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Red carpet style: designer says why the stakes are so high
When David Meister was in town recently to show his spring collection of evening gowns at Neiman Marcus, he helped demystify some of what goes into dressing A-listers for the red carpet. Several of his gowns were worn by actresses at the Academy Awards and related parties, including Melissa McCarthy, Jane Seymour, Marcia Gay Harden and "Access Hollywood's" Shaun Robinson.
The stakes are high, Meister says, because the mention of a designer's name to an entertainment reporter at such an event is worth huge amounts of publicity — and dollars — when women start looking for that dress or a similar look from the brand. "For the Oscars, the whole world is watching. It has global reach," he says of the show.
Meister works with a Los Angeles-based agency, Film Fashion, that connects designers and celebrities, does publicity and handles all facets of the red carpet routine. Fashion houses will have a number of looks available to Film Fashion and can connect brands with the actresses.
But even if an actress selects one of your looks, there's no guarantee that she'll be photographed in it at the awards show, Meister notes. "I wouldn't say that every actress has three looks ready to go, but she'll have a 'backup dress,'" Meister says. The actress wants to have a couple of choices in case one doesn't fit perfectly or look as good as she hoped it would on the day of the event.
It's a mistake to put out publicity in advance of a show like the Academy Awards because if the actor changes her mind and doesn't wear your gown, it can be embarrassing. That's what happened to the house of Valentino at this year's Oscars. It released information saying that Anne Hathaway would wear one of their gowns, but she ended up wearing Prada (a gown, by the way, that had its share of detractors). The day following the show, Hathaway released a statement apologizing to Valentino, as widely reported by Time and other media outlets.
Several sources, including Us Weekly, reported that Hathaway learned another actress — Amanda Seyfried — was going to be wearing a dress very similar to her intended choice and made the decision to switch to Prada so she'd stand out on the red carpet.
What her confession revealed was just how tightly Hollywood actors are tethered to the fashion industry. Yes, we're aware that the major labels pay to have big marquee names wear their clothes and do their advertisements (Charlize Theron J'Adores Dior, etc.), but to have to issue an apology, as Hathaway did, was a major gaffe.


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Out of Bounds:Strength and ConditioningOut of Bounds features internet resources "outside" of the Coaches Learning Networkthat may be helpful and/or insightful for football coaches. Out of Bounds Strengthand Conditioning links feature videos, training manuals, and workout routinesby several outstanding strength and conditioning coaches.
Exercise Training Videos, Wesleyan University Strength coach Drew Black has created an outstanding resource for coaches and athletes. It features over 100 videos with audio descriptions regarding barbells, dumbbells, cable and body weight exercises, stability and medicine ball training, conditioning, speed and agility, flexibility, form running, plyometrics, etc. This site also includes several nutritional information and training plans.Strength Training Videos, Central College (Iowa) Strength and ConditioningThis resource features over 40 videos covering warm up, Olympic lifts, lower body work, upper body work, speed training, and lateral/change of direction drills. In addition to being an excellent video library, each video includes written descriptions and key points.- Quick Link: Central College Speed Training Videos- Quick Link: Central College Strength Training Videos- Quick Link: Central College NSCA Training VideosHusker Power Performance Principles, www.huskerpower.comThis is a classic reference piece that has been one of our favorites for years. While many coaches are familiar with these principles, they are still worth reviewing. Regardless of your philosophy of how to coordinator a weight program, these 10 principles will make your athletes stronger.Houston Texans Strength and Conditioning Program Players Manual, Dan Riley, Texans Strength and Conditioning CoachOne of two outstanding resources provided by coach Riley. This 68-page resource covers what Coach Riley calls the Fitness Profile for his players, which includes nutrition, conditioning, speed and quickness, skill development, flexibility, muscular fitness and rest.UC Football Training Manual, University of Cincinnati Strength and ConditioningAn outstanding resource provided by the UC strength and conditioning staff. The football training manual has over 100 pages, dozens of photos, and covers topics such as Skill Development, Speed Development and Strength Power. It also includes workout cards and percentage charts.12 Steps to the Perfect Clean (PDF) Allen Hedrick, M.A., C.S.C.S.*D, U.S. Air Force AcademyThis in-depth overview of the clean includes correct foot position, hand position, grip, starting position, and each step of the lift. The article states that "selecting exercises based on training appropriate movement patterns rather than just muscle recruitment is critical when training to improve athletic performance."
Out of Bounds: Parents and PlayersOut of Bounds: Safety and Health IssuesOut of Bounds: Coaching and Coaching Psychology
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Obama's crisis of credibility
President Barack Obama is like a novice flier thrust into the cockpit of a 747. He's pushing buttons, flipping switches and radioing air traffic control, but nothing's happening. The plane is just slowly descending on its own, and while it may or may not crash, it at least doesn't appear to be headed to any particularly useful destination.
Obama's ineffectiveness, always a hallmark of his presidency, has reached a new cruising altitude this year. Not even a year into his second term, he looks like a lame duck and quacks like a lame duck. You guessed it — he's a lame duck.
Story Continued Below
On the world stage, despite Obama's exertions, Iran's centrifuges are still spinning, the Israelis and Palestinians remain far apart, Bashar Assad is still in power, the Taliban are gaining strength and Iraq is gripped by renewed violence.
At home, none of Obama's agenda has passed this year. Republicans aren't bowing to him in the battle of the budget, and much of the GOP seems uninterested in House Speaker John Boehner's vision of some new grand bargain with the president.
Obama has something worse on his hands than being hated. All presidents get hated. But Obama is being ignored. And that's because he has no credibility.
A president enters office having earned a certain stock of political capital just for getting elected. He then spends it down, moving his agenda forward, until he collects a fresh supply by getting reelected.
But political capital is only the intangible substrate that gives a president his might. His presidency must also be nourished by credibility — a sense he can be trusted, relied upon and feared — to make things happen.
A president enters office with a measure of credibility. After all, he seemed at least trustworthy enough to get elected. But unlike political capital, credibility must be built in office. Otherwise, it is squandered.
Obama has used every credibility-busting method available to eviscerate any sense that he can be counted on. He's dissimulated, proven his unreliability, ruled arbitrarily and turned the White House into a Chicago-style political boiler room. His credibility has been sapped with his political opponents, a public that thinks him incompetent, our allies, who don't trust him, and, even worse, our enemies, who don't fear him.
There's not going to be any grand bargain on the budget this year. Republicans are not only miles from the president ideologically — they're not going to trust him with holding up his end of the bargain. If they had a president they thought they could do business with, their spines might be weakening more quickly in the current budget impasse and they would be looking for an exit.
There are the unkept promises like closing Guantanamo, halving the deficit during his first term and bringing unemployment down below 8 percent as a result of the 2009 stimulus. Then there are the moments when one has to conclude that Obama could not have possibly been telling the truth.


