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Merced is located in Merced county and has a population of 63,893.
For California residents, the average tuition for all Merced drafting schools for the 2009 - 2010 school year was $3,756.00. For non-residents, the average tuition for Merced drafting schools was $17,370.00.
The average cost of books and supplies for drafting schools in Merced is $1,595.00. Students living on campus at drafting schools in Merced paid an average of $12,248.00 for room and board during the 2009 - 2010 school year. Students living at home incurred costs of $6,592.00. There is one drafting college in Merced. 5 students were reported to have graduated from drafting programs in Merced in the 2008 - 2009 school year.


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Which Joe gave his name to 'sloppy joes'? We look at five interesting sandwiches and their lexical origins.
Definition of angle-parking in English:
The action or practice of parking a vehicle at an oblique angle to the kerb. Also: this style of parking, especially as part of a regulated civic scheme. Occasionally in extended use.
Early 20th century; earliest use found in The Washington Post. From angle + parking.
angle-parking/ˈaŋɡl ˌpɑːkɪŋ/
Further reading
6 punctuation marks you might be using incorrectlyRead more
We take a look at several popular, though confusing, punctuation marks.
An A-Z of country name originsRead more
From Afghanistan to Zimbabwe, discover surprising and intriguing language facts from around the globe.
How brothers became buddies and brosRead more
The definitions of 'buddy' and 'bro' in the OED have recently been revised. We explore their history and increase in popularity.

subset: commoncrawl


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2 Bedroom Apartment in Illovo
R 2 100 000 Negotiable
Lindy Lever
2 Bedroom Apartment in Illovo
R 2 100 000 Negotiable
Highly sought after apartment close to BLU BIRD shopping centre, SANDTON CITY , GAUTRAIN, SCHOOLS AND HIGHWAYS
This beautifully revamped apartment set in beautiful lush gardens offers you the ultimate in tranquility and class.
Modern kitchen with marble tops breakfast bar and gas hob .
Open plan lounge and dining area spilling onto a lush treed garden of Eden .
There is a communal pool and baby pool set on rolling lawns to laze away hot summers days in peace and tranquility.
Security is paramount in this building with electric fencing and 24 hr gated security .There are security gates in the apartment on the sliding door and windows. Laminate flooring in the bedrooms and tiles in the living area bathroom and kitchen.
There is one spacious bathroom with bath and shower .
Loads of cupboard space .
There is one basement parking and ample visitors parking available. There is a kids area with jungle gym and loads of place for kids to run and play .
Don't miss the opportunity to own an apartment in this really fabulous block.
All offers will be considered.
Key Property Features
Email the Owner to set up an appointment to view this property or ask for more details.
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|Loan Value (Capital)
|Total Interest
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Experience Sandton
Sandton is a vibrant, modern neighbourhood that contains the richest square mile in Africa. It is the business gateway into Africa for many large corporations and attracts thousands of ambitious people seeking their fortunes. But Sandton is not just about big business, residents find plenty of time for leisure too. World class shopping centres, and a buzzing social scene are a huge hit with the young and young at heart. Perhaps surprisingly, there is a huge amount of green space in the area that residents take advantage of to exercise or just take a breather.Find out more about Sandton


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Ankeny has a population of 27,117 and is located in Polk county.
For Iowa residents, the average tuition for all Ankeny legal schools for the 2009 - 2010 school year was $8,155.00. For non-residents, the average tuition for Ankeny legal schools was $9,880.00.
Books and supplies for legal schools in Ankeny cost an average of $1,020.00. The average cost for room and board for students living on campus at legal schools in Ankeny was $5,406.00. The average cost for students living at home was $3,830.00 for the 2009 - 2010 school year. Students have a choice of one legal college in Ankeny to attend. In the 2008 - 2009 school year, reportedly 29 students completed legal programs in Ankeny.
|Average Salary
|Number Employed in City
|Paralegals and Legal Assistants
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The Autry in Griffith Park is having a docent class that is scheduled to start in June. The Autry is recruiting interested individuals to attend training that will enable them to share the rich history of the west with museum visitors. For more information, contact Susan DiCato at email@example.com or (323) 667-2000.
The Autry in Griffith Park, 4700 Western Heritage Way, Los Angeles
There is another opportunity to experience the wonderful jazz program at Glendale Community College. Today, Thursday, June 6 at 7:30 p.m. in the auditorium, three GCC jazz combos will perform music by jazz masters as well as original pieces and arrangements by students. The combos promise to provide an outstanding musical experience.
This concert is free by emailing firstname.lastname@example.com with the number of tickets requested. Tickets will be placed at "Will Call" in the auditorium foyer.
Mountview Retirement Home sponsors a monthly free Alzheimer's Support Group on the second Tuesday of each month at 7 p.m. The next group will be held on Tuesday, June 11 at 7 p.m. Mountview Retirement Home is located at 2640 Honolulu, Montrose and can be reached at (818) 248-6737. All are welcome.
As an American Heart Association Training Center, Verdugo Hills Hospital (VHH) offers cardiopulmonary resuscitation (CPR) training classes to community members and healthcare providers. For community members, VHH offers the Heartsaver AED class. This certification class is designed for the lay person. It provides instruction in adult, child and infant CPR and the choking maneuver for all three as well. Heartsaver AED classes will be held on June 12 and July 15 (from 6 p.m. to 9:30 p.m.) at VHH. Fee is $60/person (includes textbook).
Also taught is the AED (automated external defribrillator) as these devices are now located in many public areas.
