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MeLiNjoooo

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  1. (CNN)Driving through a snow-capped mountain pass, the young mother huddles together with her six children in the backseat of a car after leaving their makeshift camp in northwestern Afghanistan. Carrying only a blanket for warmth, 9-year-old Parwana Malik balances on her mother's lap beside her siblings, as the family is rescued by an aid group that saves girls from child marriage. "I am really happy," Parwana said during the journey. "The (charity) rid me from my husband and my husband is old." Last month, CNN reported that Parwana and several other underage girls were being sold by their fathers so other members of their families could eat. At the time, Parwana's father Abdul Malik said she cried day and night before, begging him not to sell her, saying she wanted to go to school and study instead. After an international outcry as a result of CNN's story, Parwana was returned to her family due to the backlash from the community against the buyer. The United States-based non-profit Too Young to Wed (TYTW) had also got involved to relocate the girls, their siblings and their mothers to a safe house. "This is a temporary solution," said Stephanie Sinclair, the founder of TYTW. "(But) really what we're trying to do is prevent girls being sold into marriage."Afghanistan's economic lifelines have been severed since mid-August when the Taliban assumed control after American and allied forces departed. Billions of dollars in central bank assets have been frozen, banks are running out of cash and wages have gone unpaid for months. Now, aid agencies and rights groups including Human Rights Watch are warning that the country's poorest people are facing a famine as the brutally cold winter takes hold. More than half of the country's roughly 39 million po[CENSORED]tion will face emergency levels of acute hunger by March, according to a recent report by IPC, which assesses food insecurity. The report estimates that more than 3 million children under the age of five are already suffering acute malnutrition. "The international community is turning its back as the country teeters on the precipice of man-made catastrophe," said Dominik Stillhart, director of operations for the International Committee of the Red Cross (ICRC), who just returned from a six-day visit to Afghanistan. Even before the Taliban took over, hunger was rife in the impoverished country, and now young girls are paying the price with their bodies -- and their lives. "Afghan young girls (are) becoming the price of food," leading Afghan women's rights activist Mahbouba Seraj told CNN. "Because otherwise their family will starve." https://edition.cnn.com/2021/12/02/asia/afghanistan-parwana-girls-marriage-intl-hnk-dst/index.html
  2. The tiger (Panthera tigris) is the largest living cat species and a member of the genus Panthera. It is most recognisable for its dark vertical stripes on orange fur with a white underside. An apex predator, it primarily preys on ungulates such as deer and wild boar. It is territorial and generally a solitary but social predator, requiring large contiguous areas of habitat, which support its requirements for prey and rearing of its offspring. Tiger cubs stay with their mother for about two years, then become independent and leave their mother's home range to establish their own. The tiger was first scientifically described in 1758 and once ranged widely from the Eastern Anatolia Region in the west to the Amur River basin in the east, and in the south from the foothills of the Himalayas to Bali in the Sunda Islands. Since the early 20th century, tiger po[CENSORED]tions have lost at least 93% of their historic range and have been extirpated from Western and Central Asia, the islands of Java and Bali, and in large areas of Southeast and South Asia and China. Today, the tiger's range is fragmented, stretching from Siberian temperate forests to subtropical and tropical forests on the Indian subcontinent, Indochina and Sumatra. The tiger is listed as Endangered on the IUCN Red List. As of 2015, the global wild tiger po[CENSORED]tion was estimated to number between 3,062 and 3,948 mature individuals, with most of the po[CENSORED]tions living in small isolated pockets. India currently hosts the largest tiger po[CENSORED]tion. Major reasons for po[CENSORED]tion decline are habitat destruction, habitat fragmentation and poaching. Tigers are also victims of human–wildlife conflict, particularly in range countries with a high human po[CENSORED]tion density. The tiger is among the most recognisable and po[CENSORED]r of the world's charismatic megafauna. It featured prominently in the ancient mythology and folklore of cultures throughout its historic range, and continues to be depicted in modern films and literature, appearing on many flags, coats of arms and as mascots for sporting teams. The tiger is the national animal of India, Bangladesh, Malaysia and South Korea.The Middle English tigre and Old English tigras derive from Old French tigre, from Latin tigris. This was a borrowing of Classical Greek τίγρις 'tigris', a foreign borrowing of unknown origin meaning 'tiger' and the river Tigris.