia 10 explotacions agrícoles que ocupaven un total de 606 hectàrees.

Equipaments sanitaris i escolars
El 2009 hi havia una escola elemental integrada dins d'un grup escolar amb les comunes properes formant una escola dispersa.

Poblacions més properes
El següent diagrama mostra les poblacions més properes.

Referències

 Résumé statistique Fitxa resum de dades estadístiques de Pertheville-Ners a l'INSEE.
 Évolution et structure de la population Fitxa amb el detall de dades de Pertheville-Ners a l'INSEE
 France par commune  Dades detallades de tots els municipis de França accessibles a partir del mapa.

Municipis de Calvados

redpajama_set_name: RedPajamaWikipedia


text:
Q: ERROR MESSAGE: unexpected 'else' (T_ELSE), expecting end of file in standard code I can not for the life of me figure out why I am getting the above error code. here is my php. 1000 thank yous to whoever can solve this:
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A: In your code, you're missing the '{' after if(conditions).
brackets are replaced by ':' for the opening and by ';' for closing and we explicitly say 'endif' which allows us to know when the if block closes instead of having a simple '}' as an indicator.
In short, to avoid getting lost with the opening and closing of your ifs in the middle of your HTML code, use this structure instead:
<?php if($condition): ?>
    // CODE HTML if
<?php else: ?>
    // CODE HTML else
<?php endif; ?>

redpajama_set_name: RedPajamaStackExchange


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This pack contains 6 copies of one book, suitable for teachers to use in the classroom with a group of children.
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American Airlines saved $40,000 a year by taking out ONE olive from each salad they served.
On my flight, last week, I had asked for a Vegetarian Sandwich. There was a small indicator on top of the package to indicate that it was veg, a green dot. However 'Veg Jain' was written next to it.


text:
Tiny Tim - Songs of an Impotent Troubador (1995)
Tiny Tim Gets Real!
A different side of Tiny Tim, really. It's just Tiny Tim, XXXX beer in hand, telling stories of his youth and of his travels. From his crushes to his eccentric behavior, it's all heart-felt, humorous and insightful. Don't fret, though. There's still plenty of ukulele playing and his charmingly high falsetto, though it isn't anything that it used to be (This is 35 years later, remember).
A must listen for Tiny fans, but newcomers would be better off checking out his debut, posted elsewhere on this blog...
01. Welcome To Tiny Tim's World
02. The Ice Skaters Song - 1994
03. Poem For Elizabeth Taylor - 1947
04. You're The Only One - Song For Elizabeth Taylor
05. Tiny Tim's Search For The Magic Princess
06. The Destruction Of The Captain America Collection
07. Tiny Tim's Quest For Elizabeth Taylor
08. When I'm Feeling Sad - 1948
09. Jane - 1948
10. Our Little Secret - 1958
11. Stephanie - 1958
12. Pretty Baby - 1958
13. Don't Call Me Anymore - 1958
14. Whispering Voices - 1958
15. Heaven Only Knows - 1958
16. Dear Tuesday - 1960
17. Tiny Tim At The Café Bizarre
18. Hello Ellie Halsey - 1963
19. Tiny Tim At Page Three
20. If I Could Ride A Spaceship - 1964
21. Tiny Tim Records His 78 Classics
22. Spoiled - 1964
23. Just Another Girl Called Judy - 1964
24. Tiny Tim Receives "Siddhartha" From Miss Bluebell
25. The Tragedy Of Romance
26. Introducing Miss Dixie!
27. Forever Miss Dixie - 1982
28. Tiny Tim Meets The Eternal Princess
29. Jessica Hahn I - 1989
30. I Used To Love Jessica Hahn, But Now I Love Stephanie Bohn - 1990
31. Jessica Hahn II - 1989
32. Santa Claus Has Got The Aids This Year - 1980
33. She Left Me With The Herpes - 1980
34. The Ballad Of An Impotent Troubadour - 1995 - Tiny Tim
35. Just What Do You Mean By 'Antichrist'? - Tiny Tim with Current 93 and Nurse With Wound
Posted by marram62 at 8:01 PM 6 comments:
Hawaii Five-O (1970.)
A soundtrack album featuring Morton Stevens' theme and incidental music was issued by Capitol Records in 1970. One of the instrumental pieces on the album, "Call to Danger", was excerpted as background music accompanying a "Special Presentation" logo that CBS used to introduce its prime time television specials throughout the 1970s and 1980s. The album was reissued on compact disc by Film Score Monthly in 2010.
SIDE ONE
Hawaii Five-O (the complete studio version of the theme)
Call to Danger (Interestingly, portions of this theme were used as the theme jingle for CBS Special Presentation spots back in the 70's and 80's).