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Click Here for information on registering and racing as a Relay at an IRONMAN 70.3 event. See Frequently Asked Questions below:
RELAY FAQs:
Q: How does the pricing for a Relay Team work?
A: Upon registration, the captain will be asked to register all teammates and pay the full registration fee.
Q: Can a Relay team purchase the Full Refund Plan?
A: No. Due to the flexibility of the teams being able to switch members at no cost and handling payment between several people, we do not allow this option available for teams.
Q: Is there a relay category for any Asia-Pacific IRONMAN (140.6) events?
A: No. Only certain Asian-Pacific IRONMAN 70.3 permit relay teams.
Q: Do all my relay members need to be the same age and gender?
A: No. Teams can be comprised of a mix of gender and ages, however, all participants must be 18 years of age on race day.
Q: Are two person relay teams permitted?
A: Yes. A two person relay can complete the race with any combination of disciplines.
Q: Can a two person relay team later add a third member?
A: Yes.
Q: If a team member needs to drop out, can we do a two person relay?
A: Yes.
Q: How do I request to switch a relay member?
A: Any changes to the team (teammate changes/team member additions) need to be made race week at Athlete Check-In.
Q: Is participation on two different relays permissible if I am competing in different disciplines?
A: No. Team mates are only allowed to compete on one relay team.
Q: Can I switch from an individual entry to a relay entry or vice versa?
A: Relay entry to Individual entry: Yes, you many change your relay entry to an individual entry, if General Entry is still open. Please note, you will NOT receive the difference in entry fee. Once you switched categories, you will NOT have the opportunity to do so again. Requests must be received in writing via e-mail to your race specific email. Without exception all requests must be received on or before the withdrawal deadline. Click here to see more information on the withdrawal policy.
Individual entry to Relay entry: If relay registration is open, you will be able to change your entry by paying the difference between the individual entry price and the relay entry price. Requests must be received in writing via e-mail to your race specific email. Without exception all requests must be received on or before the withdrawal deadline.
Q: As a PC athlete, can I participate as a relay team member?
A: Yes. Please make sure you verify that the course is Physically Challenge/Handcycle accessible. Feel free to reach out to your race specific email address if you have any additional questions.
Q: Do all team members need to show up to athlete check-in?
A: Yes. All teams must arrive together for athlete check-in to ensure that all the materials are accounted for.
Q: As a relay member, what materials do I receive?
A: Everyone, will receive a participant t-shirt at athlete check-in and a swag bag. At the finish line, the runner will make sure to pick up a Finisher Hat and a Relay Medal for each team member.
Q: Does each relay member receive a timing chip?
A: No. The team will receive one chip. The timing chip acts as a "baton" and team members must handoff the timing strap/chip to move forward to the next discipline. Relay athletes must keep ankle strap and chip on their ankle at all times until making the transfer between teammates.
Q: Do all team members need to be body marked?
A: Yes. Relay athletes will get body marked with race team number and the letter "R" denoting a relay team. The team's bib number will be marked on both arms and the "R" will be marked in the right calf.
Q: How does transition work? Do the cyclist/runner need to stay in transition the entire time?
A: For most events, a relay pen will be designated for the teams to gather. This is where the passing of the timing chip will take place in order to move on to the next discipline. If the race provides a relay pen, only the cyclist is allowed in transition, he/she must have the chip from the swimmer before un-racking the bike, and must rack the bike before passing the chip to the runner.
If the race does NOT provide a relay pen, the cyclist and runner will meet their team members at the bike rack. Please make sure to coordinate with team members regarding estimated times members are not loitering in transition during the race.
Q: Is there a Relay specific wave?
A: Relay teams will be assigned to either their own wave or with another Age Group wave. It is crucial that the swimmer starts with their correct wave and start time. The relay wave positioning is at the discretion of the race organizers.
Q: Are cutoffs the same for relay teams?
A: Yes. Relay Teams are expected to make the below course cut-offs.
Swim: Each wave will have 1:10 to complete the swim. Athletes who take longer than 1:10 to complete the swim will receive a DNF. Additionally, any athlete that starts in the final wave and misses the 1:10 cut off will not be allowed to continue on in the race and will receive a DNF.
Bike: 5 hours and 30 minutes after the final wave start.
Run: 8 hours and 30 minutes after the final wave start.
Total Time Cut-off: The race will officially end 8 hours and 30 minutes after the final wave. Each team will have 8 hours and 30 minutes to complete the race. Any team that takes longer than 8 hours and 30 minutes to complete the race will receive a DNF.
Q: Can cyclist/runner watch the swimmer?
A: You are more than welcome to head to the swim start to watch your swimmer. Just be cautious of the timing. At double transition races, it may be difficult for the runner to get back to Transition 2 before the cyclist returns.
Q: If a team member fails to make the course cutoff, can other team members still complete their leg of the race?
A: No. Failure to complete the swim or bike course within the time constraints will result as a DNF of the entire team. Please refer to the Athlete Guide for the time cut-offs on each bike and run course.
Q: Can all team members cross the finish line together?
A: No. Only the run leg relay participant is able to cross the finish line. If more than one team member crosses the finish line, the team will receive a DNF. All other relay participants will be able to access post-race finish line athlete areas (not including the finish line chute).
Q: How are Relay medals distributed?
A: Finisher Hats and Relay Medals are given to the runner upon finishing. It is the responsibility of the run leg athlete collect and distribute the hats and medals to the team.
Q: What is the award process? Are awards broken down by gender, age-group, or overall?
A: Awards are given out to the top 3 overall teams. Gender and age-group are not considered.
Q: Can relay teams qualify for the IRONMAN 70.3 World Championship?
A: No.


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Hospital: Ariel Sharon fighting for his life
JERUSALEM (AP) — The head of the Israeli hospital treating Ariel Sharon says he is pessimistic about the former prime minister's prognosis, despite doctors' success in stabilizing some of his bodily functions.
Dr. Zeev Rotstein, director of the Sheba Medical Center near Tel Aviv, said Sunday that doctors had managed to stabilize Sharon's circulatory system over the weekend. But Rotstein said there is no improvement in Sharon's kidney function or with other vital organs that have been slowly declining since last week.
The doctor called Sharon's condition critical and life-threatening.
The 85-year-old Sharon has been in a coma for eight years after a devastating stroke incapacitated him at the peak of his political power.
Sharon was one of Israel's most iconic and controversial figures.


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Hey all, I just read Danny's last post. Where HAS Matt gone? Matt, if you read this, I am here in Phoenix. I am an old friend, you probably dont remember, but if your near, I would like to say hi and see what you have been up to. Leave a post and let us know your alive, or if your cryogenically frozen, or something....... Anyhow, have a nice day!
Justyn Thornton


text:
Treatments and Programs
Pediatric Services
Related Services
Patient Questionnaires
Classes and Support Groups
In the News
Getting Back on the Trails After Heart Surgery
From cutting edge surgical procedures to pioneering medical therapies that put UW Health at the forefront of heart and vascular care, we offer our patients a wide array of treatments, procedures and services.
As a national leader in Heart and Vascular Care, we also treat high-risk patients with rare and difficult conditions who may be turned away from other institutions.
We also offer a Second Opinion Program in which patients can set up appointments with expert health care personnel within 48 hours of initial contact. The program is especially helpful for complex surgical cases or for those who have been told their condition is inoperable or not treatable with medical therapies.
Diagnostic Tests
The first step in your treatment is often a diagnostic test that helps our Heart and Vascular Care team determine what is wrong with you. From there, we can then develop a treatment plan catered to your specific disease or condition. Our diagnostic tests include the following:
- Angiogram/Angiography (Arteriogram)
- Ankle Brachial Indicies (ABI)
- Cardiac Catheterization/Angiogram
- Cardiac Computed Tomography Angiography (CCTA)
- Cardiopulmonary Metabolic Stress Testing
- Carotid Doppler
- Echocardiogram
- Electrophysiology (EP) Studies
- Exercise Stress Testing
- Nuclear Stress Testing
- Pulmonary Function Test (PFT)
- Ablation
- Angioplasty
- Aortic Valve-Sparing Surgery
- Atrial Septal Defect (ASD) Repair
- Cardiac Rehabilitation
- Cardiac Resynchronization Therapy (CRT)
- Cardioversion
- Carotid Artery Stent
- Carotid and Peripheral Blood Vessel Revascularization
- Carotid Surgery and Intervention
- Endoscopic Surveillance
- Regular
- Flourescence
Endovascular Aneurysm Repair (EVAR) with Fenestrated Endograft Stent
- Heart Bypass (Coronary Artery Bypass Graft Surgery - CABG)
- Heart Transplant
- Implantable Cardioverter Defibrillators (ICDs)
- In Situ Vein Bypass for Limb Salvage
- Left Atrial Appendage Closure (Watchman Implant)
- Left Ventricular Assist Devices (including destination therapy and bridge-to-transplant)
- Limb Salvage
- Maze Procedure (Surgical)
- Mitral Valve Surgery
- Pacemakers
- Photodynamic Therapy
- Renal Stenting
- Robotic Thymectomy
- Stents (Drug-Eluting Stents)
- Surgical Ventricular Remodeling (SVR)
- Thoracic Aortic Aneurysm Repair (Endovascular Graft)
- Thoracic Aortic Aneurysm Repair (Open Surgical)
- Total Artificial Heart
- Transmyocardial Laser Revascularization (TMR)
- Valve Repair or Replacement Surgery (Minimally Invasive)
- Varicose Vein Therapy (Minimally Invasive)
- VATS Lobectomies
- Vena Cava Filter
- Advanced Cardiac and Vascular Imaging
- Adult Congenital Heart Disease Program
- Advanced Heart Disease Program
- Advanced Hypertension Program
- Advanced Lung Disease Program
- Angiosuite
- Aortic Monitoring Program
- Cardiac Arrest Prevention Program
- Compartment Syndrome Clinic
- Complex Aortic Surgery Program
- Electrophysiology Program
- Faint and Fall Clinic
- Health Psychology for Healthy Hearts
- Heart Failure Management Program
- Heart Station: Device Comparisons (pdf)
- Heart Valve Clinic
- Inherited Arrhythmias Clinic
- Interventional Cardiology Program
- Minimally Invasive Lung Cancer Program
- Options Clinic for Heart and Vascular Diseases
- Prevention/Cardiac Rehabilitation
- Robotic Surgery
- Second Opinion Program
- Thoracic Outlet Program
- Thoracic Surgery
- Vascular Medicine and Intervention
- Vascular Surgery Program
- Women's Heart Health Program


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I am working on a project that I think could benefit from the above described feature. It would work a lot like the below examples, but would also behave a little differently. Hopefully it is coded a little more elegantly and semantically too.
Example 1:
Example 2:
I am aware of the CSS solution (
position: fixed), but that alone will not work for my needs. Maybe it will work in combination with some jQuery, but maybe not.
Take a look at my project here:
Don't mind the dummy content, the color schemes, the code, or the possible IE errors; I haven't gotten around to testing it in IE.
Anyway, notice the "navigation" div (About, Pictures, etc).
What I want to do with that is have it:
- Initially be in the position it is in when the page loads; but
- Move to the top of the viewing port when the viewer scrolls down to the top edge of
#navigation; and
- Move back to it's natural position when the page is scrolled all the way back to the top.
Basically, I want to have
#navigationALWAYS visible, at the top of the viewing port, except in the conditions described above.
I presume some
position: fixedis involved, but the other conditions probably involve JavaScript.
I know it's possible, because a number of years ago, I saw a script that did exactly this. The problem is, and the reason I am here, is that I can not for the life of me find it now.
Thank you,


