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mikhael97

Girls Playing video games

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~mikhael97

2 years, 4 months ago

 

Text messaging is most often used between private mobile phone users, as a substitute for voice calls in situations where voice communication is impossible or undesirable. In some regions, text messaging is significantly cheaper than placing a phone call to another mobile phone; elsewhere, text messaging is popular despite the negligible cost of voice calls.

Short message services are developing very rapidly throughout the world. In 2000, just 17 billion SMS messages were sent; in 2001, the number was up to 250 billion, and 500 billion SMS messages in 2004, which represents close to 100 text messages for every person in the world.[citation needed] At an average cost of USD 0.10 per message,[citation needed] this generates revenues in excess of $50 billion for mobile telephone operators.

SMS is particularly popular in Europe, Asia (excluding Japan; see below), Australia and New Zealand. Popularity has grown to a sufficient extent that the term texting (used as a verb meaning the act of mobile phone users sending short messages back and forth) has entered the common lexicon. Young Asians consider SMS as the most popular mobile phone application.[3]

In China, SMS is very popular, and has brought service providers significant profit (18 billion short messages were sent in 2001).[4] It is a very influential and powerful tool in the Philippines, where the average user sends 10-12 text messages a day. The Philippines alone sends on the average 400 million text messages a day or approximately 142 billion text messages sent a year,[5] more than the annual average SMS volume of the countries in Europe, and even China and India. It is said that the Philippines is the "texting capital of the world". SMS is hugely popular in India, where youngsters often exchange lots of text messages, and companies provide alerts, infotainment, news, cricket scores update, railway/airline booking, mobile billing, and banking services on SMS.

In 2001, text messaging played an important role in deposing former Philippine president Joseph Estrada. Similarly, in 2008, text messaging played a primary role in the implication of former Detroit Mayor Kwame Kilpatrick in an SMS sex scandal.[6]

Short messages are particularly popular amongst young urbanites. In many markets, the service is comparatively cheap. For example, in Australia a message typically costs between AUD 0.20 and AUD 0.25 to send (some pre-paid services charge AUD 0.01 between their own phones), compared with a voice call, which costs somewhere between AUD 0.40 and AUD 2.00 per minute (commonly charged in half-minute blocks). Despite the low cost to the consumer, the service is enormously profitable to the service providers. At a typical length of only 190 bytes (incl. protocol overhead), more than 350 of these messages per minute can be transmitted at the same data rate as a usual voice call (9 kbit/s).

Mobile Service Providers in New Zealand, such as Vodafone and Boost Mobile, provide up to 2000 SMS messages for NZ$10 per month. Users on these plans send on average 1500 SMS messages every month.

Text messaging has become so popular that advertising agencies and advertisers are now jumping into the text message business. Services that provide bulk text message sending are also becoming a popular way for clubs, associations, and advertisers to quickly reach a group of opt-in subscribers. This advertising has proven to be extremely effective, but some insiders[weasel words] worry that advertisers may abuse the power of mobile marketing and it will someday be considered spam.[citation needed]

Chat

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~mikhael97

2 years, 4 months ago

 

Many companies claim to have sent the very first text message, but according to a former employee of NASA, Edward Lantz, the first was sent via a simple Motorola beeper in 1989 by Raina Fortini from New York City to Melbourne Beach, Florida using upside down numbers that could be read as words and sounds.

Initial growth of text messaging was slow, with customers in 1995 sending on average only 0.4 messages per GSM customer per month. One factor in the slow take-up of SMS was that operators were slow to set up charging systems, especially for prepaid subscribers, and eliminate billing fraud which was possible by changing SMSC settings on individual handsets to use the SMSCs of other operators. Over time, this issue was eliminated by switch-billing instead of billing at the SMSC and by new features within SMSCs to allow blocking of foreign mobile users sending messages through it. By the end of 2000, the average number of messages per user reached 35.

SMS was originally designed, but is now available on a wide range of networks, including 3G networks. However, not all text messaging systems use SMS, and some notable alternate implementations of the concept include J-Phone's "SkyMail" and NTT Docomo's "Short Mail", both in Japan. E-mail messaging from phones, as popularized by NTT Docomo's i-mode and the RIM BlackBerry, also typically use standard mail protocols such as SMTP over TCP/IP.

Today text messaging is the most widely used mobile data service, with 74% of all mobile phone users worldwide or 2.4 billion out of 3.3 billion phone subscribers at end of 2007 being active users of the Short Message Service. In countries like Finland, Sweden and Norway over 85% of the population use SMS. The European average is about 80% and North America is rapidly catching up with over 60% active users of SMS by end of 2008. The largest average usage of the service by mobile phone subscribers is in the Philippines with an average of 27 texts sent per day by subscriber. In Singapore the average is 12 and in South Korea 10.

Text messaging was reported to have addictive tendencies by the Global Messaging Survey by Nokia in 2001 and was confirmed to be addictive by the study at the Catholic University of Leuven in Belgium in 2004. Since then the study at the University of Queensland in Australia has found that text messaging is the most addictive digital service on mobile or internet. The text reception habit introduces a need to remain connected, called "Reachability".

Avatar (James Cameron Movie)

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~mikhael97

2 years, 4 months ago

 

Cameron, producer Jon Landau, Zoe Saldana, Stephen Lang, and Sigourney Weaver appeared at a panel, moderated by Tom Rothman, at the 2009 San Diego Comic-Con on July 23. Twenty-five minutes of footage was screened in Dolby 3D.Weaver and Cameron appeared at additional panels to promote the film, speaking on the 23r dand 24threspectively. James Cameron announced at the Comic-Con Avatar Panel that August 21 will be 'Avatar Day'. On this day the trailer for the film was released in all theatrical formats. The official game trailer and toy line of the film were also unveiled on this day. The 129 second trailer was released online on August 20, 2009. The new 210-second trailer was premiered in theatres on October 23, 2009, then soon after premiered online on Yahoo! on October 29, 2009, to positive reviews. An extended version in IMAX 3D received overwhelmingly positive reviews.The Hollywood Reporter said that audience expectations were coloured by "the [same] establishment skepticism that preceded Titanic" and suggested the showing reflected the desire for original storytelling.The teaser has been among the most viewed trailers in the history of film marketing, reaching the 1st place of all trailers viewed on Apple.com with 4 million views On October 30, to celebrate the opening of the first 3D cinema in Vietnam, Fox allowed Megastar Cinema to screen exclusive 16 minutes of Avatar to a number of press.