[4] The origin may have been the Persian word tigra meaning 'pointed or sharp', and the Avestan word tigrhi 'arrow', perhaps referring to the speed of the tiger's leap, although these words are not known to have any meanings associated with tigers.[5] The generic name Panthera is derived from the Latin word panthera, and the Ancient Greek word πάνθηρ 'panther'.[6] The Sanskrit word पाण्डर pāṇḍ-ara means 'pale yellow, whitish, white'.[7]Following Linnaeus's first descriptions of the species, several tiger specimens were described and proposed as subspecies.[11] The validity of several tiger subspecies was questioned in 1999. Most putative subspecies described in the 19th and 20th centuries were distinguished on basis of fur length and colouration, striping patterns and body size, hence characteristics that vary widely within po[CENSORED]tions. Morphologically, tigers from different regions vary little, and gene flow between po[CENSORED]tions in those regions is considered to have been possible during the Pleistocene. Therefore, it was proposed to recognize only two tiger subspecies as valid, namely P. t. tigris in mainland Asia, and P. t. sondaica in the Greater Sunda Islands.[12] Results of craniological analysis of 111 tiger skulls from Southeast Asian range countries indicate that Sumatran tiger skulls differ from Indochinese and Javan tiger skulls, whereas Bali tiger skulls are similar in size to Javan tiger skulls. The authors proposed to classify the Sumatran and Javan tigers as distinct species, P. sumatrae and P. sondaica, with the Bali tiger as subspecies P. sondaica balica.[13] In 2015, morphological, ecological, and molecular traits of all putative tiger subspecies were analysed in a combined approach. Results support distinction of the two evolutionary groups continental and Sunda tigers. The authors proposed recognition of only two subspecies, namely P. t. tigris comprising the Bengal, Malayan, Indochinese, South Chinese, Siberian and Caspian tiger po[CENSORED]tions, and P. t. sondaica comprising the Javan, Bali and Sumatran tiger po[CENSORED]tions. The authors also noted that this reclassification will affect tiger conservation management. The nominate subspecies P. t. tigris constitutes two clades:[14] a northern clade composed of the Siberian and Caspian tiger po[CENSORED]tions a southern clade composed of all other mainland po[CENSORED]tions. One conservation specialist welcomed this proposal as it would make captive breeding programmes and future rewilding of zoo-born tigers easier. One geneticist was sceptical of this study and maintained that the currently recognised nine subspecies can be distinguished genetically.[15] In 2017, the Cat Classification Task Force of the IUCN Cat Specialist Group revised felid taxonomy and recognized the tiger po[CENSORED]tions in continental Asia as P. t. tigris, and those in the Sunda Islands as P. t. sondaica.[16] This two-subspecies view has been largely rejected by researchers. Results of a 2018 whole-genome sequencing of 32 specimens support six monophyletic tiger clades corresponding with the living subspecies and indicate that the most recent common ancestor lived about 110,000 years ago.[17][18] The following tables are based on the classification of the species Panthera tigris provided in Mammal Species of the World.[11] It also reflects the classification used by the Cat Classification Task Force in 2017: https://en.wikipedia.org/wiki/Tiger
  3. Daimler's ultra-luxury Maybach brand was under the Mercedes-Benz Cars division until December 2012, when production was stopped due to decreased sales.[24] It now exists under the Mercedes-Maybach name, with the models being luxury-focused enhanced models of Mercedes-Benz cars, such as the 2016 Mercedes-Maybach S600.[25] In November 2019, the Mercedes-Maybach GLS 600 SUV debuted.[26]Mercedes-AMG became a majority owned division of Mercedes-Benz in 1999.[21] The company was integrated into DaimlerChrysler in 1999,[22] and became Mercedes-Benz AMG on 1 January 1999.