McGarrett's Theme
Blues Trip
SIDE TWO
The Floater
Operation Smash
Up Tight
The Chase/Hawaii Five-O (the Five-O theme here is the same as the TV version (the first few bars)
The information in the back cover of the album:
Music from the TV Soundtrack
A CBS Television Series starring Jack Lord
Composed, Arranged and Conducted by Morton Stevens
(Capitol/EMI ST-410 Stereo)
All selections published by April Music (ASCAP)
Produced by Mel Taylor for Melee Productions
Back cover blurb (by Leonard Freeman):
"Before taking a tough new assignment, Morton Stevens (Director of Music, CBS West Coast), graduate of Juilliard School of Music, arranger and conductor for Sammy Davis, Jr. in those halcyon years between 1950 and 1960, composer of literally hundreds of segments of television's finest dramatic shows, and in my opinion, a stone cold genius, made a pilgrimage to Hawaii.
"In our seven-island FIVE-O state, Mort discovered for himself what I had already found: the last Eden, palm trees and skyscrapers, aloha spirit and snarling traffic jams, America;s heartbeat in the Pacific, mecca for more than two million tourists annually, and home for the polygenetic golden people of Hawaii, a vital, hip, swinging place, Polynesia now!
"That's what I asked Morton Stevens to put into music. The value of a great one-minute theme to any television series is inestimable and I wanted one for my then brand spanking new HAWAII FIVE-O. No ukeleles or steel guitars or falsetto singers or overused bongos, but a kind of melding of the Polynesian, the classic, the jazz and most of all the pop sound of today. HAWAII FIVE-O is all of these things and so, happily, is Morton Stevens' music, as you will discover. Aloha!"
Posted by marram62 at 12:10 AM 6 comments:
The Green Hornet - Billy May (Original T.V. Score, 1966)
01. Green Hornet
02. Four Hornets
03. Casy
04. Horneted House
05. Kato
06. Do The Hornet
07. Black Beauty
08. Guadarahornet
09. Activate The Scanner
10. The Green Hornet
11. Main Title
ABC commissioned this TV series which starred Van Williams as the hero and of course, the legendary Bruce Lee as his sidekick. Based on the classic 1930's radio series about a newspaper owner Britt Reid. Billy May, celebrated composer and arranger referenced his theme music around Nicolai Rimsky-Korsakoff's classic 'The Flight Of The Bumble Bee' although there's plenty of original scoring too. Special limited edition is remastered and the outstanding accompanying booklet is simply stunning packed with masses of authoritative and little-known information and rare photographs! Also, that's Al Hirt playing trumpet on the theme song...
Posted by marram62 at 4:06 AM 8 comments:
HEATWAVE INDUCED LACK OF POSTING SAID TO NOT FLY SO WELL WITH THOSE THAT DON'T GIVE A FLYING FUCK!
including me, but heatwave's over and it's the time of the season to start giving A FLYING FUCK again...so...
The Green Hornet - Billy May (Original T.V. Score...
HEATWAVE INDUCED LACK OF POSTING SAID TO NOT FLY S...


dude how many times i have to repeat to you , i was just fking ansear to you things why they are like that , you act ike its my fking fault , why you keep blambling about this over and over again? i got your point you got mine (sems not) and that`s it , after all we can fight as long as we want its not up to us.
do you really think i like everything , but i cant complain about that because that netcode is confusing all of us and make us asking for useless nerff and buffs , wait to be fixed then we can see exacly what needs to be nerffs or buffed , is so hard to understand?
look around buddy what community? they want something they provide , and start complain again and again , its a beta , you didnt take the time and you didnt imagine everything new is gonna come with bugs , that`s why i never wanted this, because you community start complain again , all i wanted is netcode fixed first , then we gonna see , but seems you are limited to your own imagination.
EDIT Asterion: Please keep a correct languages and respect rules and ToS.
I dont want that , dear god , i was answear why they are like they are , everytime i say something you undertand only what your want to , im a bad english writer.
And dont talk to my about LoL i played that game so many years , i got to that point when i got everything and i was bored played 2 games max.And league made money from boosts and others things like the BIG fking competitions they have.Again another fail attempt of exemples and excusses.That game was released in 2009 , we are in 2018 its almost 10 years , with this kinda technology i expect some more , but we get less , and people didnt learn anything from the past.
When i say most , that mean most played , AR-47 and...nvm i dont even bother anymore.
If you want to talk about the game financing itself, sure, LOL has done some hard measures to get money out of people.
But this here is not what we were talking about. We were talking about the ingame currency being spent to unlock grenades again and again, which is just not good game design, which is the reason I keep calling it out.
