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Entry requirements
To qualify for the MSc RENE programme, you need:
- A completed Bachelor's degree worth 180 ECTS credits or equivalent in engineering (in topics like mechanics, chemistry, electricity or energy) or in engineering physics, which refers to the study of the combined disciplines of physics and mathematics, together with studies in engineering disciplines.
- Applicants with a Bachelor's degree in another subject that covers the fundamentals of mathematics, physics, chemistry, material sciences, thermal sciences and electrical engineering, will be considered on a case-by-case basis by the MSc RENE Steering Committee.
Months of entry
Course content
Renewable energies are changing the energy industry fast, creating a more diverse sector with huge opportunities for new technologies, new businesses and new ideas. The Master's in Renewable Energy (MSc RENE) provides in-depth knowledge of all major renewable technologies, the opportunity to specialise in areas that interest you most, and courses in business skills and innovation management to develop the energy engineers, entrepreneurs and innovators of the future.
Combining traditional teaching with practical, challenge-led projects, and hands-on engagement with established businesses and exciting young start-ups, MSc RENE gives you the skills and experience to design, develop and deliver the next generation of renewable energy solutions.
Throughout the MSc RENE programme you will have unrivalled opportunities to engage directly with major industrial players and research institutes through a series of activities throughout the programme. Major enterprises such as Total, EdF, Energias de Portugal (EDP), and Iberdrola are all actively involved in the programme, as are smaller companies and start-ups like CorPower Ocean, EOLOS, Principle Power Inc, and Tecnoturbines.
MSc RENE is an international programme for an international industry. You will join students from all over the world for two years at two different universities and two of Europe's leading business schools. After successfully completing the programme and your thesis, you will receive a Master's degree from two of the following institutes in the form of a double diploma:
- Master of Energy Engineering and Management, from IST: Instituto Superior Técnico, Portugal
- Master of Science, from KTH: Royal Institute of Technology, Sweden
- Graduate Degree Programme in Energy Environment: Science Technology and Management (STEEM), from École Polytechnique, Université Paris-Saclay, France
- Master of Energy Engineering, from UPC: Universitat Politècnica de Catalunya · BarcelonaTech, Spain
MSc RENE is a programme labeled by the European Institute of Innovation and Technology (EIT).
Fees and funding
For EU Students
The participation fee is 12000 €/year. If you are nominated for a scholarship as indicated below, the participation fee is waived.
For Non-EU Students
The participation fee is 12000 €/year. If you are nominated for a scholarship as indicated below, the participation fee is waived.
There are two types of scholarships and they are not necessarily a full scholarship, and thus it may be necessary to find additional funding to be able to fully finance study and stay.
- Fee waiver
- Fee waiver + a monthly allowance of up to €750 for a maximum of 24 months
Read more on our website.
Qualification and course duration
Further details of qualification
All students will receive a double degree since first and second year is in two different universities.
Course contact details
- Name
- Enquiries
- firstname.lastname@example.com


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My patient Christina is a 34-year old mother of two. She works as a high school guidance counselor, runs three miles a day, but loves her job as a mom to Samantha, 5, and Gabriel, 3, the most. And every day, she worries that she will die from breast cancer.
Christina's mother died at age 40 after a short battle with the disease when Christina was only 9. She has few memories of her mom outside of the hospital room. As she gets older, she is afraid that she will suffer the same fate, and her children will grow up without their mother.
When Christina came to see me for her annual exam, she asked how she could get a mammogram. She had contacted her insurance company but was told that she didn't qualify for a screening mammogram until she was 40 years old. Christina explained that she was too nervous to wait until 40, especially because that was her mom's age when she died.
I asked Christina more details about her family history. Her grandmother had also died of cancer, but it had started in the ovaries. Once I heard this history, I knew that Christina needed to be tested for the gene mutations BRCA 1 and 2.
BRCA 1 and 2 are genes that are stop the growth of breast and ovarian cancer tumors in our bodies. When there is a mutation in these genes, a woman is more susceptible to developing those cancers. For a woman without the mutation, her risk of developing breast cancer is 12 percent and ovarian cancer is 1 percent. A woman with the mutation has a 60 percent chance of developing breast cancer and a 40 percent chance of ovarian cancer.
BRCA 1 and 2 gene mutations can now be detected by a simple blood test. Most insurance companies will cover the cost of the test if a woman has a family history of breast cancer. However, it is important to remember that most women with breast cancer do not carry this gene mutation. In fact, only 5 to 10 percent of all breast cancers are genetic.
Christina had her genetic testing done and was elated to find out that she does not carry the BRCA mutation. While she still has a risk of developing breast cancer during her lifetime, as every woman does, she is not at the greatly increased risk that she thought she was. She plans to continue with her monthly self-breast exams, her annual exams with me, and will start mammograms around age 40.
If you have a family history that includes breast, ovarian, or colon cancers, talk to your doctor to see if you are a candidate for genetic testing. Finding out the results to this test can be empowering and life-saving.
– Dr. Hill
For the past 25 years, the National Breast Cancer Awareness Month (NBCAM) has been a collaboration of national public service organizations, professional medical associations, and government agencies working together to promote breast cancer awareness, share information on the disease, and provide greater access to services. For more information and low-cost screening options, visit www.nbcam.org.

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Focus on Support, Discussion, Education, and Developmental Activities
Our groups are professionally led by licensed therapists and infant and child development specialists. Our group leaders use a mindful parenting philosophy, promoting parental attunement, as well as teaching parents about their children's physical, emotional and cognitive development.
0 - 6 Months
"First Weeks Group"
Group leaders provide a nurturing environment for both parents and infants. Focus is on helping parents to adjust to the joys and challenges of becoming a new parent.
Discussion topics include transitioning to parenthood, sleep, attachment, bonding, attunement, nannies, getting back to work and more. Classes include music, movement and developmental play as babies are ready.
6 - 12 Months
"Movers & Shakers"
Our group leaders provide parents with the developmental knowledge needed to understand their babies' physical, social, emotional and cognitive development using a mindful parenting approach. Discussion topics include how to add solids to your baby's diet, sleep and sleep regression, naps and how to hire caregivers and more.
Classes include music, movement and developmental play activities that promote developmental progress while having fun.
12 - 24 Months
Our group leaders continue to provide parents with developmental knowledge using a mindful parenting philosophy. Toddlers participate in music and movement with parents and are then provided with a structured developmental play experience and snack with gentle supervisions by our child development specialists.
Discussions topics include stranger anxiety, tantrums, new sleep schedules and more.
"Mommy's Trip to the Hospital"
Prepare for the birth of your second baby! Download this book to make with your child. Add your own pictures and drawings so that it is personalized.
Your Second Baby
"Me Too!"
A "Parent & Me" group just for you and your second baby. Group leaders provide a nurturing environment for both parents and babies.
Our discussion topics include how to talk to your child about the new baby, tips for the first months at home, ways to include your child as a "helper", understanding regressive behavior, what to do about your child's "two big feelings" about the new baby and how to handle jealousy.
Preschool Prep
"Preschool Prep"
Our Preschool Prep classes meet twice a week on Tuesdays and Thursdays for 2 hours (9 – 11AM). Curriculum is written by Pat Joseph Thomas, PhD from the Center for Early Education; Pat oversees this program and curriculum, while Marilee Hartling RN, MFT, Arielle Dehry MA, Katrin Baradarian MA and Joel Polachek MA are the primary teachers. Preschool Prep is a tuition based, play based class for toddlers which prepares them for preschool success.
"The New Baby"
Help your child adjust to the birth of the new baby. Download this book to make with your child. Add your own pictures and drawing so that it is personalized.
Social Skills Building Groups
After School Programs
We believe that bolstering children's social and emotional competence is the best way to foster their success and happiness in school and later in life. For this reason we have created an after school program that does just that. If you would like your child to have a boost in his/her ability to play cooperatively, make friends and resolve conflicts while having fun, this is the right program for you.
Focus is on communication skills, active listening, sharing and taking turns, and friend-making activities that promote social and emotional competence while having fun in a supportive, nurturing peer group setting. Groups are limited to 6 children. Parents and caregivers have the option of staying for parent discussion with our parent educator while children attend their group in the play room.
Ages 3 - 4
"Tiny Friends"
Preschool is often a child's first venture into the wide world of friendships. Three and four year olds learn about the importance of communication and relationships with their peers both inside and outside of the preschool classroom. Learning how to cope and respond to peers who have their own agendas can be a challenge. In our Tiny Friends Group children practice turn-taking skills and how to use their words to express emotions and resolve conflicts. Children are taught beginning skills they can use to both join and welcome others in play. Sharing is a skill that is discussed and practiced while engaging in games and fun activities.
Ages 5 - 6
"Little Friends"
With the entrance into kindergarten and first grade there is new pressure on five and six year olds to grow up, to perform and to fit in. At five and six, children begin to become more aware of their own limitations and those of the world. Five and six can be a challenging age. In our Little Friends Group we offer fun activities that both bolster social-emotional competence and build self-esteem. Focus is on teaching kids to identify and appropriately express emotions. Children also engage in problem-solving games and learn to talk and work it out as they practice building "friendships skills".
Ages 7 - 8
"New Friends"
There is a continued increase in pressure in second and third grade to perform both academically and socially. Peers become very important and challenges can arise as friendship become more complex. In our New Friends Group children learn conversational, friendship and problem-solving skills. They practice active listening and observation skills which helps them to become more aware of others people's active feelings and needs. Cooperation begins when children are able to both assert themselves appropriately and develop a welcoming attitude towards others. Being a good sport and playing fair, compromising and solving problems are skills that are emphasized through fun games, role play, and friend making activities.


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open file with noteblock an find bad file archive with this
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Zend Guard Run-time support missing!