[23]Mercedes-Benz traces its origins to Karl Benz's creation of the first internal combustion engine in a car, seen in the Benz Patent Motorwagen – financed by Bertha Benz's dowry[10] and patented in January 1886[11] – and Gottlieb Daimler and their engineer Wilhelm Maybach's conversion of a stagecoach, with the addition of a petrol engine, introduced later that year. The Mercedes automobile was first marketed in 1901 by Daimler-Motoren-Gesellschaft (DMG). Emil Jellinek, an European automobile entrepreneur who worked with Daimler Motoren Gesellschaft (DMG), registered the trademark in 1902, naming the 1901 Mercedes 35 hp after his daughter Mercedes Jellinek. Jellinek was a businessman and marketing strategist who promoted "horseless" Daimler automobiles among the highest circles of society in his adopted home. At the time, it was a meeting place for the "Haute Volée" of France and Europe, especially in winter. His customers included the Rothschild family and other well-known people. But Jellinek's plans went further, and in as early as 1901, he was selling Mercedes cars in the "New World" as well, including United States billionaires Rockefeller, Astor, Morgan, and Taylor. At the Nice race he attended in 1899, Jellinek drove under the pseudonym "Monsieur Mercédès" as a way of concealing his less fancy real name. Many consider that race the time of birth for Mercedes-Benz as a brand. Later, in 1901, the name "Mercedes" was re-registered by DMG worldwide as a protected trademark.[12] The first Mercedes-Benz branded vehicles were produced in 1926, following the merger of Karl Benz's and Gottlieb Daimler's companies into the Daimler-Benz company on 28 June of the same year.[11][13] Gottlieb Daimler was born on 17 March 1834 in Schorndorf. After training as a gunsmith and working in France, he attended the Polytechnic School in Stuttgart from 1857 to 1859. After completing various technical activities in France as well as England, he later started working as a draftsman in Geislingen in 1862. At the end of 1863 he was appointed workshop inspector at a machine tool factory in Reutlingen, where he met Wilhelm Maybach in 1865.[14] Throughout the 1930s, Mercedes-Benz produced the 770 model, a car that was notably po[CENSORED]r throughout the Germany's Nazi period. Adolf Hitler was known to have driven in a model of this car during his time in power, with modified custom bulletproof windshields.[15] Most of the currently surviving 770 models were sold at auctions to private buyers. One of the cars is currently on display at the War Museum in Ottawa, Ontario. The pontiff's Popemobile has often been sourced from Mercedes-Benz.[16] From 1937 onward, Daimler Benz focused increasingly on military products such as the LG3000 lorry and the DB600 and the DB601 aero engines. To build the latter, in 1936 it built a factory hidden in the forest at Genshagen around 10 kilometres south of Berlin. By 1942 the company had mostly stopped producing cars, and was now devoted to war production. According to its statement, in 1944 almost half of its 63,610 employees were forced labourers, prisoners of war or concentration camp detainees.[17] Another source quotes this figure at 46,000. The company later paid $12 million in reparations to the labourers' families.[18] In 1958, the two companies began a partnership to sell their cars in the United States with Studebaker. A few American-based Daimler-Benz dealerships were converted into Mercedes-Benz dealerships when Daimler's non-Mercedes-partnered company closed in 1966. Over the decades, Mercedes-Benz has introduced many electronic and mechanical innovations and safety features that later became common.[19] Currently, Mercedes-Benz is one of the best-known and long-standing automotive brands in the world. In November 2019, Daimler AG announced that Mercedes-Benz, up until that point a company marque, would be spun off into a separate wholly-owned subsidiary called Mercedes-Benz AG. The new subsidiary would manage the Mercedes-Benz car and van business. Mercedes-Benz-badged trucks and buses would be part of the Daimler Truck AG subsidiary.[1] For information relating to the three-pointed star symbol of the brand, see under the title Daimler-Motoren-Gesellschaft, including the merger into Daimler-Benz.Mercedes-Benz (German: [mɛɐ̯ˈtseːdəsˌbɛnts, -dɛs-]),[6][7] commonly referred to as Mercedes, is a German luxury automotive marque. Mercedes-Benz and subsidiary Mercedes-Benz AG – of Daimler AG – are headquartered in Stuttgart, Baden-Württemberg, Germany.[1] Mercedes-Benz produces consumer luxury vehicles and commercial vehicles.[note 2] Its first Mercedes-Benz-badged vehicles were produced in 1926. In 2018, Mercedes-Benz was the largest seller of premium vehicles in the world, having sold 2.31 million passenger cars.[8] The company's origins lie in Daimler-Motoren-Gesellschaft's 1901 Mercedes and Karl Benz's 1886 Benz Patent-Motorwagen, which is widely regarded as the first internal combustion engine in a self-propelled automobile. The slogan for the brand is "the best or nothing".[9] https://en.wikipedia.org/wiki/Mercedes-Benz