The three-and-a-half minute trailer of the film premiered live on November 1, 2009 during a Dallas Cowboys football game at Cowboys Stadium in Arlington, Texas on the Diamond Vision screen, the world's largest video display, and to TV audiences viewing the game on Fox. It is said to be the largest live motion picture trailer viewing in history

Kingdom Hearts: Birth By Sleep released 1/9/2010

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~mikhael97

2 years, 4 months ago

 

Kingdom Hearts is the first game in the series, and was released in Japan on March 28, 2002 for the PlayStation 2. This was Nomura's first time in a directorial position. Kingdom Hearts introduced most of the main characters for the series and established the plot's framework involving hearts and the dark beings known as the Heartless. It also established the role of Disney characters in the series, with character cameos from the Final Fantasy series. Kingdom Hearts was released in North America on September 17, 2002, and featured additional content that was not in the original Japanese version. The game was later re-released exclusively in Japan as Kingdom Hearts Final Mix on December 26, 2002. Final Mix includes the content from the North American release and additional enemies, cut scenes, and weapons.

Kingdom Hearts: Chain of Memories is considered the second game in the series. It was released on the Game Boy Advance in Japan on November 11, 2004 and in North America on December 7, 2004. Chain of Memories was touted as a bridge between the two PlayStation 2 titles, introducing and previewing plot elements that would be explored in the next game. The gameplay is based on a card system; player-composed decks of cards, with each card allowing the player to perform an action in battle, such as attacking or using magic. It was remade into a PlayStation 2 game titled Kingdom Hearts Re:Chain of Memories, which was released in Japan as a second disc packaged with Kingdom Hearts II Final Mix on March 29, 2007. The remake was released as a standalone title in North America on December 2, 2008.

Kingdom Hearts II is the third game in the series, set one year after Chain of Memories. It was released in Japan on December 22, 2005 and in North America on March 28, 2006 for the PlayStation 2.The game further explored the "heart" concept by involving the Nobodies and "bodies". The gameplay is similar to that of the first Kingdom Hearts game, with the addition of more options to attack enemies and the Reaction Command, which utilized the triangle button to perform context-sensitive actions in battle and interaction with characters and the environment. Kingdom Hearts II was revised into Kingdom Hearts II Final Mix, which contained more material than the original release, such as additional cut scenes and bosses. Kingdom Hearts II Final Mix was released with Kingdom Hearts Re:Chain of Memories, a remake of Chain of Memories for the PlayStation 2, containing polygon graphics instead of the sprites used in the original Game Boy Advance game. This collection is titled Kingdom Hearts II Final Mix+ and was released in Japan on March 29, 2007.

Kingdom Hearts coded is the fourth installment in the series for Mobile Phones and was released in episodes with the first being released in Japan on November 18, 2008. The game picks up after the events of Kingdom Hearts II, focusing this time on King Mickey, Donald, Goofy and Jiminy Cricket, who discover a mysterious sentence in Jiminy's journal and subsequently digitize the journal's contents to find the one responsible. The game was released in episodes and as of January 2010, all eight episodes have been released. No North American or European release has been announced for the game though Square Enix stated that it has plans for releases in other territories.

Super Street Fighter 4

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~mikhael97

2 years, 4 months ago

 

Focus Attacks, known as "Saving System" in the Japanese version, is a new system introduced in Street Fighter IV. The focus attack is a move that allows the player to absorb an attack and launch a counter attack, and it is performed by pressing the medium punch and kick buttons simultaneously. There are two phases to the attack. In the first phase, the player will shift into a new stance, at which point he or she is able to absorb a single hit from the opponent. The second phase is the counter attack. The longer the player holds down the medium punch and kick buttons, the more powerful the attack will be. If the buttons are held for long enough the attack will be unblockable and cause the opponent to crumple slowly to the ground, allowing the player to follow up with a free hit. Attacks that were absorbed during the first phase of a focus attack still cause damage to the player; however, life lost from the opponent's attack will be quickly regenerated afterward. In addition, during the first phase of the focus attack the player may perform a dash either forward or backward to cancel the focus attack. Finally, at the cost of half the super combo gauge, many special moves can be canceled into a focus attack. By executing a focus attack during the special move, the animation of the move will be cut short and go instantly into the focus attack animation. This allows players with precise timing to cancel special moves into focus attacks, and in turn cancel focus attacks into the forward dash, resulting in new combo possibilities.

PSP or Nintendo DS???

