Tuesday, September 6, 2011

Understanding the most beneficial Locations for Business Networking

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One of the best things you can do when trying your hand at business networking is o get it out of the board room. You might think that all business people will appreciate a solid business environment when trying to hammer out a deal but it?s just not the case. You can actually scare off a contact by seeming too much like a business monolith and not enough like a peer with which they can relate and do business.

The reason for this is that board rooms are cold and impersonal and keeps people in the defensive or offensive business mindset which can make diplomacy a degree harder to achieve. Also it puts them in a mindset that they are on your turf and have to be wary of ambushes. They know they can get up and leave any time but there are protocols and etiquette to observe so they can be left feeling awkward and annoyed.

The best way to great a prospective business networking contact is in neutral territory. Do what research you can on the contact and find out if they prefer more or less formal venues and then arrange something that is equally comfortable. It wouldn?t hurt to have a few options you are familiar with and frequent such as a fine restaurant or a coffee house or even a bar for the more cavalier business contacts.

They?re Inviting ? These places are designed to be inviting and enjoyable because that is their business. They make money by making their customers comfortable and relaxed and when business people relax they tend to be more reasonable. Getting away from the ?doing business? environment can make your meetings more enjoyable and more productive.

It?s Still Your Turf ? Don?t just take a potential client or lead source to any old location. It should be one you know, where you know the staff or bartender. Go frequently and the place becomes yours. Business there will become second nature. When a potential client sees how much the staff trusts you, it helps them trust you as well. Over time, that location becomes an office away from your office where business deals will take place.

You?re Easy to Find ? When you?ve got a business, people know where to find you but they won?t necessarily want to approach you on your home turf when you?re ?working? because they might disturb you. If someone needs you though, and you?ve got a ?place? where you frequent for business networking and closing deals, they know they can find you there in a more comfortable and relaxed environment.

The Drink ? Whether it?s a steak house or a pub, you can get the inhibitions loosened up with a single drink. This lets conversation flow more freely, lets people sign deals more readily and it?s a small investment to make for a bigger investment. That means you need to buy your companions their round. Business networking goes over smoother when you throw an ?Old Fashioned? into the mix.

Recognize the potential of doing business where you don?t do business and you?ll see your relationships from business networking grow faster, grow closer and certainly be stronger. A client or potential client can appreciate someone that knows when it?s ok to step out of the office and smell the air from time to time.Felix C. Gossom

If you want other information regarding Business Networking swing by the Author?s web site forthwith!

Source: http://articleblog.us/understanding-the-most-beneficial-locations-for-business-networking.php

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Monday, September 5, 2011

Kurdish rebels kill two at Turkish police soccer game

TUNCELI, Turkey (Reuters) - Kurdish guerrillas opened fired on a group of Turkish policemen playing football in the eastern city of Tunceli late on Sunday, killing a senior officer and his wife, and wounding eight other police officers, Turkish media reported.

The police were playing at an artificial pitch in the city center when four or five rebels arrived by car and opened fire with long-range rifles.

One rebel was shot dead as police returned fire.

It was the third attack in two days in southeast Turkey, where two soldiers and two village guards also died in separate assaults by the Kurdistan Workers Party (PKK) militants, amid an heightened level of violence in the region.

Turkish warplanes bombed Kurdish guerrilla positions in Iraq on Sunday where PKK fighters operate from camps in the Qandil mountains in the Kurdistan region of northern Iraq.

Turkey's armed forces have said between 145 to 160 militants were killed in air and artillery strikes on PKK bases in northern Iraq in August.

On Saturday, Turkey's southeastern neighbor Iran said its troops had killed or wounded 30 members of the PJAK (Party of Free Life of Kurdistan), an offshoot of the PKK.

The PKK has said it believes Turkey and Iran are coordinating attacks in the region and says it will join forces with the PJAK in response.

The PKK took up arms against the Turkish state in 1984 and

is listed as a terrorist organization by Turkey, the United States and the European Union. More than 40,000 people have died in the separatist insurgency.

The recent wave of cross-border air strikes came after PKK fighters killed more than 40 Turkish security personnel in July.