For more information or to register for a class, call Teri Rice at (818) 952-2272.
In 1884, Helen Hunt Jackson published "Ramona: A Story," a tragic love story about a half-Indian beauty raised on a rancho. When railroads opened Southern California up to inexpensive travel, a tourism and real estate boom of unheard of proportion struck the region, and Jackson's novel became a handbook for sightseeing. Tourists in droves visited landmarks identified with Ramona's fictional life – her birthplace, her home, the site of her wedding, and her grave. And at most of these locations, vast array of souvenirs commemorating their visits were available for purchase. It was these souvenirs that led Dr. Dydia DeLyser to rethink the craze for all things Ramona as initiated not by region-al boosters, but by the tourists themselves. In her book, "Ramona Memories: Tourism and the Shaping of Southern California," DeLyser traces the myth's emergence within the context of the late nineteenth- and early twentieth-century tourist industry and explores how the heroine of a nineteenth-century romance novel pervades southern California's regional identity.
This program on June 8 at 1 p.m. at Bolton Hall Museum will explore how a fictional work – and the real places and products that it inspired – helped to shape an idealized past.
Light refreshments served after the presentation. Free admission; everyone is welcome.
Bolton Hall Museum, 10110 Commerce Ave., Tujunga (corner of Valmont & Commerce).
Parking available uphill at the Elks Lodge
Glendale Art Association's June exhibition is "Glendale Real and Imagined," which has the city of Glendale as the subject of the works presented.
ANZOH Art Gallery is partnering with GAA by providing gallery space. Through sponsorships of GAA, the association attempts to distribute five scholarships to high school seniors in Glendale majoring in art this year.
"Glendale, Real and Imagined" opens Friday, June 7 with a 7 p.m. reception featuring a string quartet, and catered wine and hors d'oeuvres. The exhibition runs through Thursday, June 20, Tuesdays through Sundays.
The exhibition is at ANZOH Art Gallery at 1125 S. Central in Glendale.
Ahead With Horses is having a fundraiser and open house on Saturday, June 8 from 11 a.m. to 3 p.m.
There will be games, arts & crafts, silent auction, T-shirts, pictures taken of the AWH kids, free toy with every kids ticket, music and featuring hamburgers, veggie-burgers, and hot dogs with all the trimmings.
Price, including barbecue, is just $12 for adults, $6 for kids 3 years of age and older, kids under 3 get in free.
Tickets can be purchased at the event or online at the website awhla.org.
Ahead With Horses is located at 10157 Johanna Ave., Shadow Hills. Phone (818) 767-6373.
The next major exhibit for the Time & Space Gallery is titled, "The Art of Bond." The exhibit ushers the gallery into the summer with a celebration of 007. Opening reception will be held June 15 from 6 p.m. to 9 p.m., with musical guests "That's Not My Baby" and featuring a Bond inspired Aston Martin. A special fund raising event for the Pasadena Dance Theater will be held June 29 from noon to 9 p.m. with live dance by students and company members. The exhibit will run through August.
Featured artists include Jordan Danes, James Lopez, Christine Luchetta, Peter Wilson and Lesley Fontanella.
The Time & Space Gallery 838 Foothill Blvd. in La Cañada Flintridge and curated by local artist Christine Luchetta.
McGroarty Arts Center is continuing its 10th Annual Ceramics Show through June 15. This free exhibit begins with the opening reception on June 1 from 5 p.m. to 9 p.m. that includes live music, refreshments and an incomparable view of the foothills from the Center's terrace. This event has built a strong reputation for artistic excellence, highlighting the work of 39 professional ceramic artists as well as McGroarty Arts Center's own ceramic students. The center's new executive director Candace Sorensen will be available as well.
McGroarty Arts Center, 7570 McGroarty Terrace, Tujunga
T.O.P.S. – Take Off Pounds Sensibly – is a self-accountability group meeting held every Monday. Weigh in is from 6 p.m. to 6:30 p.m.
An hour meeting follows in the education building of Center for Spiritual Living, 4845 Dunsmore (at Santa Carlotta). For more information, call and leave a message for T.O.P.S. at (818) 957-8442.
A meeting is also held in Sunland on Thursdays. Weigh in is at 6:30 p.m.; meeting at 7 p.m. at New Hope Community Church, 10438 Oro Vista St., Sunland. Contact Jeanie Druebert at (818) 353-5015.
AAUW Glendale branch meeting June 8 at the Oakmont Country Club will feature Glendale City Councilwoman Laura Friedman. Newly re-elected, Friedman will talk of the extensive partnerships between city agencies and local non-profit organizations, all intended to maintain the exceptionally high quality of life in Glendale. In addition, new officers for the 2013-14 year will be installed, featuring co-presidents Nancy Ellyson and Patricia Wilson.
Reservations by calling (818) 951-6104 or (818) 317-5602. Cost is $25 per person; event begins at 9 a.m. at the Oakmont Country Club, 3100 Country Club Dr. in Glendale.
The Crescenta Valley Sierra Club presents Fred Dong's, "Mongolia" on Tuesday, June 11 at 7:30 p.m., at the Los Angeles County Public Library, 2809 Foothill Blvd. in La Crescenta (please enter at La Crescenta Avenue for parking and the meeting room).
Join world traveler Fred Dong as he presents his explorations of Mongolia including the vast expanses of the Gobi Desert, the Steppes and Mountains. Beautiful wildlife will be seen including the endangered Przewalski's Wild Horse and many other animals native to Mongolia.