No teamplay is why people hates snipers. I see many players just jumping in front of the sniper hoping he will miss. The less said that the better.
Players in counter strike source and Global Offensive does not jump in front like that as they know that they will get picked. Snipers (AWP) are powerful in CSGO, but not OP as players know how to counter them. Players in this game are not engaging on the snipers with the right mentality nor game sense.
Now, i will say that teamwork is less prevalent in ironsight.
But there is no way around it that the blaser and the dsr are just too strong.
While a part of it could be lag related or due to netcode, from what I can tell, the OHK areas on sniper rifles are very VERY generous.
And i just answear you , again you dont read anything right...what i just tell you? Because things are permanently buyed , was nothing that made me play more then 2 games , if there was something to buy i would have played more then 2 because i had too like my favorite hero again , in this case , ammo , grenades etc. because players have use of them , if they wont get the points to rebuy them , the next day they wont have them and again they will have to play some more to get them.Dear god you are heavy heads , thats why you dont get anything right.
And what did you exacly expected from a new map , new mod , on a beta game? everything to be just fine? before you ask for something , think what you may can get or downsides and so on.
Why do you think i was against this , because i thin and i knew it wont do any good , all it does is to make the situation even worst.
And you talk about flanked and so on , and what Clound9 is providing?
Ofcourse you can called me for long and much as you want salty , rage on , maybe its true.
And again..who put pressure on devs with bigger maps? Oh...right was me , im such a je.rk sometimes , they proved one in a bit of a hurry to be fair , still now after they did what you want , new map , bigger , nerff snipers like alot , you are still not happy and complain , because map its to big , fps drops , snipers are op there and so on. (and yeah i complain because i have the right to...i didnt ask/agreed from the beginning with this) , so stop being such a p.u.ss.y about it , enuff , what is done its done because of you players , now move on and get over it.
Right...all i said above its not addressed personally to you , i dont need to add another hater in my account.
Here we go again , its a sniper for god sake it supose to 1 shot you , play one and you will see how much hair you gonna tear apart , 40% of the time its not one shot , for me that its cr.ap , its a miss when clearly its not , this could be netcode.
Stop with this nonsens dear god , its nothing wrong with wepons enuff.
- most of the time its one shot , because its a sniper.
-bullet recharge thing that takes time even with the attachment 1 sec you again have a chance to kill if anything above happend.
So where is the problem and why you keep crying about Snipers , this thing can happend to you with any other weapon for close to far range , bad luck less skill bla bla bla you gonna die anyway , just because its not one shot and its multiple.
Where is the problem , i cant see one , what balance are you keep talking about? I wont play this game ever again until they undo everything they did.
for soft its more impact to player itself but doesnt allow you to shoot trough walls.
Why you cannot fully buy something , answear: That makes you play some more that day because you have to rebuy them , why again? Because it keep the game running , if you dont have anything to buy , you just gonna say after i dont know 2-3 games "well im done for today" , that mean less players.Not the best description..oh..well.
And btw everything seems unbalance when the game cant count bullets , as you say , i shot half magazine why isnt dead , because game actualy doesnt count all those bullets going into the player , hard to explain.
Everything will be fine when they are fixing the netcode , well not quite everything , im sure some things are still need some attention , the point is then we can actualy see how things truly are.
This days , in games , forums , normal life as well , everything is driven hatred and envy , not rational thinking.
And i found a problem in they way to approache things , they will never be able to fully focus on fixing netcode if they keep making updates where/and people are getting more issues , cant login , disconnect etc. . they need to stop that if they want to make a real progress with netcode.
If I'm correct, they have different teams that focus/are specialized on different aspects of the game. Content, skins, networking, balancing etc each are handled by a different team who are not dependent on the other teams. n00buL if they stop/slow the teams making content in updates (eg skins), its unlikely that it will speed up the netcode fix, since the networking team is not dependent from the content creating teams.
I'm only assuming that the netcode fix is taking so long because simply of the shear scope of the project. Netcodes are usually fussy about changing. And all teams in a way are dependent on the weapon skin creating team, as skins seems the one of the only source of their income and funding.
If anything, they should add more servers and amp up the movement update rate of the game and servers to eliminate prolonged packet loss.
Well still counts because this update just put more pressure on network team , there are post with disconnect issue also , so i guess now they priority is to fix that so players can actualy play dont you think? That mean no more working at netcode or not fully focusing on it. If that is the case just saying , now im the one making du.mb assumptions , but how the game works right now , even i started to make assumption , this is not good at all , i need a break from this forum and game.
Dont get it wrong like others , im not saying your not right or anything , like i said just du.mb assumption.