(Writing by Alexandra Hudson; Editing by Jon Hemming)

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Source: http://www.huffingtonpost.com/2011/09/05/kurdish-rebels-kill-two-a_n_948900.html

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Sunday, September 4, 2011

Level 4 gymnastics floor needs

USA Gymnastics have special procedures for the compulsory levels (gymnastics level 1 to level 6). USAG has clear guidelines, rules, deadlines, and a code of points for each event. USA Gymnastics Level 4 gymnastics floor routine, the specific skills needed to have to follow the code. If these guidelines are not met, the gymnast will receive copies of their final grade.

GYMNASTICS LEVEL 4 FLOOR-MAIN ROUTINE> Gymnastics skills and requirements and deductions!

* Split Jump ? separation in the jumping legs in uniform must be a minimum of 90 degrees.

* Arm handstand forward roll straight ? while executing a handstand forward roll, the gymnast hit the upright with legs together and hold for a minimum of 1 second.

* Handstand Kick-Over-Bridge ? While doing a handstand bridge kick over, you should keep your arms straight up to his ears all the time. If the gymnast hits the top of theHandstand legs should be together before they enter the bridge. If the bridge you have to go over the shoulders over your hands before contact. Get a leg split of at least 120 degrees when it kicked over. Show penetrate leverage and control for all these gymnastics skills.

* Leap Hop Step ? Push off with front leg take-off jump. Jump must be a minimum of one division of 90 degrees. Be sure to swing the legs forward, at a minimum on the horizontalhop.

* Split ? Does the way with your legs straight.

* Right Arm of the Backward Pushup ? Hands must touch the ground before rolling back. When rolling, keep your arms straight and end up in a push-up position.

* Half Round Coupe ? If you need to rotate the full 180 degrees, while in turn, releve (standing) and coupe (the foot at the ankle). Show control during the turn.

* Rounding Back Handspring Rebound ? If you have a round backHandspring bouncing gymnast must show acceleration. Make sure that the round-off is vertical and the feet of the earth at the same time. The legs should be together for the entire back Handspring and has landed with both feet. Once the new Handspring landed, just bounce the stick and control the landing.

Be sure to keep a good flow and rhythm throughout the level 4 gymnastics floor routine.

Source: http://sports-gymnastics.chailit.com/level-4-gymnastics-floor-needs.html

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Bodycount Review - Video Game Reviews - Machinima.com ...

Developer: Guildford Studio / Publisher: Codemasters / Played on: PlayStation 3 (also available on Xbox 360) / Price: $59.99 / ESRB: Mature (Blood, Violence)

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It?s hard to think of a time in the history of video games that has featured more shooters than in the last 12 months. Yet that doesn?t necessarily translate into an FPS paradise. For every well-rated Crysis 2, there?s a lukewarm Homefront. Then there are shooters that are catered to specialized tastes, like the single player-leaning Bulletstorm. The most recent entry in the genre is Bodycount, a game that many consider to be the spiritual successor to 2006?s Black, as Bodycount was developed by a number of former designers from Criterion Games.

STORY

There?s an amusing amount of premeditated vagueness with the narrative. You play a nameless operative working for a direct, by-the-book ?global stability? organization known as the Network. Your C.O. is a confident, friendly, and helpful female voice, the overly observant kind who sounds like she?s standing right next to you. You start off looking to help quell unrest in West Africa and soon find that, unsurprisingly, there?s a secret organization?which the Network dubs ?The Target??that is pulling the strings.

What is perplexing are the various reasons why you?re taking on certain missions. You eventually arrive in China to follow a lead on clues connecting the African militants and The Target. The problem is that The Target outpost in Africa was actually revealed in a prior mission, hidden within a militant stronghold! So I don?t know what additional info you would actually need to put two and two together. Ultimately, it becomes hard to care what your motivation is aside from wanting to shoot enemies and make it to the end of the levels.

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GAMEPLAY

One of the best parts about Black was how much detail and sense of authenticity was placed on the weapons. That influence has been felt in many shooters since. It?s all the more perplexing that a game like Bodycount highlights a gun in both the boxart and the main menu but doesn?t deliver anything remarkable with the weapon selection. As Epic Games and other AAA studios have taught us, it?s not like we?ve run out new ways to innovate weapons in 2011. At least you can say that Bodycount?s inventory is more than decent, with a variety of pistols, machine guns, and special weapons to give you pause in deciding what two weapons to bring into a mission. There?s the predictable range in attributes where one gun might have a great firing rate, but deals poorer damage than other weapons. Two guns in hand, you?ll also start off with a good helping of grenades and mines.