One more more files on this web site were encoded by ZendGuard and the required run-time support is not installed orproperly configured.

For the Web site user

This means that this Web server is not configured correctly to runthe files that it contains. Please contact the Web site'sadministrator/webmaster and inform them of this problem and give themthe URL you are trying to display to help them in diagnosing theproblem.

For The Site Administrator/Web Master

One or more files on your site were encoded with Zend Guard. Thismay be third party libraries that were provided to you by an ISV. Toallow these files to properly run you need to download and installone of the Zend guard run-time libraries. This is either ZendOptimizer or Zend Loader. The proper files can be downloaded fromhttp://www.zend.com/guard/downloads.This software is provided free of charge.

General Disclaimer: Zend Technologies is not responsible tothe configuration and setup of web sites using Zend Guard technology.Please contact your software vendor if these components were providedby an ISV or consult your Zend Guard Users Guide if these files wereencoded by your organization.


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- Published on Thursday, 20 February 2014 08:25
This is CSK's major international engagement event. WITSA's WICT It is an international high level congress that brings together more than 2,500 delegates from around 80 countries , such as senior IT Professionals, Corporate leaders, Policymakers, Government officials and Academia Members to discuss emerging issues on ICTs, debate hot topics, and address how legal, political, and economic trends affect business models. CSK is leading a major Kenyan delegation to the event. Every member is recommended to attend an international ICT conference at least once every 3 years. This is your chance! Call the office. 0733738793/0722395900.
Under the theme "Building the Digital Age Together", WCIT 2014 will feature a high level conference program, B2B meetings, innovation showcases and more.
For more details please visit:- http://www.wcit2014.org/