How can u support something that was broken and they made it even more broken , i just got out of the game because i gets me so angry , this is not fun anymore atall , this game just become unplayble , any tru FPS player/gamer can figure that out and it cannot accept this kinda gameplay and you "pro players" talk about eSports , hahaha good one , neffed gun and buff others just because du.mb people so "called pro FPS players" think they are bugged , you dont understand every weapon has a good side and bad side etc. ,skill counts too , hackers as well , when actualy all to blame its netcode.I cant play this game anymore i get mad when i died because this du.mb thing , what is more enoing is that every noob talk trash like "ez" , campers ,hackers , bad maps like the new one , Clound9 that map should be deleted.
And you have the ba.lls to talk about community? Look around , you community ask for bigger map , they provided one and you still talk trash again , you are full of s..it ,because this community , this game become so unplayeble , devs should have never listen to community period , defend and come with how many excusses you want , you cant change the truth or the fact you s..k at giving ideas , what is what or it works.
What is worst is developers actualy listen to your du.mb ideas , that is what gets me even more angry , no brain at all , sad , this game started pretty well , i was excited that is an actualy game that i can play , i was excited for a f2p game was kinda good , well good for them its not anymore , keep listen to this kids see where you going.
I was against this change from the beginning , all i wanted is fix the actual game , was actual game is not anymore , all you did is making even more du.mb assumptions , bad ideas and so on , because you dont take your head out of your a.s.s and actualy use it.
Oh btw i wait that Account Ban like my other 4 accounts.
We have been asked some really off the point and irrelevant questions in the last public survey, a lot of them are driven by money. Adding more skins and boxes will not keep this game alive.
Agreed , after they fix this netcode , then yeah sure , they can make skin etc. , afterall they need to earn some money too , like everyone of us , they need to eat too.
The game will be balanced for god sake if they fix netcode , you still dont get it , you still try to find some du.mb excuses because you dont like some stuff , players will always be like this , devs cant never satisfy everyone , there is no game out there that can do that , always will e haters for some things , thats the way it is a game , how many times i have to say same thing over and over again , nothing is OP , nothing is BAD from weapons point of view , they are all have good sides and bad sides , they all have a strong point where is overpowering some other gun , same as a weak point when it is not , ofcourse in some cases its about skill too , like i said 10000 times , you cant ask for SR to do what a SMG does or a SMG what a SR does , just because players shotguns you with a SR because skill/netcode/hacks sometimes , doesnt mean they are OP , i told you im a pretty decent player with SR close and range play (i was , now i practice again) , i got my a.s.s kicked by a dude with an AR-57 (not just him others too , but this guy) from a very long distance in short time , i target , i shoot , i missed or not one shot and i didnt have the chance to shoot again because i was dead , now what should i say? Nerff AR-57? No away im goona do that , do you think i always play SR , no , i got shotgunned with a SR too , so many times that sometimes i was about to throw my PC out of the window , because i know if wasent this netcode issue that will not happend that offten , think how many times happend to you , to get killed with AR , SMG way to fast , compare with how long sometimes take you to killed someone , think how many times a player start shooting you from behind (im sure he was shooting like Rambo) , you just turned and kill him ,do you really think that was just your skill or others skill , that netcode , that delay thing whatever you want to called it makes this thing when the game its like doesnt count bullets right...i make a double kill , triple , whatever , the game recognize that after 1 sec , and so many other exemples...i dont even know how to explain this anymore because you gonna start again talk nonsens , mokings etc.
then you wonder why im a je.rk sometimes.
Ofcourse there are some balance things if i can say so , but that is not about nerff or buff guns , attachments , perks there are other things , for exemple Blade Drone , i dont know if its just me or some else notice that the impact area is smaller then Frag Grenade and that is a big a.s.s rachet just saying maybe that rachet driving bla bla just coffusing me at impact and made me think its smaller.
Just out of curiosity , when you installed the game , did you aprove it? For me when i install the game , the game itself ask me for some kinda permission as firewall/windows defender too for using the internet , public and local , something like that.
If you just close that its like you ignore it and i guess the game or firewall takes that as a no , dont use the internet , just saying.
If the error is "Disconnected from server" still, the its more likely to be an unstable connection. I get this error as well, but I see everyone becoming ghosts (phasing through walls) before it happens. I think its continuous packet loss that makes the game/server think you have lost connection, giving you the error. If its not too much to ask, could you try running Task Manager and go to the wifi/connectivity section and look for sudden "drops" just before the disconnect?
Also, this is often neglected but works at times: Try restarting your router as this causes the router to remap your connection route to get the optimal connection. Because disconnects can also happen if any route your router is using gets blocked/broken and can't find a new route in time (disconnecting you in the process).