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~mikhael97

2 years, 4 months ago

 

Sony added TV output to the PSP Slim through Firmware 3.60. It can output in a conventional aspect ratio (4:3) or widescreen (16:9), and offers a screensaver if the PSP is inactive for a set amount of time. It is able to output games, videos, and other media. To achieve TV output on the Slim model, Composite, S-Video, Component and D-Terminal cables are sold separately by Sony. PSP format games are output as a progressive scan signal, which can be carried only by the component video and D-Terminal cables, and displayed on televisions which support progressive scan. While connected to an external display, "PSP" format games and software does not output a full-screen image, instead displaying in a smaller window. However, the PSP system software, music player and video playback are displayed full screen. As of firmware update 5.00, PlayStation (PSone) format software purchased from the PlayStation store is output in full-screen mode and optionally in interlaced format for non-progressive displays. Although the user needs Component cables and a TV that supports 480p (mainly found in HDTVs) to play PSP format software, a homebrew plugin called "FuSa" allows anyone with a Slim PSP to view their games on any SDTV or HDTV using Composite or Component cables. It's also advantageous to those with TVs that do support 480p because it allows a full screen (1:1 ratio) viewing of games. The maximum resolution through TV output is 720x480 pixels, and composite video uses NTSC color encoding (no PAL composite signal is available, although it works on a NTSC compatible TV in Europe). The old Playstation Portable (PSP-1000) is not capable of this feature due to a slightly different port. As a result, original PSP accessories (using the connector) will not work with the Slim and the Slim's accessories will not work with the original PSP. Sony has released a new version of the remote control accessory designed for the Slim as a result. The PSP Slim can still use 3.5 mm headphones, like the old PlayStation Portable.

SPAM here - not anywhere else or else...>:D

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~mikhael97

2 years, 4 months ago

 

According to the Internet Society and other sources, the term spam is derived from the 1970 SPAM sketch of the BBC television comedy series "Monty Python's Flying Circus"

The sketch is set in a cafe where nearly every item on the menu includes SPAM canned luncheon meat. As the waiter recites the SPAM-filled menu, a chorus of Viking patrons drowns out all conversations with a song repeating "SPAM, SPAM, SPAM, SPAM... lovely SPAM! wonderful SPAM!", hence "SPAMming" the dialogue. The excessive amount of SPAM mentioned in the sketch is a reference to the propinquity in the United Kingdom of imported canned meat products - particularly corned beef from Argentina - in the years after World War II as the country struggled to rebuild its agricultural base. SPAM captured a large slice of the British market within lower economic classes and became a byword among British schoolboys of the 1960s for low-grade fodder due to its commonality, monotonic taste and cheap price - whence the humour of the Python sketch.

In the 1980s the term was adopted to describe certain abusive users who frequented BBSs and MUDs, who would repeat "SPAM" a huge number of times to scroll other users' text off the screen.In early Chat rooms services like PeopleLink and the early days of AOL, they actually flooded the screen with quotes from the Monty Python Spam sketch. With internet connections over phone lines, typically running at 1200 or even 300 BAUD, it could take an enormous amount of time for a spammy logo, drawn in ASCII art to scroll to completion on a viewer's terminal. Sending an irritating, large, meaningless block of text in this way was called spamming. This was used as a tactic by insiders of a group that wanted to drive newcomers out of the room so the usual conversation could continue. It was also used to prevent members of rival groups from chatting—for instance, Star Wars fans often invaded Star Trek chat rooms, filling the space with blocks of text until the Star Trek fans left. This act, previously called flooding or trashing, came to be known as spamming. The term was soon applied to a large amount of text broadcast by many users.

It later came to be used on Usenet to mean excessive multiple posting—the repeated posting of the same message. The unwanted message would appear in many if not all newsgroups, just as SPAM appeared in nearly all the menu items in the Monty Python sketch. The first usage of this sense was by Joel Furr in the aftermath of the ARMM incident of March 31, 1993, in which a piece of experimental software released dozens of recursive messages onto the news.admin.policy newsgroup. This use had also become established—to spam Usenet was flooding newsgroups with junk messages. The word was also attributed to the flood of "Make Money Fast" messages that clogged many newsgroups during the 1990s.[citation needed]

In 1998, the New Oxford Dictionary of English, which had previously only defined "spam" in relation to the trademarked food product, added a second definition to its entry for "spam": "Irrelevant or inappropriate messages sent on the Internet to a large number of newsgroups or users."

SPAM here - not anywhere else or else...>:D

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~mikhael97

2 years, 4 months ago

 

According to the Internet Society and other sources, the term spam is derived from the 1970 SPAM sketch of the BBC television comedy series "Monty Python's Flying Circus" The sketch is set in a cafe where nearly every item on the menu includes SPAM canned luncheon meat. As the waiter recites the SPAM-filled menu, a chorus of Viking patrons drowns out all conversations with a song repeating "SPAM, SPAM, SPAM, SPAM... lovely SPAM! wonderful SPAM!", hence "SPAMming" the dialogue. The excessive amount of SPAM mentioned in the sketch is a reference to the propinquity in the United Kingdom of imported canned meat products - particularly corned beef from Argentina - in the years after World War II as the country struggled to rebuild its agricultural base. SPAM captured a large slice of the British market within lower economic classes and became a byword among British schoolboys of the 1960s for low-grade fodder due to its commonality, monotonic taste and cheap price - whence the humour of the Python sketch.

In the 1980s the term was adopted to describe certain abusive users who frequented BBSs and MUDs, who would repeat "SPAM" a huge number of times to scroll other users' text off the screen.In early Chat rooms services like PeopleLink and the early days of AOL, they actually flooded the screen with quotes from the Monty Python Spam sketch. With internet connections over phone lines, typically running at 1200 or even 300 BAUD, it could take an enormous amount of time for a spammy logo, drawn in ASCII art to scroll to completion on a viewer's terminal. Sending an irritating, large, meaningless block of text in this way was called spamming. This was used as a tactic by insiders of a group that wanted to drive newcomers out of the room so the usual conversation could continue. It was also used to prevent members of rival groups from chatting—for instance, Star Wars fans often invaded Star Trek chat rooms, filling the space with blocks of text until the Star Trek fans left This act, previously called flooding or trashing, came to be known as spamming. The term was soon applied to a large amount of text broadcast by many users.

