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Yoshiaki Kawajiri

Yoshiaki Kawajiri (川尻 善昭) is a Japanese writer, director, storyboard artist and animator. A co-founder of the anime studio Madhouse, he is best known as the director of Wicked City, Ninja Scroll, and Vampire Hunter D: Bloodlust.

Biography
Kawajiri was born on November 18, 1950, and grew up in Yokohama, Kanagawa Prefecture, Japan. After he graduated from high school in 1968, he worked as an animator at Mushi Production Animation until it closed in 1972. He then joined Madhouse as one of the four co-founders, and in the 1970s was promoted to animation director. He finally debuted as a film director with 1984's Lensman: Secret of The Lens, directing jointly with the more experienced Kazuyuki Hirokawa (Kawajiri also did the character design along with Kazuo Tomizawa). Gaining an interest in darker animation, he next directed The Running Man. Afterwards, he was instructed to make a 35-minute short based on Hideyuki Kikuchi's novels, which was released as Wicked City. After completing it, however, his producers were so impressed that he was asked to make it a feature-length film. Kawajiri enjoyed the dark tone, and agreed to manage and complete the film within a year. That same year he began to work for the Original Video Animation market debuting with "The Phoenix". From 1987 he also wrote his own scripts.

Wicked City received critical and commercial success when released in 1987, giving Kawajiri more creative freedom. He began scripting and designing his own film set in feudal Japan. The result, Ninja Scroll, about the Japanese folk hero Jubei Yagyu, was soon released. After the Western release in 1996, Kawajiri's status as a director received international recognition. He was asked in 2002 to direct a segment, titled Program, of The Animatrix, considered a showcase of the best directors of Japanese animation. Before The Animatrix, he also directed Vampire Hunter D: Bloodlust, which was based on a novel by Hideyuki Kikuchi.

Kawajiri directed Highlander: The Search for Vengeance. It was released on DVD on 5 June 2007. According to an interview with Ain't It Cool News with producer Galen Walker, Kawajiri disliked the fact that 7–8 minutes of added scenes with no opening exposition text sequence were removed when the film was released, but the director's cut will include the footage. Kawajiri has script approval for a sequel to Ninja Scroll, which was listed as being in pre-production. In February 2014, Hiroyuki Okada confirmed that Kawajiri had finished the script in May 2013, and that production would begin when funding is secured.

Films

 * Lensman: Secret of The Lens (1984) – director, storyboard, character design, key animation
 * Wicked City (1987) – director, screenwriter (as Kisei Choo), character design, animation director
 * Neo Tokyo (1987) (Segment: "The Running Man") – director, screenwriter, character design, animation director
 * Demon City Shinjuku (1988) – director, character design
 * A Wind Named Amnesia (1990) – screenwriter, supervision
 * Ninja Scroll (1993) – director, screenwriter, original work, original character design
 * Vampire Hunter D: Bloodlust (2000) – director, screenwriter, storyboard
 * The Animatrix (2003) – director (Segment: "Program"), screenwriter (Segments: "World Record" and "Program")
 * Azumi 2: Death or Love (2005) – screenwriter
 * Highlander: The Search for Vengeance (2007) – director, storyboard, key animation

OVAs

 * The Phoenix -Space- (1987) – director
 * Goku: Midnight Eye (1989) – director
 * Cyber City Oedo 808 (1990-1991) – director, character design
 * The Cockpit (1994) (Segment: "Slipstream") – director, screenwriter, character design, animation director
 * Biohunter (1995) – screenwriter, supervision, key animation
 * Birdy the Mighty (1996-1997) – director, screenwriter, storyboard, key animation
 * Batman: Gotham Knight (2008) (Segment: "Deadshot") – co-director (uncredited)

TV series

 * X (2001) – director, script, storyboard
 * Ninja Scroll: The Series (2003) – original creator

Other work

 * Dororo (1969) – in-between animation
 * Cleopatra (1970) – in-between animation
 * Tomorrow's Joe (1970) – in-between animation, key animation
 * New Moomin (1972) – key animation
 * Science Ninja Team Gatchaman (1972) – key animation
 * Dokonjō Gaeru (1972) – key animation
 * Aim for the Ace! (1973) – ending Illustration, key animation
 * Jungle Kurobe (1973) – key animation
 * Samurai Giants (1973) – key animation
 * Judo Sanka (1974) – key animation
 * Hajime Ningen Gyatoruz (1974) – key animation
 * The Fire G-Man (1975) – key animation
 * Adventures of Ganba (1975) – key animation
 * Demon Dragon of the Heavens Gaiking (1976) – key animation
 * Manga Sekai Mukashi Banashi (1976) – episode director, character design, key animation, background art
 * Manga Nihon Mukashi Banashi (1976) – episode director, character design (uncredited), key animation, background art
 * Jetter Mars (1977) – key animation
 * Future Boy Conan (1978) – key animation
 * Animation Kikō Marco Polo no Bōken (1979) – storyboard, key animation
 * Botchan (1980) – key animation
 * The Fantastic Adventures of Unico (1981) – key animation, setting (assistance)
 * The Sea Prince and the Fire Child (1981) – key animation
 * The Door Into Summer (1981) – layout
 * Wandering Cloud (1982) – storyboard, layout, key animation (uncredited)
 * Unico in the Island of Magic (1983) – layout, key animation
 * Barefoot Gen (1983) – key animation
 * Harmagedon (1983) – key animation
 * Georgie! (1983) – opening animation
 * Stop!! Hibari-kun! (1983) – episode director
 * The Dagger of Kamui (1985) – key animation
 * Barefoot Gen 2 (1986) – key animation
 * Toki no Tabibito -Time Stranger- (1986) – key animation
 * Junk Boy (1987) – special CF
 * Bride of Deimos (1988) – key animation
 * Legend of the Forest (1988) – key animation
 * Legend of the Galactic Heroes (1988) – guest character design
 * Kimba the White Lion (1989) – character design
 * Record of Lodoss War (1990) – key animation
 * Zetsuai 1989 (1992) – storyboard
 * Phantom Quest Corp. (1994) – opening animation
 * Bronze: Cathexis (1994) – storyboard
 * Azuki-chan (1995) – character design
 * Memories (1995) (Segment: "Stink Bomb") – supervision, key animation
 * X (1996) – key animation
 * Todd McFarlane's Spawn (1997) – main title director
 * Master Keaton (1998) – screenwriter, storyboard
 * Pet Shop of Horrors (1999) – storyboard
 * Cardcaptor Sakura Movie 2: The Sealed Card (2000) – storyboard, key animation
 * Party 7 (2000) – key animation
 * Metropolis (2001) – key animation, layout (assistance)
 * Ogawa No Medaka (2002) – key animation
 * Space Pirate Captain Herlock: The Endless Odyssey (2002) – storyboard
 * Gokusen (2004) – storyboard
 * Devil May Cry: The Animated Series (2007) – key animation
 * Shigurui (2007) – storyboard
 * Redline (2009) – 1st key animation
 * Iron Man (2010) – storyboard
 * Wolverine (2011) – storyboard
 * The Tibetan Dog (2011) – key animation
 * Kaiji: Against All Rules (2011) – storyboard
 * X-Men (2011) – storyboard
 * Blade (2011) – storyboard
 * Chihayafuru (2011) – storyboard
 * Black Jack: Dezaki's Final Chapter (2011) – key animation
 * Btooom! (2012) – storyboard
 * Chihayafuru 2 (2013) – storyboard
 * Iron Man: Rise of Technovore (2013) – storyboard
 * Ace of Diamond (2014) – storyboard
 * Overlord (2015) – storyboard
 * Rokka: Braves of the Six Flowers (2015) – storyboard
 * One Punch Man (2015) – storyboard
 * Garo: Crimson Moon (2015) – storyboard
 * Alderamin on the Sky (2016) – storyboard
 * All Out!! (2016) – storyboard
 * Pluto: Pilot (2017) – storyboard
 * ACCA: 13-Territory Inspection Dept. (2017) – storyboard
 * Marvel Future Avengers (2017) – storyboard
 * Rage of Bahamut: Virgin Soul (2017) – storyboard
 * Overlord II (2018) – storyboard
 * Mr. Tonegawa: Middle Management Blues (2018) – storyboard
 * Attack on Titan Season 3 Part 1 (2018) – storyboard
 * Boogiepop and Others (2019) – storyboard
 * Demon Slayer: Kimetsu no Yaiba (2019) – storyboard
 * No Guns Life (2019) – storyboard
 * Blade of the Immortal (2019) – storyboard
 * Chihayafuru 3 (2020) – storyboard
 * Deca-Dence (2020) – storyboard
 * Jujutsu Kaisen (2020) – storyboard
 * Beastars 2nd Season (2021) – storyboard
 * Sonny Boy (2021) – storyboard
 * Platinum End (2022) – storyboard
 * Police in a Pod (2022) – storyboard
 * Kin no Kuni Mizu no Kuni (2023) – storyboard
 * Vinland Saga Season 2 (2023) – storyboard
 * Trigun Stampede (2023) – storyboard
 * The Gene of AI (2023) – storyboard
 * Frieren: Beyond Journey's End (2023) – storyboard

Books

 * Arctic Luko (北極のルーコ). Chobunsha, 1989. ISBN 978-4811370989
 * Vampire Hunter D: Bloodlust Storyboard Collection (川尻善昭「バンパイアハンターD」絵コンテ集). Asahi Sonorama, 2001. ISBN 978-4257036333

title: Yoshiaki Kawajiri


text:
Chaim Berlin

Chaim Berlin (1832, Valozhyn – 1912, Jerusalem) (חיים ברלין) was an Orthodox rabbi and chief rabbi of Moscow from 1865 to 1889. He was the eldest son of the Netziv, Rabbi Naftali Zvi Yehuda Berlin.

Biography
Chaim Berlin was the son of Naftali Zvi Yehuda Berlin, the Netziv, and his first wife. Berlin initially learned with his father.

His connection to the House of David as a descendant of Rabbi Meir Katzenellenbogen, the Maharam of Padua, is detailed in The Unbroken Chain.