Jackhammer is nice. I'm not sure how to use the spas though, feels too slow for me, either that, or I'm not using it right. How do you use the spas?
Hydra x Storm Shield x Gorgon all in one spot = 99.9 KD yay!
I dont know what issues do you have , i encouter a few but i figure them out myself , they were : game minimize randomly ,for this was some extern sound drivers , i use drivers for win 7 for win 10 instead of those for win10 to fix it , crash with that program stop working "close" error , for this one was my video card option for Display more exacly GPU scalling mode was Preserve Aspect Ration and i change it to Full Panel.
I dont know what say , what i did is to run the game windows mode and watch Task Manager for anything that runs/act or lost process suspicious.
On that part with windows 7 drivers working better then those for windows 10 throw me off , you may never know , PC`s can always surprise you.
Then you didnt try Jackhammer , precisely any shotgun , i dont have issues to kill someone with a pistol , actualy you have no idea how many times that pistol saved me and made 2 kills with it , the only issue that i have is deagle and shotguns , because of netcode/delay whatever , refuse to shoot sometimes.
About buff Hydra , whatever again , with buffs no buffs , same thing for me as long its a balanced buff , take something give something.
About permanent things , in my point of view its like this , i better give 4250 and buy for one day and no repair , then buy it permanently , play 40 games and pay kinda same price for repair , that if your not someone who playes alot , then you gonna lose ever more , i made 140K in 2 days like this , and i dont play that much , my last games today were 4-5 hrs ago , were like 6 games , ofcourse im gonna play today again and bonuses etc counts too.
You are all full of .... , the netcode/package lost that delay/lag/frame rate , whatever you want to called it , its the problem , that mean you are behind with what is happening for SR that is an advantage right there , you dont have full time to react not only SR in any cases with any other weapon , just because you didint take the time to notice or you just cant , ofcourse with a SR its much more easy to accuse and complain because its one shot , for other weapons its more then just one...i dont even know how to say this so you understand...you do what you do best and ask for useless nerff and useless buffs for other weapons.
What is sad is de developers knows this issue very well and still they accept du.mb opinions and nerff.This game is not gonna go anywhere like this , keep dreaming about that eSport long and well because is not gonna happen for a long time.
And dont start with "your internet" because my country maybe not the first but its in top 3-5 with best internet speed , peer-to-peer bla bla bla.
It was only an idea, why are you so mean about it? U dont like it? Sure no problem for me. I thought that it would fit the whole gameplay.
Well for some people that wont be a such of an issue if they really like the game , for donators im sure they can find a way to make them happy.I i dont understand what is so hard to take it allover again , its not taking so long at all.And like i said no one force you to play steam only , you can keep playing on non steam , if that is so much problem for you.
Oh sure my friend , because so far you people had great ideas that lead this game to more compleining on this forum , if they listen to you its not good , if they dont its not good again , come to your senses , this game is not ready for that , that was rude? You have no idea what rude is kid , go back from what whole you come out worm , this is a bit rude , i can make a full description of the meaning of rude.
Im that one who plays with people mind , sad my english is not that good (long story) , because i use sarcasm and write how i react and feel at that moment doesnt make me a bad person my friend , i agreed with people with good ideas , this was not bad one , just a bad time...and i wont bother to explain more because you dont understand anyway , low brain..again a bit of RUDE here , its how i like it.
No you are just bad at it , i saw 1000 people with AR-57 kicking my a.s.s from a very long distance in a very short time , you can called them hacker , skilled , blame netcode again , i dont even care , i blame sometimes the game just because its not my day , or im not focused enuff on game , doesnt mean everything in this game need buffed or nerffed , in most cases its the map or the enemy game style that makes yur gun useless , that`s why we have loadout , me for exemple , i start a game with AR because that is what i want to play , but i might change because of the enemy gameplay style , to smg , for fast run behind enemy lines , SR if there are enemy camping at some windows in a large area , every weapon has a upside and a downside , you want 50 bullets , rapid fire and some god know what other buffs , sorry you cant have that , everything its up to you players how you play them , dont blame others because they have more skill.
You dont realize something yet , a corner , me SR you random gun , SR , SMG , dont care , we meet face to face , me with SR i might miss or it might not be on shot and you can kill me , you have more chances , imagine now me with a Jackhammer , this gun have more bullets (8) , way faster shooting , it doesnt take a long as.s time beetwin shots (bullet reload thing) , i oneshot you worst scenario 2 shots you , then you gonna cry again , in this case i rather have someone with a SR in that corner. Not the best description , im not that good explaining things in english but it counts.
Yet again you people and devs fail , you think everything is spinning around SRs , devs because they listen and nerff them and again even with this nerffs you get killed , that prove how skilled you are.I find players who complain about this kinda stuff noobs , no skill , haters when other have more skill then them.