It later came to be used on Usenet to mean excessive multiple posting—the repeated posting of the same message. The unwanted message would appear in many if not all newsgroups, just as SPAM appeared in nearly all the menu items in the Monty Python sketch. The first usage of this sense was by Joel Furr in the aftermath of the ARMM incident of March 31, 1993, in which a piece of experimental software released dozens of recursive messages onto the news.admin.policy newsgroup. This use had also become established—to spam Usenet was flooding newsgroups with junk messages. The word was also attributed to the flood of "Make Money Fast" messages that clogged many newsgroups during the 1990s.[citation needed]

In 1998, the New Oxford Dictionary of English, which had previously only defined "spam" in relation to the trademarked food product, added a second definition to its entry for "spam": "Irrelevant or inappropriate messages sent on the Internet to a large number of newsgroups or users."

There are three popular false etymologies of the word "spam". The first, promulgated by early spammers Laurence Canter and Martha Siegel, is that "spamming" is what happens when one dumps a can of SPAM luncheon meat into a fan blade. The second is the backronym "****posing as mail." The third is similar, using "stupid pointless annoying messages." Another false etymology is the Esperanto interpretation: The term spamo (with the o-ending designating nouns) makes sense as "senpete alsendita mesaĝo", which means "a message sent to someone without request".

Linkin Park

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~mikhael97

2 years, 4 months ago

 

Linkin Park returned to the recording studios in 2006 to work on new material. To produce the album, the band chose producer Rick Rubin. Despite initially stating the album would debut sometime in 2006, the album was delayed until 2007. The band had recorded thirty to fifty songs in August 2006, when Shinoda stated the album was halfway completed. Bennington later added that the new album would stray away from its previous nu metal sound. Warner Bros. Records officially announced that the band’s third studio album, entitled Minutes to Midnight, would be released on May 15, 2007 in the United States. After spending fourteen months working on the album, the band members opted to further refine their album by removing five of the original seventeen tracks. The album’s title, a reference to the Doomsday Clock, foreshadowed the band's new lyrical themes. Minutes to Midnight sold over 600,000 copies in its first week, making it one of the most successful debut week albums in recent years. The album also took the top spot on the Billboard Charts.

The album's first single, "What I've Done" was released on April 2, and premiered on MTV and Fuse within the same week. The single was acclaimed by listeners, becoming the top-ranked song on the Billboard's Modern Rock Tracks and Mainstream Rock Tracks charts. The song is also used in soundtrack for the 2007 action film, Transformers. Later in the year, the band won the "Favorite Alternative Artist" in the American Music Awards.The band also saw success with singles such as "Bleed It Out", "Shadow of the Day", "Given Up", and "Leave Out All the Rest", which were released throughout 2007 and early 2008. The band also collaborated with Busta Rhymes on his single "We Made It", which was released on April 29. Linkin Park at 2007's Novarock Festival.

Linkin Park's touring and live shows have, among other things, included a performance at Live Earth Japan on July 7, 2007. and headlining Download Festival in Donington Park, England and Edgefest in Downsview Park, Toronto, Canada. The band completed touring on its fourth Projekt Revolution tour before taking up an Arena tour around the United Kingdom, visiting Nottingham, Sheffield and Manchester, before finishing on a double night at the O2 arena in London. Bennington stated that Linkin Park plans to release a follow-up album to Minutes to Midnight.However, he stated the band will first embark on a United States tour to gather inspiration for the album.In an interview with Rolling Stone, Bennington said that the band had already begun writing new material for the album, and Shinoda too stated that the album could well be released in late 2009. Mike Shinoda also announced a live CD/DVD entitled "Road to Revolution: Live at Milton Keynes", which is a live video recording from the Projekt Revolution gig at the Milton Keynes Bowl the 29th June 2008, which was officially released on the 24th

Console or PC?

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~mikhael97

2 years, 4 months ago

 

The first three games in the Warcraft series, including their expansion packs, were all released on the PC. All of these games were of the real-time strategy genre. Each game proceeded to carry on the storyline of the previous games, and each introduced new features and content to improve gameplay. Warcraft III was the first game in the series to feature a Collector's Edition, and all subsequent games to this have also had collectors editions. Warcraft II was the first game in the series to feature play over the internet using Battle.net, although this was not included until a later release of the game. Warcraft II was also the first in the series to be re-released as a "Battle Chest", a bundle copy of the game containing both the original and expansion. Warcraft III and World of Warcraft have both had "Battle Chests" released for them too subsequent to their release. The "Battle.net" edition of Warcraft II was also the first to introduce the use of CD keys to the series, requiring each user online to have their own copy of the game in order to be able to connect. However, a CD key is not yet required to play via a Local Area Network, although speculation is that future games in the series will do so, as another product in Blizzard Entertainment's portfolio, Starcraft II, is doing so by removing the option for using LANs completely, requiring the use of Battle.net.[10]

In 1998, an adventure game in the series, Warcraft Adventures: Lord of the Clans, was announced as being cancelled, having been previously delayed from a 1997 release.

In 2004, Blizzard Entertainment moved the series away from the real-time strategy genre, and released World of Warcraft, an MMORPG. Requiring a subscription fee to be paid to play, it also introduced regular additional content to the series in the form of patches. World of Warcraft quickly gained much popularity worldwide, becoming the world's largest MMORPG. They reached a peak 11.5 million subscribers worldwide,[11] however that number may have dropped after World of Warcraft was shut down in China.[12] World of Warcraft has had two expansions, with another announced in 2009.

World of Warcraft good or bad for you

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~mikhael97

2 years, 4 months ago

 

The first three games in the Warcraft series, including their expansion packs, were all released on the PC. All of these games were of the real-time strategy genre. Each game proceeded to carry on the storyline of the previous games, and each introduced new features and content to improve gameplay. Warcraft III was the first game in the series to feature a Collector's Edition, and all subsequent games to this have also had collectors editions. Warcraft II was the first game in the series to feature play over the internet using Battle.net, although this was not included until a later release of the game. Warcraft II was also the first in the series to be re-released as a "Battle Chest", a bundle copy of the game containing both the original and expansion. Warcraft III and World of Warcraft have both had "Battle Chests" released for them too subsequent to their release. The "Battle.net" edition of Warcraft II was also the first to introduce the use of CD keys to the series, requiring each user online to have their own copy of the game in order to be able to connect. However, a CD key is not yet required to play via a Local Area Network, although speculation is that future games in the series will do so, as another product in Blizzard Entertainment's portfolio, Starcraft II, is doing so by removing the option for using LANs completely, requiring the use of Battle.net.