The meeting begins following news of conservation and outings. Refreshments will be served. This event is free and everyone is welcome. Contact Wayne Fisher, program chair at (818) 353-4181 for further information.
The meeting on June 12 of the Glendale Quilt Guild will be held at First Congregational Church of Glendale, 2001 Cañada Blvd, Glendale at 7 p.m. Social hour at 6:30 p.m. The program includes mini demonstrations of quilting techniques and a Table-Top sale in which members of the guild rent table space and bring quilt-related items to sell.
The Glendale Quilt Guild meets the second Wednesday of the month. Social hour is at 6:30 p.m. followed by the meeting at 7 p.m. Refreshments served at the break. Meetings are free to members and $5 for visitors. For more information, visit www.glendalequiltguild.org or phone Brandi at (818) 541-9983.
Shoes on Parade luncheon and program will be presented by the Pasadena Women's Connection on Wednesday, June 12 at 11:30 am. at the Altadena Country Club. All are invited to attend a show of shoes from local DSW Shoe Store. The latest fashions with a little history of the shoes will be featured.
Special songs will be sung by talented vocalist Lori Berg. Motivational speaker and public relations specialist Lisa Toney will speak on the proper footwear in her talk, "Steps of Confidence: Becoming a Woman of Purpose."
Tickets are $23. For reservations, call Darlene (818) 353-2212 or Carole at (818) 790-1907.
Altadena Country Club, 2200 Country Club, Altadena
The Women's Council of the Verdugo Hills Hospital (VHH) Foundation presents a special luncheon and program, "Caring for Family: Women as Caregivers – Balancing Work, Health and Family" on Thursday, June 13. The luncheon features Donna Benton Ph.D., assistant professor and director of the Family Caregiver Support Program at USC Davis School of Gerontology.
The luncheon will take place at VHH in Council Rooms A/C (fourth floor lobby) from 11:30 a.m. to 1:30 p.m.
Dr. Benton is also a commissioner on the California Commission on Aging. She has worked in the field of aging and psychology for over 30 years.
Luncheon fee is $15/person. Lunch is sponsored by Montrose and Alameda Healthcare. RSVP to the Foundation Office at (818) 952-2226.
VHH, 1812 Verdugo Blvd., Glendale/La Cañada.
Music for Charity Events is presenting a benefit concert at St. George's Episcopal Church on Thursday, June 13 at 7:30 p.m. to support Ahead With Horses, an organization whose mission is to "maximize potential of disabled/disadvantaged/special-needs children providing developmental therapy, education and recreation through horses and the environment, with measurable improvement physically, mentally, socially and/or emotionally resulting in increased self-sufficiency and the ability to lead better and more independent and productive lives capable of contributing to society."
Admission is free. All donations are tax-deductible, and accepted by cash or check. Reception follows.
For more information, call Connie at (310) 963-1480.
St George's Episcopal Church, 808 Foothill Blvd., La Cañada Flintridge
The YWCA Glendale is holding a pre-summer fashion sale. On Saturday, June 15 from 9 a.m. to 3 p.m. the YWCA will host a fun boutique to raise money for YWCA Glendale programs and services.
The boutique includes brand-new fashion attire and accessories from vendors such as Treasured Accessories, Poetic Potions, Classy Bag Lady, D.J. Giles, Bath and Body Works and Buddha Jeans as well as trendy thrift store bargains. Jeri Benton, community member and "volunteer extraordinaire" organized this first time event. The National Charity League Tick Tockers will volunteer their time at the event. For more information, contact Virginia Ruiz at the YWCA Glendale at (818) 242-4155 x221. Parking located behind building off of Geneva.
YWCA Glendale, 735 E. Lexington Dr., Glendale
Opera Pasadena will present "Sing A Song Of Shakespeare" on Sunday, June 16 at 2:30 p.m, in the Recital Hall at the Pacific Asia Museum in Pasadena. The program will include solo songs found in many of the plays, as well as operatic settings from "Romeo and Juliet," "The Merry Wives of Windsor" and "A Midsummer Night's Dream." Admission is $15. Call Barbara Ebert at (626) 398-0658 for reservations. The museum is handicapped-accessible.
Pacific Asia Museum, 46 N. Los Robles Ave., Pasadena
The Glendale-Crescenta Valley Chapter of the American Red Cross is hosting a fundraising event on Thursday, June 20 at the Forest Lawn Museum from 5:30 p.m. to 8 p.m.
The event offers an opportunity to compare an array of selected wines from California and around the world. In addition, imported cheeses, an array of Mignon fine chocolates, and light appetizers by Chin Chin Catering will be available.
This year's special guest emcee is Fritz Coleman, popular Channel 4 weatherman, talented standup comedian – and longtime supporter of the Red Cross. Live musical entertainment will also be featured, as well as an art exhibit by Nathan Sawaya, "Art of the Brick" that features sculptures made entirely out of Lego® bricks.
Adding to the festivities is a drawing and a silent auction of many gift items and entertainment events contributed by local businesses and community members. All proceeds will benefit the American Red Cross, furthering its ability to help communities in Glendale and the Crescenta Valley in times of unexpected emergencies.
Tickets are $60 per person or $100 for two people. To purchase tickets, call (818) 243-3121. Online ticketing is available at www.GlendaleArts.org ($2 per ticket surcharge applies for online purchases).
Questions may be directed to chapter executive officer Ron Farina at (818) 243-3121, ext. 115 or at email@example.com.