Dont get me wrong i dont defend nobody here , this game is still broken and not in they way you du.mb players think , they need to fix that little delay/lag (some are said its netcode/package lost etc. , ok sure) that is what need to by fixed , then suddently all gameplay will be better , guns/buffs/nerffs , have nothing to do with those "bugs" as you called them , stop associate your lack of skill/netcode/oackage lost etc. with bugs everytime , bug is when you see someone going trough a wall and not jumping the windows like a normal player , bug is when you reloaded while you aiming.
Total agreed with you , what`s the point if you cant play with friends or clan mambers , this is what i was speaking about good ideas , this is what competetive is all about , not random bad ideas , good job my brother i really appriciate you , very good.
the reason im saying this is cause my dad wont let me download steam on his PC and i have been looking for games that dont require it.
1.Agreed with Gun Mode , for me the new mod and Secure Point/Resouces Takeover are kinda the same.
2.You hate SRs because most of people/60% of them are using hacks , long range ofcourse SR win in most cases , close range if he miss hes dead , so where is the problem? Its like i take Jackhammer and il still oneshot you anyway , even SRs in 40% of the time in close or long range its not one shot , what was the problem? You are just bad and you cant take it and move on when someone is skilled then you , you brain just cant handle that fact , im a stubbern one too sometimes.
3.New map its just way to big , i dont know why you people ask for bigger ones , no reason or you dont have fast eyes and hands to react? I find difficult sometimes to find someone for 1-2 min on this maps as they are , i run allover and nothing.
And yeah...go cry to mommy because SRs , instead you ask AR and SMG/AR-57 to be buffed because you like them more , because you have no skill to play SR , because you hate to see a bad score while you learn to play SR , i know ive been there , everybody is loving big numbers on those kill scores.
Sad devs listen to your du.mb complainings and nerffed SRs a bit (that is alot but nevermind) , they should have never listen to you and make a bigger map combined with they ideas , bad combination , now whos to blame? Devs? No its your fault you asked for bigger map , move on and accept the fact you are full of bad ideas , let the Devs do theyr own ideas , im sure they have , otherwise they didnt made this game.
This game was great as it was , its not anymore good job.
This should be a lesson to all of us.
[Poll #1 closed] Whats your feel about the game now?
This new patch is just useless , new map a abomination , same as new mod , they really cant do anything right? What kinda mod is that? For me Secure Point/Resources Takeover and this new one are the kinda the same.
Map , way to big , people were asking for a bigger map , again for no reason , because they dont have fast eyes and hands to react? I find this ones sometimes big , why? Because sometimes i run all over the map for 1 min maybe more and dont find someone , why again? This game seems to encourage camping , nerffing SRs result more camping in some god know what forgotten whole/windows in the other corner of the map , i disagreed with Prone , that is just du.mb , just because some game come with that idea doesnt mean everybody have to.
Shooting mechanics is bad , very very bad , maybe its netcode , maybe something else who knows.
To be honest i was expecting some more from this patch and for 8 hours of maintenance they did so little , fixes , what fixes? more bugs maybe sure.
This game is going in a wrong direction , in this way and state hes not gonna make it in eSports or whatever they want to.
This is the reason why people hate SR :)...60% of them are sure using some of those cheats...best way to use then with a SR...that`s what il doing it , if i was gonna use them...just saying.


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Shakespeare Invented Your Name!
Hosts of BBC television programs about Shakespeare love to list words Shakespeare supposedly made up ("assassinate," "accommodation," "lonely," etc.). Sometimes these lists only show us that someone has not consulted his Oxford English Dictionary, because many of the "new" coinages actually appeared before Shakespeare used them. Likewise, many proverbs for which Shakespeare gets credit have the distinct ring of general use, like "He who is giddy thinks the world turns 'round," which is said by a snide bride in The Taming of the Shrew. Probably the only reason we know this saying, or that some of us do, is that Shakespeare stuck it into a soon-to-be-famous scene, but it sure sounds like it was a common proverb. And it's a pretty good one, except for the fact that the world actually does turn 'round, so he who is giddy would be right, at least in this instance -- though most Elizabethans
were geocentrists (my new word), so Shakespeare very likely didn't mean this meaning, but rather the very mean meaning that Kate the Former Shrew accuses the snide bride of meaning. (You'll just have to read the last scene of Shrew to make sense of all that, if you care.)
Anyway! Though Shakespeare is given too much credit for phrase-and-word coinage (and probably for other things as well), the fact is that he did make up many words, and that in doing so he was acting in accord with the inventive, word-mad spirit of his age. In the late sixteenth century new English words were being made up all the time, mostly by playwrights, who gave them to their characters, whose actors spoke them in the public theaters and were heard by audiences who remembered them and went out into the streets and made them popular, and the language got bigger and bigger and bigger and became -- bigger.