In 1998, an adventure game in the series, Warcraft Adventures: Lord of the Clans, was announced as being cancelled, having been previously delayed from a 1997 release.

In 2004, Blizzard Entertainment moved the series away from the real-time strategy genre, and released World of Warcraft, an MMORPG. Requiring a subscription fee to be paid to play, it also introduced regular additional content to the series in the form of patches. World of Warcraft quickly gained much popularity worldwide, becoming the world's largest MMORPG. They reached a peak 11.5 million subscribers worldwide,however that number may have dropped after World of Warcraft was shut down in China. World of Warcraft has had two expansions, with another announced in 2009.

SPAM here - not anywhere else or else...>:D

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~mikhael97

2 years, 4 months ago

 

E-mail spam, known as unsolicited bulk Email (UBE), junk mail, or unsolicited commercial email (UCE), is the practice of sending unwanted e-mail messages, frequently with commercial content, in large quantities to an indiscriminate set of recipients.

Spam in e-mail started to become a problem when the Internet was opened up to the general public in the mid-1990s. It grew exponentially over the following years, and today comprises some 80 to 85% of all the email in the world, by a "conservative estimate".

Pressure to make e-mail spam illegal has been successful in some jurisdictions, but less so in others. Spammers take advantage of this fact, and frequently outsource parts of their operations to countries where spamming will not get them into legal trouble.

Increasingly, e-mail spam today is sent via "zombie networks", networks of virus- or worm-infected personal computers in homes and offices around the globe; many modern worms install a backdoor which allows the spammer access to the computer and use it for malicious purposes. This complicates attempts to control the spread of spam, as in many cases the spam doesn't even originate from the spammer. In November 2008 an ISP, McColo, which was providing service to botnet operators, was depeered and spam dropped 50%-75% Internet-wide. At the same time, it is becoming clear that malware authors, spammers, and phishers are learning from each other, and possibly forming various kinds of partnerships.[citation needed]

An industry of e-mail address harvesting is dedicated to collecting email addresses and selling compiled databases.Some of these address harvesting approaches rely on users not reading the fine print of agreements, resulting in them agreeing to send messages indiscriminately to their contacts. This is a common approach in social networking spam such as that generated by the social networking site Quechup Instant Messaging Spam Main article: Messaging spam

Instant Messaging spam, known also as spim (a portmanteau of spam and IM, short for instant messaging), makes use of instant messaging systems. Although less ubiquitous than its e-mail counterpart, spim is reaching more users all the time. According to a report from Ferris Research, 500 million spim IMs were sent in 2003, twice the level of 2002. As instant messaging tends to not be blocked by firewalls it is an especially useful channel for spammers.

One way to protect yourself against spammers is to only allow messages from people on your friends lists. Many email services now offer spam filtering (Junk Mail) and some instant messaging providers offer hints and tips on avoiding email spam and spim (BT Yahoo for example).

Internet Addictions

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~mikhael97

2 years, 4 months ago

 

AD suffers first from its misleading title. Psychiatrist Dr. Goldberg acknowledges that Internet addiction disorder is not a true addiction and may in fact be no more than a symptom of other, existing disorders. An overbroad description of addiction leaves open the possibility of every compensatory behavior being declared an addiction. For example, a person who has lengthy telephone conversations with a friend to avoid an unpleasant situation could be declared "addicted to the telephone" with equal validity as a person who chats on the Internet with the same underlying goal.

Secondly, it is widely recognized, even by its supporters, that most if not all "Internet addicts" already fall under existing, legitimate diagnostic labels. For many patients, overuse or inappropriate use of the Internet is merely a manifestation of their depression, anxiety, impulse control disorders, or pathological gambling.In this criticism, IAD is compared to food addiction, in which patients overeat as a form of self-medication for depression, anxiety, etc., without actually being truly addicted to eating.

It is possible that a person could have a pathological relationship with a specific aspects of the Internet, such as bidding on online auctions, viewing pornography, online gaming, or online gambling (which is included under the existing Pathological Gambling), but that does not make the Internet medium itself be addictive. Here are common problems which are improperly lumped together under the IAD label:

* A pathological gambler is a pathological gambler regardless of whether the gambling is done on a computer or face-to-face. * A person with poor impulse control can lose sleep over a suspenseful novel or favorite television show just as easily as he or she can lose sleep over an exciting computer game or the temptation to click on another web link. * A person with a sexual obsession is still a person with a sexual obsession, whether the pornography is viewed on a screen or on paper. * A person who shops obsessively (including during a manic phase) has an obsessive shopping problem whether the purchases are made in person, by mail, by phone, or online. * A problem day trader, who has a form of pathological gambling, is still a problem day trader regardless of whether the stock trading is done by computer, over the phone, or face-to-face.

Also, there are significant and critical differences between common Internet activities (e-mail, chatting, web surfing) and pathological gambling, which the IAD notion heavily parallels. The Internet is largely a pro-social, interactive, and information-driven medium, while gambling is seen as a single, anti-social behavior that has very little social redeeming value. So-called Internet addicts do not suffer from the same damage to health and relationships that are common to established addictions.