Forest Lawn Glendale Museum, 1712 S. Glendale Avenue, Glendale
The Foothill-based Sons of Norway, Edvard Grieg lodge, will celebrate the Scandinavian mid-summer holiday with a day-long Viking Fest, featuring authentically clad Viking re-enactors, Viking sports such as kubb, Viking crafts and runes. Open to the public of all ages, there is no admission charge.
The event will take place from 11 a.m. until 4 p.m. on Saturday, June 22 on the grounds of the Lutheran Church of the Foothills, site of regular Edvard Grieg lodge meetings and activities.
There will be crafts and activities for all ages, including playing of kubb, the Viking lawn bowling game, making Viking whip-cord, and learning to write your name in runic letters.
Viking re-enactment troupe, the Ravens of Odin, will bring Viking times to life with demonstration of weapons, weaving and daily life.
Refreshments will be available, including "Viking dogs" – pølse med lompe (a hot dog wrapped in special Norwegian flatbread) – as well as Danish ice cream from Paradis in Montrose.
Authentic Viking music will be presented by vocalists Kari Davis of Altadena, Cara Clove of La Crescenta and Stephanie Krystad of Altadena with drums and pipes. There will be multi-media illustrated talks on Viking ships, Vikings in Ireland and Vikings in the Middle East.
Vendors offering Viking and Scandinavian wares will be on site.
For further information, call Judith Vinje, Viking festival artistic director, at (818) 563-2526, or Jo Ness, Edvard Grieg Lodge president, at (818) 249-8102.
Lutheran Church of the Foothills, 1700 Foothill Blvd., La Cañada
The American Business Women's Association (ABWA) Verdugo Glen Chapter will celebrate its 50th anniversary on Saturday, June 22 with a luncheon at Burbank's Castaway Restaurant. Special guest speaker will be ABWA's National District VI Vice President Bryna Dambrowski of Long Beach. Chapter past presidents will be honored in addition to the nine student scholarship recipients and the National Board of Directors Impact Scholarship winner Arpa Shahijanian of Burbank.
Special recognition will be presented to the chapter Woman of the Year and Top Ten Business Woman candidate Lori Hartwell of Glendale. The chapter Business Associate of the Year will be announced.
The mission of ABWA is to bring together businesswomen of diverse occupations and to provide opportunities for them to help themselves and others to grow personally and professionally through leadership, education, networking support and national recognition.
The luncheon cost is $45. For reservations and information, call (818) 547-1422.
Tender Hearts HomeCare and the Crescenta Cañada YMCA are hosting the Second Annual Senior Healthy Living Expo on Saturday, June 22 from 10 a.m. to 3 p.m. This was rescheduled from June 1 due to scheduling conflicts.
There will be free food, entertainment and opportunities to meet business professionals from the community that deal with seniors. There will be free medical, dental, podiatry and chiropractic checks ups along with a masseuse. The Sisters of Swing, an Andrews Sisters tribute ensemble, will provide music. For questions or to RSVP, call Tender Hearts HomeCare at (855) 411-8442.
The Village Poets of Sunland-Tujunga have their next monthly poetry reading series on Sunday, June 23 at Bolton Hall Museum in Tujunga from 4:30 p.m. to 6:30 p.m. The featured poet is Alex M. Frankel. His chapbook is "My Father's Lady, Wearing Black." Frankel will have a full-length book out later this year, called, "Birth Mother Mercy." His book reviews appear regularly in The Antioch Review. Frankel has been nominated by Judith Hall for "Best New Poet" for his poem, "SoccerStud16 I Need to Leave This World Come Back as You."
Open reading! Light refreshments! Admission is free!
Village Poets of Sunland-Tujunga: http://www.villagepoets.blogspot.com
Bolton Hall Museum, 10110 Commerce Ave., Tujunga,
21st Annual Family Music Festival with Chubby Checker, Ben E. King, and Jay and The Americans is on Sunday, June 23 at 4 p.m. at the Los Angeles County Arboretum and Botanic Garden. Admission is $20 for general public, $14 for members of the Arboretum, Descanso Gardens, South Coast Botanic Garden and Virginia Robinson Gardens. Children under 12 free and must be accompanied by an adult. For information and details, call (626) 821-3222 or visit www.arboretum.org.
Los Angeles County Arboretum and Botanic Garden, 301 N. Baldwin Ave., Arcadia
A 50-year reunion is being planned by the members of the first class to graduate from Crescenta Valley High in 1963.
The "First and the Best" will celebrate June 22-23 at Angeles National Golf Club nestled at the base of the Angeles National Forest just 15 minutes from Burbank Airport and numerous hotels.
Planning committee members are seeking addresses and email addresses of classmates to notify them of the event. Former Falcons are asked to contact Denice "Pruden" Heatherington at email@example.com or Gene Wilcott at email@example.com.
Plans include a Saturday night "Buffet of Memories: An Evening with Old Friends, Fine Food & Good Spirits," and a Sunday brunch.
Area residents might remember when the "old" Clark Junior High campus was converted into a high school in the fall of 1960, and there was only a sophomore class. Those students were the first to graduate from the new high school, and they established the school mascot, school colors, school song (written by class faculty advisor Shirley Nute) and many other traditions.
Class president Tim MacDonald heads a committee composed of Heatherington, Wilcott, Miles Olin, Kathie "Schreck" Olin, Susie "Schunck" Gorman, Merry "Delbridge" Shelburne, Terry "Wudke" Baugh, Donna "Gamper" Didden, Gayle "Hasselschwert" Kemper, and class advisor Nute, with special thanks to the "Keepers of the List," Dennis and Mary "MacArthur" LeBlanc.