Berlin lived in Valozhyn, Belarus, where he was head of a rabbinical court. In 1891, his father appointed him head of the Valozhyn yeshiva. There was controversy regarding this appointment as many students felt that Rabbi Chaim Soloveitchik was more deserving to head the yeshiva.

Family
He was married to his first wife from 5608/1847 until her passing 5642/1882. He subsequently was married from approximately 5644/1884 until the passing of his second wife 5649/1889.

Career
He served as Chief Rabbi of:
 * Moscow from 1865 to 1889
 * Kobryn from 1892 to 1897
 * Kropyvnytskyi (Elizavetgrad) from 1897 until 1906.

Berlin left Russia in 1906 and settled in Jerusalem. He became the assistant chief rabbi of the Ashkenazi community with Rabbi Shmuel Salant. He also assisted Rabbi Salant in the management of the Rabbi Meir Baal Haneis Salant charity founded by Rabbis Zundel and Salant in 1860. After Rabbi Salant died at the end of 1909, Berlin led the Jerusalem Rabbinate and the Rabbi Meir Baal Haneis Salant charity until his death in 1912 (5673).

Legacy
He died at age 81 on 13 Tishrei 5663 (September 24, 1912) and was buried in the Mount of Olives Jewish Cemetery in East Jerusalem.

Yeshiva Rabbi Chaim Berlin, established in Brooklyn, New York in 1904 as Yeshiva Tiferes Bachurim, was renamed for Rabbi Chaim Berlin in 1914, at the suggestion of his brother, Rabbi Meir Berlin (Bar-Ilan).

Writings
His major extensive writings were not published for nearly a century after his passing. This changed with three publications:
 * 2002: Sefer Nishmat Hayyim, She'elot u-Teshuvot (R. Ya'akov Kosovsky-Shachor ed., Beni-Brak, 412 pp.)
 * 2003: Sefer Nishmat Hayyim, Mamorim u'Mechtavim (R. Ya'akov Kosovsky-Shachor ed., Beni-Brak, 424 pp.)
 * 2008: ''Otzar Reb Hayyim Berlin, Shu"t Nishmat Hayyim, Jerusalem, 4 vol., 446, 462, 449, 298 pp.)

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Chaim Berlin


text:
Litke (crater)

Litke is a lunar impact crater that lies within the large walled plain Fermi, near the north-northwestern inner rim. Less than one crater diameter to the west-northwest is the slightly larger Delporte. Litke is located on the far side of the Moon and cannot be viewed directly from the Earth.

The rim of Litke is circular to the east and south, but the northern and western rims have been pushed inward somewhat. The west rim is irregular and broken through by a pair of worn depressions. Along the northern side slumped deposits form a pile along the base of the inner wall. A small crater lies along the southern rim and a small crater is attached to the exterior along the eastern side. The most distinguishing feature of the crater is that the interior floor has a low scarp that is nearly concentric with the eastern and southern sides.

The crater was named after Russian geographer Fyodor P. Litke by the IAU in 1970.

title: Litke (crater)


text:
Iron Bridge

Iron Bridge may refer to:

Bridges

 * The Iron Bridge, Shropshire, England; the first major bridge in the world to be made of cast iron
 * The Iron Bridge, Rothiemurchus, Scotland, also known as the Cairngorm Club Footbridge
 * The Iron Bridge, Culford Park, in Suffolk, England
 * Iron Bridge, Riga, in Latvia
 * Iron Bridge, Satu Mare, in Romania
 * Aldford Iron Bridge in Aldford, Cheshire, England
 * Nandu River Iron Bridge in Hainan, China
 * Ponte dell'Industria in Rome, Italy, also known as Ponte di ferro (iron bridge)
 * Traffic Bridge (Saskatoon) in Saskatchewan, Canada

Places

 * Ironbridge, town in Shropshire, England
 * Ironbridge Gorge, the gorge formed by the River Severn in Shropshire, England
 * Iron Bridge, Ontario, Canada, a community in Huron Shores

Other uses

 * Iron Bridge, original codename for the planning of the funeral of Margaret Thatcher
 * Battle of the Iron Bridge, fought in 637 near Antioch, Turkey

title: Iron Bridge


text:
Talk:Hans Vaihinger

Untitled
I can't believe this guy is not better known today than he is. He completely antiicipates Rorty and the other postmodern pragmatists and constructivists. Does anyone out there know of others who have cited or been influenced by Vaihinger's writings other than the oft-cited-in-this-context Adler? (anon, 8 June 2005)

—The preceding unsigned comment was added by 152.163.100.12 (talk • contribs) 4 Sept 2005.
 * 1) His Philosophy of As-If is practically impossible to obtain. Maybe Project Gutenberg will someday scan it.
 * 2) His notion of "useful fictions" is so radical and deep that it cannot be understood by most people.
 * 3) The only thing that keeps his name alive today is his connection to Nietzsche's perspectivism. When the fascination with Nietzsche passes, Vaihinger may become totally unknown.

Can anybody find out, in how far the Nazi ideology in GERM before 1945 is based on Vaihingers ideology (I mean: In (modern) physics it is more about predicting the behaviour of an experiment than fantasising about the existence or character of light or so (e. g. in Double-slit_experiment nobody would say "light is a wave" today - we would say "the resulting pattern can be predicted by geometrical considerations based on waves in a lake"; here we see, why Physics needs (good) experiments, and why physicists-jokes often make fun of this approach (e. g. when a physicist wants to validate "the odd numbers are the prime numbers" he says "3 is prime, 5 is prime, 7 is prime, 9 is observational error, 11 is prime, lets try a bigger number: 101 is prime -> the theory is good"))...)? --213.54.76.45 05:16, 3 February 2006 (UTC)

The previous comment about how physicists (and I'd add cautious natural scientists generally) couch their conclusions at a safe "we're-not-saying-this-is-how-it-is-just-how-we-find-it-to-be" distance (in a kind of irrealis or as-if space) is well taken, but I just don't see a connection to "Nazi ideology" -- in germ or otherwise. Also, what exactly IS his connection Nietzsche's perspectivism? (I forget -- does Vaihinger cite Nietzsche as an influence?) —This unsigned comment was added by 24.75.1.126 (talk • contribs) 24 March 2006.

There is indeed a link between Vaihinger and nazism, although very tenuous and indirect: although Vaihinger arose from a neo-kantian background rather than a Jamesian / radical pluralist pragmatist background, he did receive much attention within the circles of avant-garde and bergsonian lebensphilosophie which would have a significant influence on the rise of (Italian) fascism. I'll just drop a few names here so that you can do your own research (most of the books are hard to come by and my Italian is weak...) Prezzolini, Adriano Tilgher, Louis Rougier, Papini... — Preceding unsigned comment added by 2A01:E35:2EB5:DEE0:658B:B071:581B:B404 (talk) 08:27, 29 September 2014 (UTC)

Incoherent passage cut
"2005 starts the ALS-OB-Institude to work in Halle . First director was Gabriel Machemer"

If this means something intelligible and relevant, please rewrite it in decent English and place it appropriately in the article. If you can't explain in English, feel free to explain here on the talk page in Spanish, Portuguese, or German (or almost anything else within reason) and I'm sure someone will follow through. - Jmabel | Talk 01:36, 20 March 2007 (UTC)

 * From the German Wikipedia:
 * "Das Als-Ob Institut wurde am 29. Oktober 2005 von Künstlern, Geisteswissenschaftlern und Studenten gegründet. Sein Sitz ist in Halle (Saale). Hauptuntersuchungsfeld ist die Ästhetik des Als Ob. In der Ästhetik des Als Ob wird all jenes spontane Auftreten von Kunst, das wir als Provisorien benennen, dokumentiert und ausgewertet. Zum Beispiel Improvisationstheater, Musikimprovisationen, Umbauobjekte in der bildenden Kunst, bei denen aus etwas etwas anderes wurde. Die Schönheit von alternativen Möglichkeiten zu den Trivialmöglichkeiten spielen eine Rolle. Das "SO MACHT MAN ES EBEN" steht dem "als ob" Prinzip: "WIE MAN ES NICHT MACHT" entgegen. Trotz bewußtem Negieren der Trivialhandlung erreicht man mit dem kreativen Potential des Als Ob richtiges. "Der Umweg ist mehr als der Weg, wenn der Weg das Ziel ist." [Zit: Machemer Gabriel in Hindernisse./Archiv des Als Ob Instituts] Die Resultate des falschen Verwendens von Gegenständen besitzen eine vorübergehende Ästhetik des Als Ob. Beispiel hierfür ist der Pavian von Picasso, dessen Kopf ein Spielzeugauto ist. Ein weiteres Beispiel für die Ästhetik des Als Ob sind die Attrapen von U-Bahneingängen, initiiert von Martin Kippenberger"

 * Translation anyone? —Preceding unsigned comment added by Skomorokh (talk • contribs) 00:06, 2 October 2007 (UTC)

Here's my feeble attempt:

''The As If Institute was created on 29 October 2005 by artists, cognitive scientists and students. It is located in Halle (Saale). The main field of investigation is the aesthetic of As If. In the aesthetic of As If, all spontaneous appearances of art, which we call provisional or temporary, are documented and evaluated. Examples are improvisational theatre, music improvisations, and the reconstruction of objects in plastic art (architecture, sculpture), with which one thing is made from something else. Beauty, from alternative to trivial possibilities, plays a role. "IT IS DONE PRECISELY THIS WAY" opposes the As If principle: "HOW IT ISN'T DONE". Despite the conscious denial of trivia, the creative potential of As If is correctly attained. "The by–way is more than the way, if the way is the goal." [Citation: Gabriel Machemer on obstacles / Archive of the As If Institute] The results of the false uses of articles possess a transitory aesthetic of As If. An example of this is Picasso's baboon, whose head is a toy car. Further examples of the aesthetic of As If are the mock subway entrances that were beginning to be built by Martin Kippenberger [shortly before his untimely death].''