A complete review of the Internet addiction research at the end of 2008 (Byun et al., 2008) demonstrated significant, multiple flaws in most studies in this area. The researchers wrote in that article, "The analysis showed that previous studies have utilized inconsistent criteria to define Internet addicts, applied recruiting methods that may cause serious sampling bias, and examined data using primarily exploratory rather than confirmatory data analysis techniques to investigate the degree of association rather than causal relationships among variables." This suggests that much of the prior research done on this issue is invalid.[citation needed]

when did u stop believing in Santa Claus?

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~mikhael97

2 years, 4 months ago

 

In The Netherlands and Belgium, Saint Nicolas, ("Sinterklaas", often called "De Goede Sint" — "The Friendly Saint") is aided by helpers commonly known as Zwarte Piet ("Black Peter") in Dutch or "Père Fouettard" in French. Note that "Santa Claus" is phonetically related to the Dutch "Sinterklaas". So much so that for a Dutch person the origin of the name "Santa Claus" is obvious, its just "sinterklaas" pronounced in English.

His feast on the 6th of December came to be celebrated in many countries with the giving of gifts. At the Reformation in 16th-17th century Europe, many Protestants changed the gift bringer to the Christ Child or Christkindl, and the date of giving gifts changed from December the 6th to Christmas Eve. The folklore of Saint Nicolas has many parallels with Germanic mythology, in particular with the god Odin. These include the beard, hat and spear (nowadays a staff) and the cloth bag held by the servants to capture naughty children. Both Saint Nicolas and Odin ride white horses that can fly through the air; the white eight-legged steed of Odin is named Sleipnir (although Sleipnir is more commonly depicted as gray). The letters made of candy given by the Zwarte Pieten to the children evokes the fact that Odin ‘invented’ the rune letters. The poems made during the celebration and the songs the children sing relate to Odin as the god of the arts of poetry.

There are various explanations of the origins of the helpers. The oldest explanation is that the helpers symbolize the two ravens Hugin and Munin who informed Odin on what was going on. In later stories the helper depicts the defeated devil. The devil is defeated by either Odin or his helper Nörwi, the black father of the night. Nörwi is usually depicted with the same staff of birch (Dutch: "roe") as Zwarte Piet.

Another, more modern story is that Saint Nicolas liberated an Ethiopian slave boy called 'Piter' (from Saint Peter) from a Myra market, and the boy was so grateful he decided to stay with Saint Nicolas as a helper. With the influx of immigrants to the Netherlands starting in the late 1950s, this story is felt by some to be racist[26]. Today, Zwarte Piet have become modern servants, who have black faces because they climb through chimneys, causing their skin to become blackened by soot. They hold chimney cleaning tools (cloth bag and staff of birch).

Until the Second World War, Saint Nicolas was only helped by one servant. When the Canadians liberated the Netherlands in 1945, they reinstated the celebrations of Sinterklaas for the children. Unaware of the traditions, the Canadians thought that if one Zwarte Piet was fun, several Zwarte Pieten is even more fun. Ever since Saint Nicolas is helped by a group of Zwarte Pieten.[citation needed]

Presents given during this feast are often accompanied by poems, some basic, some quite elaborate pieces of art that mock events in the past year relating to the recipient. The gifts themselves may be just an excuse for the wrapping, which can also be quite elaborate. The more serious gifts may be reserved for the next morning. Since the giving of presents is Sinterklaas's job, presents are traditionally not given at Christmas in the Netherlands, although the latter is gaining popularity.

The Zwarte Pieten have roughly the same role for the Dutch Saint Nicolas that the elves have to America's Santa Claus. According to tradition, the saint has a Piet for every function: there are navigation Pieten to navigate the steamboat from Spain to Holland, or acrobatic Pieten for climbing up the roofs to stuff presents through the chimney, or to climb through themselves. Throughout the years many stories have been added, mostly made up by parents to keep children's belief in Saint Nicolas intact and to discourage misbehaviour. In most cases the Pieten are quite lousy at their job, such as the navigation Piet (Dutch "wegwijspiet") pointing in the wrong direction. This is often used to provide some simple comedy in the annual parade of Saint Nicolas coming to the Netherlands, and can also be used to laud the progress of children at school by having the Piet give the wrong answer to, for example, a simple mathematical question like 2+2, so that the child in question is (or can be) persuaded to give the right answer.

In the Netherlands and in Belgium the character of Santa Claus, as known in the United States (with his white beard, red and white outfit, etc.), is entirely distinct from Sinterklaas, known instead as de Kerstman in Dutch (trans. the Christmasman) or Père Noël (Father Christmas) in French. Although Sinterklaas is the predominant gift-giver in the Netherlands in December (36% of the population only give presents on Sinterklaas day), Christmas is used by another fifth of the Dutch population to give presents (21% give presents on Christmas only). Some 26% of the Dutch population give presents on both days. In Belgium, presents are given to children only, but to almost all of them, on Sinterklaas day. On Christmas Day, everybody receives presents, but often without Santa Claus' help.

Internet Addictions

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~mikhael97

2 years, 4 months ago

 

IAD suffers first from its misleading title. Psychiatrist Dr. Goldberg acknowledges that Internet addiction disorder is not a true addiction and may in fact be no more than a symptom of other, existing disorders. An overbroad description of addiction leaves open the possibility of every compensatory behavior being declared an addiction. For example, a person who has lengthy telephone conversations with a friend to avoid an unpleasant situation could be declared "addicted to the telephone" with equal validity as a person who chats on the Internet with the same underlying goal.

Secondly, it is widely recognized, even by its supporters, that most if not all "Internet addicts" already fall under existing, legitimate diagnostic labels.For many patients, overuse or inappropriate use of the Internet is merely a manifestation of their depression, anxiety, impulse control disorders, or pathological gambling.In this criticism, IAD is compared to food addiction, in which patients overeat as a form of self-medication for depression, anxiety, etc., without actually being truly addicted to eating.