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Helpful non-miriad tools
From CARMA
Here are some useful tools you could install to help you with miriad data reduction:
- javaws: if you are using the CARMA data archive to download a large number of datasets, a Java Webstart method can be used, but you will need to have javaws installed on your machine. Take any recent (1.5 series or up) JDK. You can click here to test one of the CARMA example tools. Some of the tools we have are:
- ds9: to display images and datacubes (and visbricks using uvimage). Miriad has a mirds9 script to load miriad images directly into a running ds9. You can download binaries from [1], but remember to also install the xpatools! MIRIAD binary release include these.
- karma: advanced visualization for image data cubes. You can download binaries from [2]. MIRIAD binary release include these.
- xplore: a tcl/tk based tool to browse and find calibrators for your observing scripts. See also [3].MIRIAD binary release include these.
- IMViz: image visualization software from NCSA. See [4]
- gman: gnome (GUI) based Unix man page browser for $MIR/doc/man pages (alternative to mirhelp and help in miriad shell). It is hard to find now, but there are alternatives available. For MacOSX there is a different program with the same functionality. Alternatively, one can browse the html pages created from the doc files (sometimes out of date). And if all else fails, there is always the mirhelp/help command in the unix/miriad shell!
- rtd: the Real-Time Display of CARMA data. Get the java-based package for either windows or unix (linux/mac) and follow the usual ways to install this stuff. Although this package uses java, it comes with its own builtin version that we know works. You can also use the beforementioned java webstart method.
- tkrun: a program that reads your shell script and produces a tck/tk GUI interface to your script
- AIPY: Astronomical Interferometry in PYthon, a collection of tools for radio astronomical interferometry. In addition to pure-python implementations of phasing, calibration, imaging, and deconvolution code, this package include interfaces to MIRIAD (a Fortran interferometry package), routines from SciPy for fitting and interpolation, and the PyEphem and PyFITS packages.
- PyWIP: A python wrapper for WIP to greatly simplify plotting. You can get the latest version here
- PythonTools: python with a number of tools (scipy, matplotlib, etc.) installed to help scientific data analysis and visualization
- mirflag/plotvis: ATNF flagging/plotting tool. Useful if you have a lot of flagging to do. You can get the latest version here, but you also must install the s2plot library, which is a binary-only release.
Note that in some of the binary releases for CARMA you may find some of these packages bundled with miriad (ds9/xpa, xplore, tkrun, rtd).


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BOSTON, Mass. – Led by Tournament MVP Mike Mitchell, Jr. (Dorchester, Mass.) and All-Tournament selections Vinny DeLucia (Miami, Fla.) and Rahshjeem Benson (Boston, Mass.) men's basketball cruised to a 76-60 win over Trinity College (Conn.) Saturday afternoon to win the 28th Annual Harbor Invitational in the Clark Athletic Center Gymnasium.
The Beacons, who have not hoisted the championship trophy since 2005, won their annual invitational in convincing fashion. After their 42-point win over the University of New England yesterday evening, the Beacons continued their strong consistent play as they shot 46.3% from the field and 56.3% from behind the arc. With Saturday's victory UMB improved to 3-2 on the year, while the Bantams fell to 2-3 overall.
Mitchell earned the tournament's Most Outstanding Player award after dropping eight points, while also handing out six assists. DeLucia was dangerous from behind the arc finished 4-for-5 from distance and 6-for-8 from the field (17 points). Benson used his aggressive play to record the games only double-double with 14 points and 10 rebounds. The junior also handed out three assists and rejected three Bantam shots. As a team, UMB posted a combined 10 blocks to help once again fuel their defensive play.
In the first half of Saturday's contest the Beacons came out firing scoring eight of the first 10 points. Brian Clarke (Miramar, Fla.) dropped in the first two points for UMB, which was then followed-up by three-pointers from DeLucia and Carl Joseph (Brockton, Mass.).
Trinity would post a quick run of their own to tie the score for the second in the early on-goings. The two teams would remain close throughout the first 10 minutes of Saturday's contest. It was not until a huge steal by freshman Jahleel Moise (Brockton, Mass.), which was then followed-up by a huge dunk from the freshman forward that the Beacons grabbed control of the momentum.
The Bantams did manage to stay close, but it was only a matter of time before UMass Boston would seize total control of the game. After a late push by Trinity made it a slim one-point affair, UMB would got on a 9-0 run to make it 36-28.
A three from Cody Edmond (Plaquemine, La.) and a jumper from DeLucia would give the Beacons an extra push just as time expire in the opening half. UMass entered the intermission with a 45-34 lead. Edmond, who showed some serious range in Saturday's contest came-off the bench and finished with 12 points. UMass closed out the first half shooting 45.2% from the field and 54.5% from the behind the arc.
After the break UMass would once again go on a serious run extending their lead to 19 in the first four minutes, 19 seconds. That early run would be all that the Beacons would need to clinch the tournament championship as Trinity never once cut the deficit down to single-digits.
For the Bantams Shay Ajayi was named to the All-Tournament team after dropping in a team-best 15 points, while also pulling down eight boards.
Men's Basketball returns to action on Thursday when they host Suffolk University at 7 p.m.
|Tournament MVP - Mike Mitchell, Jr.
|All-Tournament Selection - Rahshjeem Benson
|All-Tournament Selection - Vinny DeLucia


text:
Don't forget to claim your Black Friday gift!
The flat 8000-series TV wall mount has everything you need to affix your television flat against the wall. An affordable and functional solution, and ideal for rooms where space is limited. Your television is securely and firmly hanging on the wall, just like you want!
Thanks to the timeless and extremely strong design of Vogel's TV wall mounts, you not only buy a TV wall mount for now, but also one for the future, when you would buy a new, suitable television. The affordable 8000-series is a robust wall mount with which you securely and solidly attach your television to the wall.
Check compatibility by entering your TV brand and model. The model number is usually displayed on a sticker at the back of the TV. For example: 'LG OLED55C7V'
Buy from Vogel's


text:
ESA to search for life, but not as we know it
This week, astrobiologists are discussing what ESA's Huygens spaceprobe might discover when it parachutes to the surface of Saturn's mysterious moon, Titan, in 2005. Titan possesses a rich atmosphere of organic molecules, which Huygens will analyse. Recently some scientists have begun to think that, by redefining life, in broader terms, what we may find on Titan may be life. If this is the case, it certainly will not be life as we know it...
Titan is an astrobiologist's dream laboratory. Its atmosphere is composed of nitrogen and methane gas. Ultraviolet light from the Sun can break the methane molecules apart, leading to the formation of complex organic molecules by which scientists mean molecules containing carbon. Carbon compounds are the first step towards life, as we know it on Earth. Life, itself, is based on extremely complicated carbon molecules such as DNA. Some scientists believe the composition of Titan's atmosphere closely resembles that of early Earth, before life began on our planet.
Huygens's investigations may reveal how life began on Earth. Jean-Pierre Lebreton, ESA's Project Scientist for Huygens says, "One of the key questions we hope to address is how complex the organic molecules have grown in Titan's atmosphere."
However, organic molecules are still a long way from life itself. So, what defines life? What is the difference between the living and the non-living? Scientists are still unsure. No satisfactory definition has been found so far. Any attempt to define life's characteristics either excludes some types of life or includes some inanimate objects. When looking for an appropriate definition of life, there is one property all scientists seem to agree on: all life needs energy to sustain its metabolism.
For example, plants use sunlight, while animals extract energy from organic molecules in the food they eat. This happens not only in these higher-level organisms, but also in the simplest forms of life on Earth, microbes. Microbes are single-cell organisms that capture their life-energy from a dizzying array of inorganic chemical reactions. Such chemical metabolisms are so different from those in the animals and plants of Earth, that astrobiologists now wonder if life could arise in any place that can sustain a rich network of chemical reactions, such as on Titan. Moreover, on Earth, microbes have adapted to the extreme environmental conditions. Scientists therefore now ask, "Could life arise on Titan?"
By all standards, Titan is an extreme and hostile environment to life, as we know it. Any life on Titan would have to be totally different from all Earthly forms. Lebreton says, "The conditions on Titan are not adequate for the kind of life we understand today. It is very cold and there is no liquid water but we should be ready for surprises." Identifying life is tricky, especially when you are unsure what to look for. Huygens's geological and environmental investigations, and Cassini's mapping from orbit, might record chemical anomalies or curious geological structures that warrant further investigation as possible life indicators.
Another chemically puzzling place is the planet Venus. Similarly to Titan, Venus is a world that scientists would traditionally call hostile to life, as we understand it. However, there is something odd in its clouds. Venus's chemically laden atmosphere displays some curious phenomena, such as the planet's ability to absorb ultraviolet radiation. Scientists cannot explain this. Some speculate that perhaps microbes in the atmosphere are responsible. If ESA's Venus Express is given the final go-ahead later this year, it might help solve the mystery.
For centuries, scientists have struggled to define life. Space investigations present the best chance for astrobiologists to find the missing link in our understanding of what separates the living from the non-living. When we know that, we will finally have defined life here on Earth.
Note to editors
There are other European Space Agency missions with strong emphasis on astrobiology coming soon. Rosetta will study organic molecules on Comet Wirtanen, investigating how comets might have seeded the early Earth with such compounds, which possibly favoured the origin of life. Mars Express and its lander, Beagle 2, will scour Mars for environments likely to harbour past or present life.
Huygens will be the first spaceprobe to land on a world in the outer Solar System. In early 2005, it will land on the surface of Titan, Saturn's largest moon, and the only moon in the Solar System to possess a thick atmosphere. The Huygens data may offer clues about how life began on Earth. Huygens is currently in space, hitching a ride on NASA's Cassini mission, which was launched by a Titan IVB/Centaur rocket on 15 October 1997.
Venus Express
Venus Express is the latest mission to be added to ESA's Cosmic Vision 2020 Science Programme. It is scheduled for launch in November 2005 and will be build around the design of Mars Express, making it quicker and cheaper to develop. It will study the Venusian atmosphere and surface in detail and use radar to conduct the first investigation of the planet's subsurface layers. With Venus Express, Mars Express, and BepiColombo, ESA is the only space agency in the world with current plans to visit each planet in the inner Solar System.
Astrobiologists are gathering this week at the Second European Workshop on Astrobiology in Graz, Austria.
For more information, please contact:
Dr Jean-Pierre Lebreton
ESA Huygens Project Scientist and Venus Express Study Scientist
ESTEC, The Netherlands
Tel: +31 71 565 3600
E-mail: firstname.lastname@example.com
ESA Science Programme Communications Service
Tel: +31 71 565 3273
E-mail: firstname.lastname@example.com