  4. Computer hardware includes the physical parts of a computer, such as the case,[1] central processing unit (CPU), monitor, mouse, keyboard, computer data storage, graphics card, sound card, speakers and motherboard.[2] By contrast, software is the set of instructions that can be stored and run by hardware. Hardware is so-termed because it is "hard" or rigid with respect to changes, whereas software is "soft" because it is easy to change. Hardware is typically directed by the software to execute any command or instruction. A combination of hardware and software forms a usable computing system, although other systems exist with only hardware.The template for all modern computers is the Von Neumann architecture, detailed in a 1945 paper by Hungarian mathematician John von Neumann. This describes a design architecture for an electronic digital computer with subdivisions of a processing unit consisting of an arithmetic logic unit and processor registers, a control unit containing an instruction register and program counter, a memory to store both data and instructions, external mass storage, and input and output mechanisms.[3] The meaning of the term has evolved to mean a stored-program computer in which an instruction fetch and a data operation cannot occur at the same time because they share a common bus. This is referred to as the Von Neumann bottleneck and often limits the performance of the system.[4]The personal computer is one of the most common types of computer due to its versatility and relatively low price. Desktop personal computers have a monitor, a keyboard, a mouse, and a computer case. The computer case holds the motherboard, fixed or removable disk drives for data storage, the power supply, and may contain other peripheral devices such as modems or network interfaces. Some models of desktop computers integrated the monitor and keyboard into the same case as the processor and power supply. Separating the elements allows the user to arrange the components in a pleasing, comfortable array, at the cost of managing power and data cables between them. Laptops are designed for portability but operate similarly to desktop PCs.[1] They may use lower-power or reduced size components, with lower performance than a similarly priced desktop computer. [5] Laptops contain the keyboard, display, and processor in one case. The monitor in the folding upper cover of the case can be closed for transportation, to protect the screen and keyboard. Instead of a mouse, laptops may have a touchpad or pointing stick. Tablets are portable computer that uses a touch screen as the primary input device. Tablets generally weigh less and are smaller than laptops. Some tablets include fold-out keyboards, or offer connections to separate external keyboards. Some models of laptop computers have a detachable keyboard, which allows the system to be configured as a touch-screen tablet. They are sometimes called "2-in-1 detachable laptops" or "tablet-laptop hybrids".[6]Case Main article: Computer case The computer case encloses most of the components of the system. It provides mechanical support and protection for internal elements such as the motherboard, disk drives, and power supplies, and controls and directs the flow of cooling air over internal components. The case is also part of the system to control electromagnetic interference radiated by the computer and protects internal parts from electrostatic discharge. Large tower cases provide space for multiple disk drives or other peripherals and usually stand on the floor, while desktop cases provide less expansion room. All-in-one style designs include a video display built into the same case. Portable and laptop computers require cases that provide impact protection for the unit. Hobbyists may decorate the cases with colored lights, paint, or other features, in an activity called case modding. Power supply Main article: Power supply unit A power supply unit (PSU) converts alternating current (AC) electric power to low-voltage direct current (DC) power for the computer. Laptops can run on built-in rechargeable battery.[7] The PSU typically uses a switched-mode power supply (SMPS), with power MOSFETs (power metal–oxide–semiconductor field-effect transistors) used in the converters and regulator circuits of the SMPS.[8] https://en.wikipedia.org/wiki/Computer_hardware
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  5. At a European security conference in Sweden, Mr Lavrov floated the idea of a new European security pact to try to stop Nato from expanding further east. US Secretary of State Antony Blinken warned of "serious consequences" if Russia sought conflict with Ukraine. The meeting comes as Russia boosts its military near Ukraine's border. Ukraine says Russia has amassed more than 90,000 troops there. Moscow denies it is preparing an attack on Ukraine and accuses Kyiv of its own military build-up.Mr Lavrov and Mr Blinken met at a conference of the Organisation for Security and Co-operation in Europe (OSCE). US officials said the two sides had agreed to further dialogue on Ukraine. But earlier Mr Lavrov said in a speech that Nato was refusing to constructively consider proposals to de-escalate tensions and prevent dangerous incidents. "The alliance's military infrastructure is being irresponsibly brought closer to Russia's borders in Romania and Poland, deploying an anti-missile defence system that can be used as a strike complex," he said. "American medium-range missiles are about to appear in Europe, bringing