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BRIAN BENDIS Wants You to Create Your Marvel Universe in MARVEL HEROES
While the general public knows names like Kevin Feige, Stan Lee, and has maybe even heard the name Joe Quesada, there's someone else in the background of their favorite Marvel properties today that they should know. Comic book fans, of course, could tell them all about writer Brian Michael Bendis and his exploits in comics, but what they might not know is that he's also Marvel's go-to guy for anything even related to their comic book properties.
As part of the Marvel Studios consulting team, he gets "special thanks" on billion dollar Marvel movies for his help in making sure the characters stay true to their comic book roots. After launching the Ultimate Comics line (alongside Mark Millar and under the guidance of the aforementioned Quesada), a comic book universe designed to bring updated and younger versions of the Marvel characters into the 21st century, he was brought in on the writing team for the Ultimate Spider-Man animated series, now in the midst of its second season.
So naturally, when Gazillion Entertainment had the opportunity to create a new video game Marvel Universe in Marvel Heroes, launching today Tuesday June 4, 2013, they went to Bendis to write a story that would bring every character, from Spider-Man to the X-Men to the mighty Avengers, together in a world that millions of gamers would shape.
Ahead of the launch of the free-to-play (seriously, you can download and play the entire game without paying a dime) PC game (a Mac version is coming later), we talked to Bendis on a conference call with select other members of the press to discuss what it's like writing a massive online game, plus over an hour of motion comics that take the place of cutscenes, how he continues to love the Marvel Universe, and why he'll be sticking with Marvel Heroes for the foreseeable future.
Newsarama Note: Some questions were asked by other press outlets; for the sake of clarity, those will simply be marked "Question:" alongside our own standard "Nrama:" signifier.
But first, feast your eyes and ears on the brand-new launch trailer!
Question: Brian, before we jump into the questions, can you just give us a brief overview of what you did for Marvel Heroes?
Brian Michael Bendis: Yeah! This was a very, very cool opportunity. The reason I wanted to do it is it seems the Marvel Universe, the way it interacts with its audience since the early days of Stan Lee, seemed like the perfect thing to have as an MMO (Massively Multiplayer Online game). On top of the way the fans and universe interact with each other, there's also all the different levels of the universe, be it your dirtiest Daredevil street corner all the way up to your cosmic Galactus planet-eating stuff all in the same universe. That seems like the perfect game platter.
So I was really excited about it, I thought this opportunity to create this Marvel Universe where fans of any medium, be it film, comics, television, any of them, could gather and do what they want to do in the Marvel Universe. That seems to be what all fans want; they have a very specific idea of what the Marvel Universe should be like, what the Marvel Universe could feel like, and now they can make it in their own image.
That sounds fantastic to me. I'm very happy with how the game came out and excited to see what I think is the next level of how fans will interact with these characters.
I pitched this story that does start us on the street-level part of the Marvel Universe, and then can build and build all the way up to the cosmic, and found a way to stitch all those elements together through the machinations of Doctor Doom, already having a cosmic cube in his hands. The Chronicles of Doom [motion comic prequel] show us Doctor Doom as a character of high intelligence who has been stung by failure over and over again. He makes this concerted effort to find a smarter plan, and the smarter plan was to find that power, the cosmic cube. Or as fans from the movies know it as, the Tesseract, in the comics it's always been the cosmic cube, even in the Hostess Twinkie ads.
But this is an immeasurable amount of power, and because of his expertise in both technology and the magic arts, he feels he'll be able to rustle that power, and control it. By doing so, he's wreaking havoc all over the Marvel Universe.
Newsarama: Obviously, Brian, we've known you for awhile – it seems like a couple of these characters are ones you specifically wanted included like Luke Cage or Squirrel Girl…
Bendis: No, actually, it was very sweet, I didn't even have to go that far! I think they kind of just knew to include them without me whining about it. I was actually pretty happy to see that! It also showed that the developers and all the guys behind the scenes were really on the same page with me on what would be cool for a game. They were taking the temperature of the readership while they were doing it. They knew, as crazy as Squirrel Girl's popularity is, putting her in there, says a lot about not just the wide breadth of the game but who they are, who the people behind the scenes are, that they not only know who she is, but they'll take the time to make her and put her in the game. They're "one of us" and not just some soulless, weird developers that just have some gig. They're really excited to do this.
It's a pretty crazy group of characters, on top of the ones you expect and want, there are going to be a lot of characters, and some you don't even know about yet, that will make a lot of people happy. Or at least five people happy.
Nrama: Let me ask you this, then, it seems safe to say you have written, either in the Ultimate or the regular "616" Marvel Universe, every playable character in this game in the comics before. Was there anyone in particular that you were excited to delve into a bit more, or see how they would interact with some of the more disparate parts of the Marvel Universe?
Bendis: Well just on the most egotistical level, it was nice to see Luke Cage included on the list, and some other characters too, that I just wondered if they'd have made the list before New Avengers. That's just me being the proud daddy, "oh look, they're legitimate now!" That just makes me happy. But there are so many.
What I did was I really tried to create a voice for the characters that were the "quintessential" version, not my version or Jon Hickman's version or Roger Stern's version, just so they could be relatable to as many players as possible.
Question: You talk about how you think people would like to rebuild the Marvel Universe in their image, and you've had a unique ability to do that in the last few years. How is it different when you're writing "nobody's version" as opposed to the Bendis version?
Bendis: Well that's – not to get all Stan Lee – but that's the responsibility of the gig, you know? Now you're setting up the player to build it into what they want to build it into. From the earliest days of this project, I said this would be the best thing for the writers of the Marvel Universe. Not one of us isn't getting like, "why don't you do this or that, and where's Dazzler?" I get a letter every five minutes from people asking about Pixie from X-Men. Now I can say, here, here's your Marvel Universe, now leave us alone! Knock yourself out!
That's the job. Create the Marvel Universe you think that not only comic book readers, but people coming in from the movies who don't know where to start with the comics. Or you know, the sizable television audience that are coming in from the animation and [upcoming ABC series] Agents of S.H.I.E.L.D. as well. You want to make it as inviting as possible, just as you would any issue of the comics – make it very clear who everybody is, what everybody wants, and hopefully fun!
It's not unlike what we do on our normal day, which is to make sure every issue could be someone's first, and make sure it's inviting and entertaining.
Question: One of the major draws of video games is their longevity – what does a game like Marvel Heroes translate to in number of comics, issue numbers?
Bendis: I can't say what it would be in issue numbers, because that's pretty substantial, but I've been working on this for about two and a half years. Add that up. I don't know, like, over fifty issues of stuff? I couldn't even come up with a number. It has that "event" feel to it, the story escalates and escalates, and the danger is real. Even from the beginning you'll see that Doctor Doom's power level is at a level we haven't seen before. He does something drastic and huge just to launch the game. It's an event that goes on for quite awhile. For people that don't know what those "events" are, those are books like Civil War or Secret Wars, the big events that landmark what the Marvel Universe is capable of. I kind of went towards it like that, so it's quite a lot.
Let's say 2,000 issues. (laughs)
Question: You've contributed to other video games before, how did this experience compare to that?
Bendis: It's a much different beast. I've been very lucky in the video game world. My last big giant full thing was doing the Ultimate Spider-Man video game, where I met Brian Reed and all the guys at Activision, and they were super cool with us, and as in love with the book as we were. It was a wonderful experience, they held my hand through the process.
So when I came to this job, I had that experience, and even though this is a different animal – so much so, the difference between a single-player console game and an MMO is huge. But I did have a very strong feeling about writing the information – it's like you're writing a lot of setup, and then the player takes over. Sometimes for a writer, the setup's the fun part. So it's fun! I get to write the setup, then the player has to figure their way out of it, pretty cool.
But it was a similar experience that everyone at Gazillion were big fans, really cool, really knew their stuff, really were doing their homework. The first time I came down to visit them, we just all hung out at a comic book store all day. We really got to know each other, got to know what made each other click, and they helped me through. The biggest difference is, really, there are limitations in the animation and gameplay in what they can and can't do, so we just wrote towards their strengths. We did it together and it worked out great. I gotta tell you it's so nice working with lovely, caring people. You don't know going into a job whether they will or won't be, and they really were. It was extremely pleasant!
And I really think the die-hard Marvel fans will be relieved to know that the game was put together by people who really give a s#!^ about the characters, just like the writers and editors at Marvel Comics. It's in the same vein.
Question: How heavily did the Ultimate Universe influence the game, and will we see characters like Miles Morales, or at least a variant costume on Spider-Man?
Bendis: There are Ultimate costume options, but it is the Marvel Universe proper. There are things from the Ultimate Universe that have seeped very strongly into the Cinematic Universe, obviously Nick Fury being the strongest – those things come through. So it's mostly the Marvel Universe with a little Ultimate stuff as well.
As far as a Miles Morales costume? I don't know what I'm allowed to say, as far as – a lot of that stuff isn't coming at game launch. So… a big maybe? It sounded like a yes, but I guess it's a maybe. Believe me, I try to shove Miles into everything so don't worry.
Nrama: Obviously, the hope is for this game to be hugely successful…
Bendis: Nah, not really (laughs).
Nrama: So, the goal is to have a big launch, then have some new characters, some expansions, maybe some new storylines coming in. Is that all stuff you're signed on to do, and if so do you have any plans formulating in your head of where you want tot take this next?
Bendis: I can tell you from the very first conversation about this storyline, expansion packs were talked about immediately. That's another reason why the Marvel Universe is begging for this kind of treatment, because anyone worth their salt can think of at least ten expansion packs that would be awesome.
Right away, you say, let's go to Asgard, let's go visit the Inhumans, let's go to Atlantis. There's all these things and storylines that you can adapt or tweak or create new stuff for. I don't want to list a whole bunch of them, but there's so many places for us to go and we're all excited about that.
Nrama: So that is something you're signed on for?
Bendis: Yeah, literally from the first day we got together, I started throwing out expansion pack ideas.
Question: Are there going to be new playable characters, then, or just more NPCs to interact with?
Bendis: I don't know what I'm allowed to say here…
Evan Dexter, PR: We can't say much as far as unannounced characters, but Brian and Gazillion will be focusing on community needs and requests. Brian kind of touched on it earlier, but that's one of the great things about working closely with Marvel Comics, like in the case of Rocket Raccoon.
Bendis: Yeah, one of the pluses of hiring me at all was the fact that I'm neck-deep in what's going on with Marvel Publishing. Not even just right this second, but what's going on a year from now, two years from now. So I can go to Gazillion and say, hey, look, we're doing this, we're doing that, this character is looking like it's going to pop, or I happen to know this writer is going to go nuts with this character. And if that's something that Gazillion gets excited about or think they can do, they immediately take that information and apply it to the game. That sets up for some really cool interaction between the game and publishing down the line where things could start getting really close together. If there's an event happening in publishing, you may feel it in the game. That kind of stuff will include certain characters.
Or if a character is getting a redesign, we immediately show those designs to Gazillion. For example, we have the original X-Men, which are the stars of my book in All-New X-Men. A lot of fans know they're getting a redesign, coming with the fiftieth anniversary of X-Men this year. Those designs immediately go to the game team for them to decide if they can or want to include those in their costuming choices for the characters.
So all the stuff like that is the potential for this game that's unique to any other MMOs, because publishing is a constantly moving organism, and the game is also, so they can move toward each other.
Dexter: To add briefly to that, the decision to add Rocket Raccoon was a direct result of a nudge from Marvel, and that was three years ago, long before rumors or plans of a Guardians of the Galaxy movie were announced. So the guys at Gazillion were scratching their heads a bit saying really? We put Rocket Raccoon in the game? Then when the movie news started coming out, they realized why Marvel wanted him in the game. So how closely Brian and Gazillion and Marvel are working together is giving a unique heads-up to Marvel fans. They'll get tie-ins with the hottest things happening in the Marvel Universe as it happens, or sometimes even in advance, in the game.
Bendis: Right, before it happens!
Question: Is there a player that you want to play in this game in particular?
Bendis: Yeah, the anonymous S.H.I.E.L.D. agent that gets killed on the side, that's me.
No, there are a lot of characters I have a particular fondness for. On the selfish side, there's no way – there are characters that got redesigned under books I was writing, to include those designs as a legitimate part of that character is very exciting to me – completely on ego, there's no other way to say this. Having the modern version of Rocket Raccoon, or our version of the Guardians showing up in their Steve McNiven outfits is cool. I don't think there's anyone who wouldn't feel the same way. It just makes the whole thing feel more legitimate to me with what I'm doing in my day job.
Question: We know there are expansions coming, but are there sidequests and things away from the lead story like we see in other MMOs?
Bendis: Oh yeah, there's tons of stuff coming. This is just the beginning man. The Chronicles of Doom is a prelude for people who don't know what makes him tick, what he's capable of. This is just the early stuff, there's so much coming.
Question: Why did you choose Doctor Doom as the main leader?
Bendis: We had a long talk about it. It just seemed that Doctor Doom's reach could hit the whole Marvel Universe. His actions could create a domino effect all the way down to Daredevil and all the way up to Thor. He seemed perfect for it.
As we were discussing, making sure the storyline and the game really feels legitimate – not that the Leader or someone wouldn't be cool, but nobody's more badass than Doctor Doom. His motivations are also excellent for a villain. They're not just "I want to rule the world!" He has a very specific agenda that's a lot of fun to write, has a lot of levels to it, a lot of layers. You can see why he's gone crazy or what makes him tick. Just seemed perfect!
Nrama: Brian, I'm interested in your experience with juggling hundreds of characters instead of just tens of characters. What was that experience like, how much more did you have to take a step back and outline and research to keep track of all of them?
Bendis: Well, I don't think it's any surprise to you that I've spent the last 40 years of my 45 year existence doing the research for this game. So there wasn't much that I didn't know or didn't already have a good place for. My day job is constant reading and research. That's what I call it, research, when I'm sitting on the toilet reading comics! (laughs)
But I do know this stuff pretty well – good lord I should. So I knew these characters inside and out, I've known them for years. I have written a lot of them in emotional, and at least to me, important stories for their characters. So I was ready! I was ready to go!
When we were going through all the voice, dialogue for the characters, it was really easy to imagine these characters' points of view.
Nrama: Was there anyone that surprised you, then, even from the NPCs?
Bendis: I'm trying to think. When you guys, even with characters like Squirrel Girl or Rocket Raccoon are reacting – it's crazy to me. Those are the names mentioned early on, and you think in your heart "Oh I hope they don't run out of time or money to put in those characters!" Because you need to put Captain America and Iron Man and Spider-Man in, right? And you're glad they want to put Rocket Raccoon in, and you're hoping at the end of it he's still in the game, and he is and it makes me very very happy.
So I wasn't as much surprised as I am relieved that the game turned out to be what it could be, the universe is what it should be. It says a lot about Gazillion. I think they know what die-hard fans like yourself expect from this game. So I'm relieved that it stuck its landing.
Can I tell a funny story from PAX? This story stuck with me. They were nice enough to invite me up to PAX, and we live near Seattle, so my daughter wanted to come up with me to the convention. She'd never been to a game convention. So we come up, my daughter's sitting in the first row, and I'm on stage. As they're filling in, she hears this guy saying to his girlfriend, "I know they're announcing a new character today, and if it's Squirrel Girl, I am out of here!" And the girlfriend goes, "What?" and he says "I don't want Squirrel Girl, I don't want it! If they say Squirrel Girl and everyone's going to be happy, and I'm mad."
So my daughter's listening to this and thinks this guy's mad. And also this guy's in the second row, so he's been waiting in line. He's been waiting to get into this panel, right?
So we're on the panel and they announce Squirrel Girl! And they put up the thing, and the whole place goes crazy, all this applause. And behind my daughter the guy goes "that's it, I'm out of here," and stood up and left! And the girlfriend goes, "wait, I want to watch the rest of the panel!" He goes, "Nope, we're leaving!" and he left!
My daughter after tells me this and says "what was that?" And I said, "Sweetie, that was your first introduction to nerd rage! Congratulations!"
So, you know, that's what this game brought to my family, thank you. Then I had to explain to my daughter that guy was probably in the Beta and would be playing the game anyway.
Question: The motion comic aspect seems to give you more of a direct narrative voice to the story than traditional video cutscenes would. Was that appealing to you, or something you didn't even really think about?
Bendis: Well, you know, I had dabbled with the motion comics with Spider-Woman and things like that, I was pretty excited to apply what we learned on that to the game immediately, so that was cool. We wanted to create the comic book experience but without you just staring at the screen a long time when you wanted to play. We tried to create something in-between the experience that readers have from the comics and viewers have from movies or television.
So for those who aren't as familiar with the tone or voice of the characters – everyone knows what Spider-Man sounds like, but you may not know what Black Cat sounds like, right? Or how Spider-Man and Wolverine interact. People who watch the movies have never seen them interact, but that's something comic book readers would know. So that gave us an opportunity to quickly and concisely let people know what that feels like so when they hop in the game they have a sense of where they are and what they should be doing.
So that's more what it was about.
Question: You write a ton of Marvel Comics; while you were doing work on this game, and knowing that potential of the game interacting with comics, did you ever write something into a comic so that it could show up in the game?
Bendis: Not full on, but there are elements that I thought "oh that would work in the game too." You don't want to start trying to make a story into everything for everybody. If you're finished with the story and then think "oh that would be cool for the game as well," then that's cool. But you don't want to be trying to do everything for everybody with one story. The story for the game is written for the game and its strengths. The stories in my comics are hopefully written to the strengths of comics.
But there are little elements. There will be stuff that people have seen in my comics that will pop up in the game, because we thought that would work in the game as well, or that's a funny bit that would work for the motion comics as well.
I'm probably going to say something I shouldn't say, but when the characters head over to the Savage Land, there's a joke I did in New Avengers about the Savage Land, that I gleefully repeated in the game!
Question: I actually have kind of a silly question…
Bendis: We've been talking about Squirrel Girl for an hour, no one's judging. (laughs)
Question: Given some of the other characters, will there be some kind of comically over-exaggerated death of Speedball scene anywhere?
Bendis: (laughs) I didn't kill Speedball! I can't take the hit for everything!
But no, I'm not using this game to settle any scores. I have plenty of comics to settle all my scores.
Question: I know in you comics you've made some really emotional stories – will there be any of that emotion brought into the game and the motion comics?
Bendis: That's a very good question, because that is something discussed. You want as a storyteller for people to feel and care. As the motion comics go on and as the stage is set, hopefully you'll really feel the threat of Dr. Doom and the sacrifices that need to be made.
So yeah, there's potential there. Of course it's up to the player whether or not they'll feel the connection I want them to feel. But that's why you'd do a Marvel story. Their characters aren't just puppets. On their best days they live and breathe. The quests and desires they have as characters are really relatable. So yes, absolutely, as the stories continue and the expansions, you'll really get to feel some stuff.
And thank you for saying that, by the way, because it's very important to me!
Nrama: Now that you've written for games, for TV, you write a good what, 60 issues a year of comics?
Bendis: You're making me tired!
Nrama: (laughs) You're working as a consultant for Marvel Studios, too! So, do you think there's any chance of you getting tired of the Marvel Universe, or is this just where you love to live?
Bendis: I gotta tell you. It's funny you say that, because just yesterday, I was in Burbank working on the Ultimate Spider-Man cartoon. During lunch, Joe [Quesada] and I had to go do a very long phone call with Marvel Studios about one of the movie projects, then on the plane ride home I was writing Guardians of the Galaxy [the comic]. When I came home I said to my wife, "I just had the best day! What a killer day, I had the best day!" Coming up with Spider-Man stuff, talking about the movies… so no! I can't. It's a very, beyond my love of the characters, which is overwhelming, everything in front of me is this constant giant puzzle I'm trying to solve. There's storytelling and character interaction and a million different ways to go, for me to try to make the right choices as a writer. It's constantly challenging, and all the kind of challenges that I'm looking for in my life as a creative person.
My whole life has been about seeing movies before my friends, and ruining it for them! And Marvel has allowed me the ultimate version of that! I know I can go to Matt Fraction and go, "Yeah, I already read Guardians of the Galaxy. Read that script already."
Nrama: Well you can go ahead and expand on that, tell us more about it.
Bendis: No! Never! (laughs) That's the best part about it!
Even, when I think about it, when I first came to Marvel in late 1999, they were just coming out of bankruptcy. The place looked like a garage sale. And in the course of the time – and I'm not taking credit for it, I just happened to be there while they got their stuff together – from the Spider-Man movie to the Iron Man movie to being the major influence in movies right now, one after another, hit hit hit. Iron Man 3 already being the #5 movie of all time. It's a crazy ascension, and Marvel's part of Disney now. It's crazy! What a ride! I'm just holding onto the side of it. It is fascinating, one of the most fascinating pop culture stories of all time, and it's not even over yet.
So no, boredom never comes into it at all. If it did, I would just bail. I would tip my hat gracefully and say "that was a lot of fun, that was more than I ever hoped for." But that doesn't seem to be happening right now.
Question: It strikes me that video games are a very different challenge from writing anything serialized; it seems like it might have to be more plot driven because the emotional choices are made by the players, is that accurate?
Bendis: Well yes and no. The plot stuff and the mechanics of the game put together by the designers at Gazillion and the story editors and so many people behind the scenes. I'm one piece of a many pieced puzzle of people who put this all together. I looked at my job as to make sure the voices of the characters are intact. With that comes not just how they speak but what they want, what their goals are, what they bring to the Marvel Universe that's unique. That usually is the thing that made whoever the player is care about the character in the first place, or even want to play this game in the first place.
I just looked at it as that's my job, to distill the character down to its core essence and make that as inviting and relatable as possible. That really isn't that different than what my dayjob is. But here, there's a time and a place for it and I make sure that time and a place that's it's there.
And listen, there are going to be people that want to play this and just run around and be crazy and they won't hit any of these emotional levels because they just don't want to. But people who really care about these characters will, and if they want to, it should be there for them.
Question: One of the loglines of this game is as the most authentic Marvel Universe experience in video game form, which can be a bit intimidating. What do you think makes this game feel authentic?
Bendis: All of the things we just talked about. A Number 1, the heavy connection to Marvel Publishing, and the fact that it can be this continually evolving thing.
Think back to the 60s. Stan Lee was the first guy who talked right to the reader. He made you feel like part of the Marvel bullpen, he made you feel like part of the experience. A lot of it was Stan's trademark carnival barker showmanship, but it really was the thing that connected us to the characters. "We're part of something!" And that's why you started picking up all the issues instead of just a couple of them. For the modern audience, it seems to me that a game like this can be that next step of evolution. We as fans have always been part of the Marvel Universe can now play the Marvel Universe.
I've literally been chasing this down for years. Some of you who know your game stuff, know that there was another attempt at this a few years ago which I was part of at Microsoft. When it fell apart for whatever reason, I have no idea why it fell apart, I said to TQ at Marvel Games, "if this ever comes up again, please let me know because I really believe that for the next generation of Marvel fans, this is the absolute connection that no other pop culture universe has, and I want to be part of it. So I'm glad I got to be.
Question: Was there anything you wanted to put into the game that didn't make the cut that you can talk about?
Bendis: Just some silly stuff that didn't work as game stuff. But you never know as the game evolves, we may find a way to do it, because I've been thinking about it. There's all these characters and little bits and pieces here and there that don't fit into a game, but as the game evolves, you never know. I'll find a way to shove them in there somehow.
Nothing I can think of. Also, people like myself will tend to obsess about what we didn't get in the game, and I'd rather them focus on what we did get in there, which is quite a lot. What I'm talking about is little stuff.
And we couldn't use Batman! (laughs)
And everybody knows, Marvel doesn't own the character, but it is very sad that Rom is not in this game. So there you go.
Question: One last question about expansion packs – since you introduced Rocket Raccoon, will there be any galactic storylines with Thanos, Galactus, anyone like that?
Bendis: I certainly can't publicly make a promise of any sort of thing like that, but the potential is there. Anyone with a little bit of imagination, seeing what happened at the end of the Avengers, there's certainly a lot of potential for that.
Nrama: Well, since we're wrapping up here, would you just tease for us a particular story bit or character interaction you are personally excited for players to check out?
Bendis: Well I am very excited about the PvP stuff! I think a lot of people are going to be able to blow off steam and dig into some stuff that's been on their minds in that area of the game. I'm excited about the story stuff of course, but the PvP stuff is gonna be – it's like Marvel Civil War never ends!
Question: You've implied that the game could have some direct connection with the comics – what happens if someone gets killed in the comics?
Bendis: Yeah, what happens? That's a good one!
I don't think we'd ever take a character away from you, but it is interesting. This goes back to my half-joke – let's say Luke Cage dies in the comics and you're furious, then you can go play your Luke Cage and he's alive and well and I can go screw myself! (laughs)
And by the way, Luke Cage is not dying, I'm not even writing him right now, please don't write that as the headline.
But yeah, if we do something that annoys you in the Marvel Universe, you can do whatever you want!
Question: Any hints as to upcoming projects related to Marvel Heroes?
Bendis: I will say that I'm excited, legitimately excited for the potential that there would be some crossover between publishing and the game, that we would be able to create a story happening in both publishing and the game at the same time. That is something beyond an expansion pack that I would like very much like to happen, and something I'm bringing to the next Marvel publishing retreat full force. I think one of the next levels for this game to interact with the Marvel Universe proper is to have a story that happens in both places at the same time.
Wouldn't that be cool?
Marvel Heroes is now launched, free to download and play at MarvelHeroes.com.