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|Zoom In
Take your tailgating or camping comfort to the next level with the Eureka Curvy Chair. It boasts a relaxed angle, padded armrests and a place to store game-day snacks or S'more supplies.
|Folded dimensions:
|(L x W x D) 42.5 x 8.5 x 9.5 inches
|Frame construction:
|Powder-coated steel
|Seat height:
|18 inches
|Seat material(s):
|Polyester / polypropylene
|Unfolded dimensions:
|(H x W x D) 37.5 x 26 x 34.75 inches
|11 lbs. 9 oz. liter
|Weight capacity (lbs):
|225 pounds
|Eureka Curvy Chair with Side Table
|$79.95 - $79.99
|Eureka Curvy High-Back Chair
|Eureka Curvy Lounger
|$104.95 - $104.99


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"TORRES DEL PAINE : SUGGESTED ROUTE A / DAY 4 & 5" Chile Things to Do Tip by swesn
Chile Things to Do: 347 reviews and 637 photos
DAY 4 : Leave your things at CAMP PEHOE, hike up along Lago del Grey to CAMP GREY for a fantastic view of GLACIER GREY.
It should take about 4 hours to get within sight of the glacier. If you do not wish to go all the way to CAMP GREY, there is a mirador to view the glacier about halfway through the route.
Total hiking time = about 5-8 hours.
DAY 5 : Catch the boat from CAMP PEHOE across LAGO PEHOE to CAMP PUDETO. The buses, which you have bought round-tickets or which you can buy tickets here, pick hikers up at various alloted times.
Now, return to Puerto Natales to shower, have a well-deserved rest, show off your new thigh muscles and leave your laundry with the professionals.
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Coolest Duckie Bathtub Birthday Cake 62
by Richele Mc
I made this Duckie Bathtub cake for my daugther's first birthday.
First, I made two 8" round cakes and layered them using buttercream frosting. Then I colored the piping gel blue and applied this to the top to give the look of water. I added the rubber duck to the top. I then appiled graham crackers around the cake, hoping it would look like a wooden bathtub. Finally, I used my biggest dot-making cake tip and had a blast creating bubbles randomly all over the duck, water and tub.
Comments for Coolest Duckie Bathtub Birthday Cake 62
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Coolest Homemade Baby Ducks Cake 64
by Pamela C.
(Springville, Alabama)
I used a two layer 8 inch cake for this Homemade Baby Ducks Cake. First I iced it with a little buttercream then I covered it with strips of fondant. To get the wood grain affect I used 2 different brown colors of fondant, light brown and dark brown, then I just combined those 2 colors into a ball until they began to look marbled.
I used piping gel colored with blue food paste for the water. The ducks and bubbles were made from fondant.
Return to Animal Birthday Cakes 1.


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A homemade hotplate kiln works great for burning out the wax from moulds when making cast jewellery. They are inexpensive to build and can reach temperatures as high as 704 degrees C. Good ventilation is crucial when burning out wax which makes the portability of a hotplate kiln perfect. You can use it out in the backyard on the picnic table or set it up in your garage with the door wide open. A hotplate kiln can easily be assembled in under an hour.
- Skill level:
- Easy
Other People Are Reading
Things you need
- Ceramic and coil electric hotplate
- Ruler
- Marker
- 6- or 8-inch red clay flower pot
- Aluminium foil, extra thick
- Metal clothes hanger
- Wire cutters
- Pliers
Show MoreHide
- 1
Measure the diameter of the ceramic stove plate of the hotplate. This type of hotplate burner has an exposed wire coil that sits below the top edge of the ceramic stove plate. The exposed wire is essential for reaching a high enough temperature to burn out the wax from the mould. Most of these ceramic burners are 6 or 8 inches in diameter.
- 2
Wrap a 6- or 8-inch diameter red clay flower pot with extra thick aluminium foil. Wrap just the outside of the clay pot, not the inside. You can crimp foil just over the edge of the clay flower pot leaving 1 inch or less on the inside.
- 3
Cut the hook off of a clothes hanger just below where the hanger is twisted together. To make a handle for the foil wrapped flower pot straighten the bent hanger then bend it in half and then in half again.
- 4
Measure in 3 inches from one end of the hanger and bend it out at a 90-degree angle. Repeat on the other end.
- 5
Measure 1-inch from one end and bend it down and back towards the centre. Repeat on the opposite end.
- 6
Measure 1 inch from one end and bend the wire straight down at a 90-degree angle. Repeat on the other end. Stick the two ends through the foil covering the hole in the bottom of the clay flower pot and then through the hole in the clay pot. Reach inside the pot and bend the wires back against the inside edge of the hole. This keeps the wire handle from pulling out of the flower pot. On the outside of the pot spread the two sets of vertical wires apart so pressure keeps the handle sitting in an upright position.
- 7
Set the foil wrapped clay pot lip down over the ceramic hotplate burner. The kiln is ready to be fired.
Tips and warnings
- Keep a oven glove close by and wear it to lift the clay pot off from the heated stove plate.
- Some pots will crack from the intense heat of the hotplate. The aluminium foil acts as an armature to keep the clay pot from falling to pieces should it crack during the firing.
- Don't wrap the inside of the clay flower pot with the foil as it will end up melting during the firing.
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CLEVELAND, Michael Let 'Er Go Boys !