back the nightmare scenario of a military confrontation." He warned Nato against turning countries neighbouring Russia, ie Ukraine, into "bridgeheads of confrontation", and said he hoped Russian proposals for a new security pact would be carefully considered.At a joint news conference with the Russian foreign minister, Mr Blinken said the best way to avoid a crisis was through diplomacy and urged Russia to pull back its forces. "The United States is willing to facilitate that but... if Russia decides to pursue confrontation there will be serious consequences," he added. On Wednesday, Ukrainian President Volodymyr Zelensky called for direct talks with Russia over the more than seven-year conflict with Russian-backed separatists in eastern Ukraine. He also said that Kyiv's goal was to "liberate" Crimea, annexed by Russia in 2014, but made no mention of using force. A large part of the recent Russian military build-up is in Crimea. Troops are also massing near Ukraine's eastern Donbas region, the name for parts of Luhansk and Donetsk regions under the control of separatists. https://www.bbc.com/news/world-europe-59503762
  6. Nickname : Capital Bra Age:18 Profile Link: @The CaPiTaL How much time you can be active in Forum & TS3: 24/7 Link of Reviews you have posted recently: How much you rate VGame Reviewers Team 1-15: 14 Why do you want be part of the Reviewer's team: Help people and make project Any suggest you want to make for your Request: i want to be VRG to help people
  7. Battlefield 2042 has not so much hit the ground running, as wingsuit-crashed at such speed that it's still tumbling through the snow with its limbs-a-flailing. Something that's keeping these limbs intact, however, is the excellent Portal mode, which lets players create games with custom rules using maps and gear from across the series. Warfield 100, a "Full Battle Royale Experience", is perhaps its finest creation yet. Warfield 100 creator Christian Muhler—who owns indie game studio One Duck Theory and is a self-described "masochist who plays the PC version with a controller"—implemented dozens of custom rules to make the mode work. Many are weird but kind of ingenious workarounds that squeeze a ton of custom code into Portal's pretty limited toolset. The mode has a circle that closes in every two minutes, ground loot, and even a Warzone-style prison that gives you a chance to return to the match after you die. But many of these battle royale staples are implemented in the form of weird workarounds. The circle, for example, is made up of teleporting bots. "They are placed in a circle using a 'teleport' command continuously," Muhler tells me. "Technically, all the 'red glowing' (pinged) bots are used to help indicate boundaries to the human players, since they take damage when they go out of bounds."Even though the bots are used as boundary markers and are unarmed, they can still melee-attack players who get too close, which could be a problem given that they're virtually invincible and respawn automatically even if they do die. The AI's hostility isn't intentional and may be fixed in a future update, but my enthusiasm for these mad fist-swinging AI patrolling the game's boundaries gives Muhler some pause for thought. "I'm on the fence about whether to remove that feature," he tells me. "I kind of like it now that you've described it that way." https://www.pcgamer.com/uk/battlefield-2042-battle-royale-creator-explains-how-he-made-a-mode-that-dice-said-was-impossible/
  8. Every game teaches you how to play. Plants vs. Zombies is an interesting case study because it made “hardcore” strategy content accessible to casual and non-gamers. Before Plants vs. Zombies the game industry had falsely concluded that the casual market just wasn’t interested in certain game genres. In addition to appealing to casual gamers, it avoided alienating the veteran gamer audience. George Fan admits that there are many elements at work to achieve this kind of mass appeal, but credits most of the success to where he spent most of his time – how his game presented learning. Here is the video of his 2012 GDC talk, as well as a summary article, and the link to the game. The following are George’s rules with my own Filament Games specific educational game commentary. 1) “Blend the tutorial into the game” If you give players the option, they will almost always skip the tutorial. As I explained in How to Design the First Five Minutes of Your Game, there are a lot of bad tutorials out there. The gaming audience would most likely describe a tutorial as “that part of the game before you get to the fun.” This concept is a call to action: stop thinking about the tutorial as an isolated part of the experience. The goal is for the “learning of the game” to blend so seamlessly into the experience that players can’t tell where the tutorial ends and the game begins – or if there is any tutorial at all. At Filament Games we strive to integrate learning throughout our games. We accomplish this by unifying the fun and the learning into the gameplay; as opposed to a model where fun and learning are compartmentalized and the game part is just viewed as a reward. 