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Teen – July, 2007
By Jacqueline V. Scott
It looks like a MasterCard. It feels like a MasterCard.
But it isn't quite what you think it is.
Prepaid debit cards are becoming more popular with parents who want to give their teens the freedom to manage their money while controlling how much they spend.
With names like PAYjr., Allow Card, and the Hello Kitty card, companies that offer these cards tout their ability to teach teenagers responsible spending. Parents control how much money is put on the card and kids learn when to say "when."
Unlike traditional credit cards, these debit cards eliminate the worry of kids charging too much, exceeding the limit, or making inappropriate purchases. There are no overdraft fees, and parents can add money at their discretion.
Just like traditional cards, these cards are accepted wherever most charge and credit cards are accepted. Though they appear to work like credit cards, no credit is involved. Parents have already paid for the amount that has been put on the card.
Reisterstown mom Nancy Hoffman says she used a prepaid card offered through the Bank of America when her daughter, now 18, was younger.
"My daughter was 15 at the time, and we used it as a way to teach her to budget her money and not have to always be asking me for money," Hoffman says. "It was very easy for her to use."
PAYjr. is a total money management system for kids, says Matt Frye, president of PAYjr. His company offers a free online chore and allowance tracking system for families with kids of any age.
"That is really the core of what we do," says Frye.
The allowance system allows parents to attach monetary rewards to daily chores and activities. Kids can log in and record chores completed, and the system keeps track of money owed to them.
"Basically, we have moved the chore chart from the refrigerator to online," describes Frye.
Currently, 20,000 users are using the company's online chore and allowance system.
Lucky 13
Once kids reach the age of 13, they can sign up for PAYjr.'s prepaid card. Frye says about 2500 of his clients have PAYjr. cards.
Parents can use the allowance system to upload money owed to their kids' PAYjr. card.
In addition, kids can use the online system to budget their money and check their balances—after all, they have to stay aware of how much money is still available for spending.
"It was just like a credit card, but with a pre-determined amount of money on it," Hoffman says about the card her daughter used. "This way she did not have the option of charging anything. There had to be money in the account for her to use it."
Hoffman adds that her daughter's card also had a program that family members could use to deposit money for gifts.
An added feature allows parents to go online to see how their children are spending their money.
Frye says kids seem to prefer the convenience of debit cards because so much of what they want these days can't be paid for with cash. That includes iTunes, cell phone rings, video games, and other online purchases.
But while the debit card allows kids to use their money the way they want to, Frye adds that PAYjr. debit cards will block certain kinds of merchants who carry products restricted to those over 18 or 21. That includes firearms, tobacco, alcohol, gambling, and pornography.
Also, be warned that most prepaid cards come with activation fees, maintenance fees, and ATM withdrawal fees.
Frye says his company charges $2.95 per month for maintenance, $1.50 for ATM fees, and will charge a small decline fee ("in the amount of cents") if kids try to purchase over their limit.
Jury Still Out
Whether or not these products actually do teach responsible spending is still a matter of debate.
While proponents see these programs as teaching tools, others maintain that giving kids "plastic" so early in life may actually have the opposite effect. Some credit counselors worry that parents who add money to the card with reckless abandon may actually be teaching their kids how to run up their credit.
Nonetheless, many parents feel that, if they are used responsibly, prepaid cards can teach kids the value of budgeting.
When Hoffman's daughter heads off to college in the fall, she will be using a similar kind of debit card to the one she had in high school.
"We are converting her current ATM card into an ATM/debit card," she says. "We have it set up so that she and I can go online to check balances and see what transactions have transpired." BC
©Baltimore's Child – July, 2007