Many German sentences did not make sense to me but I tried to translate them literally. This "As If Institute" seems, to me, to have nothing to do with Vaihinger's profound philosophy of useful fiction.Lestrade (talk) 18:33, 24 February 2009 (UTC)Lestrade

Kant-Gesellschaft
Vaihinger is told to be the founder of the Kant-Gesellschaft which susquently was merged or icorporated into the Ernst Mach Verein and then in the Vienna Circle (a possibile source: ). Vaihinger is also told to be the founder of the academic journal Kant-Studien in 1896 (kant.uni-mainz.de).

There are available neither primary sources nor archivistic ones, and also the exact foubndation data isn't clearly explicited. Untill better sources will be made available, such a historical information could be kept in this discussion page.

title: Talk:Hans Vaihinger


text:
User talk:TriniTriggs

Welcome!

Hello,, and welcome to Wikipedia! Thank you for your contributions. I hope you like the place and decide to stay. Here are a few good links for newcomers: I hope you enjoy editing here and being a Wikipedian! Please sign your name on talk pages using four tildes (~~); this will automatically produce your name and the date. If you need help, check out Questions, ask me on my talk page, or place  on your talk page and someone will show up shortly to answer your questions. Again, welcome! -- Infrogmation 19:56, 8 Jun 2005 (UTC)
 * The five pillars of Wikipedia
 * How to edit a page
 * Help pages
 * Tutorial
 * How to write a great article
 * Manual of Style

title: User talk:TriniTriggs


text:
User talk:Bubbleboys

Welcome!

Hello,, and welcome to Wikipedia! Thank you for your contributions. I hope you like the place and decide to stay. Here are a few good links for newcomers: I hope you enjoy editing here and being a Wikipedian! Please sign your name on talk pages using four tildes (~~); this will automatically produce your name and the date. If you need help, check out Questions, ask me on my talk page, or place  on your talk page and someone will show up shortly to answer your questions. Again, welcome! -- Infrogmation 19:56, 8 Jun 2005 (UTC)
 * The five pillars of Wikipedia
 * How to edit a page
 * Help pages
 * Tutorial
 * How to write a great article
 * Manual of Style

Obey Giant and phenomenology
It is completely unclear from the Obey Giant article how putting stickers around New York has anything to do with phenomenology. Have you even read the article on phenomenology? If the Obey Giant article explained what the two had to do with each other, your link would make some sense to me (though it's still debatable whether it should be included as a See Also from the phenomenology article, since it doesn't apparently explain anything about phenomenology). As it stands, it's a complete non sequitur. -- Rbellin|Talk 03:43, 9 Jun 2005 (UTC)

Stryker
a) you forgot to sign your message. b) Most all of the Stryker variants do not fit into the conventional armoured car idea "per se", I suggest if you reinstate it, then you use a wiki-link to the appropriate section. c) The list of vehicles should only be of a few examples. I will go and trimm it down the Uk list to no more than one of each era. GraemeLeggett 16:11, 17 Jun 2005 (UTC)

Armoured car

 * There is a comprehensive list of (most) all armoured vehicles since the turn of the last century at List of armoured fighting vehicles, plus the various categories. Nothing will be lost.GraemeLeggett 10:54, 18 Jun 2005 (UTC)

Tomorrow Never Dies
Honestly I wasn't paying attention otherwise I would have noticed it was the same on both sides of the pipe, I usually remove all underscores from links because they're not needed at all. They don't bypass the redirect, I don't know why you believe that, but it's untrue. If you wish to bypass a redirect you need to do something like USS Sea Shadow. That'll bypass the redirect. See USS Sea Shadow. That's the point to the pipe so that you can link to whatever and change the linking name - and change the linking name. K1Bond007 01:56, Jun 26, 2005 (UTC)

MKULTRA ancronym
You added 'an acronym for "Manufacturing Killers Utilizing Lethal Tradecraft Requiring Assassinations" ' to the MKULTRA article. I removed it as it is unsourced, and seems like a acronym created after the fact. If you can provide a source, feel free to re-add it (with the source). Otherwise, ''Thanks for experimenting with Wikipedia. Your test worked, and has been reverted or removed. Please use the sandbox for any other tests you want to do. Take a look at the welcome page if you would like to learn more about contributing to our encyclopedia. Thanks. ''.. JesseW, the juggling janitor 21:16, 19 September 2005 (UTC)
 * I see that you added it because it was in the CIA crptonym article. However, it was just added there by someone who did not provide a source, so I removed it from there too, and gave the user who added it the same message I left you. Cheers! JesseW, the juggling janitor 21:32, 19 September 2005 (UTC)

USMC deletions
For one thing, there is a main article Uniforms of the United States Marine Corps, which the deleted section was a summary of, so the info is still on wiki. Secondly, the article is too long as it is, and i think that's a bit extraneous. It's one thing to describe the uniform; it's another to make a specific comparison with another military service. --Mmx1 13:45, 19 August 2006 (UTC)

Beast
Hmm, I would say that the contemporary usage either belongs in the main article, or in an article on it's own. The purpose of the Dab page isn't to explain concepts, just point poeople in the right direction. McKay 07:09, 24 March 2007 (UTC)
 * Okay, so my reasons are WP:NOT (specifically WP:NFT), and WP:OR. It doesn't meet the guidelines of WP:MOSDP. Sure, maybe other pages are in violation, but that doesn't make it right. —The preceding unsigned comment was added by Mckaysalisbury (talk • contribs) 15:12, 2 April 2007 (UTC).

Don't bite
Please don't bite the IPs. Please be less strong in tone with them. You may want to use boilerplate warning templates to warn the vandals. Thank you.  bibliomaniac 1  5  23:03, 6 May 2007 (UTC)

 * I'm sorry, maybe my choice of wording was too strong, but caps-locking is not so polite either . I did not ask you to baby vandals, but you shouldn't shout at them.  bibliomaniac 1  5  23:39, 6 May 2007 (UTC)

Your report at WP:AIV
Good evening (GMT time); thank you for your report at Requests for Administrator Intervention. Unfortunately, the report you filed was not actually valid: under normal circumstances, vandalising accounts are required to receive around four warnings before a Administrator blocks them; the account you filed against had only received two.

Naturally, this varies under a number of factors - some accounts are blocked without any warning, if they are making no other edits except large volumes of vandalism - but in this case, I have reviewed the report and declined to block the editor.

Please, don't hesitate to jump over to my talk page and ask any questions regarding my actions or motives here, or if you have any other queries about the encyclopedia.

Kind regards, Anthony  23:31, 6 May 2007 (UTC)

Here u go. LOL
No problem dude. Oh and why were u on my userpage??

WP:CVU status
The Counter-Vandalism Unit project is under consideration to be moved to and/or  status. Another proposal is to delete or redirect the project. You have been identified as a project member and your input as to this matter would be welcomed at WT:CVU and at the deletion debate. Thank you! Delivered on behalf of xaosflux 15:32, 10 August 2007 (UTC)

Userpage
I understand you have strong feelings against vandals, but your userpage is very much a sweeping statement. Who says a vandal simply doesn't have friends? If a person who has friends and a life gets bored one night and vandalises something are they not a vandal? Just a little of my night time bitching. Manors21 02:06, 29 August 2007 (UTC)

Speedy deletion nomination of Optimum Online

A tag has been placed on Optimum Online, requesting that it be speedily deleted from Wikipedia. This has been done under section G11 of the criteria for speedy deletion, because the page seems to be unambiguous advertising which only promotes a company, product, group, service or person and would need to be fundamentally rewritten in order to become an encyclopedia article. Please read the guidelines on spam and FAQ/Business for more information.

If you think that this notice was placed here in error, contest the deletion by clicking on the button labelled "Click here to contest this speedy deletion". Doing so will take you to the talk page where you will find a pre-formatted place for you to explain why you believe the page should not be deleted. You can also visit the page's talk page directly to give your reasons, but be aware that once tagged for speedy deletion, if the page meets the criterion, it may be deleted without delay. Please do not remove the speedy deletion tag yourself, but don't hesitate to add information to the page that would render it more in conformance with Wikipedia's policies and guidelines. If the page is deleted, you can contact one of these administrators to request that the administrator userfy the page or email a copy to you. ukexpat (talk) 14:45, 9 December 2011 (UTC)

ArbCom elections are now open!
MediaWiki message delivery (talk) 13:01, 23 November 2015 (UTC)

title: User talk:Bubbleboys


text: User talk:147.126.95.148

title: User talk:147.126.95.148


text: User talk:24.75.1.126

title: User talk:24.75.1.126


text:
Galactic Civilizations II: Dread Lords

Galactic Civilizations II: Dread Lords is a 4X turn-based strategy by Stardock for Microsoft Windows. It is the sequel to the 2003 game, Galactic Civilizations, and was released at retail and on Stardock's online subscription service, TotalGaming.net, on February 21, 2006. An expansion, Dark Avatar, was released in February 2007. A second expansion, Twilight of the Arnor, was released in April 2008.

Dread Lords is set in the 23rd century, when multiple alien civilizations, including Terrans, scramble to conquer the galaxy, planet by planet, by force, diplomacy, influence (culture), or technology. Dread Lords focuses on the single player experience that consists of a Campaign mode and a "Sandbox" mode, and omits multiplayer. The game is notable for its artificial intelligence, which is challenging without being given resources and abilities not available to the player, as is common in the majority of strategy games. The game was a modest commercial success, and it was received favorably by critics, winning multiple Editor's Choice awards. Stardock also opted for a rather unusual distribution strategy that lacks copy prevention, and allowed for extensive modding by the community.

A sequel, titled Galactic Civilizations III, was announced by Stardock on October 15, 2013. A pre-release version was made available through Steam in March 2014, which allowed customers to play the game while it is still in development. The sequel was the first game in the series to feature multiplayer and used hex-based game tiles. The full version of the game was released in May 2015.

Storyline
The story of Galactic Civilizations II and the back plot of the ingame universe it inhabits is based on a series of short stories written by Stardock CEO Brad Wardell.