2) “Better to have the player ‘do’ than ‘read’” There is a trade off between games and text as mediums to convey information. Text is information dense and easy to create; however, doing things is more fun and memorable. We will be the first to tell you to avoid games if your content is more effective to teach with another medium. As we have discussed in other articles, games tend to be the best solution for deep mastering of a few focused concepts. Game developers refer to what actions you can take in the game as the game’s “mechanics”. Filament strives to marry learning objectives with the game’s mechanics – this is how we create experiences that are both engaging and educational. 3) “Spread out the teaching of the game mechanics” The more a user is engaged and invested in an experience, the more willing and receptive they will be to spend time learning. It is counter-intuitive, but if you start with a tutorial that demonstrates the bare minimum to get started, then patiently and gradually add more knowledge, the experience will be dramatically more effective in its educational goals. 4) “Just get the player to do it once” The essence of this rule is to guide someone through an action thereby motivating them to perform the action for the first time. I don’t have much to add here other than blinking lights and animated arrows are by far the most efficient means of communicating action – wherever Fan could, he preferred this to text. Plants vs Zombies screenshot 5) “Use fewer words” Fan’s rule was “there should be a maximum of eight words on the screen at any given moment”. Remember, this is advice for tutorial text; narrative text is a different story. There are a number of reasons why brevity is king: There is psychology at work here: Miller’s Law: The Magical Number Seven, Plus or Minus Two. Having clear and concise text that you can read at a glance prevents slowing down gameplay. Rules are easiest to remember when they are simple. The longer the text is the less likely people are to read it. It is a better experience to leave the player breadcrumbs and have them feel smart when they connect the dots, as opposed to over explaining and risk patronizing players. Did you notice that all of Fan’s tutorial rules are eight words or less? 6) “Use unobtrusive messaging if possible” Fan recommends passive communication – displaying messages in a way that they do not interrupt the game. There is a subtle difference between a hint banner and a pop-up dialogue. Typically a pop-up interrupts whatever the player was doing and demands that the player address it. Often the point of this kind of communication is to try and focus the player’s attention on some other aspect of the game. In addition to avoiding interruption, passive communication can stay on the screen until the player takes the desired action. 7) “Use adaptive messaging” Fan resisted the urge to pre-emptively tutorialize and avoided explicit direction as much as possible. Instead he favored hints and gave the player a chance to explore and discover. Adapting and reacting to the needs of the player is how Plants vs Zombies could support new gamers and avoided frustrating seasoned gamers. As soon as a player feels smarter than the tutorial they will stop listening. Scaffolding several layers of hints is a bit more work as developer, but from a user perspective it minimizes how much of a tutorial they have to experience. Measuring how much scaffolding a player needs is also a great metric for assessment. 😎 “Don’t create noise” Whatever methods you have to communicate with the user, make sure that tutorial text is always immediately relevant and focused. If you pollute your communication channels with jokes, backstory, or character introductions you risk setting yourself up to be ignored. Fan talked about how they experimented with the “Crazy Dave” dialogue box as the vehicle for his tutorial. There were two main problems with this idea – the first was that it required extra steps to introduce the character, and the second problem was using one system to express information of radically different importance. Even though we have a goal to blend the tutorial into the game, I’d recommend one system purely for tutorial communication. 9) “Use visuals to teach” The stronger your visuals are the less teaching you will have to do. You should able to look at game objects and quickly establish what function they have in the game. My one educational game commentary for this rule is, depending on the topic, having the art of your game “read” well can be more important than rigidly pursuing realism. 