It is possible that a person could have a pathological relationship with a specific aspects of the Internet, such as bidding on online auctions, viewing pornography, online gaming, or online gambling (which is included under the existing Pathological Gambling), but that does not make the Internet medium itself be addictive. Here are common problems which are improperly lumped together under the IAD label

A pathological gambler is a pathological gambler regardless of whether the gambling is done on a computer or face-to-face. A person with poor impulse control can lose sleep over a suspenseful novel or favorite television show just as easily as he or she can lose sleep over an exciting computer game or the temptation to click on another web link. A person with a sexual obsession is still a person with a sexual obsession, whether the pornography is viewed on a screen or on paper. A person who shops obsessively (including during a manic phase) has an obsessive shopping problem whether the purchases are made in person, by mail, by phone, or online.

Internet Addictions

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~mikhael97

2 years, 4 months ago

 

IAD suffers first from its misleading title. Psychiatrist Dr. Goldberg acknowledges that Internet addiction disorder is not a true addiction and may in fact be no more than a symptom of other, existing disorders. An overbroad description of addiction leaves open the possibility of every compensatory behavior being declared an addiction. For example, a person who has lengthy telephone conversations with a friend to avoid an unpleasant situation could be declared "addicted to the telephone" with equal validity as a person who chats on the Internet with the same underlying goal.

Secondly, it is widely recognized, even by its supporters, that most if not all "Internet addicts" already fall under existing, legitimate diagnostic labels For many patients, overuse or inappropriate use of the Internet is merely a manifestation of their depression, anxiety, impulse control disorders, or pathological gambling In this criticism, IAD is compared to food addiction, in which patients overeat as a form of self-medication for depression, anxiety, etc., without actually being truly addicted to eating.

It is possible that a person could have a pathological relationship with a specific aspects of the Internet, such as bidding on online auctions, viewing pornography, online gaming, or online gambling (which is included under the existing Pathological Gambling), but that does not make the Internet medium itself be addictive. Here are common problems which are improperly lumped together under the IAD label

A pathological gambler is a pathological gambler regardless of whether the gambling is done on a computer or face-to-face. A person with poor impulse control can lose sleep over a suspenseful novel or favorite television show just as easily as he or she can lose sleep over an exciting computer game or the temptation to click on another web link. A person with a sexual obsession is still a person with a sexual obsession, whether the pornography is viewed on a screen or on paper. A person who shops obsessively (including during a manic phase) has an obsessive shopping problem whether the purchases are made in person, by mail, by phone, or online. A problem day trader, who has a form of pathological gambling, is still a problem day trader regardless of whether the stock trading is done by computer, over the phone, or face-to-face. Also, there are significant and critical differences between common Internet activities (e-mail, chatting, web surfing) and pathological gambling, which the IAD notion heavily parallels. The Internet is largely a pro-social, interactive, and information-driven medium, while gambling is seen as a single, anti-social behavior that has very little social redeeming value. So-called Internet addicts do not suffer from the same damage to health and relationships that are common to established addictions.

Manga Characters^^

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~mikhael97

2 years, 4 months ago

 

Manga has influenced European cartooning in a way somewhat different than the United States experience. Manga was opened to the European market during the 1970s when Italy and France broadcast anime. French art has borrowed from Japan since the 19th century (Japonisme), and has its own highly developed tradition of bande dessinée cartooning. In France, imported manga has easily been assimilated into high art traditions. For example, volumes 6 and 7 of Yu Aida's Gunslinger Girl center on a cyborg girl, a former ballet dancer named Petruchka. The Asuka edition of volume 7 contains an essay about the ballet Petruchka by Russian composer Igor Stravinsky and first performed in Paris in 1911. However, Francophone readership of manga is not limited to an artistic elite. Instead, beginning in the mid-1990s, manga has proven very popular to a wide readership, accounting for about one-third of comics sales in France since 2004. According to the Japan External Trade Organization, sales of manga reached $212.6 million within France and Germany alone in 2006. European publishers marketing manga translated into French include Glénat, Asuka, Casterman, Kana, and Pika Édition, among others.

European publishers also translate manga into German, Italian, Dutch, and other languages. Manga publishers based in the United Kingdom include Gollancz and Titan Books. Manga publishers from the United States have a strong marketing presence in the United Kingdom, e.g., the Tanoshimi line from Random House.

TAYLOR SWIFT

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~mikhael97

2 years, 4 months ago

 

Swift released her debut single, "Tim McGraw", in mid-2006, reaching number 6 on Billboard magazine's Hot Country Songs chart. Her self-titled debut album was later released on October 24, 2006. Swift wrote or co-wrote all of the songs on the album, which debuted at number 19 on the Billboard 200 and sold 39,000 copies during its first week.It later peaked at number one at Billboard Top Country Albums and number five on the Billboard 200.It also spent eight consecutive weeks at the top of the Top Country Albums charts and remained at the top for 24 out of 91 weeks.The only other country artists this decade to achieve the number-one sales position for 20 weeks or more are The Dixie Chicks and Carrie Underwood. As of November 2008, Taylor Swift has sold over three million copies and 7.5 million single downloads.

Swift has surpassed the 200 million mark for music streams on MySpace. She is currently ranked in the Top 10 for the most MySpace visits for all genres of music, and is MySpace's current top-ranking Country artist. Swift is the most searched musical artist on MySpace in 2008. The music video for "Tim McGraw" set a record by appearing for 30 consecutive weeks on GAC's fan-voted weekly Top 20 music countdown show, and reached number one on CMT's video charts. The video also won Swift an award for Breakthrough Video of the Year at the 2007 CMT Music Awards. Her pursuit of country music stardom was the subject of "GAC Short Cuts", a part-documentary, part-music-video series airing since the summer of 2006 on the country music channel. On May 15, 2007, Swift performed "Tim McGraw" at the Academy of Country Music Awards. She sang the song to Tim McGraw in the audience, and introduced herself for the first time to him. Swift has been an opening act for Tim McGraw and Faith Hill on their Soul2Soul 2007 tour. She has opened in the past for George Strait, Brad Paisley and Rascal Flatts as well.