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catalog number: CDROU0561
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CLEVELAND, Michael: Let 'Er Go Boys !(2006/ROUNDER) 17 tracks (incl.instrumentals) Seventeen fiery new tracks from three-time IBMA Fiddle Player of the Year Michael Cleveland, featuring special guests Vince Gill, Del McCoury, Dan Tyminsky, Larry Sparks, Tim O'Brien, Jeff White, Audie Blaylock, Jesse Brock, Jason Moore, Charlie Cushman, Rob Ickes, Jens Kruger, and many more. 'Mike Cleverland's fiddle burns hot as a branding iron. He's the real thing and that's hard to find these days. Buy this CD.' - TIM O'BRIEN 'Michael Cleverland's fiddle playing makes you want to get up out of your seat. His solos are thoughtful and dynamic. Are true pro.' - DAN TYMINSKI
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Albumtitel: Let 'Er Go Boys !
- Format CD
Genre Country
- Title Let 'Er Go Boys !
- Release date 2006
Label ROUNDER
SubGenre Country - Bluegrass
- weight in Kg 0.107
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Manchester Metropolitan University Postgraduate Scholarships, UK 2015
Manchester Metropolitan University is providing 12 MSc international scholarships for admittance in 2015-2016 session. These scholarships are available to the candidates of any residency from the United Kingdom, European and foreign. There will be approximately six international scholarships, each having a worth of almost £1,000, and six part-time scholarships, of worth of almost £500. Each scholarship is providing as a tuition fee discount. The candidates must anticipate to study on a full-time or part-time MSc course at Manchester Metropolitan University Business School from the month September or October 2015 or January 2016.
Fields of study:
Manchester Metropolitan University Postgraduate Scholarships, UK 2015 are granted to learn any of the courses that are available at Manchester's Business School.
Course Level:
These scholarships are available for chasing postgraduate programme.
Provider of scholarships:
Manchester Metropolitan University
Scholarship can be taken at:
United Kingdom
Eligibility Criteria:
o These scholarships are available to the aspirants of any residency from UK, EU and foreign.
o The full-time scholarships are just available to self-funded aspirants.
o The part-time scholarships are available to self-funded or moderately self-funded aspirants. For instance, if your employer is offering partial funding or support for your studies, the candidate might still apply for a part-time scholarship.
o The scholarships might not be added to other University bursaries or scholarships, for example the family or Vice Chancellor's scholarships.
o The candidates are expected to study on a full-time or part-time MSc course at Manchester Metropolitan University Business School from the month September or October 2015 or January 2016.
o Postgraduate programmes in the Business School that are not eligible for this international scholarship are: Executive MBA (separate funding is available for this programme); ACCA or CIMA professional accountancy exams; Certificate in Professional Studies, Management and Leadership.
o These scholarships are not available to the candidates who apply for entry with unconventional standing.
o Part time scholarships are only available for first year aspirants on part-time programmes.
o UK, EU and foreign candidates are eligible to apply for this scholarship.
o University is delighted to announce funding for 12 MSc scholarships for entry in the academic year of 2015-16.
o 12 MSc scholarships will be granted to international candidates.
How to Apply:
Candidates can send their applications through e-mail.
Application deadline:
Last date for application submission is:
For Full-time scholarships: 30th June 2015
For Part-time scholarships: 17th August 2015.
For more details visit the official website of university.


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Aerodynamics sez an F-117A can't fly
An F-117A flies in the same way that a brick strapped to a rocket flies. Aerodynamics has very little to do with it.
Apple does a lot of Research that isn't directly product-oriented, too; a quick look at their patent portfolio will show that.
Sorry, no. It may not be tied to products that they're currently shipping, but there's a huge spectrum between initial idea and final product, and Apple has far less investment towards the idea end of the spectrum than any of their major competitors. By the time you can patent something, it's already towards the product end (and have you actually looked at the Apple patent portfolio? They patented a more efficient take-away pizza box, for example, which doesn't really tell you anything about pure research spending).
But if you think that R that is D-oriented doesn't "count", you are nothing but an intellectual effete.
It doesn't count because it's playing accounting games. The line between development and product is very blurry. Apple classifies a lot of things are R&D that other companies count as product development. This inflates Apple's R&D spending on the balance sheet, but means that you can't really compare. R&D is a pipeline and things always have to start closer to the pure research end. Most of Apple's R&D is building on pure research done by other organisations. This has changed a bit recently (particularly in machine learning), but they're still a long way behind most other big tech companies on research spending. Microsoft, until they restructured MSR a year or so ago, had the opposite problem: they were spending over $5bn/year on research and turning very little of it into products. Neither extreme is particularly healthy for a company. You need the research end to feed the pipeline, but then you need the pipeline from research to product.
Disclaimer: I work in a university and collaborate with Apple, Google, and Microsoft on several projects.
Apple spends serious coin on Research and Development; far more than their competition.
This is almost true, though the vast majority of Apple's R&D funding is firmly at the D end of the spectrum. IBM used to spend a lot more than Apple on research, though they've cut down a lot. Microsoft still does (around $5bn/year on MSR). These companies and Google (and Oracle, and so on) all throw grants at universities for research, which Apple doesn't. It wasn't until last the last few months that Apple even published any of their research.
In this respect, it's not really any different from stuff genetic algorithms have been doing for decades. If you have a set of executable tests that can tell if the algorithm is working correctly, then you can evolve something that will pass the tests. Of course, you have absolutely no idea how it will behave on inputs not covered by your tests.