10) “Leverage what people already know” Players bring into the game space all of their previous life experiences. For example, it is practically common knowledge that zombies are dimwitted and slow moving compared to the average human, so you do not have to teach that to players. Every game has its own unique challenges, and the way that Plants vs. Zombies solved its specific problems may not apply to all games. For example, educational games can rarely afford to spend the multiple hours it takes to complete adventure mode in Plants vs. Zombies – that is very time-inefficient learning. I’m sure that you have noticed some of George Fan’s rules interact with each other. I believe most of his talk was building toward the universal and powerful compound idea to communicate passively with clear and concise scaffolded hints. The most important rule for educational games is that the most effective place to teach is in the middle or towards the end of a game, after the player is engaged and invested in the experience. https://www.filamentgames.com/blog/10-tips-designing-game-tutorial/
  9. Nickname: Capital Bra Age: 18 Link with your forum profile: @The CaPiTaL How much time do you spend on our channel ts every day?: 24/7 Where do you want to moderate? Check this topic: Journalits How much time you can be active on the Journalists Channel?: 24/7 Link with your last request to join in our Team: First Last topics that you made on our section: https://csblackdevil.com/forums/topic/411266-lifestyle-sociology-and-personal/#comment-2084219 https://csblackdevil.com/forums/topic/411111-series-cukur/#comment-2083792
  10. Lifestyle is the interests, opinions, behaviours, and behavioural orientations of an individual, group, or culture.[1][2] The term was introduced by Austrian psychologist Alfred Adler in his 1929 book, The Case of Miss R., with the meaning of "a person's basic character as established early in childhood".[3] The broader sense of lifestyle as a "way or style of living" has been documented since 1961.[3] Lifestyle is a combination of determining intangible or tangible factors. Tangible factors relate specifically to demographic variables, i.e. an individual's demographic profile, whereas intangible factors concern the psychological aspects of an individual such as personal values, preferences, and outlooks. A rural environment has different lifestyles compared to an urban metropolis. Location is important even within an urban scope. The nature of the neighborhood in which a person resides affects the set of lifestyles available to that person due to differences between various neighborhoods' degrees of affluence and proximity to natural and cultural environments. For example, in areas near the sea, a surf culture or lifestyle can often be present.A lifestyle typically reflects an individual's attitudes, way of life, values, or world view. Therefore, a lifestyle is a means of forging a sense of self and to create cultural symbols that resonate with personal identity. Not all aspects of a lifestyle are voluntary. Surrounding social and technical systems can constrain the lifestyle choices available to the individual and the symbols she/he is able to project to others and the self.[4] The lines between personal identity and the everyday doings that signal a particular lifestyle become blurred in modern society.[5] For example, "green lifestyle" means holding beliefs and engaging in activities that consume fewer resources and produce less harmful waste (i.e. a smaller ecological footprint), and deriving a sense of self from holding these beliefs and engaging in these activities.[6] Some commentators argue that, in modernity, the cornerstone of lifestyle construction is consumption behavior, which offers the possibility to create and further individualize the self with different products or services that signal different ways of life.[7] Lifestyle may include views on politics, religion, health, intimacy, and more. All of these aspects play a role in shaping someone's lifestyle. [8] In the magazine and television industries, "lifestyle" is used to describe a category of publications or programs.Earlier studies on lifestyles focus on the analysis of social structure and of the individuals' relative positions inside it. Thorstein Veblen, with his 'emulation' concept, opens this perspective by asserting that people adopt specific 'schemes of life', and in particular specific patterns of 'conspicuous consumption', depending on a desire for distinction from social strata they identify as inferior and a desire for emulation of the ones identified as superior. Max Weber intends lifestyles as distinctive elements of status groups strictly connected with a dialectic of recognition of prestige: the lifestyle is the most visible manifestation of social differentiation, even within the same social class, and in particular it shows the prestige which the individuals believe they enjoy or to which they aspire. Georg Simmel carries out formal analysis of lifestyles, at the heart of which can be found processes of individualisation, identification, differentiation, and recognition, understood both as generating processes