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ArrivalAid is an initiative, training volunteers to prepare and accompany refugees for the official hearing at the Federal Office for Migration and Refugees (Bundesamt für Migration und Flüchtlinge).
We are currently running ArrivalAid in Munich, Dusseldorf, Frankfurt am Main and Cologne and Stuttgart. Please visit the corresponding website for hearing assistance.
Refugees seeking asylum in Germany often lack sufficient information regarding the procedure for granting the right of asylum. Moreover, they are frequently unaware of key issues that need to be addressed during the hearing, in order for their individual situation to be acknowledged.
With ArrivalAid, we want to accompany refugees throughout their asylum procedure. Our trained volunteers provide assistance to refugees all through their official hearing with a three-step program, comprising preparatory meetings, the escort to the hearing, and a final follow-up. We are confident to provide efficient and meaningful support to refugees.
Our program doesn´t provide legal advice, as our focus lies on support and assistance during the asylum procedure. When required, we can arrange legal counselling with the Refugee Law Clinic Munich e.V. and experienced lawyers.


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Boulevard Hostel Hamburg
The new Hostel at the Hofweg - modern and centrally located
If you would like to lodge inexpensively and centrally in Hamburg, you are warmly welcomed at our Hostel in the Hofweg, right around the beautiful Alster City-Lake.
Perfect for backpackers, lonely travellers, families, school classes or associations - we have the right program for every peer.
We consist of a Hostel and a Hotel where our guests can choose from comfortable single, double and multi-bed rooms - giving them free choice for their preference suitable for every budget.
All our rooms are differently furnished: From a comfy double sleeper up to a classical single room - choose your best fit!
This cozy mini Hostel at the Alster right in the middle of Hamburg might be the smallest but certainly the most comfortable and quaint - it just feels like home. With its plaster of Paris, historical winding stairs and the picturesque garden it will give you an unforgettable memory of your stay.
We are a family-run hotel and will treat you with a personal touch in a warm and secure atmosphere.
Availability & RatesTo view availability and prices please select dates and click 'Update Dates'
Hostel Facilities & Policies
- Bicycle hire
- Breakfast Not Included
- Cable TV
- Child Friendly
- Credit Cards Accepted
- Telephone/Fax Facilities
- Free City Maps
- Free Internet Access
- Free Parking
- Free WiFi
- Hair Dryers
- Hot Showers
- Internet Access
- Linen Included
- Security Lockers
- Luggage Storage
- Non Smoking
- Outdoor Terrace
- Taxes included
Cancellation PolicyThis property has a 7 day cancellation policy. Failure to cancel within this time will result in a cancellation charge equal to the first night of your stay.
Must-Read Hostel InfoThis property has specific Terms & Conditions.
Please note:
Check In from 14.00
Check Out before 10.00
Breakfast Not Included
Payment upon arrival by cash, credit card or EC Card
Cancellation policy: 7 days advance notice
Taxes included
DirectionsShow MapHide Map
From Hamburg central station by bus line 6 (direction 'Borgweg') until bus stop 'Zimmerstraße'.
From Hamburg Airport with metro line S1 until Hamburg central station and from by bus line 6 (direction 'Borgweg') until bus stop 'Zimmerstraße'.
Located Near
We welcome you in the very heart of Hamburg quiet a few steps from Lake Alster and only five bus stops from central station in one of the most unique neighbourhoods of Hamburg. Most of local attractions can be easily reached by bus.


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Item description: This Bathroom Bathroom Accessories product is by Fresca - All of the Fresca bathroom accessories are made with brass with a triple chrome finish and have been chosen to compliment the other line of products including the vanities, faucets, shower panels and toilets. They are imported and selected for their modern, cutting edge designs.Collection: Solido Depth: 3-1 2 Finish: Chrome Height: 3-3 4 Materials: Brass Style: Contemporary Modern Type: Wall Mounted Width: 4-1 2... Learn More
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The only way I could prove to myself that Simon was a legit person and not an actor or agent was to meet him in person and weigh the possibility myself, using my real senses. I feel the same way about everyone here. I suggest they adopt a similar mentality.
Or you're going to fall for every Tom, Dick and Equinox claiming they are real.
If you don't want to be investigated, don't post dubious claims here and/or demand your every typed message is swallowed without a handy bag of salt.
I opt to post as little as possible. It's hard enough to distinguish whether someone isn't a jerk in real life, why "give up" and assume every Facebook name or CluesForum membership means a real person is behind it? It's idiocy.
I'm with Simon in this respect though: no real harm done if you do choose to believe in a sim. Unless perhaps they're a scammer and you want to give them your money.


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Forty Under 40
Geoff Hardman, 34
President, SparkBase Inc.
One of Geoff Hardman's main goals is to train employees to the point where they could get a better job — even if they end up working somewhere else.
They usually stay for a while, though, because employees want to work for companies that help them grow, said Mr. Hardman, who is president of SparkBase Inc., a Cleveland company that processes purchases made with gift and loyalty cards.
"I feel if you've invested your time, they're going to stick around," he said.
In addition to helping set SparkBase's strategic direction, Mr. Hardman manages its day-to-day operations and its client services division.
It's a good thing Mr. Hardman, 34, likes to help his colleagues, because he has a lot more of them these days. SparkBase employs more than 30 people, up from eight a year ago.
They're all different people, so it's important to understand what drives each of them to work hard, Mr. Hardman said.
"Some people are motivated by money, some are motivated by learning, some are motivated by an extra day off or leniency so they can attend to their family," he said.
It was in Boston that Mr. Hardman found his own motivation to succeed in the business world. After graduating from Shaker Heights High School in 1995, he spent a year at Cleveland State University pursuing his first passion: theater. However, he dropped out a year later and moved to Boston. The next few months weren't glamorous — he slept on a friend's couch — but he did land a job at a store that sold cell phones that were huge by today's standards.
A few promotions later, AT&T started moving him to other Boston-area stores. Those stores then would see a boost in sales, which Mr. Hardman attributed to his focus on building strong teams.
He moved back to Northeast Ohio in 2004 to become director of operations for Twinsburg-based NewMarket Solutions Inc., which was owned by a company that employed his brother, Douglas Hardman. In 2007, the elder Hardman bought NewMarket Solutions' card processing partner, SparkBase, and recruited his brother to join him.
"My success," Geoff Hardman said, "is due to my brother's, and hopefully his is due to mine and the team here."