A powerful, highly advanced civilization, remembered in legend as the "Precursors", colonized much of the galaxy thousands of years ago. As younger specimens throughout the galaxy began to develop the beginnings of their own primitive civilizations, it led to a philosophical rift within Precursor society, splitting it into two factions. The Arnor faction wanted to guide the younger civilizations toward enlightenment. The Dread Lord faction wanted to exterminate them.

This dispute erupted into a catastrophic civil war. The Dread Lords came close to destroying the Arnor in the war's final battle. However, before the final blow was struck, the Dread Lords and the Arnor both mysteriously vanished.

The younger civilizations eventually began to explore the galaxy on their own but their progress was slow. The first wave of exploration was made possible after the invention of stargates. A stargate was expensive to build and would only transport a ship to another stargate, which first had to be constructed at the destination.

The youngest civilization, Humanity, obtained plans for the construction of a stargate after the Arcean civilization initiated first contact with them. Human scientists realized that, with the inclusion of a fusion power source, the technology behind the stargates could be modified to create a hyperdrive engine. Hyperdrive allowed starships to travel great distances on their own.

With the entire galaxy now within easy reach, the major space-traveling civilizations began a race to explore, colonize and, in some cases, conquer the galaxy. Armies were mobilized, fleets of warships were built and the galaxy was once again on the verge of total war. As the younger civilizations prepared themselves for the coming conflict, the Dread Lords began to return.

The player must guide Humanity's actions as they attempt to prevent Precursor technology from being discovered by their enemies, fight a galactic war between the major powers and survive the onslaught of the genocidal Dread Lords.

Features and game concepts
The game is played in what is known as a "sandbox" galaxy mode, where the objective is to achieve victory over AI opponents in one of four ways - military conquest, cultural domination, universal alliance or technological supremacy. The sandbox analogy represents the free-form style of playing, where the player is free to develop the game however he/she chooses. This "sandbox" may be customized in terms of galaxy size, planet habitability and similar features as well as difficulty of the opposition. The game also includes a story-driven campaign, featuring the titular "Dread Lords".

Civilizations
The game has 10 playable preset civilizations, and also allows the user to create a custom civilization. Eight of the preset civilizations return from the original Galactic Civilizations game and its expansion: the Terran Alliance, the Yor Collective, the Drengin Empire, the Altarian Republic, the Drath Legion, the Torian Confederation, the Dominion of the Korx, and the Arcean Empire. The other two preset civilizations are new: the Iconian Refuge and the Thalan Empire. Minor civilizations (which do not factor into winning conditions, and have a weaker AI), such as the sentient rodent-like Snathi, can also appear in the game.

Each preset civilization has a distinct combination of AI, personality, and built-in advantages. The Korx, for instance, focus on money, and thus have an economic bonus. The Terrans are excellent diplomats, the Drengins have superb ships and soldiers, the Torese have fast population growth, and the Yor have very loyal populations.

Ship design

One criticism of the original Galactic Civilizations was its lack of ship design features. New ships simply became available when the appropriate technology was researched to create them. Galactic Civilizations II includes a highly configurable 3D ship design editor. Technological research now unlocks components that players use to create their own custom ship designs in 3D from a variety of hull bases. The users' ships are rendered in real time and shown on both the main screen and in fleet battles. Other than component selection, the design of a ship has no effect on its combat abilities, since tactical combat is not a feature of the game.

Every ship is designed around a particular class of hull - tiny, small, cargo, medium, large and huge - and has a predetermined number of hit points and capacity. Each ship component takes up a certain amount of space. Technological advances can lead to enhanced components that take up less space (but which typically cost more to construct). Existing ships may be upgraded to use these new components, although it is often cheaper to use them as cannon fodder and replace them with newer ships.

There are three types of paired "offense-defense" combinations:
 * Beam weapons and shielding
 * Missiles and point defense
 * Mass drivers and armor

Defenses work best against the offensive weapon with which they are matched. A defense mechanism used against a mismatched attack is diminished to the square root of the defense value (with a minimum of 1). For example, nine units of shield defenses would afford the same protection as only three units of armor when used to defend against mass drivers.

Engines are another component, and become available in increasing power/size ratios with later research. Several extra components available at all times include sensors, life support (for extra range), colonization, and construction modules. Each component may be added multiple times with summing effect; a player could create a fast long-range fighter with two lasers, two ion engines, a support module, and a shield.

A wide variety of non-functional components ("jewelry") such as wings, pylons, wheel structures, and lights may be added for artistic purposes. These take up no space and cost nothing to build. There are several sets of jewelry, one of which is assigned to each civilization, though the player is not restricted to choosing from these.

3D engine
Galactic Civilizations II is powered by a custom 3D game engine, although most user interface elements are displayed in 2D. Planets and ships are restricted to a single plane in space, but the user may pan and zoom as they wish, even to view the details of individual ships. Players may zoom out to view the galactic map on a wide scale, at which point the ships, planets and anomalies are replaced by icons. It is possible to play the game in this mode.

The player's ship designs are tested in full-screen fleet battles in an environment separate from the main screen. The battles are not user-directed, but it is possible to watch from several viewpoints and fast-forward and reverse through them. Planetary invasions are dealt with separately, depending on a combination of general technology, soldiering ability, quantity of forces available to each side, and optional methods of attack (which tend to provide advantages at the cost of decreasing planetary quality or destroying planetary improvements).

A.I.
A major focus of Galactic Civilizations II is the artificial intelligence of its opponents, due in part to the deliberate omission of multiplayer in favor of the single-player experience. The game offers 12 levels of AI intelligence for opponent civilizations. Full AI capability is granted at the 7th level ("intelligent"). Levels 1 through 6 implement less sophisticated strategies/counter-strategies and (except for level 6) are hindered by economic handicaps. Levels 8 through 12 are aided by economic advantages and other bonuses.

The AI also makes use of technological developments to design ships of its own. At higher difficulty levels these ships are tailored to the opposition, so players sending fleets of laser-armed ships may find them repulsed by shielded defenders, while those preferring to employ mass drivers will find that they come up against heavily armored opposition instead.

Stardock has changed the AI's capabilities with various updates.

Planetary management

In the original Galactic Civilizations, planets were part of a star system, and located in the same square. In Galactic Civilizations II, each planet (or colony) is a completely separate entity in space. Moreover, planets may now only have a limited number of improvements built upon them. A planet's class determines the number of improvement tiles that are available for building. There are improvements to aid manufacturing, research, planetary influence, morale, and the economy, as well as several "wonder"-style improvements similar to those popularized by the Civilization series of games.

Certain technologies allow the unlocking of extra tiles, a feature that allows more advanced civilizations to make better use of a low-quality planet. Planets may be focused on military production or research, allowing the creation of military outposts or research bases. In addition, a proportion of tiles offer bonuses for manufacturing, research, agriculture, influence or morale improvements built upon them.

The necessity of customizing planetary improvements (which is a big part of the game) can be an increased burden on the player. To help with this, the game offers an auto-update system that can automatically upgrade any available planetary improvements as new technology becomes available.

Economics
The largest departure made by Galactic Civilizations II from other 4X games is its economic system, which is very different from the systems used in most strategy games. Typically, 4X strategy games receive money based on a tax rate or based on the income of specific tiles in use by a city or planet. Civilization IV uses this system, and most other 4X strategy games use a variant of it. These incomes are increased by economic structures and sometimes by population, and the profit made off this economic income is used to pay maintenance fees and rush-build units. Galactic Civilizations II adds another layer of complexity by requiring that the income of an empire is used to pay for all forms of production. In order to produce one unit of product, be it research or manufacturing, the player must pay credits (usually in denominations of a Billion Credits, or BC). It is therefore critical that the player balances the economic income of their empire with their industrial output, and not just with the maintenance of their empire. If the player does not have the economy required to support an industrial planet, then they will have to spend at a deficit, and if the player does not correct their economy, they will eventually go broke. This stands in stark contrast to the Civilization series, where industrial output has nothing to do with the player's economic income.

Random events and alignment
At random times throughout the game, though commonly in colonizing new planets, the player is presented with ethical choices in the form of events where a wide-ranging decision needs to be made. Typically the good choice will cost the player something (either directly or indirectly). Conversely, the evil choice can bring benefits, albeit at the expense of other civilizations or the player's own population. A neutral choice is also presented as a compromise. To keep the game's ethics uncontroversial, the choices are made very clear-cut.

For example, one random event involves the creation of a super-serum that can enhance soldiers' performance at the expense of decreasing the life expectancy of those who take it. The player may forbid its use and destroy all of the research at government's expense (good), only allow it to be used by those who volunteer (neutral), or require all army recruits to take it (evil). In this case, the "loss" of the good choice is mostly an opportunity cost in terms of the foregone advantage.

The main advantage to making good choices comes in diplomacy with other civilizations; good civilizations are more picky about interacting with evil civilizations than evil ones are with good ones. In addition, once the "Xeno Ethics" technology is researched, it is possible to pick one of the three alignments, which grants access to various bonuses and improvements. Picking an alignment other than that already established by the player's actions costs significant amounts of money.

Some random events affect not only individual civilizations, but also the entire galaxy. These galaxy-wide events can upset the balance of power, transform weak civilizations into powerful ones, lead to wars between allies and even result in chaos. In one event, a civilization unearths an archeological relic that will eventually transform them into "god-like" beings. Some events can spawn devastating pirate fleets across the galaxy or triple one civilization's influence. Others are more benign, with all civilizations experiencing a short-term economic boom, or a "wave of xenophobia" (usually triggered by prolonged warfare) that halts tourism.

Starbases and galactic resources
A late addition to the original Galactic Civilizations game, starbases are a central component in Galactic Civilizations II. There are four main types of starbases:
 * Military starbases, which help the player's ships in battle against other forces
 * Economic starbases, which increase economic and social production in the surrounding region
 * Influence starbases, which encourage nearby planetary populations to defect to the owner's culture
 * Mining starbases, which are used to extort a bonus affecting your entire civilization

All four kinds of starbases may also be upgraded with defensive capabilities. The AI is more than willing to make its own starbases, and may take exception to the player building them too close to the AI's planets.