Girls Playing video games

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~mikhael97

2 years, 4 months ago

 

Well, ok, let’s not take offensive position towards me. I am not saying that girls cannot play video games, nor guys cannot play a game to take care of baby. But come on, in reality, what’s the percentage and what’s the odd?? When you first meet a guy or girl, is your expectation of him/her being gay/lesbian have a 50/50 chance? When you go to a yoga class, do you expect more men or women? it is a stereotype of sort, but more, it is just a reflection of our social value, gender role and culture.

World of Warcraft good or bad for you

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~mikhael97

2 years, 4 months ago

 

In May 2006, production company Legendary Pictures acquired film rights to adapt Warcraft for the big screen with the game's publisher, Blizzard Entertainment. Blizzard had originally considered hiring a scribe for the film adaptation before teaming up with Legendary Pictures The companies plan to create a film that will not follow one specific Warcraft game's storyline, but will still take place in the fantasy universe. According to Blizzard's Chief Operating Officer Paul Sams, the film's budget would be over $100 million. In June 2007, Legendary Pictures chairman Thomas Tull said that the studio was working closely with Blizzard's designers and writers to adapt World of Warcraft. Tull explained the desire to have a good story for the film adaptation, "I think some of the stuff that makes a game translate well... if there's a lore, if there's a road and story and a world that's been created, and characters that are interesting in a way that's more than just point and shoot." World of Warcraft's lead designer Rob Pardo expressed interest in being able to adapt the intellectual property of World of Warcraft to the appropriate medium of the film. He also added that the designers were collaborating with Legendary Pictures on story and script development.

In August 2007, at BlizzCon, it was unveiled that the film will aim for a projected 2009 release. It was also revealed that the movie will take place from an Alliance perspective,with a storyline set one year before the beginning of the World of Warcraft storyline. Also revealed was the $100 million budget. As of this time, no cast are said to be firmly associated with its development. Thomas Tull stated that, "It’s not so much a quest movie. It’s more of a war movie."[18] Blizzard vice president of creative development and co-producer of the movie, Chris Metzen, said at the very same BlizzCon that they would not make a PG version, stating "We're definitely not going to make a G or a PG version of this. It's not PillowfightCraft."

In August 2008, Blizzard Entertainment co-founder and vice president, Frank Pearce, was asked about the current status of the feature film. He replied briefly:

"I think they're looking to assign a screenwriter and director to it right now... it's still really early."

when did u stop believing in Santa Claus?

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~mikhael97

2 years, 4 months ago

 

In other countries, the figure of Saint Nicholas was also blended with local folklore. As an example of the still surviving pagan imagery, in Nordic countries the original bringer of gifts at Christmas time was the Yule Goat, a somewhat startling figure with horns.

In the 1840s however, an elf in Nordic folklore called "Tomte" or "Nisse" started to deliver the Christmas presents in Denmark. The Tomte was portrayed as a short, bearded man dressed in gray clothes and a red hat. This new version of the age-old folkloric creature was obviously inspired by the Santa Claus traditions that were now spreading to Scandinavia. By the end of the 19th century this tradition had also spread to Norway and Sweden, replacing the Yule Goat. The same thing happened in Finland, but there the more human figure retained the Yule Goat name. But even though the tradition of the Yule Goat as a bringer of presents is now all but extinct, a straw goat is still a common Christmas decoration in all of Scandinavia.

SPAM here - not anywhere else or else...>:D

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~mikhael97

2 years, 4 months ago

 

Increasingly, e-mail spam today is sent via "zombie networks", networks of virus- or worm-infected personal computers in homes and offices around the globe; many modern worms install a backdoor which allows the spammer access to the computer and use it for malicious purposes. This complicates attempts to control the spread of spam, as in many cases the spam doesn't even originate from the spammer. In November 2008 an ISP, McColo, which was providing service to botnet operators, was depeered and spam dropped 50%-75% Internet-wide. At the same time, it is becoming clear that malware authors, spammers, and phishers are learning from each other, and possibly forming various kinds of partnerships.

An industry of e-mail address harvesting is dedicated to collecting email addresses and selling compiled databases. Some of these address harvesting approaches rely on users not reading the fine print of agreements, resulting in them agreeing to send messages indiscriminately to their contacts.

Resident Evil 5?

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~mikhael97

2 years, 4 months ago

 

Resident Evil 5 features similar gameplay to Resident Evil 4, with context-sensitive controls and dynamic cut scenes also making a return.

The player can control Chris Redfield or Sheva Alomar in a similar fashion to Leon S. Kennedy in Resident Evil 4, with the same over-the-shoulder perspective.Once again, the game's environment plays a significant role.The Mercenaries minigame, featured in previous Resident Evil games, is present in Resident Evil 5. At launch, the multiplayer in the minigame was offline only, but a launch day patch gave the game online multiplayer.

The game features new types of enemies called "Majini", meaning evil spirit in Swahili. Furthermore, they are different from the previous ganados.The number of weapon variations has been greatly increased compared to the previous games in the series; there are now several varieties of the handgun, shotgun, submachine gun and rifle to choose from. Unlike inventory systems in previous Resident Evil titles, the player can only equip weapons and items in the midst of gameplay, as opposed to accessing an inventory menu by pausing the game.

The game features some online elements. Resident Evil 5's main story mode can be played with two players, in a co-operative online mode. The feature will allow players to enter or leave anytime during the game. Players will not always stick together, and can be separated at points during the gameplay. An offline co-op mode is also in the game with the same co-op experience offered by the online co-op mode, only with two local players controlling the action in split screen.

Free Association :)

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~mikhael97

2 years, 5 months ago

 

1.azucena 2.paradoja 3.recording 4.sensacion