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Blackspace - Plan. Dig. Defend. Survive.
A unique action RTS with an emphasis on defense. Mine a cluster of anomalous asteroids and defend yourself.
Blackspace - Plan. Dig. Defend. Survive.
A unique action RTS with an emphasis on defense. Mine a cluster of anomalous asteroids and defend yourself.
Watch Blackspace Kickstarter Trailer on YouTube
In-Depth Blackspace Video
Updates: Reward Addons | Game Objectives | Steam Greenlight | Stretch Goals | Friendly Units | Tech
Help spread the word: Facebook | Twitter | Google+
Blackspace is a defensive action / strategy game that takes place in the not too distant future, when asteroid mining has become common. Piloting a mining craft around a unique series of asteroids, you will be establishing mining operations while defending yourself from incoming enemies who loot and destroy.
The key features in this game are a destructible spherical play surface, direct control of the environment and extensive use of physics to make the experience more organic and non-formulaic. Upgrade and modify your ship and your operations to suit your play style.
UPDATE: Reward Tier Add-ons
As we draw closer to the end of our campaign, we would like to extend our rewards with the following add-ons:
For all reward tiers:
Extra digital copy of Blackspace - Add $15 for each copy
Game loaded USB Key showing custom Blackspace artwork - Add $40
Game loaded USB Key signed by the Blackspace Dev Team - Add $60
More more detailed info visit the update.
In the News!
Kotaku - PC Strategy Gets a Shot in the Asteroid With Blackspace"Looks neat! Both in terms of its design and its aesthetic. I'm a sucker for "realistic" space stuff, and Blackspace looks like it has it in spades."
RockPaperShotgun - Blackspace's Kickstarter Looks Geological "It's a good pitch, I reckon. Refreshing too, what with it not being a nostalgia-driven "don't make 'em like this anymore" sort of affair…"
IndieGameMag - 'Blackspace' the Space Mining RTS game Lands on Kickstarter
"...it's not every day that I drool over a Kickstarter project...but holy crap does Blackspace looks good... If what you saw there isn't making you practically vibrate with excitement then you obviously have no soul."
Destructible everything. Pretty much anything can be destroyed and harvested. The entire ground can be demolished down to the super dense core. Old wreckage, derelict mining bases, even your own demolished structures break apart and can be reclaimed.
Discovery. We're adding the element of discovery to an RTS, not just through fog of war, but with the terrain itself. The terrain is a blanket covering resources, and technology. It becomes truely exciting to see that blip on your depth sensor indicating something beneath the surface. Anticipation of the dig, wondering what type of resource and the value it will have, and finally uncovering and extracting it. We want the resource discovery aspect to become a very gratifying and entertaining experience.
Geological strategy. A base can be built anywhere the ground is level enough, but dirt is weaker than rock. The type and amount of resistance you are likely to face may change your decision to build right next to that element deposit in favor of building on more stable surfaces, then relying on your ability to defend resource transportation to your base. Additionally, there will be strategy in enemy routing. Ground traversing enemies will try to find the easiest path to their destination. A few well placed explosives could change their route significantly.
Physics. Use physics to crush your enemies, smash them into one another or into the ground...or...if you're feeling primitive, drop a big rock on them. You can even test your trajectory skills and try to send them into orbit. The physics of the world are not only fun, they add a new dimension to whats possible in an action RTS.
Customize. Your ship is customized to your play style. It has many different loadouts and upgrades that can be equipped, swapped, or expanded. These tools and attachments are the way you interact with the world. Far beyond a simple mouse click, you can sculpt the terrain, dig for elements, collect scrap, hoist wreckage, repair buildings and much more. The capabilities of your "Lander" are designed by you. If you like hanging back and letting your turrets do the talking, spend money on your regeneration systems or upgrade the scanner array. If your'e feeling a bit more vindictive, you can equip your mining tools with weapons-grade explosives and beef up your armor. Its up to you.
Command. It's not just towers, while you're not babysitting hordes of units constantly like in many RTS games, you do build and command units, albeit a bit more passively. Your units will be constructed and deployed for many different tasks. There will be units that gather resources, repair and that even defend your base locally. Units in Blackspace will be intelligent and perform their tasks without much need for player contribution other than an order here or there when their duties are to be changed, though you'll need to setup defenses around their work sites if you expect any to survive. The interface will be quick and straight forward (no box selecting units).
Nowhere to hide. This "map" has no corners. Enemies could potentially come from any direction. But, with some early scouting, and intelligence gathering, you will be able to predict the general direction of the front line so you can dig in and deploy before the enemy strikes.
Structure alchemy? That's right, you can combine structures into grids, the arrangement and combination of structures will offer special enhancements to the operations within that grid.
There's also a ton of stuff that will be familiar to the RTS fan. Base layout, build queuing, and resource management are big parts of the game.
You start as an independent mining contractor working for a gigantic mining company, and end up in the middle of a simmering conflict between a major world government and Collier Industries, the mining giant. There is a territorial depute between the two entities with no chance of outside mediation at this distance from Earth.
Collier Industries pioneered deep space travel and laid claim to an asteroid cluster of particular interest. It is believed to be the shattered remnants of a collapsed star. These fragments have gravitational magnitudes rivalling that of Earth at only 1/100,000 the diameter. Therefore, it contains very uncommon elemental compounds, in quantities far exceeding any source ever discovered.
Mining these fragments is dangerous work. Collier compensates proportionately, but he is not generous nor does he get involved directly in the conflict. He provides support in the way of prompt order fulfilment, research facility access, and strong supply lines.
It is rumored that he is building something with these rare elements you're gathering for him, but no one knows what it is. This also may have something to do with the growing resistance to Collier's operations on these asteroids.
PixelFoundry currently consists of three people. Two developers and a producer. Not surprisingly, we want to change that. A game like this needs large quantities of quality content (ships, upgrades, environments, music, etc). A large hurdle is already cleared; we have created the code and systems to use the content. Now what we need is more content and to hire a few of the right people to help make it.
Before creating PixelFoundry we both worked at EA Sports Tiburon and have extensive experience in shipping AAA video games. We know what it takes to make a quality game, and plan to apply that knowledge on this and future games. With your contribution we will be able to bring on more awesome talent to help us make this game as good as it can be.
We're small, but we try to do big studio things. We're excited to announce that we recently began a partnership with NVIDIA. We are very gratified to see a company the size of NVIDIA take notice and support an independent studio like ours. They have been extremely helpful so far and will be working with us to make sure our game works flawlessly across their entire line of supported gaming video cards. Additionally, for those who have the hardware, you will be able to play Blackspace in full stereoscopic 3D with NVIDIA's 3D Vision technology.
(Don't worry AMD owners we've got you covered too, including CrossFireX)
Yeah, turns out video games are really expensive to make. It seems everyone expects to be paid to do work. We were stunned. We've been spending enormous amounts of our money for the same privilege. If you're a Kickstarter / video game regular, you may have heard this speech before.
We think this game can meet and exceed the standards of games with much larger budgets because of our innovative designs, workflows, techniques and negligible overhead not to mention our dedication.
Loads of them...
The obvious one is, simply, more stuff. More turrets, upgrades, buildings, elements, missions, locations, etc. But, we also have some big multiplayer plans, micro manager mode, interconnected global player economy, among other things.
We'll be laying out the details as the campaign moves forward and we want your take on them as well. But it seems a bit presumptuous at this point to start talking about stretch goals.
This isn't just an idea or a concept. We're not making up exciting features that we think we'll be able to implement. This is a project well on its way to completion, and we're really excited about the prospect of being able to bring it to you.
We have been working on Blackspace full time for ~9 months. In that time, we have been focused on getting the game's core systems, features, and mechanics up and running. We recognize the importance of working these systems out first. The earlier the game is playable, the more time we have to tune and get it balanced properly.
About 3 - 4 months ago we came to a fork in our game dev path. Since we started this project, the game has changed, and new possibilities have opened up from a design perspective. We had to choose between following the game design where it would lead, or to cut it short and finish a smaller game.
We felt so strongly about the new designs and direction, that we decided to expand Blackspace to what it should be instead of what was convenient for us. We think it is the right decision, and hopefully everyone can benefit from it.
The initial release of Blackspace is targeted for the PC. Our code base is flexible and could be branched to Mac, Linux, as well as consoles.But due to the expense of porting a game like this, this will likely happen if and after the PC release is a success.
On a related note, keyboard and mouse are the only controllers you need. The game plays, in many ways, like an FPS so no need to dust off that joystick. Now if your joystick is not dusty and is impatiently waiting for something cool to do, look no further, the extra finesse you get from a good joystick will add to the experience. From menus to in-game controls, this game is made to be played how ever you want to play it. This includes you gamepad folks as well.
Yeah the Oculus Rift. It's an innovative new VR headset and a recently successful Kickstarter. We are VR nerds and really want to support this. The good news is that we already have Stereo 3D functioning in our game so we're not expecting much work to get the Rift supported as well.
We are putting together a compilation of mini-games to test out physics as well as flight control. We are using it to tune certain areas of game play and we thought it would be cool to offer it as a fully functioning standalone mini-game package.
Basically it will be a set of little challenges for you to accomplish. The games will be things like: who can stack a pile of junk the highest, how fast can you race through an asteroid canyon below a certain altitude without killing yourself, and maybe even some stuff to make your CPU sweat like how many crates can you blow to bits and maintain a certain frame rate.
You'll be able to compete against your friends in our online leader boards. Its just some fun stuff to do with flight and physics in the Blackspace universe, and a way to compete with your friends. Also, getting good at these will put you way ahead of the tutorials when the full game comes out.
How many challenges will there be? Were not really sure yet. We have about 20 we think would be cool but, it really will be determined by what we need in order to test certain functionality for the main game which is, after all, why were making these challenges in the first place.
PixelFoundry is a small non-centralized studio, which basically means we currently work from our homes.
Working together for the past 7 years, Jerry Phaneuf and Volga Aksoy have contributed to award-winning AAA games, including EA Sports MMA, Madden NFL Franchises, NASCAR Franchises, Tiger Woods PGA Tour franchises, and more. With their combined holistic knowledge and high-level experience, they bring the best in art and design, software engineering, and project management.
Jerry Phaneuf has over 10 years of professional video game industry experience, ranging from art asset creation, tool development and Art Direction, to new IP prototyping and programming. He is credited in 7 shipped AAA video game titles. Most recently he was one of the key members of the EA Innovations Group. This small group specialized in prototyping and experimentation with future software and hardware technology.
Volga Aksoy has 14 years of professional programming experience and has spent ~10 of them working in the games industry mostly at Electronic Arts. Most recently, he was the lead Graphics Engineer on EA sports MMA. He was among the top graphics engineers at EA Sports and is credited in over 10 AAA video games.
Andrea Phaneuf, our producer, is in charge of everything outside of development. She has a history of small businesses expertise, and brings her financial and organizational abilities to our project. With Andrea's help, we can focus on making games while not getting on the bad side of the IRS.
PixelFoundry, LLC was formed January of this year 2012. Since then, we have been working on Blackspace full-time.
Funding period
- (30 days)