Civilization bonuses, politics and government
When designing a custom civilization, the player is given a set of points that can be allocated to various bonus abilities. These bonuses cover most game mechanics - it is possible to make a civilization with highly militant and loyal researchers, or with influential and highly prolific diplomats.

At the beginning of the game, the player chooses one of eight political parties, each with its own advantages. These advantages are cumulative with the civilizations bonuses, so they may be used to cement an established advantage, or to shore up a potential weakness. However, these bonuses are only preserved as long as the player's party stays in power, which depends on keeping morale up (generally above 50%). If the player loses an election they do not lose control of the game, only the bonuses previously granted. In addition, the bonus of the party currently in power (if you are not) is applied as a penalty to your civilization instead. Morale also has an effect on reported population, and thus on tax revenue, so it is important not to tax for short-term gain.

The player can eventually research advanced forms of government that grant significant bonuses to the economy and social production. However, it becomes increasingly harder to keep morale up while progressing from an imperial government to a republic, democracy or galactic federation.

The United Planets
The United Planets is a council formed of all major civilizations in the galaxy that regularly convenes to make decisions. The number of votes a civilization has in the council depends on their influence, which is partially a factor of population, but which is also affected by planetary improvements and civilization bonuses (among other factors). The United Planets does not usually have a great effect on the game, but some of the propositions — for example, the transfer of unique researched technologies, or the imposition of a certain governmental system — can be extremely destabilizing if passed. The player does have the option of permanently leaving the United Planets, but at the expense of losing all trade revenue.

Diplomacy and civilization relations
Diplomacy is a key part of the game. Players — both human and AI — may trade technology, starbases, ships, planets, and trade goods (unique improvements built by one civilization that provide a bonus to those obtaining them). Negotiation skill is an important factor which varies with inherent civilization bonuses and research; it can be possible to gain a significant technological advantage through careful trading with less sophisticated civilizations.

Each civilization has customized text used during negotiation that signifies their current relations with the player. Relations depend on a number of factors, including current trade, relative ethical alignment, belligerence, military might and past actions. AI players may decide to initiate technology trades or demand tribute from the player, or to warn them of perceived threats.

Reception
Upon release, Galactic Civilizations II received positive reviews from GameSpot, GameSpy, and IGN. The overall critical reception was highly positive, awarding an average score of 87%.

The editors of Computer Games Magazine presented Galactic Civilizations II with their 2006 "Best AI" and "Best Independent Game" awards, and named it the year's sixth-best computer game overall. They wrote, "Galactic Civilizations II may not lead to a resurgence of space conquest games, but as long as it's available, the renaissance can wait."

Ten days after its launch, Galactic Civilizations II had matched the lifetime sales of its predecessor by that time, with 75,000 copies sold. According to Stardock's CEO Brad Wardell, as of March 2008, Galactic Civilizations II has sold around 300,000 copies in total, bringing in an eight-figure revenue, on a development budget of less than $1 million.

Distribution
Stardock has not instituted any stringent or cumbersome copy prevention schemes in accordance with what its CEO Wardell has defined as the Gamer's Bill of Rights.

The game's CD contains no copy prevention and there is no requirement to have the disc loaded into the computer to play the game. Stardock's anti-piracy plan is that players must complete product activation with a valid serial number before they may receive any of the several game updates. Serial numbers can be used multiple times and the company owner, Brad Wardell, has stated that they are taking an approach based on the view that people who install the game illegally were unlikely to purchase it anyway.

Reselling copies of the game is against Stardock's license terms. Resold/used copies will not be supported, meaning that the buyer of a used copy cannot download game updates.

Copies of the game purchased from Stardock's online store use product activation before the game can be played. The game can only be installed and activated a limited number of times before needing to contact support. Installing on a computer without an internet connection require the files to be downloaded into an archive on another computer, and an activation data blob emailed to Stardock; a signature file is returned to be used on the activated computer.

On November 21, 2015 "Galactic Civilizations II: Ultimate Edition" was released DRM-free and without product activation on the digital distribution website gog.com.

StarForce controversy
On March 5, 2006, a StarForce employee publicly posted a working link to a BitTorrent search engine listing of Galactic Civilizations II torrents during a discussion about the popularity of the game. Their action was publicized on various websites, including Digg, Neowin, and Penny Arcade. Stardock also posted an article, partially in response to inaccurate reporting of their own reasons for releasing the game without copy protection. Starforce later closed the thread, posting an apology and stating that the employee "just wanted to show that every non-protected game can be cracked".

Expansions and modifications
Stardock has released two expansion packs for the game as well as a major update (GalCiv 2.0). It will not release any more as they are currently working on their upcoming projects.

Dark Avatar
Stardock released an expansion pack named Galactic Civilizations II: Dark Avatar in February 2007. A number of things are added in the expansion, such as:

 * Two new civilizations: a genocidal Drengin offshoot called the Korath and a civilization called the Krynn
 * A new campaign in which the player leads the Drengin Empire
 * The ability to create custom opponents
 * An "environment" statistic to planets, which will determine which civilization can innately colonize or what technologies will be necessary for other civilizations to colonize different planets
 * An enhanced role for espionage, special "Agents" being hired that can conduct various missions, such as sabotage or destabilization, on rival worlds, or act as counter-agents against rival agents attempting to conduct missions on the player's worlds
 * Asteroid fields to the space map, for players to mine for resources. Resources from asteroid fields are directed to planets where they increase manufacturing capacity.
 * A great deal of new ship hulls and jewelry
 * The extermination of two civilizations during the campaign - the two exterminated civilizations will still be available in "sandbox" mode, but will not appear in the future releases of the game.

Twilight of the Arnor
A second expansion pack named Galactic Civilizations II: Twilight of the Arnor was released in April 2008, the expansion added new content to the game, such as:

 * The ability to destroy solar systems with massive ships called "Terror Stars"
 * Unique technology trees, planetary improvements, and weapons for each civilization
 * A map pointer and custom scenario editor
 * New graphics that reduce graphic memory requirements by over 90%
 * New map size allows for games that may take millennia to complete

According to Stardock, Twilight of the Arnor is the final expansion for Galactic Civilizations II.

Endless Universe
Galactic Civilizations II: Endless Universe is a compilation featuring the content of Dread Lords, Dark Avatar and Twilight of the Arnor. It was released exclusively in Europe on September 26, 2008 and it was published by Kalypso Media. The compilation was released as Galactic Civilizations II: Ultimate Edition in North America on February 9, 2009.

Community support and modding
Significant modding features have been built into the game in terms of user-editable XML files. The ship designs are also intended to be redistributed to others, and popular models (both derivative and original) appeared shortly after the game's release.

Since September 2014, the game's community works on a Stardock endorsed community patch, whose beta version was already applied on the November 2015 gog.com release. On December 17, 2015 the community patch was canonized as official patch version 2.20 by Stardock.

title: Galactic Civilizations II: Dread Lords


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Bliss (photograph)

Bliss, originally titled Bucolic Green Hills, is the default wallpaper of Microsoft's Windows XP operating system. It is an unedited photograph of a green hill and blue sky with white clouds in the Los Carneros American Viticultural Area of Wine Country, California. Charles O'Rear took the photo in January 1996 and Microsoft bought the rights in 2000. It is estimated that billions of people have seen the picture, possibly making it the most viewed photograph in history.

Overview
Former National Geographic photographer Charles O'Rear, a resident of the nearby Napa Valley, took the photo on film with a medium-format Mamiya RZ67 camera while on his way to visit his girlfriend in 1996. While it was widely believed later that the image was manipulated or even created with software such as Adobe Photoshop, O'Rear says it was not. He sold it to Westlight for use as a stock photo titled Bucolic Green Hills. Westlight was bought by Corbis in 1998, who digitized its best selling images. Two years following the acquisition, Microsoft's design team selected images to be used as wallpapers in Windows XP. The image would eventually be chosen as the default wallpaper, resulting in the company acquiring the image and renaming it to Bliss.

The image also became part of Microsoft's $200 million "Yes You Can" advertising campaign to promote their software, and has been the subject of many parodies.

Microsoft chose the image because "it illustrates the experiences Microsoft strives to provide customers (freedom, possibility, calmness, warmth, etc.)." Due to the market success of Windows XP, over the next decade it was claimed to be the most viewed photograph in the world during that time.

History

In January 1996, former National Geographic photographer O'Rear was on his way from his home in St. Helena, California, in the Napa Valley north of San Francisco, to visit his girlfriend, Daphne Irwin (whom he later married), in the city, as he did every Friday afternoon. He was working with Irwin on a book about the wine country. He was particularly alert for a photo opportunity that day, since a storm had just passed over and other recent winter rains had left the area especially green.

Driving along the Sonoma Highway (California State Route 12 and 121) he saw the hill, free of the vineyards that normally covered the area; they had been pulled out a few years earlier following a phylloxera infestation. "There it was! My God, the grass is perfect! It's green! The sun is out; there's some clouds," he remembered thinking. He stopped near the Napa–Sonoma county line (approximately at 38.249°N, -122.41°W ) and pulled off the road.

To take the photo, O'Rear used a Mamiya RZ67 medium-format camera on a tripod, choosing Fujifilm's Velvia, a film often used among nature photographers and known to saturate some colors. O'Rear credits that combination of camera and film for the success of the image. "It made the difference and, I think, helped the Bliss photograph stand out even more," he said. "I think that if I had shot it with 35 mm, it would not have nearly the same effect." While he was setting up his camera, he said it was possible that the clouds in the picture came in. "Everything was changing so quickly at that time."

He took four shots and got back into his truck. According to O'Rear, the image was not digitally enhanced or manipulated in any way.

Since it was not pertinent to the wine-country book, O'Rear made it available through Westlight (transferred to Corbis after its acquisition) as a stock photo, available for use by any interested party willing to pay an appropriate licensing fee. He also submitted a vertical shot, which was available at the same time.

In 2000, Microsoft's Windows XP development team contacted O'Rear through Corbis, which he believes they used instead of larger competitor Getty Images, also based in Seattle, because the former company was owned by Microsoft founder Bill Gates. "I have no idea what [they] were looking for," he recalls. "Were they looking for an image that was peaceful? Were they looking for an image that had no tension?" Another image of O'Rear's titled Full Moon over Red Dunes, known as Red moon desert in Windows XP, was also considered as the default wallpaper, but was changed due to testers comparing it to buttocks.