Any decent shot won?t have a problem keeping ammo, grenade, and mine supplies full because the enemy kills drop a ton of supplies. This also includes the oddly named ?intel? drops which have nothing to do with secret documents. Intel in Bodycount fills up your power-up meter, which can be used to activate one of any four enhancements. These include temporary invincibility, more potent ammo, and even an airstrike.

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It?s a pretty sad thing when a shooter?s story mode feels like a series of recycled maps from the multiplayer mode, but that?s what Bodycount delivers. Granted, this cross-mode rehashing of maps isn?t anything unusual for the genre, but you start to see the limitations of Bodycount?s level design by the fifth stage, when you backtrack through a map explored in a previous mission.

What it does have going for it is that the maps are ?wide-linear? in design. They?re large by today?s multiplayer standards and they add a sense exploration to single player. Unlike many other more linear shooters, it can be easy to miss a handful of enemies in a mission. Sometimes these foes will make you pay for it by attacking you from the rear while you?re busy dealing with what?s in front of you.

The game?s high points come in those tense situations when you?re situating yourself behind cover, only to be reminded that many cover spots are fragile and do not last after being hit by a couple dozen rounds. The drawback is that there aren?t enough of these pulse-racing situations; often you can find better spots to recover health as well as ways to exploit enemy AI.

A couple times I got an added rush in areas where cover wasn?t useful at all due to having to deal with overwhelming numbers. In these situations it was gratifying to just be constantly moving, unloading rounds with tact, timing reloads well, and using temporary invincibility wisely. You could imagine what it would be like to multitask in the midst of combat where you rely on picking up ammo and intel as you fire and consume power-ups.

The emphasis on diving right into the midst of battle feels like something the developers wanted to encourage, but didn?t successfully pull off. There?s a stress on scoring when getting kills with skill, like headshots, kills while near death, and explosion-based kills. Yet as Bulletstorm taught us, shooters have to be especially creative to get gamers interested in score-based incentives. Even if Bulletstorm wasn?t around to compare Bodycount to, there?s really not much incentive to perform well, although it should be noted that the hit-detection for headshots is surprisingly large. Moreover, the only mode outside of multiplayer is a redundant mode called Bodycount, which is essentially a mode that lets you replay previously cleared missions. It also seems odd that a mode that claims to place an emphasis on scoring bothers to keep the cutscenes from the campaign.

bodycount_old_city_01

GRAPHICS AND SOUND

It appears that one bright side to having few maps is that the studio managed to spend more time making them detailed. There?s an impressive amount of rust and wear, especially in the African setting. The one deviation from this level of detail are the half-dozen or so Target bases, which feel out of place, so much so that they feel like they were intended for another game that had been scrapped. The futuristic sterility of these levels have a Tron-meets-the-Apple-Store vibe about them and includes Michael Bay-inspired light bloom excesses.

The most visible indicator of Bodycount?s generic design is the lack of variety with the character models. It feels like each given map has their own set of three to four enemy types; this might work for other games, but not one where each level has over 50 enemies. You know the repetitiveness gets bad when you lose that desire to take out every enemy and just try to make a break for the mission exit.

When a game is generic, it can also often become derivative. Such is the case with the music, which is unremarkable, the exception being the dramatic-sounding main menu theme song.

bodycount_target_02

MULTIPLAYER

As mentioned, the multiplayer modes share the same maps as the story and lend to deathmatches decently due to their size. The problem is that the all the aforementioned issues of derivative game design apply here. There are very few maps, and aside from deathmatch and team deathmatch, there?s only one other mode, which is a co-op 20-enemy wave survival mode. While these modes can have their moments of satisfaction with mine or stealth kills as well as using power-ups to help turn the tide, the overall experience isn?t especially remarkable after more than two hours or so.

bodycount_target_04

BOTTOM LINE

I look back on my playthrough of Black fondly, as a top notch shooter on the original Xbox that could have been mistaken as an Xbox 360 launch title. For all the Criterion/Black-related hype that went into Bodycount, the end result is a disappointingly generic shooter that controls well, but doesn?t offer anything that shooter fans haven?t played before. As the post-Rare studio Free Radical Design unintentionally proved, you can easily lose the magic of past projects if the follow-ups fail to retain enough of the personnel from those previous titles.