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I've read numerous posts, blogs, articles etc. that seem to suggest that the only thing SOE ever did wrong with this title was the NGE. SOE made "a" mistake we're told, they've apologized and learned from it. Players that still have a bone to pick with SOE over their handling of this cherished IP are then portrayed as melodramatic malcontents who refuse to forgive SOE for this one, unfortunate error.
Is this really an accurate representation of player experiences in SWG over it's trouble history, or is this some sort of media spin?
When I think of this question, a number of things come immediately to mind, and I'll list them here:
-releasing the game with serious bugs and issues, and not a lot of content
-smuggler revamp...or not
-force ranking system
-jedi controversies (pick one)
-scrapping of the CURB
-introduction of the Combat Upgrade, with all its unwanted changes and negative impact on numerous professions
-introduction of RMT to this subscription based game
-RMT loot that is superior to crafted goods
-apparent disregard for StarWars canon during this time period of the saga
-poor treatment of gamers on the forums by SOE community reps (tirades, criticisms, post deletions and bannings when forum rules were not violated.)
I'm writing this as a player that did not quit the game because of the NGE. In fact, I tried very hard to support the game in the NGE aftermath. I spent my time helping players find some fun in spite of all the recent changes and new bugs. I also attempted to keep our guild alive when even its founders needed to take a break because the NGE made them sick to their stomachs.
I decided to leave the game because of the way SOE treated players who did not like the changes. SOE didn't listen, and at times seemed overtly hostile.
So, what do you think. Is it true that the NGE was the only thing SOE ever did wrong with this title, or is someone forgetting an awful lot of nastiness?
NGE added without informing the community. It's like taking your bmw into the dealer for an oil change and it comes back a dirty kia.
They did not pay for this.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
This is a scab that will never heal. Because people keep picking at it.
Originally posted by stayontarget
NGE added without informing the community. It's like taking your bmw into the dealer for an oil change and it comes back a dirty kia.
They did not pay for this.
That's a good point. Some suggest that the big problem with SWG was simply revamping it after it went live. "You just can't change an MMO midstream, that's what we learned from the NGE." Okay, I'm sure that's one lesson to learn. This ignores the fact, however, that people were told all kinds of exciting things about the future of the game in two dev chats immediately before the NGE. NGE was never mentioned, and many of the exciting things players were looking forward to, and subbing for, either never materialized or were tossed in the recycle bin only two weeks after implementation.
People felt that they were lied to, and that, for some I think, was a bigger issue than having their game changed.
No, they royally screwed over the creature handlers. Instead of fixing the one freaking thing that was wrong with the class, at the time, they decided to nerf the crap outta them and then had the balls to look us in the face and tell us they would revisit our class in 1 year. I mean, if thats not a go f*ck your customers moment, I dont know what is. Just about ever single creature handler told them the exact same thing, fix the master level for training animals and giving them out and that would have corrected the issue, but no, they over reacted as usual and instead of fixing the problem, They made the class almost useless.
Having only played Galaxies post-NGE, I don't have any personal experience with what the game was like before that - A lot of other (ex) players do though, including some of my RL friends. As far as I've been able to learn, the basic rundown of the game went something like this:
http://machineborn.guildportal.com - Now recruiting players!
Originally posted by headen
This is a scab that will never heal. Because people keep picking at it.
I think it would heal just fine if SOE boosters would stop denying what really went down. As long as you have people spinning reality and denying players' experiences, you're going to have people who want to set the record straight.
Originally posted by thecipher
Having only played Galaxies post-NGE, I don't have any personal experience with what the game was like before that - A lot of other (ex) players do though, including some of my RL friends. As far as I've been able to learn, the basic rundown of the game went something like this:
Pre-CU had many broken elements, including combat, but also had a lot of promise. Jedis were extremely rare.
A wide range of Jedi related "fixes" start being introduced, each one skewing the game more than the last one. This is a continuing theme throughout the years.
The Combat Upgrade comes, but rather than having listened to player feedback and making the changes neccessary to fix the existing system, SOE goes in a completely different direction, which pretty much everyone hates. SOE loses a good chunk of subscribers due to this.
The NGE comes, and completely changes the main draw of the game, which was the mix-n-match nature of skills, and instead introduces classes, including jedi, to the game. Even more people hate this than the Combat Upgrade and as a result, SOE loses a crapton of subscribers.
"RMT", in a sense, is introduced to the game via the Star Wars digital TCG that has loot cards that are vastly better than anything craftable, or lootable, in-game. More fan outrage.
For me, even as a post-NGE player, Star Wars Galaxies will always be remembered as one of the "could have been great" games. I've no doubt that the game had PLENTY of problems pre-CU, and that the veterans are glossing over that fact because in their mind, the CU and NGE were much worse. For me though, it feels like I came into the game too late. I could see glimmers of greatness there - I loved the resource gathering, crafting, housing and space aspects of the game - But it was ultimately too little, too late for me.
The market was broken - it was difficult to impossible to sell any crafted goods that weren't maxed out, and it was impossible to max out without maxed out gear.. which again required the best available, ie. loot cards from the TCG. Now, most of those loot cards could be traded in-game, but at ridiculous prices which only veterans could afford. So as a new player, it was practically impossible to break into the crafting market. Also, with the dwindling subscriber numbers, and especially lack of new subscribers, there isn't much of a market left.
I don't even know what the hell could be done to "fix" this game, as pre-CU was, to the best of my understanding, far from perfect as well. I think the shift in focus (from sandboxy "be a joe schmoe in the SW universe" to faux-themepark "be a super-duper jedi hero") was a big mistake, and that if SOE has stuck with their original vision, SWG would still be going strong with an obviously dedicated core of gamers. Me, I probably won't go back to the game, but I know that I'll keep getting the urge to do so.
This is an awesome post. Thanks for the post-nge perspective. It's interesting that a lot of what you liked was part of the original vision of the game, and a lot of the problems you mention are a direct result of some of the bizarre revamps.
Pre CU SWG had it's faults, and many of them but they were all fixable. There was a stable playerbase of around 150k if my memory serves and the game was making a profit for SoE. It had the single best crafting system of any MMO ever. and that still has not been matched. What SoE did was look at WoW's numbers, get dollar bills in their eyes and tried to make SpaceWoW. For doing this they got exactly what they deserved; a game that lost most of it's players, a bad name that they will never be rid of and thousands of people that will never subscribe to another SoE title.
It isn't a question of what the game was like before but of what SoE did to their subscribers.
One of the things that I heard a LOT of complainging about from friends was that, not only was NGE just sprung on everyone; but it was done only 14 days after the launch of a brand new expansion pack. So a lot of people I knew not only felt like SOE was backhanding the players, but they waited to do it after taking everyones money for an expansion.. As I recall it was the first time I'd seen an MMO company end up offering complete refunds for an expansion pack.
Edit: 14 days not 4.
I haven't heard any vets say the game was perfect before NGE. Precu SWG had many issues, but with the NGE they threw the baby out with the bathwater, switching one set of problems for another.
SOE did many mistakes with the game, like saying that Jedis were in the game already when they hadn't added it yet and taking a year to fix broken some crafting among others.
But people remember the NGE best because it was a finger to the players, particularly the ones who just baught an new expansion a few days before.
I do have a feeling that many of the vets are really nostalgic and forgot most of the worst stuff.
SWG did however got some things good as well, like the crafting system. If they actually would had some better programmers they wouldn't have felt forced to do the NGE at all.
But it is kinda typical SOE, they often have really good ideas but the coding have been their weak spot since the beginning.
Originally posted by Terranah
I haven't heard any vets say the game was perfect before NGE. Precu SWG had many issues, but with the NGE they threw the baby out with the bathwater, switching one set of problems for another.
Actually, most of my friends who used to play it say that it was the perfect game, all issues long forgotten. I distinctly remember them complaining about bugs at the time but that is of course me remembering things wrong (right, Viktor?).
But I guess getting so totally screwed made them forget all the old stuff.
Then there was the released version of the CU, which on paper looked good. However, what they released wasn't ready, which again caused many to leave. They had actually recovered subscriptions, after they had finished correcting the issues with the CU, to slightly higher than pre-CU levels. Then the NGE hit, decimating subscriptions.
You hit the nail on the head. SWG was plagued by MANY problems. It simply was probably the last MMO to launch with unique ideas, and it was killed so spectacularly, that's why people remember it. If it was any other game it wouldn't have survived launch, but the SW brand pulled it through. The Jedi issues alone were enough to make thousands quit. But the NGE is just so much bigger than all that.
This game had a lot of huge success with certain features and huge failure with others.
SWG had things wrong with it. As any game will. NGE however doesn't belong in the category of things SOE did wrong with game, but things SOE did to ruin the game. A subtle distinction I grant you but cruicial nonetheless.
Holocrons were the beginning of the end for me. I started playing the game not so much because I was a fan of Star Wars, but more because the social professions sounded really fun to me (they addressed a major element that I found lacking in other MMOs). I played a Dancer, and had a lot of fun with it initially. One of the players wrote a guide on the forum about finding new and creative ways to chain steps/flourishes together that was really pretty complex (you timed the animations so the switches flowed), and I spent hours doing that, working on it with the other people who were also playing entertainers (most of them familiar names by the end of the first week).
The holocrons came, and the cantinas filled with bots almost overnight. There was one bot in the cantina before that, so it wasn't as if nobody did it, but the unbelievable influx of them, many with spammy speeches requesting money, just turned cantinas from social hubs to experience production facilities. I ended up dropping Dancer, picking up Creature Handler and never setting foot in a cantina again unless I had fatigue. I kept playing for awhile after that, enjoying Creature Handler, but then I started running into ghost towns everywhere, just sprawling complexes of locked houses with no one in sight. It was kind of eerie and depressing.
When I reached Mastery of my skills and looked around, there just wasn't anything of interest left for me; the social aspects of cantnas were gone, the crafters I'd developed relationships with had left the game, the Community Representatives on the forums were denying any problems existed, and I just didn't like the direction the game was heading. I guess it's sort of a blessing, because I made my break from the game about two months before the Combat Upgrade, so I was spared both that and the NGE. It's kind of sad, though. That first month or so was the best I've had in any game, and it wasn't even that "first MMO" bliss, given I'd played several others by that time. When things turned, they really turned, though.
Originally posted by Kithca
One of the things that I heard a LOT of complainging about from friends was that, not only was NGE just sprung on everyone; but it was done only 4 days after the launch of a brand new expansion pack. So a lot of people I knew not only felt like SOE was backhanding the players, but they waited to do it after taking everyones money for an expansion.. As I recall it was the first time I'd seen an MMO company end up offering complete refunds for an expansion pack.
What you heard is pretty much accurate. However, the expansion released on Nov. 1, 2005, and the announcement that the game was going to be changed came on Nov. 2--just one day later.
The expansion was particulary exciting for creature handlers, since it would add an entirely new planet full of creatures to tame. This, in fact, was part of the marketting for the expansion. Then, one day after this came on-line, the announcement was made that the game would be revamped...creature handlers were going to be deleted.
Again, this really isn't even related to the game change per se. Did creature handlers hate losing their entire profession? Hell yeah, but they also hated buying an expansion largely for the new creatures that they now would not be able to tame. They felt lied to.
And yes, people did get refunds for the expansion. However, many paid for months of subscription time to enjoy the new expansion. An offer to refund this subscription time was not made.
All games have their issues, and SWG had it's share, but I didn't mind because I loved the concept and the game as a whole. Everyone's problem with the NGE wasn't about a singular issue, but that the entire... gender of the game changed. It was the old switcheroo: a non-twitch game became a twitch game. A game without classes or levels and the ability to mix and match as you pleased became... you get the idea.
The resentment is because we bought a ticket to see The Matrix, and halfway through it turned into The Notebook. Or worse, into Matrix 3. It's the same shock and disappointment as people got from the last episode of The Sopranos, or Battlestar Gallactica (still wish I'd seen every episode BUT that one), or when you get the girl home and THEN notice her adam's apple. Again.
But yeah, SWG had all kinds of other issues before the NGE came along and... I'm going to say 'betrayed it's fans', because in essence that's what it did. All the issues beforehand weren't anything more than the run-of-the-mill issues that every MMO goes through and its players have to endure. Still isues, but you don't complain about having a bad-hair-day when you just broke your leg.
Originally posted by Halibrand
That was beautifully written, and it's probably why, even though I'd already cancelled my account for other reasons, the NGE upset me more than anything that had gone on while I was there, including the things that caused me to leave in the first place. Even though I'd left, I still felt the potential of what the game could be, I remembered what the game had been, but I just couldn't bring myself to wait around hoping for a brighter tomorrow. When the NGE was announced, all of that potential was crushed and, as someone who'd played a Dancer and Creature Handler, I saw any chance of returning to the game crushed right along with it, because they killed my character as surely as (insert Star Wars villain) killed (insert Star Wars red shirt).
I don't remember a single person asking for them to completely change the game the way they did with NGE. Jump to lightspeed was bad enough for me, even though I did have some fun flying around and pew pewing. There were problems with the game before NGE, but nothing that required a complete reworking of the game. There were bugs, random glitches, and macroers galore, but it was nothing that could have been improved upon. I am still bitter to this day about the whole thing. They took something I loved and turned it to shit
Comeing from someone ho has been there since day one sure the game launched and had its problems through out but NGE was not SoE it was LA. LA wanted a peice of the WoW pocket saying if we make our game easier to play so new players can pick it up and dive right it with 0 learning curve we could get the money that WoW is generateing.
We all know that SWG came with a steep learing curve and that was a good thing for most of us but all the rest of the things posted here sure it was SoE's fault but i do not blame SoE for the NGE as it has been stated over and over that it was not SoE that wanted it in fact they knew what the outcome would be thats why they didnt annouce it before hand because it wasnt gonna change a thing as LA put there foot down and said we own the IP you will do it this way.
There is alot of issues like this happening in all games lok at WAR the table top game is so huge but useing the IP for a MMO is tough because you have to stay true to the IP ask Mystic about the dwarf mounts they drew up and GW said no that isnt apart of the Lore so you cant do it.
I think people really need to let it go SoE appoligiesd over and over for it even if it wasnt there fault they still stood up and took all the punches and bad press and there wasnt much else they could of done.
as much as i love Bioware and they can do no wrong i have a feeling LA will try to change that game if it dosnt appeal to the way LA wants to make money.
SWG at the start was FUN!!! Large 20 man hunting groups, open pvp, player cities, NPC bases, So many profession combos, and crafting rocked...
However, there were bugs, glitches, LAGG !!! They never did work on fixing what was already fun they just kept adding stuff and making the bugs worse... CU and NGE ended the game what exists now is something different.. Only people who played the game at the start can truly understand the greatness and the tragedy of this mmo...
P.S. They didnt need to get rid of decay just slow it down a little and the crafters would of been happy.
Same with battle fatigue which would of made entertainers happy as well...
Why did they nerf the player bounties so bad? How can i not know the name of who im hunting? The current system is so bad i get angry thinking about it. Just fly to Jabba on Tat or IG88 on Core and pay credits (make it costly) and type in the name of the person you want a bounty on!!!! It didnt have to be so hard!!!
The NGE is what made me pass on DCUO and every other SOE game since. Maybe I need to get over it, but I doubt I ever will. SOE pissed all over me and I will never forgive them for that.
Originally posted by Acebets70
SWG at the start was FUN!!! Large 20 man hunting groups, open pvp, player cities, NPC bases, So many profession combos, and crafting rocked...
However, there were bugs, glitches, LAGG !!! They never did work on fixing what was already fun they just kept adding stuff and making the bugs worse... CU and NGE ended the game what exists now is something different.. Only people who played the game at the start can truly understand the greatness and the tragedy of this mmo...
Yep, most of the people I knew that were unhappy and leaving the game, were just sick of the lack of fixes. We loved the combat, the skill system, the crafting, the 20 man groups, open world PvP, player cities, player housing...it was all fun. They just weren't fixing issues rubber-banding, the laggy or delayed spawning of mob camps, or how to deal with the abandoned houses/cities. The game launched with major issues that should have been fixed before an expansion but were ignored for years. SOE used the same technique with VG and we see how well it is doing today.
since SOE owns SWG im surprised they dont just restore the servers back to the original SWG and try to get some of their members back. Man I miss playing that game.