Sometimes. Apple already has their 1 Infinite Loop building and then most of the office buildings nearby along De Anza and a few nearer the middle of town. They're pretty short on space. It makes sense for them to be building a new big building, and the cost difference between building a new boring building and a new shiny building is pretty small. This will let them move a bunch of people who need to collaborate into offices near each other, rather than having them spread across the various De Anza buildings.
From what people were saying when I was at Apple a couple of weeks ago, it's actually coming a bit too late. The company has grown faster than they expected when they started planning and so rather than being able to move everyone from De Anza into IL2, they're having to identify sets of people who need to collaborate and move them, leaving quite a few behind in De Anza. If your company is growing faster than your ability to build office space to house them, that's generally a good sign (though the insane planning permission situation in the Bay Area means that it happens there a lot more often than you'd expect).
Hololens is not VR
Indeed. AR doesn't seem to trigger the same motion sickness responses as VR, because you retain all of the visual cues from the real world.
Microsoft is once again creating a product that nobody will use.
Microsoft has created a technology that anyone can use without feeling motion sick, but you think that it will lose in the marketplace to one that about 80% of people can use without feeling motion sick? That's an interesting perspective.
It's not so clear with 3D. It's something of a misnomer to call current displays 2D and this kind of VR interface 3D. Both provide a subset of the dozen or so cues that the human brain uses to turn inputs into a 3D mental model. They both, for example, manage occlusion and distance blurring, but neither manages (yet) to correctly adjust the focal depth of parts of the image that are further away. Motion sickness is caused by disagreements between some of these cues and between the other cues that you use to build your mental model of the world. VR adjusts the image based on your head position (though latency here can cause problems as the visual signal and the inner ear signal come at different times), but it turns out that humans have a very strong notion of body image, so if they don't correctly track your arm positions and update them in the game then this causes nausea in a lot of people.
Unfortunately for the 3D film and game industry, it's not the case that simply adding more cues reduces the risk of motion sickness. It turns out that a third-person perspective on a 2D display is one of the minima for the percentage of the population to experience motion sickness. Move to first person, and this gets worse, though it's still a tiny percentage (some people can't play FPS games for more than a few minutes without feeling sick). Add a few more visual cues and you get a lot more people feeling sick. There's obviously a minimum when you get all of the cues right, because otherwise people would spend their entire lives experiencing motion sickness, but so far none of the mainstream 3D systems have found another point that's close to the 2D display. If you're going to develop a first-person game, and you can either develop it for a technology that 99% of humans can use without feeling sick, or spending more money to develop it for a technology that 80% can use, which would you do?
const char s[] = "hello world";
This will copy the contents of the string literal into a mutable array. If you write this at the global scope, the copy will be done at compile time, so you'll end up with the string in the data section, not the rodata section (if you do it in a variable with automatic storage, you'll get a copy every time the variable comes into scope). Putting constant strings in the rodata section is important for optimisation, because it allows them to be coalesced. If you write "hello world" in two place, then you'll end up with a single string in the rodata section. With some linkers, if you also write "world" somewhere else, then you'll just get two pointers into the same string (this is also one of the reasons that C uses null-terminated strings: you can't do this with Pascal strings, and it saved a useful amount of memory on the PDP-11). Once you're sharing the string, it becomes a really bad idea to allow someone to modify it, because that modification will then become visible in a different bit of code.
How many hardware guys does it take to change a light bulb? "Well the diagnostics say it's fine buddy, so it's a software problem."


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Urban Superdry watches have arrived online and in stores!
Superdry watches have recently arrived at Chapelle and they are proving to be a big hit. With their bright colours, bold styles and discount prices they are flying out of our stores and online.
Launched in 2003, Superdry fuses design influences from Japanese graphics and vintage Americana with the values of British tailoring. Known for featuring bright colours in their clothing range, Superdry has transferred this styling to their watch styles. The clear dials are easy to read and are often combined with cuff styles, rubber straps and silver or gold coloured bracelets. As is expected, many feature the Superdry logo embossed on the strap with the well-known neon orange brand colour in the detail. The move towards unisex watches which offer chunky designs in various colours worn by ladies and gents mean that Superdry are bang on trend with the styles on offer.
The Superdry Scuba range feature bright colour rubber straps and clear round dials. Each one features a colour co-ordinated removable lens guard and matching dial.
This white Superdry Scuba watch is currently our top seller!
The Superdry Field Professional range offers two looks for the price of one with the additional second strap. Each Field Professional model comes with a secondary strap which is easily changed and is based on the same design and colour scheme as the casing and first strap. This range of Superdry watches have very clear round dials with black or white backgrounds and a single colour to highlight the detail and hour markers.
As well as the colourful models, Superdry also offer styles with more classical designs such as the bracelet and cuff watches. Still featuring the large round, clear dials and Superdry logos, these watches have a timeless appeal.
The whole range of Superdry watches features models to suit all tastes and as usual we sell this popular range of designer Superdry watches with a guaranteed 30% off the RRP meaning you can have the latest styles for less. With prices starting at £34.99 there is no excuse not to shop online today!