Shakespeare participated with great enjoyment (I assume) in this neological trend, but also mocked it. Consider the too-often-cut-from-performance exchange between Hamlet and the servant Osric, who comes grandiosely, full of "golden words," to deliver Laertes' challenge to Hamlet in the last scene of their play. After Osric delivers his excessively syllabic, barely comprehensible message, Hamlet responds in kind with his own speech of artfully tortured syntax and contrived diction, leaving the baffled Osric to say only "Sir? . . . " (meaning "Huh?"). Also, in Twelfth Night, the poor dimwitted knight Sir Andrew Aguecheek trails the clever Viola (who's disguised as "Cesario"), trying to poach some nifty words to use when talking to the ladies. In Trevor Nunn's brilliant 1996 film, Sir Andrew is chasing Viola and scribbling down her words in a notebook. "'Odors,' 'pregnant,' and 'vouchsafed'," he mutters. "I'll get 'em all three ready."
This is gentle mockery of the word-coinage craze. Shakespeare's rival Ben Jonson was harsher (and funnier). In Jonson's 1601 Poetaster, produced within two years of Shakespeare's Twelfth Night and Hamlet, Jonson's character Crispinus, meant to stand for another rival playwright, John Marston, is made to vomit up on stage his own allegedly invented words. "Retrograde! . . . reciprocal! . . Incubus . . . glibbery . . . defunct . . . spurious . . . clumsy . . . furibund!," he splutters. I wonder whether some of these words stayed in English only because Jonson gave them comic currency in Poetaster.
Shakespeare's interest in new coinages was not restricted to words. He also liked to make up names. Usually, like those of other authors of his time, his names gave special clues to the nature and experience of characters. But over time, as with so much in Shakespeare, these names became removed from their original dramatic contexts. In England especially, many were, and are, popularly used as names for real children. Often their Shakespearean origins are forgotten.
And thus it comes that your name may have been invented by Shakespeare. You should think about this. For example:
Is your name Jessica? Shakespeare invented your name! Jessica is Shylock's daughter in The Merchant of Venice. What does her name mean? Scholars have offered several opinions. She is a Jewish maiden, and her name suggests an older one from the Pentateuch; she is of the "seed of Jesse," a Biblical patriarch. There is also a maiden named "Iscah," Abraham's niece, who is mentioned in Genesis; her name means, "She who looks out." Jessica's father famously cautions her not to look out the window at "Christian fools with varnished faces" (it's Carnival time), but she disobeys him and not only looks but climbs out the window to elope with her Christian lover. Finally, the first part of Jessica's name suggests "jess," or the strap that bound a falcon to its owner's wrist. The falcon is Shakespeare's favorite metaphor for women (next to the horse -- don't ask), and Jessica is indeed a caged bird, until she escapes, whereupon another character says of her, "The bird is fledged."
Is your name Perdita? Shakespeare invented your name! Perdita, whose name means "lost," is the missing child in The Winter's Tale. Abandoned on a hillside by a man who gets pursued by a bear, she is taken up and raised by a lowly shepherd -- though not so lowly once he pockets the gold that's been left in Perdita's basket -- and in the end she is restored to her true parents, fulfilling an oracle that predicts happiness to their kingdom when "what is lost is found."
Is your name Miranda? Shakespeare invented your name! Miranda is Prospero's daughter, exiled with him on the magic island in The Tempest. Her name means something like "really worth looking at," with which the smitten Prince Ferdinand would agree, as he says to her, "O, you wonder!" But the truly wondering one is Miranda herself, in the last scene of the play, when all the shipwrecked men show up on stage. Before then, she's only ever seen her father, Caliban, and Ferdinand. "O brave new world, that has such creatures in it!," she says admiringly. Ferdinand, keep an eye on that girl!
Is your name Othello? Shakespeare invented your name! But not your story, or rather, not Othello's story. That, Shakespeare took from an Italian tale by an author named Cinthio. But Cinthio named his protagonist simply "The Moor." In Othello, though lots of people reductively address or describe Othello as just "the Moor," he's got a name, and that name has a couple of "O"'s in it. Those vowels are there partly so there can be a lot of moaning at the end, wherein the long "Othello" o's get merged with Othello's "O, o, o!" and his "O Desdemon! Dead, Desdemon! Dead! O, O!," which for some reason Shakespeare thought was good writing. This, DesdeMOANa's death scene, is a difficult one to play without melodrama, I must say, even though it contains some of the best lines in Shakespeare ("O, she was false as water," and "Let it go, all"). What else can I say? Why did your parents name you "Othello"?