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Blog Archives
Family Violence: An Ancient Enemy
Among ancient people, intimate partner violence occurred for reasons similar to many rationalizations that modern humans provide: jealousy, anger, food, mating privileges and so forth. The most obvious reasoning that intimate partner violence occurred among ancient humans is the physiological rule: that is to say, the larger an animal, or more physically imposing partner/group member would have been more likely to use force or inflict violence upon another smaller one (essentially bullying). After all, which smaller ancient individual dare challenge the larger attacker?
Tuning in to any nature channel, such as National Geographic, we can see the physiological rule of violence play out in the animal kingdom as day-to-day business: the silverback gorilla, or the alpha wolf imposing their wills and sizes upon others. Here, too, intra-group violence occurs for many of those same reasons given by modern humans: challenge to mating privileges, territorial disputes, food, threats to immediate family, etc.
But rules are meant to be broken, often by those we least expect.
This physiological rule is also countered by nature itself, an opposing force of smaller size, such as we find in the snake – whose various venoms can easily subdue or kill a being one-hundred times its size. This is natures answer to predation (bullying). An even smaller, similar situation is provided us by the ignorant mosquito – who, in conjunction with the many viruses and diseases it carries, such as malaria – kills billions without any thought of malevolence.
In humans, we have developed two of the most potent forces against the physiological rule. The first is the brain itself – the most advanced brain we have known among creatures of the Earth. The second force being the social group itself: the norms of civilization. We primarily came to understand that it was wrong to obtain things we wanted, whether for psychological satisfaction, or biological urges, through unjustified force. We have the greatest treasure of higher intellect and greater reasoning ability over all the creatures in the animal kingdom, though like them, we have not been able to irradicate intimate partner violence (family violence) from our cultures.
Families are the cornerstone to any great society. Currently, however, there exists a sad social problem of violence within families. One fairly recent study of families shared that 74% of children younger than five were hit or slapped by their parents (n1). A 2004 study of sexual abuse of children showed a drastic decline in reported cases toward the end of last century, though the remaining 89,500 cases occurring every year, is 89,500 cases too many involving this type of violence (n2).
In 2005, the National Crime Victim Survey (NCVS) produced a number of reported instances of intimate partner violence at 690,100 cases (in America), (n3). Of those figures, 16.2% of the victims were males. Obviously, males committed the remaining 83.8% of instances – another likely example of the physiological rule of violence at play in modern humans.
Can it be anymore obvious- that no matter how we define family violence, wether as emotional, physical, sexual, or instrumental – modern humanity relies too heavily upon it. Violence is outdated software, so to speak, as it is assumed we have moved beyond instinctive reactions and drives as primary motivators in behavior. Humans can develop machines to analyze planetary bodies in deep space; we can construct telescopes to see millions of years into the prehistory of our universe; we cure disease, yet we cannot seem to irradicate the most ancient of our behaviors which is violence among families.
If there's nothing else you do in life, if you reject voting, if you do not volunteer in your community, or do not give to any charities, or fail to pay sufficient taxes, there is one thing you should honestly do to create a better world and that is to reject violence. This can be taught by example – through the power of diplomacy, leadership, and empathy. By failing to perpetuate violence, we can finally evolve into the civilization I see we can become. Reject violence, that is our first step for a better tomorrow.
Lean more about family violence at teachyoung.org, or through researching any of the references below.
1. Gallup Organization. Disciplining Children In America: A Gallup Report. Princeton, NJ. (1995)
2. Catalano, S. Criminal Investigation, 2004. Washington, D.C. (2005)
3. TeachYoung.org
CAPITAL PUNISHMENT and the BROAD IMPEDIMENTS to CORRECTIONS
Modern forms of execution consist of firing squad, hanging, and the electric chair, with the most current method being lethal injections. Do we absolutely need such a punishment? In what ways is it needed? Before the questions are answered personally, let me explore some of the history of the utilization of the death penalty.
THE STATE OF OKLAHOMA was the first state to utilize lethal injection, a procedure which began in 1977. Oklahoma is the same state set to tragically put to death Richard Glossip, this Wednesday (he was granted two-week stay 5-hrs before today's execution: 9/16/15). Currently, the federal government – including 31 other states permits judges and juries to kill people, specifically, people convicted of murder (Ross, 2015).
Early American executions were routinely accomplished on lesser criminals: people such as robbers, or for rape convictions, and more aptly for treasonous acts. Though this is no longer done, except for treason, the manner in which industrialized societies have elected to killed people did not always appear as seemingly clean, quiet, and distant from the public as a lethal injection.
The Romans publicly crucified criminals, most notably, Jesus of Nazareth. Before criminals were crucified – in ancient Rome, the condemned persons were sometimes given a drink mix of wine and myrrh – a mild narcotic concoction called galla. When condemned did not partake of anesthesia, as Jesus did not, the tortuous activities could be a most gruesome spectacle. Even crucifying ancient humans, occurring in the thousands, did not deter crime.
Crucifixion means a victim is nailed to two sections of crossed-wood beams. Nails seven-and-a-half-inches long, we're used to hold a sagging body of a full grown adult. Once the person was nailed to the cross it was positioned upright, for all to see – including carrion eaters. Neither blood loss nor shock was the primary cause of death for those who were crucified; it was a helpless suffocation. The two rebels who were crucified next to Jesus, had their legs broken in order to expedite their deaths, so their feet could less be used to prop their damaged bodies up (Cawthorne, 2006).
The Romans also practiced beheading, but this was typically done to Roman citizens considered military deviants – and an honorable death, likely too quick for Roman tastes. The rare instances of Christians being beheaded publicly occurred at the behest of Emperor Caligula (ibid, 34).
While contemporary America does not engage in the type of spectacle as ancient Romans did, the implications of state-sanctioned death penalty now, reflect a spiteful and conflicted people.
2,000-years removed from Rome, philosophies have not really changed. Marked consternation and the power of everyday distractions among America's voters deters coalition and activism. Until a sizable majority refuses to enforce this penalty, we, to some degree resemble ancient Rome, and our rationalizations of deterrence, punishment, and humiliation remain pitifully in place. These arguments are ineffective. Voters have all the power to act.
The death penalty is a remnant of sins against a God, remnant of a theocracy; thus, a peculiar ideal under an American system advocating and otherwise practicing separation of church and state. The death penalty – as used against treason – during times of war through early history held a rational argument for its temporary use. This is because the future of budding democracy – as in colonial America – sovereignty and existence hung in the balance. A single spy, or traitor could crumble the gains and sacrifices of millions. The death penalty, as used during the infancy of pre-industrial civilization had a practical and philosophical argument of a specific deterrence: true "national security" interest.
"… nor cruel and unusual punishments inflicted" -Amendment 8, U. S. Constitution.
The men who ratified the United States Constitution through the late 18th-Century, after years of war, incorporated the heart of our civil liberties, a special section called the Bill of Rights – the first of the ten amendments in our Constitution. 200-years later, in Furman v. Georgia (1972), the Supreme Court struck down the death penalty as was then utilized in Furman's case was unconstitutionally cruel and arbitrary – contravening the 8th amendment protections. America enjoyed four brief years' freedom from state-sanctioned killing.
A few years after Furman, 1976, the court revisited the death penalty – again through the State of Georgia. The majority held that the "arbitrary and capricious" elements within the procedure used in Furman's case, had been remedied, and once again, America began tragically murdering its citizens. Justices Brennan and Marshall, however, believed "capital punishment…inconsistent with contemporary values… " (Smith, 2009).
This writer wants to believe that.
We are no longer a budding tract of colonies, teetering on extinction.
Moral Perspectives
"To understand criminal justice, it is necessary to understand crime. Most policymaking in criminal justice is based on criminological theory, whether the people making those policies know it or not. In fact, most of the failed policies (what doesn't work) in criminal justice are due to misinterpretation, partial implementation, or ignorance of criminological theory. Much time and money could be saved if only policymakers had a thorough understanding of criminological theory" –T. O'Connor, in Crime Theories
One of the oft-touted rationalizations for use of the death penalty today, is retribution, which means, in short, that punishments for crime "…must match the gravity of the offense" (Barlow, 1996), and that criminals must be punished. The idea of An eye for an eye, life for a life, a poetic maxim, came down to us through religious ordinances from the Code of Hammurabi. Religious ideology still influences our politics despite rhetoric. In America, most assume we are not forced to believe this way, and in fact, have some sort of say so built-in to our representative form of government, to determine which punishments fit which crimes. Is this true? When has the death penalty (human life) been a relevant enough topic in your life that you interacted with your representatives about it? A majority, while strong in number, does not equate to being more correct than any minority view. And a silent majority is immorally incorrect.
Punishment must, as a utilitarian belief, serve to prevent the majority from suffering crime. In order for deterrence to be effective, so it goes, punishment must particularly be shameful enough, and in some way, debilitating – whether by restricting personal freedoms or through the application of unappealing economic sanctions in order for a malefactor learn her lesson. If we do not attempt to deter crime, we are in a sense accomplices after-the-fact, we are unjust. In a less dramatic fashion, we unapologetically acquiesce to the idea that we value nothing, outside of perhaps anarchy. We cannot let crime go unpunished. Yet, we can be totally and irreversibly smarter!
Torture is illegal , deportation cannot be applied to natural-born citizens, suicide cannot be forced, nor can allegiance to a god or goddess be thrust upon us; however, citizens can yet be killed in some states – as a punishment.
In this writer's naive opinion, it seems that the death penalty needs to be abolished. There is a tragic, though steady rate of murder that exists in society, and this cannot be remedied by further killing. The idea of deterrence is supposed to work as it does in firefighting, analogous to what is called a firebreak. A firebreak is a line that is burned at some safe distance between the firewall and path of destruction, so that there is nothing to burn or fuel the fire once it reaches this point. That is a figurative use of deterrence, which actually works. For prevention works best. The death penalty will never work. The death penalty has never worked. Social attention to others, and creating "firebreaks" will aid us just the same.
While seemingly cliché, contemporary punishment does not possess the aspect of reparation of the offenders as may be assumed. People who can get released, do so without skills and precious time out of the workforce.
Budgetary excuses aside, the persistent reliance on sensationalist broadcasting has provoked mass fear of a plague of violent crime – which has interestingly gone down across the past handful of decades. Unfortunately, as have rehabilitative efforts.
It's drug offenders who create most of the "violent crime", drug offenders have to protect territory, collect debt, fend off robbery, require countless conspiracies just to get to the point to sell, and are the most resistant to new behavior, primarily because money they make from drugs far exceeds any legitimate venture. Thus, how can one repair a value? So, recidivism is high…
• Corrections simply do not pay sufficiently to attract urban elite professionals to work – often in the middle of nowhere. This barrier is built in to the system.
• Local politics ensure that political reps are "hard on crime" such that a single 600+ bed facility can basically subsidize the local economy surrounding the prison. Why rehabilitate that?
• Additionally, programming cannot be implemented because staff-to-prisoner ratios prohibit it, and staff do not have the education for the most part. So, what's left is an extremely bored criminal left to his own devices and, again in Oklahoma, there were 6-men recently killed across a 3-month span. Death should not be included in any sentences. Doing nothing for them shouldn't be either.
• Rehabilitation cannot occur in corrections industries programs where prisoners work for pennies supposedly to develop skills for a workforce that largely doesn't exist – America is a service economy. Additionally, the industries located at medium security facilities use prisoner labor from prisoners who have more than 20-years to complete on their sentences, which means any skills they develop will be useless at age of release and likely obselete. Punishment needs to include all these factors, when it does not have legitimate ends, prisons become arbitrary and capricious and cruel.
Crime is a failure as much as the death penalty is. We must try to first determine criminogenic needs of offenders, so as to cure the ailment(s), the suffering, addressing criminogenic needs during/before punishment. Most all murderers feel guilt from taking another person's life. And sometimes one becomes a murderer by accident, where the heightened risk of death is imminent, but not obvious such as in a car crash while drunk, or in a felony murder, such as in a botched bank robbery or accident where the victim falls and breaks a neck. Sometimes punishment is, in fact necessary, but the emotion needs to be separated from its application.
The handling of murderers as deviant should not, in my opinion, be the immediate province of the judicial branch of government. The proper form in which murder (and sex crime) should be treated or handled should fall to the psychological or medico-psychiatric community, then judicial. Here again, we will never eradicate murder this way, or even deter murder, as murder is primarily spontaneous. Using this rationale; however, the idea is to study the perpetrators of the crime, repair problems, and allow treatment of the human to prevail, using results to assist countless others. After all, most murderous and all violent crimes (notwithstanding extremely rare serial-murderers/habitual sex-offenders) will never recidivate again – even without such treatment. And, yes, some may not be reached, but this we will know and we can prepare for long-term treatment. Housing mentally-ill with neuro-typical prisoners does create more negative issues and abuses. So this extreme minority cannot be stored in a prison (not simply because most $13-per hour corrections guards lack formal training in how to manage these individuals, but for safety of all stakeholders).
We must consider the idea that by killing citizens, we are throwing away our responsibility to them. In a way, we are trying to ignore the applications of our technological progresses. The M'Naughten Rule which states that an insane person is one that does not know right from wrong, acknowledges that we cannot kill certain individuals because they are incapable of responsible action. If genetic predisposition, is not factored for violence, then what remains are treatable social conditions. Philosopher Colin Wilson, stated that the complexities of civilization led man to develop the independent left brain so that criminality became possible…that violence is a reflection of social tension: "Anyone who has any dealing with criminals, any a policeman, lawyer, psychiatrist will verify that far from being happier than the rest of us, most of them seem to be plagued by a permanent dissatisfaction" (Wilson, 2005: 603).
• Science and research in the socio-medical fields and related social sciences should play a much more integral role in the spectrum of criminal justice, not just in law enforcement, nor in simply determining competence;
• The criminal justice system is in fact too large and cumbersome, organized in such a way as to stifle progressive activities in treatment; offenders should be incarcerated together based on similar offense type, not mixed together; this practice will aid programming needs and affect prisoner sub-cultures by diminishing criminal osmosis and prison politics; Staff within pristine can become specialized to coordinate their education/training to specific populations.
• Psychiatric patients of any kind should never become part of a general population mix. They cannot be held to typical standards. They are easily ignored by directional staff, and taken advantage of by certain opportunistic criminal elements. Yet this is practiced.
• Prosecutorial discretion (as regards plea bargaining) as opposed to sentencing guidelines is a systemic power barrier for egalitarian forms of punishment and access to treatment within reasonable time; Sentencing indeterminately, across the board would work best, placing release powers within institutional committees, those closest to offenders.
• Electing global-thinking officials is also problematic, as perceived peer/public scrutiny interferes with job stability and a career in politics; change will take decades in southern, conservative legislatures.
• The historical utilization of the death penalty is insufficient to perpetuate it; No good is accomplished for anyone in these situations.
• The private, for-profit corporations impede these ends of justice. They are an extremely large and sophisticated lobby. Prisoners are worth roughly $65-per day (far exceeds the cage value of any livestock). What's $65 x 365? No farmer gets that for any animal.
• Secondary victims can also be asked to assist in playing a pivotal role in treatment. This participation helps the majority of victims, reconcile and adjust.
We should live by positive examples and not submit to the reciprocal killing of our citizens. Regressing toward the perpetrators actions is not the way to deter crime. If we continue to perpetuate the idea that emotional responses should precede a death, we are not at all providing moral foundations. And we condone murder by committing it as a society. We have to take an evolved approach, being more involved with our government, being involved with the criminal, even though she has committed one of the most heinous acts known to us.
The many questions that arise when debating the use of the death penalty will remain with us – and we must always debate themes of civilization, so as to progress considerate of technology or any newer and effective approaches. Relying upon a process that does not work is madness, and is akin to planning to ride a bicycle into space. As Americans we need to give up our bicycle and concentrate on constructing a more conscientious approach to punishment: value of all human life. We must understand that a person in our species who kills another is in need of some assistance, she is hurt, she is suffering, and she needs help. To deny interventions to people, our species, is tantamount to yelling to God that God is imperfect, which is ultimately false. If your ears are closed, read the following words: fix the real problems.
Barlow, Hugh. Introduction to Criminology, 7th ed. Harper NYC. 1996.
Blacks Law Dictionary, 8th ed. M'Naughten Rule.Thompson. St. Paul. 2011.
Cawthorne, Nigel. Public Executions: Ancient Rome to the Present Day. Arcturus. London (2006).
Furman v. Georgia 408 U. S. 238 (1972).
O'Connor, T. (03/26/04). In Crime Theories, MegaLinks in Criminal Justice. Retrieved from http://faculty.ncwc.edu/toconnor/111/111lect03.htm on January 9, 2006.
Ross, Phil. The US: Which States Still Practice Capital Punishment And What Methods They Use. IBTimes 1/15 /2015 http://www.ibtimes.com/death-penalty-us-which-states-still-practice-capital-punishment-what-methods-they-use-1785124
Smith, Christopher. Criminal Procedure. Wadsworth: CA (2006).
Wilson, Colin. A Criminal History of Mankind. Mercury Books. London: 2005.
United States Constitution, Amendment 8
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The Secrets to Managerial Success: Unlocking Functions
SUCCESS IN MANAGEMENT STEMS LARGELY FROM skill sets as opposed to externalities such as height, good-looks, or racial group as it may have pre-21st Century. Neither does success depend on charisma alone. The primary determinant of managerial success results from how well the manager knows then executes her Four Major Functions as manager.
These four major functions of management are Planning, Organizing, Controlling, and Directing. While these functions share similarities, they are distinct and developed to produce different outcomes. However, this is accomplished with the success of the enterprise as the end-goal.
Let's examine individual functions, starting with Planning.
Planning includes major activities that encompass decisions involving company goals and direction, and figuring out ways to implement these directives within constraints of finite resources. Besides ones education, the industry in which one learned to manage provides some initial direction. For instance, ideas used in the hospitality industry may not translate to success-filled plans in agribusiness if one changed jobs.
Primary plans need to be available for everyone to see. These plans are policies, procedures, and most mission statements. One must communicate these plans to the work force.
The ever-important planning function must expound a direction and its goal(s); planning must also elaborate the means to accomplish the jobs; the resources to be used, and training to accomplish these tasks. Additionally, there must also exist a means through which to evaluate alternative courses of action, and determine if ones goals and procedures have aligned, or tragically, why they have not. If ones goals are not being met, troubleshoot the plans, ask for feedback, and never be fearful of going back to the drawing board. After all, short cuts such as installing faulty products (instead of finding another distributor to provide a better part) have led to deaths and billions of dollars in liability, resulting in mass recall of products because the end goal of profit was thought to be more important short-term than long-term, ethical and strategic plans and procedures upon which any company is founded.
Organizing, as alluded to in the first function, is likely the most similar and parcel to the planning function. It's in the organization of the business that ones goals will be implemented and tasks carried out. This entails deciding which employees do specific jobs and "establishing a framework of authority and accountability among the people… " assigned to complete the jobs (Greer & Plunkett, 2007:100).
Whether a business is bureaucratic (infexible and reactive) or organic (flexible and creative), this design will have an effect on the entirety of philosophy, hierarchy, and effort of the employee. This must be kept in mind as part of some radical strategy may even perhaps involve revamping the design of the organization itself so as to better compete in a dynamic market (e.g. outsourcing, virtual conferences, etc.)
Directing is thought of in much the same way as one thinks if a music conductor. The music conductor coordinates the structure of a symphony by employing variously specialized musicians to work together, each contributing to a highly intricate goal at the behest of the conductor. Successful directors and managers do the recruiting and staffing based on needs, tasks and corporate goals, and coordinate training staff to function in their particular symphony of commerce. Once staffed and trained, these roles also require support through incentives, discipline, evaluation, and motivation.
This important function, a human resources function, demands a group of skills that the manager must enrich through practice. One must learn to draw upon these skills at-will to influence others and to exercise leadership.
Finally, there is the Control function. This function invokes history; that is, comparing industry standards for performance to ones own. Standards must be accepted practices, produce quantifiable or measurable results, must be economically sensible, and focus on key points of the service or production to have maximal effect.
To illustrate this control concept, there is a popular story about a manager who held a meeting before shift began at an assembly plant. She talks about efficiency and savings then concludes the meeting with, "Does anyone have input or suggestions?" The workers are standing around trying to come up with something when a new employee yells (in a strong southern accent) from the back of the crowd, "We always have to leave the production floor to fetch gloves and that takes like 30-min. We have to walk to storage, fill out some long form. On top all that, we have locate two-managers to sign-off on it just to get a pair of gloves to do our jobs. That seems to be completely senseless, if you ask me."
The manager smiles, then she replies, "From now on gloves will be moved to the production floor, require no forms, and no signatures."
Needless to say its easy to see production increased throughout the entire organization based on initiative to ask a question and take really simple action.
While not every problem can be solved as easily as shown in the glove anecdote, it does illustrate successful use of all four functions of management. With practice and experience employing functions of management, one ties the success of business to oneself. Skilled, confident employment of these functions starts with these "secrets":
1) knowing the business
2) knowing the staff
3) knowing corporate goals
4) possess the willingness to elevate the firm through critical thinking and decisive action.
Those are the secrets.
• Charles Greer, and R. Plunkett.
SUPERVISORY MANAGEMENT, 11th ed. NJ.
• images, courtesy of shutterstock.com
Systemic Challenges
Communication between two individuals can be a very straightforward exercise. The depth and meaning of what is conveyed, the medium used, the lighting or noise of the environmental setting, can, at times, create unintended complexity for any general conversation. Communicating with two people, then three, and fifty each requires additional considerations that makes preparation to communicate, itself, a distinct realm of specialized knowledge.
The issues of growth and complexity in communication present great challenges to as scarcity of resources and quest for solutions grows more imminent. Plans that worked yesterday, likely wont work forever~and the numbers don't lie! That realization calls for strategic planning.
INDIVIDUAL, ORGANIZATIONAL, and SYSTEMIC PROBLEMS
Individual Example:
I broke my toe walking to work today.
We broke our toes on the mandatory corporate trolly~ride to work today.
Every baby is now tragically born without toes.
Each of the foregoing situations calls for varied attention, including different levels of action, and resource allocation. In the first example, the toe is immediately an individual problem, but if it were say, Kobe Bryant's toe, it very well would become an organizational issue (as collective objectives are delimited).
Individual issues are generally easiest to solve; organizational ones, and systemic problems are more complex, often requiring extensive – and expensive redesign. This is why Identification, Foresight and Strategy are important at the outset of any plan. First of all, determining which of the three levels issues belong to is a good exercise in critical thinking. Identification causes one to refine ones place in the world, and percieve the types of knowledge one will require in order to contribute to solutions. With your newfound ideas in place you may ease suffering, and create great benefits for others.
Can you identify one systemic problem?
What happens once you have that knowledge?
Knowledge is Powerful.
Personality: Your "Big 5" Characteristics
There exists many theories of personality, and of these nearly all avoid defining what exactly the stuff of personality is. The Big 5 theory is the easiest of theories to comprehend. This theory explains that we are unique individuals whose personalities are different, but that differences are only in degree. The Big 5, refer to the following traits, that they are in each of us:
1] AGREEABLENESS: this trait implies we all have varied temperments, diplomatic skill, and that we are easy or difficult to get along with;
that we hold people's health, well~being in high regard, and that we can suppress the 'self' for others' benefit;
3] EXTROVERSION: the degree to which we seek new experiences, adventure, and independence;
4] OPENNESS: the ability to share our ideas, feelings, and beliefs with others;
5] EMOTIONAL STABILITY: the degree to which we are affected by stress, whether our behavior is consistent over time.
We can draw interesting inferences simply by understanding these definitions. Also, we can safely state that people each have a greater absence or presence of each of these traits, and that these variations make up our behavioral inclination, thus, global personality. This term can be defined, in my opinion, as follows:
Why this definition? Since experts cannot agree upon a term (across many academic fields), we look to how the social sciences define Personality Disorder, and flip it on its head. A personality disorder then, points to "any mental disorder manifested by maladjustments in motivation and maladaptive patterns relating to ones social environment" (Reber, 2005: 527).
Now we are getting deeper! We know that using this theory, we each develop~more or less~of each of these traits; that if we imagine traits along a spectrum, say from 1~to~10, we can build a simple profile of who our traits claim we are if you assign yourself 5 personal numbers. From that set of numbers we can hypothesize what we would do in particular situations.
And we can also learn where to strengthen our 'selves'!
Personality is a part of us that people try to measure everyday. Quantifying personality, that is, measuring it, is of benefit to business, education, and criminology (by design, the areas that the RippleFX Foundation operates).
Personality change can alert people to disease (alcoholism) or disorder (depression). Personality, is considered an inflexible thing, alterable only through life~changing events (war~PTSD; birth~post~partem depression), or other trauma.
Personality (behaviorial propensities) however, can also be consciously re~molded!
Introducing how behavior develops into personality is one goal of The RippleFX Foundation. We are working to reinforce the prosocial side of our Big 5 traits in the criminal justice system now! See our Criminal Justice page to download actual copies of our research~based publications. These workbooks were designed to enrich extroversion, openness, agreeableness, conscienciousness, and emotional stability. Please sponsor a class or download a copy for a loved one. Help us further our community efforts by purchasing a ripplefx.org t~shirt via email, or donate to us at any Bank of America location.
What is your personality profile? Where can you use development? Are you a parent? If so, remember this post and use these concepts. Your child's future may depend on it.
-Aurther Reber and Emily Reber. DICTIONARY OF PSYCHOLOGY. N.Y. Penguin, 2005.
-Photo of brainscan by, Bill Bosking.