Source: http://blog.machinima.com/insidegaming/2011/09/01/bodycount-review/

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Saturday, September 3, 2011

Should reality TV adopt a code of ethics?

Should reality TV adopt a code of ethics?

Bravo/NBC

In the wake of a suicide by a "Real Housewives of Beverly Hills" participant, a blogger proposes a code of ethics for unscripted TV series.

Let's dream for a minute, shall we?

National Public Radio blogger Linda Holmes published a thoughtful piece yesterday proposing a code of ethics that would govern the production of so-called reality TV series. It's sensible and humane. And in a universe where sensible, humane people produced shows like "The Real Housewives of Beverly Hills" -- which lost stressed-out cast member Russell Armstrong to suicide last month -- it would be adopted industry-wide in a heartbeat.

"It would be more expensive [to implement such a code] and it would close a few doors," Holmes writes, "and yes, some potential for exploitation drama would be sacrificed. But it would also prevent the baby of a perfectly good game show or documentary show from being thrown out with the bathwater of 'The Real Housewives of Beverly Hills.'"

Building on recent articles by me and "Reality Blurred" editor Andy Dehnart, Holmes proposes that the producers and networks who air unscripted TV shows agree to do the following things:

1. Provide participants with up to three months of after care and counseling when the shooting stops;

2. Publish the performer's contracts on the show's website where the public can scrutinize them;

3. Agree not to? air any footage of drunk participants if the show's producers are the ones that provided them with alcohol (if the participants got drunk on their own private stash, this rule does not apply);

4. Guarantee participants "six hours of uninterrupted sleep at least five nights out of every calendar week";

5. Cut out any footage of minors, unless they appear "incidentally" in a scene;

6. "Limit isolation," and give participants who are cut off from loved ones the chance to speak to a designated friend or family member for 10 minutes each week;

7. Give participants free medical care for any injury or illness that occurs during filming;

8. Not apply "gag rules" to participants after shooting;

9. Not obligate participants to take part in follow-up shows;

10. Give participants who think a series has misrepresented or slandered them the chance to go through mediation with an impartial panel.

Shows that abided by this code of ethics would be marked with the unscripted television equivalent of the Good Housekeeping Seal of Approval. "If a certain number of viewers decide they're going to favor code-compliant shows and a certain number of advertisers decide they're only going to advertise on code-compliant shows, some of those costs would be offset," she writes. "It will ultimately be the responsibility of viewers and advertisers, in other words, to shop for ethical television the same way they might shop for ethically produced goods of any other kind, and to provide the financial incentives."

This is just a bullet-point summary of Holmes' proposed code of ethics; she gets into much more detail, so I recommend reading the whole article here.

Of course the very idea of reality show producers and their networks abiding by an ethics code is laughable on its face. Humans can be astoundlingly greedy and stubborn, and nobody who's making money hand over fist, as the people who created some of these series absolutely are, is inclined to accept even tiny restrictions on their business, unless the courts, the marketplace or some legislative panel leaves them no choice.

So this is all a pipe dream -- at least until the Armstrong family sues Bravo, as it has publicly threatened to do, or until some other parties who think some other program caused them suffering wrangles concessions as part of a settlement.

Source: http://www.salon.com/ent/tv/feature/2011/09/01/reality_tv_code_of_ethics/index.html

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Friday, September 2, 2011

Six Steps To Creating Your First Scrapbook Page | Articles Bold

It?s a general mistaken belief that traditional scrapbooking and it?s digital counterpart are 2 separate pastimes. Personally I see them as the same but the way in which you ultimately get your scrapbook page ideas down are different.

Therefore the method that follows can apply to both traditional and digital scrapbooking. The steps are the same just the medium that you use is dissimilar.