Microsoft said they wanted not just to license the image for use as XP's default wallpaper, but to buy all the rights to it. They offered O'Rear what he says is the second-largest payment ever made to a photographer for a single image; however, he signed a confidentiality agreement and cannot disclose the exact amount. It has been reported to be "in the low six figures." O'Rear needed to send Microsoft the original film and sign the paperwork; however, when couriers and delivery services became aware of the value of the shipment, they declined since it was higher than their insurance would cover. Instead, the software company bought O'Rear a plane ticket and he personally delivered it to their offices. "I had no idea where it was going to go," he said. "I don't think the engineers or anybody at Microsoft had any idea it would have the success it's had."

Microsoft gave the photo its current name, and made it a key part of its marketing campaign for XP. Although it is often said that it was cropped slightly to the left and the greens were made slightly stronger, the version Microsoft bought from Corbis had been cropped like this to begin with, while the saturation is a result of the Velvia film. O'Rear estimates that the image has been seen on a billion computers worldwide, based on the number of copies of XP sold since then.

Re-creations

In November 2006, Goldin+Senneby visited the site in Sonoma Valley where the Bliss image was taken, re-photographing the same view now full of grapevines. Their work After Microsoft was first shown in the exhibition "Paris was Yesterday" at the gallery La Vitrine in April 2007. It was later exhibited at 300m³ in Gothenburg.

Reception
O'Rear concedes that despite all the other photographs he took for National Geographic, he will probably be remembered most for Bliss. "Anybody now from age 15 on for the rest of their life will remember this photograph," he said in 2014.

Since the origins of the image were not widely known for several years after XP's release, there had been considerable speculation about where the landscape was. Some guesses have included locations in Ireland, France, England, Scotland, Switzerland, the North Otago region of New Zealand, southeastern Washington and the south of Tübingen, Germany. Dutch users believed the photograph was shot in Ireland's County Kerry since the image was named "Ireland" in the Dutch release of the software; similarly, the image was named "Alentejo" in the Portuguese version, leading users speaking that language to believe it had been taken in the eponymous region of Portugal.

Other users have speculated that the image was not of a real location, that the sky came from a separate image and was spliced together with the hill. O'Rear is adamant that, other than Corbis' minor alterations to the digitized version, he did nothing to it in a darkroom, contrasting it with Adams' Monolith: "I didn't "create" this. I just happened to be there at the right moment and documented it. If you are Ansel Adams and you take a particular picture of Half Dome and want the light a certain way, you manipulate the light. He was famous for going into the darkroom and burning and dodging. Well, this is none of that."

In December 2001, Microsoft released a screensaver under the name of Bliss, with the scenery similar to the image, but with animating effects.

In 2012, David Clark of the British magazine Amateur Photographer commented on Bliss's aesthetic qualities. "Critics might argue that the image is bland and lacks a point of interest, while supporters would say that its evocation of a bright, clear day in a beautiful landscape is itself the subject", he wrote. He notes the "dreamlike quality" created by the filtered sunlight on the hillside as distinguishing the image. "What made Microsoft choose the image above all others?" he asked. Although the company had never told O'Rear or anyone else, Clark thought he could guess. "It's attractive, easy on the eye and doesn't detract from other items that might be on the screen are all contributing factors. It may also have been chosen because it's an unusually inviting image of a verdant landscape and one that promotes a sense of wellbeing in desk-bound computer users."

On July 8, 2021, the Microsoft 365 team published a series of nostalgic themed Microsoft Teams backgrounds, that included a wallpaper based on the scenery of Bliss.

title: Bliss (photograph)


text:
User talk:Jaycasper

Welcome
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Spam in U.S. Career Institute
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A tag has been placed on U.S. Career Institute, requesting that it be speedily deleted from Wikipedia. This has been done under the criteria for speedy deletion, because the article seems to be blatant advertising that only promotes a company, product, group, service or person and would need to be fundamentally rewritten in order to become an encyclopedia article. Please read the general criteria for speedy deletion, particularly item 11, as well as the guidelines on spam.

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title: User talk:Jaycasper


text: User talk:82.33.139.253

title: User talk:82.33.139.253


text:
Shadow Project

Shadow Project was a rock band formed in 1987 featuring former members of Los Angeles deathrock groups Christian Death and Super Heroines. After recording two LPs the group experienced a three-year hiatus, reconvening for a third and final album. Shadow Project definitively folded after vocalist Rozz Williams committed suicide on April 1, 1998. The band briefly returned in 2019 under the moniker "Shadow Project 1334" for 13 shows only, vowing to never perform again together after that.

Formation
The band was named after a study of the effects of nuclear bombs in Hiroshima. Centered around Rozz Williams and Eva O, Shadow Project gave its first performance in San Francisco in 1987, but did not maintain much of a profile until Williams and Eva O returned to Los Angeles in 1990. Once there, they recruited keyboardist Paris Sadonis, Super Heroines bassist Jill Emery, and drummer Tom Morgan, formerly from Los Angeles punk band the Flesh Eaters. After touring the city's club circuit – including the legendary Whisky a Go Go – they signed with Triple X Records, responsible for launching Jane's Addiction's successful career.

Triple X years
The band's self-titled first album was released in 1991. AllMusic described Shadow Project's debut as a unique and adventurous "blend of goth, punk and glam", a challenging record that would ultimately prove satisfying after several spins. With Peter Tomlinson replacing Morgan, the group completed a follow-up, Dreams for the Dying, recorded during the 1992 Los Angeles riots. Jill Emery left to concentrate on her Hole duties. After Emery's departure they recruited former Kathedral bassist Donato Canzonieri who finished recording Dreams for the Dying (uncredited). Donato can be seen on the album cover with Eva O. and would also go on to record on Rozz Williams spoken word album Every King A Bastard Son. The following year Shadow Project participated on Triple X's Alice Cooper tribute Welcome to Our Nightmare with a "Dead Babies/Killer" medley. The band personnel for this recording featured yet another line-up change, with Aaron Schwartz now on bass and Chuck Collison handling the track's samples. Shadow Project then toured the United States in the summer, and after that had plans to tour Europe in the Fall, namely France, Germany, the Netherlands, Belgium and the United Kingdom.

During their 1993 tour in support for Dreams for the Dying's release, Shadow Project recorded a concert held in Fullerton, California on June 20, later to be released as the In Tuned Out live album. Alongside tracks culled from their two studio albums, the record features an Alice Cooper medley, a David Bowie cover ("Panic in Detroit") and two unreleased songs. A Christian Death original, "Still Born/Still Life" – dedicated to serial killer Jeffrey Dahmer – was also included in the set.

Split
After the American tour, Eva O and Paris left the band to focus on Eva O Halo Experience CD Demons Fall for an Angel's Kiss. This effectively ended Shadow Project. For his part, Williams declared that Shadow Project went as far it could. "Eva wanted to go in one direction and I in another", he justified; he then went on to pursue his own musical interests. The German leg of their European tour had already been booked by then, so Rozz Williams went to tour with another band in place, Daucus Karota.

Final days
After Shadow Project split, Rozz Williams and Eva O. divorced (but remained friendly) and Williams' heroin addiction increased. In 1997 they would once again reunite to record the final Shadow Project release, From the Heart. The album included band material from previous records stripped down to just acoustic guitar and vocal duets. Nathan Van Hala of Christian metal group Saviour Machine was drafted to fill in the keyboard duties. But before From Heart came out Shadow Project's career was again cut short, this time by Rozz Williams' suicide. The singer hanged himself on April Fool's Day, leaving no suicide note. His former Christian Death bandmate, Valor Kand, said that beside suffering from bipolar disorder, Williams battled alcohol and heroin abuse all his life.

Style and influences
In Terrorizer magazine's accessement, Shadow Project "seamlessly blended" all of Rozz Williams' talents: art, music and poetry. In that sense the group had a wide range of influences, raging from glam rock icons David Bowie and T. Rex, West Coast punk bands The Germs and The Alley Cats, to symbolist poet Arthur Rimbaud, "Theatre of Cruelty" creator Antonin Artaud and the cut-up technique of Beat writer William S. Burroughs. Rozz also held pioneer hard rock and heavy metal groups such as Black Sabbath, Led Zeppelin, Kiss and Alice Cooper in great esteem.

Eva O described Shadow Project's music as "a strange mixture of metallic death rock and punk". For his part, Williams stated that Shadow Project's music wasn't "Gothic-Rock"; in fact, the music of Shadow Project was "beyond labeling".

Rozz Williams felt frustrated that he couldn't quite steer from "goth" tag due to the legendary status of his former band, Christian Death. Williams didn't consider himself part of the gothic scene anymore, stating that:

I dont go out to the clubs, so I don't really see it much unless I'm doing a show, and then sometimes it seems a wee bit superficial, you know. It's just funny seeing the whole image and dress and style and everything, which can be really great, but it seems like for a lot of the people, thats their main concern. They dont have many questions behind what they're doing.

Themes
Rozz Williams' favorite subject matter revolved around death, religion and violence. Regarding the latter, the singer was obsessed with serial killers – especially Charles Manson – and dedicated a song ("Still Born/Still Life") to Jeffrey Dahmer. He explained that, to him, "they've crossed a barrier that... well, obviously, you're not supposed to and you're not allowed to, supposedly. It's kind of a fascination with that".