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Ambassador Happy Hour
In lieu of a May meeting, please join us for Happy Hour! We'll be meeting at Rock Bottom Brewery in UTC on Thursday, May 21st. Click for directions....Read More
Yonder Alonso's Celebrity BASEbowl Tournament
Join San Diego Padres 1st Baseman Yonder Alonso and friends for a unique bowling experience, while supporting over 22,000 youth! Yonder Alonso's Celebrity BASEbowl Tournament July 22, 2015 6-9 p.m. East Village Tavern + Bowl Become a Corporate Sponsor & Have Fun Bowling! Become a Corporate Sponsor today and earn the chance to bowl with local athletes, sports personalities, and entertainers! Sponsorships are available from $2,500-$15,000. View our Sponsorship Packages Donate an Auction Item (Download the Form) Bowlers must be signed up by July 10, 2015. For more details, visit YonderAlonsoBaseBowl.com. If you're interested in a sponsorship package, contact Brad Owen by email email@example.com or phone:...Read More
Career Day 2016
SPARK Ambassadors & Friends, We are looking for your expertise! Volunteer as a featured professional at the Boys & Girls Clubs Career Day this May. You will be able to tell kids about your personal profession and influence young minds about their career choices! We are looking for working adults from all types of professions to participate at this year's event. Career Day Wednesday, May 25, 2015 2:30-6 p.m. Boys & Girls Club, Ron Roberts Branch Not yet a member of SPARK, but want to get involved? Join SPARK today! View past event photos on the SPARK Facebook page (and don't forget to "Like" us while you're there!). Directions: Boys & Girls Club, Ron Roberts Branch 2230 E. Jewett St. San Diego, CA...Read More