Is your name Sir Amorous La-Foole? Shakespeare did not invent your name. That honor goes to the above-mentioned Ben Jonson, who was way ahead of Restoration and eighteenth-century playwrights in his naming of characters to signify ridiculous social types. Sir Amorous La-Foole wears a many-colored fashionable coat that mainly suggests that, unwittingly, he's dressed himself in motley. He even has a motley coat of arms (purchased, of course, not inherited). He's a social climber, and he's a fool. And he's amorous. And he's funny, but more to laugh at than with. Change your name.
Is your name Ariel? Shakespeare brought your name into wider use! "Ariel" is Hebrew for "Lion of God." In Jewish tradition it has a Biblical derivation and is generally reserved for males. But "Ariel" in Latin America is used for men and women, mostly because of Shakespeare's The Tempest by way of Jose Enrique Rodo's Ariel (1900). Rodo's book re-imagined the colonial encounter between Spanish conquistadors and native American inhabitants by evoking the interaction between Shakespeare's Prospero and the magic spirit Ariel. The name caught on. Consequently I have a female Haitian friend named Ariel, and have read a memoir by the male Chilean author Ariel Dorfman. Of course, most of my students know "Ariel" from The Little Mermaid and think the name was invented by Walt Disney. A fine declension: God, Shakespeare, Walt Disney Corporation.
Is your name Justice Shallow? Shakespeare invented your name! Justice Shallow appears in two plays, Henry IV, part 2 and The Merry Wives of Windsor. He's really not such an admirable character in either one. He's really somewhat . . . I don't know, shallow. In Merry Wives, he cares more about money than about justice, and in Henry IV, part 2, he cares more about dinner than about justice. But he's relatively harmless in both plays, and has the honor of being the addressee of Falstaff's famous line, "We have heard the chimes at midnight, Master Shallow." Try to get people to say that to you.
Is your name Florizel? Shakespeare invented your name! Change it.
Is your name "Discontent"? Shakespeare invented your name! Change it.
Is your name "Addiction"? Shakespeare invented your name! Change it.
Shakespeare liked names so much that, while he couldn't invent his own name, he made sure to goof around with it a lot in his poetry. His first name, "Will," is roundly exploited in his Sonnet 135, where it's made to signify not just purposeful desire but a certain sexual organ which some English people still call a "willie." As for "Shakespeare," check out Prospero's long speech towards the end of The Tempest, where Prospero -- who stands for, among other things, the playwright -- abjures his "rough magic," but first lists his wizardly accomplishments: the earth (or Globe) "have I made shake, and by the spurs pluck'd up / The pine and cedar." Even for the coat of arms which Shakespeare bought (and didn't inherit), he chose for the crest a falcon holding and perhaps shaking a spear -- although to modern eyes, that spear looks remarkably like a pen. (Check out the original sketch for the crest, above right.)
By the way, if your name is Prospero, Shakespeare invented your name. It's an awe-inspiring name. Live long, and keep it.
Follow Grace Tiffany at https://twitter.com/gracetiffany1
One of the greatest writer is Shakespeare. His writings and personality inspire a lot of people.
Are there other proper nouns introduced by Shakespeare? I have heard of East Indies but want to know of others.


I have now been in Romania for almost 2 months! 2 months! Isn't it crazy how fast the time has gone by. I've had the best time ever and I've experienced so much. I feel like I've grown so much and I'm so happy! I can't wait to go back home and hug all of my friends. They have all supported me which makes me so happy. I'm just so grateful for this opportunity, because I know so many people would love to volunteer, but doesn't get the chance to do it.
This entry was posted on Friday, October 17th, 2014 at 4:26 pm	and posted in Uncategorized.	You can follow any responses to this entry through the RSS 2.0 feed.


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Stiliana Nikolova claims two more silver medals at the World Rhythmic Gymnastics Championships in Sofia
Photo: Anna Nedkova
Bulgaria's Stiliana Nikolova has won two more silver medals at the World Rhythmic Gymnastics Championships in Sofia. The seventeen- year-old Bulgarian athlete won silver in the apparatus finals, at ribbon and clubs. Earlier, she claimed the silver medal in the hoop. Nikolova, who is making her debut at a World Rhythmic Gymnastics Championship will compete for a medal at the individual all-around final. Stiliana is a real hero, team manager Branimira Markova said
Boryana Kaleyn, who was among the favourites for a gold medal at the 39th FIG Rhythmic Gymnastics World Championships in Sofia had to pull out of the competition, due to an illness.
Radio Bulgaria Sport Boryana Kaleyn clubs ribbons Stiliana Nikolova World Rhythmic Gymnastics Championships
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