Discography

 * Studio albums
 * Shadow Project (1991)
 * Dreams for the Dying (1992)
 * From the Heart (1998)
 * Live albums
 * In Tuned Out – Live '93 (1994)
 * EPs
 * The Original Shadow Project (2005)
 * Demos
 * Helter Skelter (1987)
 * Videos
 * And Then There Was Death (2005)

 * Compilation appearances
 * Triple X Records – Compilation Five (1991)
 * Welcome to Our Nightmare: A Tribute to Alice Cooper (1993)
 * The Fallen Angel – Kyrandia's First Gate (1994)
 * Catch 22 (1995)
 * Must Be Mental II (1995)
 * Hollows Hill (1998)
 * Hex Files – The Goth Bible Vol. 3 (1998)
 * The Nature of Mother Dance (1998)
 * The Black Book Compilation – Goths' Paradise II (1999)
 * The Whip (2001)
 * Strobelights Vol. 1 (2004)
 * Kaliffornian Deathrock (2006)

title: Shadow Project


text:
Wikipedia:Articles for deletion/Imhotep (video game)

 This page is an archive of the discussion about the proposed deletion of the article below. This page is no longer live. Further comments should be made on the article's talk page rather than here so that this page is preserved as an historic record. The result of the debate was DELETE. Golbez 08:57, Jun 18, 2005 (UTC)

Imhotep (video game)
the article is too generic, how many videogames fall under this article's description Melaen 19:59, 8 Jun 2005 (UTC)
 * Delete. Unless it is expanded with even a little more descriptive text. The game doesn't even appear on MobyGames.   — Frecklefoot | Talk 20:01, Jun 8, 2005 (UTC)
 * Delete. I don't think that this is even a published video game - probably Shareware/fanware. jglc | t | c 20:03, 8 Jun 2005 (UTC)

 * Delete even though "fighting in the times of life" sounds fun. Andrew Lenahan - St ar bli nd 21:05, Jun 8, 2005 (UTC)
 * Delete non notable. JamesBurns 07:46, 9 Jun 2005 (UTC)
 * Delete, no useful content. -- Infrogmation 01:50, 11 Jun 2005 (UTC)
 * This page is now preserved as an archive of the debate and, like some other VfD subpages, is no longer 'live'. Subsequent comments on the issue, the deletion, or the decision-making process should be placed on the relevant 'live' pages.  Please do not edit this page .


text:
User:Mrendo

Mr. Endo is really Nathan Anderson from Syracuse, New York. I started editing Wikipedia in the Spring of 2004, but it was only in May of 2005 that I really got into it. Now I'm hooked! My interests in Wikipedia include the U.S. National Park System, as my life goal is to visit all of the NPS areas. I am a member of WikiProject Protected Areas, and it is the basis for why I'm interested in Wikipedia.

I chose my on-line username, Mrendo, many years ago when I started mountain biking and was performing an endo at least twice a week. (I'm much better now.)

User:Mrendo/Template List

Pages to keep an eye on:
 * The Third Wave (book)
 * Yeare
 * Thumb6455
 * 60 Second Assassin
 * KIXZ
 * RMMC
 * User:65.216.119.103
 * Zan Batman Circus
 * Scannicchio
 * User:195.195.24.252
 * Gonzalo...1960
 * AnandtechModerator
 * Kared

title: User:Mrendo


text:
Wikipedia:Articles for deletion/Lid 13

 This page is an archive of the discussion about the proposed deletion of the article below. This page is no longer live. Further comments should be made on the article's talk page rather than here so that this page is preserved as an historic record. The result of the debate was DELETE. Golbez 08:57, Jun 18, 2005 (UTC)

Lid 13
non notable in my opinion Melaen 20:00, 8 Jun 2005 (UTC)
 * Also in the opinion of Google. A look at the "Comments & Criticisms" section in the entry makes me fairly certain that this is a joke page. jglc | t | c 20:06, 8 Jun 2005 (UTC)
 * Delete. Do not pass BJAODN, do not collect $200 wikidollars. -- BD2412 talk 20:20, 2005 Jun 8 (UTC)
 * Delete The originating author's IP originates from Illinois. The David Motley mentioned in Lid 13 could be Director of Public Relations for the City of Waukegan, David Motley.--AI 20:23, 8 Jun 2005 (UTC)
 * Delete nonsense. JamesBurns 07:48, 9 Jun 2005 (UTC)
 * Band vanity. From the article: “I don’t understand... this isn’t music at all.”  Delete per WP:MUSIC, no indication of notability/albums/tours meeting the music guidelines.  Barno 18:20, 9 Jun 2005 (UTC)
 * This page is now preserved as an archive of the debate and, like some other VfD subpages, is no longer 'live'. Subsequent comments on the issue, the deletion, or the decision-making process should be placed on the relevant 'live' pages.  Please do not edit this page .

title: Wikipedia:Articles for deletion/Lid 13


text:
Species Plantarum

Species Plantarum (Latin for "The Species of Plants") is a book by Carl Linnaeus, originally published in 1753, which lists every species of plant known at the time, classified into genera. It is the first work to consistently apply binomial names and was the starting point for the naming of plants.

Publication
Species Plantarum was published on 1 May 1753 by Laurentius Salvius in Stockholm, in two volumes. A second edition was published in 1762–1763, and a third edition in 1764, although this "scarcely differed" from the second. Further editions were published after Linnaeus' death in 1778, under the direction of Karl Ludwig Willdenow, the director of the Berlin Botanical Garden; the fifth edition was titled "fourth edition" and was published by Willdenow in four volumes, 1798 (1), 1800 (2), 1801 (31), 1803 (32), 1804 (33), 1805 (41), 1806 (42), rather than the dates printed on the volumes themselves.

Importance
Species Plantarum was the first botanical work to consistently apply the binomial nomenclature system of naming to any large group of organisms (Linnaeus' tenth edition of Systema Naturae would apply the same technique to animals for the first time in 1758). Prior to this work, a plant species would be known by a long polynomial, such as Plantago foliis ovato-lanceolatis pubescentibus, spica cylindrica, scapo tereti (meaning "plantain with pubescent ovate-lanceolate leaves, a cylindrical spike and a terete scape") or Nepeta floribus interrupte spicatis pedunculatis (meaning "Nepeta with flowers in a stalked, interrupted spike"). In Species Plantarum, these cumbersome names were replaced with two-part names, consisting of a single-word genus name, and a single-word specific epithet or "trivial name"; the two examples above became Plantago media and Nepeta cataria, respectively. The use of binomial names had originally been developed as a kind of shorthand in a student project about the plants eaten by cattle.

After the specific epithet, Linnaeus gave a short description of each species, and a synonymy. The descriptions were careful and terse, consisting of few words in small genera; in Glycyrrhiza, for instance, the three species (Glycyrrhiza echinata, Glycyrrhiza glabra and "Glycyrrhiza hirsuta", respectively) were described as "leguminibus echinatis", "leguminibus glabris" and "leguminibus hirsutis".

Because it is the first work in which binomial nomenclature was consistently applied, Species Plantarum was chosen as the "starting point" for the nomenclature of most plants (the nomenclature of some non-vascular plants and all fungi uses later starting points).

Contents
Species Plantarum contained descriptions of the thousands of plant species known to Linnaeus at the time. In the first edition, there were 5,940 names, from Acalypha australis to Zygophyllum spinosum. In his introduction, Linnaeus estimated that there were fewer than 10,000 plant species in existence; there are now thought to be around 400,000 species of flowering plants alone.

The species were arranged in around a thousand genera, which were grouped into 24 classes, according to Linnaeus' sexual system of classification. There are no descriptions of the genera in Species Plantarum; these are supplied in the companion volume Genera Plantarum (lit. 'the genera of plants'), the fifth edition of which was printed at a similar time to the first edition of Species Plantarum. Linnaeus acknowledged his "sexual system" was an artificial system, rather than one which accurately reflects shared ancestry, but the system's simplicity made it easier for non-specialists to rapidly find the correct class, being based on simple counts of floral parts such as stigmas and stamens.

title: Species Plantarum


text:
Berkeley Yacc

Berkeley Yacc (byacc) is a Unix parser generator designed to be compatible with Yacc. It was originally written by Robert Corbett and released in 1989. Due to its liberal license and because it was faster than the AT&T Yacc, it quickly became the most popular version of Yacc. It has the advantages of being written in ANSI C89 and being public domain software.

It contains features not available in Yacc, such as reentrancy, which is implemented in a way that is broadly compatible with GNU Bison.

History
In 1985, Robert Corbett developed an original LALR parser generator based on a 1982 paper by DeRemer and Pennello. Corbett wrote it as part of his research towards the Ph.D. he received from University of California, Berkeley in June 1985. It was originally named Byson and was incompatible with Yacc but it was subsequently renamed Bison and became the basis of GNU Bison.

Later in 1985, Corbett developed his LALR parser generator, making it Yacc-compatible and naming it Zeus but subsequently renaming it Zoo. Corbett published the source code for Zoo in a Usenet newsgroup but it went mostly unnoticed until later in September 1989 when Corbett posted on the comp.compilers newsgroup about putting the source code on an FTP server. There was discussion about renaming it and by October 1989 it had become known as Berkeley Yacc (byacc).

In 1995, Chris Dodd developed BtYacc, a backtracking derivative of Berkeley Yacc to support parsing context-sensitive languages like C++, based on a 1993 paper by Merrill describing similar modifications to AT&T Yacc. Its backtracking and semantic disambiguation capabilities allows it to generator parsers for ambiguous grammars. A rule parsed but rejected by semantic information can be rolled back, so that the parser can try another rule. However, it has also been criticized for needing side-effect free trial actions and its inflexible handling of shift-reduce conflicts.

In 1997, Vadim Maslov took over maintenance of BtYacc to support a COBOL parser developed by his company. By 1999, the last 3.0 release, had been converted to C++, making it no longer implemented in C.

In 2000, Thomas E. Dickey ported Berkeley Yacc to OpenVMS to facilitate porting tin to VMS. After failing to find another maintainer, Dickey has maintained Berkeley Yacc since February 2002. A significant update was the conversion from K&R C to ANSI C89.

In 2014, Tom Shields integrated BtYacc backtracking into Berkeley Yacc effectively subsuming BtYacc and again supporting C (instead of only C++) in Dickey releases since April 2014.

Languages
Parser generators typically deal with three languages: the language a generator is implemented in, the language a generated parser is implemented in and of course the metalanguage that describes whatever a generated parser should parse. A fourth language could be considered whatever language a generated parser parses but parser generators do not handle such directly, instead just focusing on generating a parser from a given description while letting the generated parser deal with such. Yacc is written in C and generates parsers in C from its own Yacc metalanguage descriptions. This is also how Berkely Yacc works (thus its compatibility), however, a number of derivatives have been created to allow it to generate parsers in languages other than C.