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Why is Sawnee performing this project?
Sawnee EMC is taking a proactive stance on replacing certain underground primary cable that has been in service for several decades; this is in lieu of waiting for this cable to fail unexpectedly. The purpose of the project is to increase the reliability of service to our Members. By replacing these facilities now, Sawnee EMC is taking all steps possible that will allow us to provide reasonable electric service, even during outage situations, with the most reliable distribution system possible.
What type of work does this project entail?
Sawnee EMC will be replacing primary cable only. In general, this is the cable located along the streets and sidewalks, and between transformers. We will not be replacing any of the underground service cable which runs from the transformer to the home.
The process will utilize a directional boring technique instead of a trench approach in an effort to minimize digging in a given area.
In most cases, this involves setting up the boring machine and boring a path to replace the underground primary conductor to each transformer location. A small pit will be dug at each transformer location, and small "pot holes" will be dug periodically along the route to visually verify the location of other utilities to prevent damage.
Several vehicles may be involved in the process which may mean reduced traffic speeds in the area.
How long will this project last and when should I expect the work to begin in my neighborhood?
Please view the project schedule (PDF) to find information on when and where work will be done. This information is subject to change.
Will the landscaping be damaged on my property?
Any damage to landscaping should be minimal. It may be necessary at times to remove shrubs, bushes, and trees from around some transformers or other equipment to create a safe working environment and to allow for access. Sawnee EMC will repair or replace landscaping, as needed, after the work has been performed at each location. Weather is always a factor in this process.
Who can I contact about this project?
You may contact our underground cable project coordinator, Paul Shadburn, by phone at
678-455-1508 or email him. email@example.com. Also, you can contact our Call Center at 770-887-2363 or via email at firstname.lastname@example.com.