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A Vegetarian at Mickey's Table Part II
How we learned to stop worrying and love the mouse!
by Susan Shumaker and Than Saffel
authors of Vegetarian Walt Disney World and Greater Orlando!
This is the second of a two-part series on Vegetarian Dining at WDW.
This article appeared in the September 15, 2000 Issue #49 of ALL EARS.
The first part can be found in the ALL EARS archive, #Issue #45 August 25, 2000.
Editor's Note: This story/information was accurate when it was published. Please be sure to confirm all current rates, information and other details before planning your trip.
Counter Service and Buffet Restaurants
For the mobile consumption units known as families, there are fast food (or, in the genteel dialect of Disneyspeak, "quick service") restaurants galore, as well as "all-you-care-to-eat" buffets. These eateries are designed to handle the bulk of the food business in the parks, with an approach that's closer to military precision than culinary finesse.
According to Franz Kranzfelder, the menu of each quick service restaurant is largely dictated by the public's tastes: if an item doesn't sell, it's substituted with something that does. Despite the fluidity of the menus, these are the toughest places to find something decent as a vegetarian, primarily because there are no chefs waiting to whip something up if you don't like what you see on the menu board.
That having been said, quick-service food at Disney can be surprisingly good, and a few oddball items–like veggie burgers and vegetarian rollups–do find their way onto the occasional menu. Throughout Vegetarian Walt Disney World and Greater Orlando, we include grids and recommendations to help you find the spots that do the best job catering to vegetarians, but–with a little advance planning–you'll have no problem finding these on your own.
Table Service Restaurants
It is in the table service restaurants that vegetarians will find the widest selection, and the best preparation. Organic produce, low-fat meals, and even tofu frequently grace the menus at many of Walt Disney World's finer establishments.
Our favorites? We've got quite a few (don't get us started!), but there are some places we never miss when we're on property, and one more where we'd love to eat every time (if only we could afford to!). The former category includes the California Grill and Artist Point, the Pacific Northwest-inspired specialty restaurant in Disney's Wilderness Lodge.
At Artist Point, chef Anette Grecchi's interpretations of the continent's simplest and earliest comfort foods– earthy staples like whole grains, root vegetables, squash in autumn and melon in summer–mesh perfectly with the Craftsman-inspired woodwork of the Lodge's dining room. Look particularly for | creative grain dishes, like the smooth and savory forest mushroom risotto.
To make the widest variety of food available to the largest audience, Anette builds many of her dishes, from the stocks right up to the seasonings, to be vegan-friendly, adding cream or meat only as a garnish. With a few minutes' notice, she and her team can whip up beautiful entrées that are a feast for the eyes as well as for the palate.
"We can pretty much accommodate any special request with 48 hours' notice," she encourages. "If a guest calls us and lets us know that he or she is vegetarian, we'll let them know what is currently on the menu. We can find out right there and then if we need to make special arrangements for them and cook something special." "Usually," Anette continues, "our vegetarian guests are amazed at what we can do."
Of course, there are standouts in other resorts, and in the theme parks–and some chefs definitely do a better job with tofu than others!–but that will have to wait for another issue of ALL EARS. 😉
Bon appetit! Susan and Than
Read A Vegetarian at Mickey's Table, Part I!