Ray Lischner developed perl-byacc (pbyacc) from byacc 1.6, so that it could also generate parsers in Perl. Later Richard "Rick" Ohnemus ported the patches from byacc 1.6 to byacc 1.8. And later in 1996, Jake Donham developed p5yacc from perl-yacc 1.8.2 so that its generated Perl parsers would use Perl 5 classes.

In 1994, Mike Kleyn developed tyacc from perl-yacc 1.8.2 so that it could also generate parsers in Tcl

In 1997, Bob Jamison developed BYACC/Java (later called BYACC/J or byaccj) from byacc 1.8, so that it could also generate parsers in Java.

In 2000, Bruce Bahnsen merged in the Java parser capabilities of BYACC/J into perl-yacc and added the ability to generate parsers in Python. In 2013, Thomas Dickerson made further improvements on it deeming it PyByacc.

In 2003, Dave Bodenstab merged tyacc and p5yacc to develop a PERL-TCL-YACC rebasing it from 4.8 release of yacc from FreeBSD (a byacc derivative).

title: Berkeley Yacc


text: User:Mrendo/Protected Area Table Title

title: User:Mrendo/Protected Area Table Title


text:
User talk:Stranger104

New Page I'm working on

Molecular Imaging

Welcome
Hello , and welcome to Wikipedia. Thank you for your contributions. I hope you like the place and decide to stay. Here are a few good links for newcomers: I hope you enjoy editing here and being a Wikipedian! By the way, you can sign your name on Talk and vote pages using three tildes, like this: ~~~. Four tildes (~~~~) produces your name and the current date. If you have any questions, see the help pages, add a question to the village pump or ask me on Talk page. Again, welcome! You 20:02, Jun 8, 2005 (UTC)
 * The Five Pillars of Wikipedia
 * How to edit a page
 * Editing tutorial
 * Picture tutorial
 * How to write a great article
 * Naming conventions
 * Manual of Style

Help desk
You forgot to sign your question on the help desk. Remember your welcome message explains how. Mgm|(talk) 21:41, Jun 8, 2005 (UTC)

Article notability notification
Hello. This message is to inform you that an article that you wrote recently, The Tech Report, has been tagged with a notability notice. This means that it may not meet Wikipedia's notability guidelines. Please note that articles which do not meet these criteria may be merged, redirected, or deleted. Please consider adding reliable, secondary sources to the article in order to establish the topic's notability. You may find the following links useful when searching for sources:. Thank you for editing Wikipedia! VoxelBot 02:30, 15 March 2013 (UTC)

title: User talk:Stranger104


text:
Hermann Florstedt

Arthur Hermann Florstedt (18 February 1895 – on or after 5 April 1945), was a German SS commander and a convicted war criminal and war profiteer. He became the third commander of Majdanek concentration camp in October 1942. Florstedt was convicted of corruption and sentenced to death. Whether he was executed is unknown.

World War II
Florstedt joined the SS in 1933 achieving the rank of Standartenführer in 1938. He served at the Sachsenhausen concentration camp from 1940 till 1942. He was appointed the third chief of Majdanek extermination camp in October 1942 to replace SS-Sturmbannführer Max Koegel.

Florstedt was investigated by SS Judge Georg Konrad Morgen and charged by the Schutzstaffel (SS) with embezzlement and arbitrary killing of prisoner witnesses. Florstedt was one of two Majdanek commandants put on trial by the SS in the course of the camp operation. He was charged with corruption (wholesale stealing from Nazi Germany); he had access to valuables stolen from Holocaust victims murdered at death camps of Belzec, Sobibor and Treblinka. These valuables were stored and processed at Majdanek.

He was replaced by the interim commander Martin Gottfried Weiss. Florstedt was allegedly executed by the SS on 5 April 1945, the same day Karl-Otto Koch was executed. However, while Koch's execution has been confirmed, Florstedt's fate remains disputed.

title: Hermann Florstedt


text:
Talk:Salience (language)

Whoever wrote this article is obsessed with paper and torque!

Definition could use some improving imo.

Relevance?
I have wikified the lead to make the definition a little clearer. The first two paragraphs of the discussion section seem irrelevant to the topic of salience. Anyone agree? BenC7 06:17, 4 July 2006 (UTC)

Crano section?
Shouldn't the Crano section be merged with the Communications Studies part ? (Or just be removed, as it is partly redundant with it ?) IMHO, a separate section with biographical information is just misplaced here, in particular as there are many models and applications of different conceptions of salience in different disciplines of linguistics and neighboring fields that cannot be listed here for reasons of brevity. Chiarcos (talk) 03:08, 16 February 2011 (UTC)

Dr. Booth's comment on this article
Dr. Booth has reviewed this Wikipedia page, and provided us with the following comments to improve its quality:

"1.     Under “Communication” under the heading of Salience I was a little surprised to see no mention explicitly of what propaganda makes salient. For instance Nazi propaganda against the Jews made salient certain characteristics. 2.       Para 1: the concept of salience is also discussed in economics, so this should be added in. 3.       For example, here is the abstract of my 2012 paper with Patrick Nolen: “Risk theories typically assume individuals make risky choices using probability weights that differ from objective probabilities. Recent theories suggest that probability weights vary depending on which portion of a risky environment is made salient.  Using experimental data we show that salience affects young men and women differently, even after controlling for cognitive and non-cognitive skills. Men are significantly more likely than women to switch from a certain to a risky choice once the upside of winning is made salient, even though the expected value of the choice remains the same. Our finding of gender differences in the probability of being affected by salience has an additional implication, namely part of observed risk differences between men and women can be manipulated by framing operations.” 4.      References: Alison Booth and Patrick Nolen (2012) ‘Salience, risky choices and gender’. Economics Letters, Volume 117, Issue 2, November 2012, Pages 517–520. Bordalo, P.N., Gennaioli, N., Shleifer, A., 2012, Salience theory of choice under risk, Quarterly Journal of Economics, 127 (3)."

We hope Wikipedians on this talk page can take advantage of these comments and improve the quality of the article accordingly.

Dr. Booth has published scholarly research which seems to be relevant to this Wikipedia article:

 * Reference : Alison Booth & Patrick Nolen, 2012. "Salience, Risky Choices and Gender," CEPR Discussion Papers 659, Centre for Economic Policy Research, Research School of Economics, Australian National University.

ExpertIdeasBot (talk) 13:00, 7 June 2016 (UTC)

♿ 2600:6C52:6900:3D3A:2089:1C08:D0E1:F1A0 (talk) 20:40, 18 July 2023 (UTC)

title: Talk:Salience (language)


text:
Abraham Darby III

Abraham Darby III (24 April 1750 – 1789) was an English ironmaster and Quaker. He was the third man of that name in several generations of an English Quaker family that played a pivotal role in the Industrial Revolution.

Life
Abraham Darby was born in Coalbrookdale, Shropshire, in 1750, the eldest son of Abraham Darby the Younger (1711–1763) by his second wife, Abiah Maude, and educated at a school in Worcester kept by a Quaker named James Fell.

At age thirteen, Darby inherited his father's shares in the family iron-making businesses in the Severn Valley, and in 1768, aged eighteen, he took over the management of the Coalbrookdale ironworks. He took various measures to improve the conditions of his work force. In times of food shortage he bought up farms to grow food for his workers, he built housing for them, and he offered higher wages than were paid in other local industries, including coal-mining and the potteries. He built the largest cast iron structure of his era: the first cast-iron bridge ever built, as a crossing over the Severn near Coalbrookdale. The bridge made it possible for the village of Ironbridge to grow up around it, with the area being subsequently named Ironbridge Gorge.

In 1776 Darby married Rebecca Smith of Doncaster, and they had seven children, of whom four survived to adulthood. He died in Madeley aged only 39 and was buried in the Quaker burial ground in Coalbrookdale. His sons Francis (1783–1850) and Richard (1788–1860) both worked in the Coalbrookdale Company.

Tributes
A secondary school in Telford, UK, is named after Abraham Darby III. The school's name is Abraham Darby Academy.

In 1985 a rose cultivar Rosa 'Abraham Darby' bred by David C.H. Austin was named after Abraham Darby.

title: Abraham Darby III


text:
David E. Barclay

Dr. David E. Barclay (born July 12, 1948) is an American historian and the author of several books on German history. He received his Ph.D. in history from Stanford University in 1975, where he studied under Gordon A. Craig. He taught at Kalamazoo College from 1974 to 2016, and presently is the Executive Director of the German Studies Association.

Barclay was named a 2006-07 Berlin Prize Winner by the American Academy in Berlin.

Works

 * Rudolf Wissell als Sozialpolitiker 1890–1933. Einzelveröffentlichungen der Historischen Kommission zu Berlin, vol. 44. Berlin: Colloquium Verlag, 1984.
 * Frederick William IV and the Prussian Monarchy 1840–1861. Oxford: Oxford University Press, 1995.
 * Transatlantic Images and Perceptions: Germany and America since 1776. Co-edited with Elsabeth Glaser-Schmidt. Cambridge University Press, 1997.
 * Between Reform and Revolution: German Socialism and Communism from 1840 to 1990. Co-edited with Eric D. Weitz. Berghahn Books, 1998.
 * Schaut auf diese Stadt. Der unbekannte Ernst Reuter. Translated by Ilse Utz. Berlin: Siedler Verlag, 2000.

title: David E. Barclay


text:
User:Robotica~enwiki

Who I Am
Robotica the Android Queen. Duh.

Work

 * Software-defined Radio

Play

 * Improv

Other Wastes of Time

 * MIT
 * Boston

title: User:Robotica~enwiki


text:
Category:Archaeological sites in China

 * Archaeological sites in China.

title: Category:Archaeological sites in China


text:
User:Rl/Images

Inbound

 * William Merritt Chase
 * William-Adolphe Bouguereau

title: User:Rl/Images