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Chad and I love working out together and pushing each other to reach our fitness goals. We could not have done it without Scott; he makes every workout challenging for us and we are always excited to come back for another session. Pearl Street fitness is the best!
-Laura & Chad
Semi-Private (Duet) Visitors
Strong. Confident. Couple.
See what happens!


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What You'll Eat
For candidates who wish to lose 40+ pounds, the Bon Secours Medically Supervised Weight Loss program is a great solution. Initially, participants will consume a very low calorie but nutritionally balanced liquid. As your body adapts to burning fat more efficiently, your physicians will work with you to introduce solid and healthy foods.
Nutritionally Rich and Flavorful
Our flavorful weight loss beverages come in a variety of flavors, so you're sure to find one you enjoy. Because they are nutritionally rich, your body's biological needs are met. In addition, participants in the Medically Supervised Program are given a nutrition supplement that causes your body to see fat as fuel source and burn it instead of storing it. Average weight loss is between three to five pounds per week!
Learning To Eat Healthfully
Once your body adapts to burning fuel at this new and very efficient rate, you'll be ready to reintroduce solid foods. At this point you'll likely be 5-10 pounds away from your goal. You'll work with your physician and our nutritionists to increase your calories through healthy and delicious foods. You'll continue to lose weight and begin to connect healthy eating with your new healthy weight.
Are you ready for a lifestyle change? Contact us today at 757-673-5990 and let's get started!


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1st Choice Resource for Martial Artists
The Second Wing Chun UK Conference 2006
It was my first time in Leeds and although Darren (who was driving) had supplied a computer printout, that had showed us the main arteries to get there, as soon as we came off the motorway we were lost. There were no road markings, names or direction signs anywhere to be seen. After touring the city via it's loop road a few times (just to get our bearings), we eventually located our cheap and cheerful hotel. After we had freshened up and eaten (in TGI Fridays - which was a new and horrific experience for me), we went out to explore the local wildlife. It was my first Saturday night out in quite a long time, due mainly to Theo my four month old son, so I thought we'd better not cut lose too much - otherwise we'd never get up in the morning. However, we still managed to end up drinking beer in a place called Tiger Tiger - grrr!
The next day, we did manage to haul ourselves up - in time for breakfast in the adjoining TGI Fridays again. It was also snowing hard by now, just as the weather girl had predicted. Darren drove us through the blizzard, with me navigating from scraps of scrawled directions given by the sullen receptionist, who seemed to hate me on site. Against all odds, we arrived at the Methodist Centre in Chapel Allerton in good time and slithered through the now thickly laying snow, wondering if we would ever make it home again.
As things got under way and general introductions were made, Conrad Howard from Didacious Designs was busy setting up some of his dummies which were available for demonstration purposes. Luckily he had already located the tea. First up was Trevor Jefferson, who talked at some length about a forthcoming book on Wing Chun. He was mainly concerned that people should understand the need to feel what they were doing, as opposed to just mimicking teachers.
After Trevor it was my turn to get up and show some stuff. Anyone who knows me, will tell you that I teach in a coaching style and like to demonstrate by getting everyone involved and working together. Personally, I think that this is what Wing Chun is all about - getting on with the job in hand. I set off with a drill based around Single Sticking Hands to demonstrate some simple footwork. I was however, surprised by the amount of practitioners who seemed to over- commit their actions way beyond the pivotal axis of their partners. I was also alarmed to find that many people wanted to use their hands and wrists to cling on and try to smother, as opposed to utilising body structure and elbow position, thus enabling the arm to be strong but relaxed and most importantly, free to attack.
People have often asked me how can you relax when engaging in Chi sau or fighting my answer is always the same If you fight and train on the intended Wing Chun range (and in my humble opinion, many people do not), your power will come from the stance, and control will come from the elbow, not the hands or wrists. The result is that your structure is doing the work i.e. the larger (stronger) muscle groups are engaged. This enables the smaller (weaker), arm and shoulder muscles, to relax - which in turn enables you to move closer to your enemy / partner with no force and without being controlled. Also if your elbows are dominating correctly your hands are free to attack. If you are attacking your enemy has to defend or be hit, if they are defending they cant be hitting you. Wong Shun Leung once said (I paraphrase) - As a fighter, it is your duty to get things over as quickly as possible.
I am minded here of David Peterson (a Wong Shun Leung student ) and his rousing speech at the First HK Wing Chun Conference in 1990, about how many lineages seem to be moving in the wrong direction away from Wing Chuns core principles of Simplicity, Directness and Effectiveness. This divergence is even more apparent today, in Wing Chun everyone says the same things but there are significant differences in the way that they apply and train them.
Later on we were lucky enough to have David Peterson attend in person. He had literally just hopped off the plane from Australia and was soon to do seminars in Manchester with Ged Kennerk and myself in Southampton. David joined in with everyone to help out during a Chi sau workshop, Samuel Kwok also attended, although he had to leave early as he was worried about getting home through the snow.
After my stint, Alan Orr from the Chu Sau Lei group set about demonstrating some nice, direct and solid Gwor sau / fight training. Alan has worked tirelessly to drag Wing Chun into the modern era of cross-training and Mixed Martial Arts competition. Its all very well saying Wing Chun is effective fighting art but nowadays you need to be able to prove it, if you want respect from other martial artists. As we all worked through Alans techniques, I felt that the reality of fight training was coming as a bit of a shock to some people which means that they have been wrapped in cotton wool for some time. It is naive to think that Chi sau practice will get you out of trouble when an aggressor has his mind set on smashing your teeth out. Some of Alan's students, Aaron Baum, Neil Broadbent and Alex Wright had come fresh from recent victories in the MMA arena - Good work boys!
Towards the end of the day Alex Wright, who had organised the conference, chaired a Question Time type debate - where pertinent questions were put to the panel of coaches - it was clear that different types of questions came from different teaching ethos' i.e. Some people were more concerned with Wing Chun's practical evolution into the pavement and MMA arena, whereas others were more concerned about lineages and people using too much force. The real telling point came though, when the audience was asked, 'How many of those present, might change the way that they train, as a result of what you have seen in the seminars today? Nearly everyones hand was raised, which was nice, and certainly I found this one of the most interesting points to note about the day.
By all accounts, a great day was had by all and a good many practitioners had their eyes (and hopefully minds) opened a little wider than they were before, the only downer on the whole proceedings was when a student from Leeds, had to be barred - for failing to be open minded and not entering into the spirit of friendly training with people from different lineages. In two separate episodes he lost his temper, became aggressive during Chi sau and had to be separated from his opponent. After the second incident he was thrown out. There were about 50 people from diverse lineages at the event, many teachers were there too. All were polite, attentive and most participated heartily in the training. It is an embarrassment when someone in a position of responsibility, brings shame on a large association, because he feels he has something to prove as opposed to something to learn. In an affair like this, people need to leave their collective egos at the door, everyone else did.
Congratulations to Alex Wright for organising a fantastic event which will surely grow into a yearly institution and help drive forward the evolution of Wing Chun as a functional fighting art.
by: Alan Gibson, www.wingchun.org.uk
Alan's DVDs and books are available from: Summersdale Media
Article date: September 2006 .


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"There are no hopeless situations; there are only people who have grown hopeless about them."
Clare Boothe Luce
1902-1987, American Diplomat and Writer
2 comments:
- Woman Tribune said...
That is such a beautiful picture! I'm noticing every time I visit your blog that there is a different but equally breath taking picture up; exquisite.October 30, 2008 at 7:04 PM
- Shinade said...
Oh my everything you have posted is fabulous.October 31, 2008 at 9:18 PM
But, I was instantly drawn to this one!!
It's a great quote and fabulous imagery!!:-)))
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