Step 1. Choose the photos

The main purpose of any scrapbook page is to capture memories. The majority of the time this is done by using photographs as the centerpiece of the design. So it?s just fitting that step 1 in the procedure of making your first scrapbook page is to choose your photographs.

There are no fixed rules of how many photographs you need to use. I?ve seen many successful page layouts made using just 1 picture and others using as much as 10 or more.

My tip is to choose one photo as the key focus, the entire page design can then be based around it, which makes your job as a scrapbooker all that more simple.

Once you have picked your principal photograph you may want to use others to compliment it. Attempt to use extra photographs that enhance the story that you are trying to tell. These maybe photos taken from different angles/view points.

Step 2. Pick a theme

Picking a theme is normally simpler when you have selected your main image, as everything can be based around that main focus.

Pick out 1 or 2 colours from the photo to base your page around. Or for a bolder statement try a contrasting color.

Also see what textures are present in the photograph and incorporate those into the design. For traditional scrapbooking this is going to be gluing similar textures and objects to the page. For digi scrappers you could use digital elements or additional textured overlays.

Step 3. Organise your materials

This step is generally directed towards traditional scrapbookers who have picked up a huge stash of scrapbooking supplies. Going through your supplies now will both save time later but could also give you more inspiration for the next step. If you are scrapping digitally sort through the files on your PC in the same way will help. You might even need to have a look online and see if a kit is available based totally on your selected theme ? this alone is one of the great benefits of digital scrapbooking ? the convenience and speed of gaining more supplies by a click of the mouse.

Step 4. Plan the layout of your page

My tip here is to have a look at what other scrapbook designers are doing. This is superb way for inspiration and new ideas to try in your scrapbook layouts.

Whatever you do always try to add your own stamp (no pun intended) and do not copy everything precisely.

When you start to work out your layout try to not be too symmetrical. To the eye this may be uninteresting. A page can be far more engaging with 1 or 2 layout tweaks.

Many artists around the planet use the rule of 3rds when they are composing a piece of art. The same rule can apply to scrapbooking too. Divide the page into 3rds. This can be horizontally or vertically and try to include an engaging component in each third. Try to not be too firm with the structure by laying your photographs and elements a touch outside the third to link everything together.

If you?re traditional scrapbooking don?t fix anything down until your certain on the layout. Obviously digital scrapbookers can experiment and play around as much as you like, even saving adaptations of the layout which may even be used on different page later down the road.

Step 5. Add depth by layering

One of my favourite methods of giving my scrapbook pages a lift are by adding depth. I do it by layering.

Now this could be using 2 or 3 different papers with a touch offset overlaps as the base of the page. Or I use the same technique underneath my photos.

Step 6. Add journaling

The final step is to add journaling. Don?t include journaling for the sake of it. Everything on your page ought to have a purpose. Often I won?t include any journaling at all. But if I have a story to tell that reinforces the photographs, or there had been an event that proceeded the actual photo being taken, I?ll document this memory on the page.

Making your first scrapbook page shouldn?t be disconcerting. There is not any wrong or right way to scrapbook. There are only less complicated strategies. It?s a easy formula that I find works for me. Give it try yourself.

Rich Pargeter is an artist and digital designer based in the UK. In his spare time he enjoys creating digital scrapbook designs and shares them along with more scrapbook page ideas on his blog at TopScrapbookPageIdeas.com

Source: http://articlesbold.com/home-family/scrapbooking/six-steps-to-creating-your-first-scrapbook-page?utm_source=rss&utm_medium=rss&utm_campaign=six-steps-to-creating-your-first-scrapbook-page

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Popgadget Personal Technology for Women: Stella: Incredible ...

stella-camera.jpg

The Stella is quite different to anything we've covered here on Popgadget before.

At first glance it looks like an orb from a Tolkien novel, but just wait until you hear what it can do...

On dark nights when there are lots and lots of stars in the sky above you, hold the Stella up to take a "picture" which you can then projet onto a wall inside your home.

See, magic!

The Stella has been specially designed to help children learn more about constellations and capture lots of images of them.

We really hope this beautiful concept design is made for the general public, as its ethereal quality, educational benefits and really neat projection ability would definitely make it a success - and not just for children!

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Via Yanko Design.

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Source: http://www.popgadget.net/2011/08/stella_incredib.php

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