of, and effects generated by, lifestyles, operating "vertically" as well as "horizontally". Finally, Pierre Bourdieu renews this approach within a more complex model in which lifestyles, made up mainly of social practices and closely tied to individual tastes, represent the basic point of intersection between the structure of the field and processes connected with the habitus. Earlier studies on lifestyles focus on the analysis of social structure and of the individuals' relative positions inside it. Thorstein Veblen, with his 'emulation' concept, opens this perspective by asserting that people adopt specific 'schemes of life', and in particular specific patterns of 'conspicuous consumption', depending on a desire for distinction from social strata they identify as inferior and a desire for emulation of the ones identified as superior. Max Weber intends lifestyles as distinctive elements of status groups strictly connected with a dialectic of recognition of prestige: the lifestyle is the most visible manifestation of social differentiation, even within the same social class, and in particular it shows the prestige which the individuals believe they enjoy or to which they aspire. Georg Simmel carries out formal analysis of lifestyles, at the heart of which can be found processes of individualisation, identification, differentiation, and recognition, understood both as generating processes of, and effects generated by, lifestyles, operating "vertically" as well as "horizontally". Finally, Pierre Bourdieu renews this approach within a more complex model in which lifestyles, made up mainly of social practices and closely tied to individual tastes, represent the basic point of intersection between the structure of the field and processes connected with the habitus.Analysis of lifestyles as action profiles is characterized by the fact that it no longer considers the action level as a simple derivative of lifestyles, or at least as their collateral component, but rather as a constitutive element. In the beginning, this perspective focussed mainly on consumer behaviour, seeing products acquired as objects expressing on the material plane individuals’ self-image and how they view their position in society. Subsequently, the perspective broadened to focus more generally on the level of daily life, concentrating – as in authors such as Joffre Dumazedier and Anthony Giddens – on the use of time, especially loisirs, and trying to study the interaction between the active dimension of choice and the dimension of routine and structuration which characterize that level of action. Finally, some authors, for instance Richard Jenkins and A. J. Veal, suggested an approach to lifestyles in which it is not everyday actions which make up the plane of analysis but those which the actors who adopt them consider particularly meaningful and distinctive.A healthy or unhealthy lifestyle will most likely be transmitted across generations. According to the study done by Case et al. (2002), when a 0-3-year-old child has a mother who practices a healthy lifestyle, this child will be 27% more likely to become healthy and adopt the same lifestyle.[10] For instance, high income parents are more likely to eat more fruit and vegetables, have time to exercise, and provide the best living condition to their children. On the other hand, low-income parents are more likely to participate in unhealthy activities such as smoking to help them release poverty-related stress and depression.[11] Parents are the first teacher for every child. Everything that parents do will be very likely transferred to their children through the learning process. Adults may be drawn together by mutual interest that results in a lifestyle. For example, William Dufty described how pursuing a sugar-free diet led to such associations:[12] I have come to know hundreds of young people who have found that illness or bingeing on drugs and sugar became the doorway to health. Once they reestablished their own health, we had in common our interest in food. If one can use that overworked word lifestyle, we shared a sugarfree lifestyle. I kept in touch with many of them in campuses and communes, through their travels here and abroad and everywhere. One day you meet them in Boston. The next week you run into them in Southern California.
  11. Pro give him a chance
  12. Contra !! You must play 1 week on server to get admin and maxsimum 50H on server
  13. Hello
  14. ¤ Name[/nickname]: Capital Bra ¤ Age: 18 ¤ Country: Albania ¤ Occupation: - ¤ A short description about you: - ¤ How did you found out Csblackdevil Community: by @#Mateo- ¤ Favorite games: Counter-Strike 1.6 ¤ Favorite server [community only]: ZmoldschoolZm ¤ A picture of you: -
  15. Welcome
  16. Welcome
  17. Happy birthday
  18. Happy birthday ❤
  19. Welcome

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CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

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