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Wounded Warriors Helping Dogs Help Vets
(WASHINGTON) -- A group of disabled Iraq and Afghanistan military veterans has taken on an important mission -- training service dogs to aid other wounded vets on their road to recovery and beyond as part of a program just begun by the Pentagon.
Dogs like four-month-old puppy Cadence are part of a three-year training course that will eventually match them up to help wounded troops coming home who've suffered debilitating injuries such as loss of limbs.
Training man's best friends to assist those with physical disabilities has been done in the past -- but what's different about this program is that injured military vets do the training. And that training has had a positive impact on the trainers themselves -- giving them their own kind of canine therapy, as well as giving the dogs more specified training.
Sgt. Brian Bradley, who is training six dogs, lost his right arm in Afghanistan in 2010. He credits the program with helping him readjust to everyday life. And in return, he uses his prosthetic limb to better train the dogs to better understand the disabled soliders they'll be assigned once their training is finished.
"When I first got to the program last year, some of the puppies -- they were like, 'What is that?' They see the hook moving around and stuff," Bradley said. "I got other prosthetics, but they see the hook and we introduce that to them because they know they are going to be seeing it later. Also, we introduced the wheelchairs to them too and the power chairs."
Bradley believes that with disabled vets doing the training, the dogs will better serve wounded soldiers when they are done.
"When a service member gets a service dog from another company, most of those people are able bodied, have no issues, so they aren't really working around anybody who is disabled," Bradley said. "So we train them completely how every disabled service member would be."
The dogs in the program are trained to help out with everyday tasks like picking up wallets, money and credit cards to turning on lights and pushing automatic door buttons.
"I can open the door for myself -- but if I have a lot of stuff, he can push the buttons for me," Bradley said. "He can flip lights as well. I'll say 'light' and he'll jump up on the wall and he'll flip it. Sometimes he uses his paw, sometimes he uses his nose."
But they are also trained to help heal another kind of injury that plagues so many soldiers when they return home from war -- post-traumatic stress disorder.
"Mine kicks in every time I put on a new prosthetic that looks identical to my other arm," Bradley said. "It's like an instant memory of me actually losing my arm that day. So PTSD is there."
Specialist Cory Doane, who lost a leg in Afghanistan in 2011 when his vehicle was hit by an IED, says the program helps him even more than it helps the dogs he's training.
"It helped me a lot more than it's helped the dog for sure," Doane said. "It's nice just to get out and about again. Because, you know, after I was wounded I was kind of stationary for a bit. So it's nice to get out and actually do something productive, instead of just healing. It's nice to contribute back."
Those contributions -- from the trainers and the dogs -- are being recognized by the military community.
Defense Secretary Leon Panetta praised the program and those who make it happen.
"To be able to have someone who can be close to you and be a part of you as you go through some very tough times, as you rehabilitate, as you come back and try to come back into society and have the company of a dog -- that is really a true friend because they don't question what you are doing, they're just your friend through thick and thin," Panetta told ABC News' Jake Tapper. "Having that kind of relationship I think is just great for the veterans who serve this country."
Panetta has his own canine friend, a golden retriever named Bravo, who has shown him the kind of difference a furry friend can make.
"We could not do our job of protecting this country without people like you who are willing to put their lives on the line," Panetta said to the wounded warrior trainers. "And I really appreciate your service and your sacrifice. I appreciate the effort to, you know, be able to have a dog help someone be able to lead a fuller life. In many ways that's what Bravo does for me in some very tough jobs that I've been in -- having the company of Bravo around and having him provide emotional support.
"Thanks for everything you're doing to help our veterans. We owe them an awful lot," he said. "I guess one of the ways we can repay it is to have them have the company of a dog."
Copyright 2012 ABC News Radio


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In keeping with efforts to ensure timely access to research and information by publishing content online as it becomes available, statistical data formerly published in tabular format in the Financial and Business Statistics section of the Bulletin (before 2004) and in the Statistical Supplement to the Federal Reserve Bulletin (before 2009) are now routinely posted on a Data Sources webpage on this site.
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The content of the Federal Reserve Bulletin is published on a continuing basis, as it becomes available. The quarterly paper version of the Bulletin is no longer published. However, the Board prints an annual compilation.Online access to the Bulletin is free. A free e-mail notification service is available to alert subscribers to new articles as they are released.


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Contact: Jim Sliwa firstname.lastname@example.com 202-942-9297 American Society for Microbiology
Researchers from Yale University School of Medicine have demonstrated that vesicular stomatitis virus (VSV) is highly competent at finding, infecting, and killing human melanoma cells, both in vitro and in animal models, while having little propensity to infect non-cancerous cells.
"If it works as well in humans, this could confer a substantial benefit on patients afflicted with this deadly disease," says Anthony van den Pol, a researcher on the study. The research was published online ahead of print in the Journal of Virology.
Most normal cells resist virus infection by activating antiviral processes that protect nearby cells. "The working hypothesis was that since many cancer cells show a deficient ability to withstand virus infection, maybe a fast-acting virus such as VSV would be able to infect and kill cancer cells before the virus was eliminated by the immune system," says van den Pol. And indeed, the virus was able to selectively infect multiple deadly human melanomas that had been implanted in a mouse model, yet showed little infectivity towards normal mouse cells, he says.
Many different mechanisms are involved in innate immunity, the type of immunity that combats viral infection. van den Pol plans to investigate which specific mechanisms are malfunctioning in cancer cells, knowledge that would be hugely beneficial both in understanding how cancer affects immunity, and in enhancing a virus' ability to target cancer cells, he says.
Melanoma is the most deadly skin cancer. Most melanomas are incurable once they have metastasized into the body. The incidence of melanoma has tripled over the last three decades, and it accounts for approximately 75 percent of skin cancer-related deaths.
A copy of the manuscript can be found online at http://bit.ly/asmtip0413b. Formal publication is scheduled for the June 2013 issue of the Journal of Virology.
(G. Wollmann, J.N. Davis, M.W. Bosenberg, and A.N. van den Pol, 2013. Vesicular stomatitis virus variants selectively infect and kill human melanomas but not normal melanocytes. J. Virol. Published ahead of print 3 April 2013 , doi:10.1128/JVI.03311-12)
Journal of Virology is a publication of the American Society for Microbiology (ASM). The ASM is the largest single life science society, composed of over 39,000 scientists and health professionals. Its mission is to advance the microbiological sciences as a vehicle for understanding life processes and to apply and communicate this knowledge for the improvement of health and environmental and economic well-being worldwide.
Categories: Missed - Medical Breakthroughs


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Flipper: New gold rush: buy, fix, sell
ADDRESS: 108 Park Lane West
NEIGHBORHOOD: Jefferson Park Avenue
SIZE: 1,800 fin. sq. ft., 900 unfin. sq. ft.
LAND: .25 acres
CURB APPEAL: 7 out of 10
LISTED BY: Rob Wilson of Keller Williams Realty, 220-2220
The newest incarnation of reality TV shows features people buying and selling houses. Nearly 20 such shows currently clutter the airwaves, including Flip This House on A&E and Flip That House on TLC. Both tell stories of folks who have joined today's version of the Gold Rush– flipping property.
In their dreams– and sometimes in reality– they buy cheap, renovate quickly, and resell for a profit.
This week's On the Block feature represents such an attempt– it was bought in December 2004 and renovated, and now, nine months later, it's up for sale for $150,000 more than the purchase price. Because the owners did what appears to be a quality renovation of a house that had great potential to begin with, this place could potentially offer a win-win– the right new owners might be as happy as the investors.
The 1930s two-story colonial revival has a simple rectangular shape with symmetrical windows on three sides and a centered gable extension on the back with asymmetrical windows. The white clapboard siding is interrupted only by a massive stone chimney centered under one side gable.
The stucco finish of the covered front porch is somewhat incongruous with the rest of the house, though it will be resistant to the constant threat of damp rot. The tongue-and-groove decking of the porch has seriously warped and cupped, but appears quite solid nevertheless, but it could deteriorate in the future because of water problems where the wood meets concrete and/or because of uneven settling of the foundation.
The pretty red front door opens onto a central hallway and staircase, with doors leading to the living room, a small dining room and bathroom, and a new kitchen with a closet-size breakfast nook. Throughout the house are narrow two-inch wide oak floors, all in good shape.
Upstairs, the largest of the three bedrooms was created by a previous owner who removed a wall– and in the process unfortunately left some conspicuous scarring on the oak floor. A new owner can easily arrange the furniture (and rugs) to hide these flaws. This larger bedroom has a private redone bathroom that makes efficient use of the space with handsome chrome fixtures, a pedestal sink, and a white-tile shower.
The upstairs hallway bathroom was redone in a pretty mix of white and blue, including blue tile floor, white tile shower, white faux-bead-board wainscotting, and blue paint on the walls.
The electrical system was upgraded with new wiring in the kitchen. New light fixtures throughout the house are quite handsome– a lot to say in today's lighting marketplace heavy on gargoyle-like monstrosities. Heat comes from a middle-age gas boiler that supplies the original radiators, which had been covered with metal covers for much of their lives and are therefore in amazingly good shape.
The full-height unfinished basement– with a clean, dry painted concrete floor– offers good storage space. A small shed in the large backyard provides more storage.
Though rather small, the kitchen is a highlight of the house thanks to the thoughtful renovation and abundant natural light from the three large windows. The countertops look like shimmering black granite, but they're actually a man-made rock aggregate complemented by a stainless steel dishwasher, refrigerator, Viking electric range, and inset sink. The miniature breakfast nook is a cozy spot for two, but a larger family would probably want to convert it into a pantry or more kitchen space.
The other highlight of the house is the living room, with a wall of built-in bookshelves at one end and a handsome large stone fireplace in the middle.
One reality show, Property Ladder, is hosted by a seasoned real estate developer who claims that to be successful, a house-flipper must put aside his or her own creative instincts (no doubt honed by watching Trading Spaces and Extreme Home Makeover) and keep the renovation as bland as possible to appeal to the widest possible audience.
Fortunately for the next owner of this house, these flippers have not followed that advice. In their renovation they 've made a number of tasteful and creative changes that may have significantly increased the value of what started as an unpolished gem.