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Millions of people worldwide engage in online role-playing with their avatar, a virtual agent that represents the self. Previous behavioral studies have indicated that many gamers identify more strongly with their avatar than with their biological self. Through their avatar, gamers develop social networks and learn new social-cognitive skills. The cognitive neurosciences have yet to identify the neural processes that underlie self-identification with these virtual agents. We applied functional neuroimaging to 22 long-term online gamers and 21 nongaming controls, while they rated personality traits of self, avatar, and familiar others. Strikingly, neuroimaging data revealed greater avatar-referential cortical activity in the left inferior parietal lobe, a region associated with self-identification from a third-person perspective. The magnitude of this brain activity correlated positively with the propensity to incorporate external body enhancements into one's bodily identity. Avatar-referencing furthermore recruited greater activity in the rostral anterior cingulate gyrus, suggesting relatively greater emotional self-involvement with one's avatar. Post-scanning behavioral data revealed superior recognition memory for avatar relative to others. Interestingly, memory for avatar positively covaried with play duration. These findings significantly advance our knowledge about the brain's plasticity to self-identify with virtual agents and the human cognitive-affective potential to live and learn in virtual worlds.
Recent sociotechnical developments involving online virtual worlds have made possible new ways in which human beings can experience the self (Yee 2006; Ash et al. 2007; Bainbridge 2007; Donath 2007; Gorini et al. 2007). Today, millions of people across the globe inhabit online virtual worlds, where they engage in work, play, and adventures via an online artificial agent or avatar (Yee 2006; Bainbridge 2007). Through their avatar, an online animated character that represents the self, gamers establish friendships, develop new social skills, and express their individuality (Yee 2006; Miller 2007). Long-term gamers gradually build an avatar-centered autobiographical narrative of their online adventures and social relations.
Interestingly, role-playing games with avatars are increasingly used in training programs for highly specialized personnel, such as astronauts and people in the military (Rauterberg et al. 2008; Wilson 2008). Moreover, gamers are progressively encouraged to add valuable gaming experiences, such as leadership qualities and people skills, to their professional resume (Miller 2007; Faylor 2008).
In future human societies, the personal identity of many individuals may by default include an avatar that parallels our biological self in complexity and experiential richness. Entire generations may grow up living, learning, and socializing in online virtual environments. Today, a glimpse of such a futuristic human life is provided by players of massively multiplayer online role-playing games, such as Second Life and World of Warcraft (WoW; for a detailed explanation, see Bainbridge, 2007). Role-playing through their avatar, these gamers roam the virtual worlds for more than 20 h per week (Yee 2006).
Evidence from sociology and cyberpsychology indicates that long-term players of online role-playing games incorporate the avatar into their self-concept (Turkle 1994, 1995; Miller 2007). Some gamers seem to identify even more strongly with their avatar than with their real self (Bessière et al. 2007; Yee et al. 2009). Sense of agency and control over the avatar (Pearce and Artemesia 2006) as well as the intense emotional involvement (Ravaja et al. 2006; Bessière et al. 2007) of gamers during online role-playing may facilitate this kind of self-identification. Yet despite growing research on the neural basis of self-representation (Gillihan and Farah 2005; Legrand and Ruby 2009; Christoff et al. 2011), neuroscience has yet to address how humans self-identify with these online artificial agents.
Using functional neuroimaging of long-term gamers, we addressed this issue by investigating the cognitive neural processes mediating avatar-referencing compared with self-referencing and other-referencing. More specifically, we focused our investigation on 3 key features of self-identification with avatars in massively online role-playing games, namely 1) the third-person visual perspective on the avatar. 2) players' emotional involvement with their avatar, and 3) avatar-related memory.
A unique feature of online role-playing games is that players can control their avatar from an elevated third-person visual perspective (Laird and van Lent 2001). In the third-person gaming mode, players continuously have a visual percept of their avatar while they control its movements in the online world. This third-person perspective (3PP) on the avatar may resemble the 3PP on self, where one imagines oneself as seen from the outside. This 3PP on self can occur during autobiographical memory retrieval and self-projection to the future (Buckner and Carroll 2007). The 3PP on the avatar may also resemble illusory own-body perceptions, such as out-of-body experiences (OBEs; Blanke et al. 2002, 2005; Ehrsson 2007; Lenggenhager et al. 2007). It is also the perspective through which we can imagine how we appear to others, a cognitive ability known as perspective switching and considered to be a basic property of social cognition (Decety and Lamm 2006, 2007).
Whereas the 3PP on the self must be mentally simulated in memory, prospection, and social cognition, the 3PP on the avatar is a visual percept for gamers who play in the third-person mode. In this respect, self-identification with the perceived avatar may resemble self-identification with the externally perceived own body in OBEs. Thus, gaming may offer a distinct nonpathological form of self-experience in which long-term gamers self-identify with their avatar from a 3PP.
Findings from studies using transcranial magnetic stimulation and direct electrical cortical stimulation provide evidence for a causal relation between disruption of activity in the right inferior parietal lobe, or angular gyrus, and a 3PP on the self (Blanke et al. 2002, 2005). When a 3PP on the self coincides with a disturbed sense of spatial unity between self and body, then an OBE may occur (Blanke et al. 2002, 2005; Ehrsson 2007; Lenggenhager et al. 2007). Some researchers propose that the spontaneous occurrence of OBEs relies on the same functional mechanisms that we use during voluntary mental 3PP-imagery of our own body (Brugger 2002; Blanke et al. 2005).
This implied relation between disruption of the right angular gyrus and 3PP self-identification, however, may not be so clear-cut. Recent theories rather assign a special role to the left hemisphere in self-recognition and self-identification (for a review, see Gazzaniga 2008) as well as sense of agency (for a review, see Decety and Grezes 2006; see also Decety et al. 1997; Ruby and Decety 2001). In describing recent findings on face recognition in split-brain patients, Gazzaniga (2008) hypotheses the role of the right hemisphere in rejecting that a person is self ("Nope, it's not me!") while attributing a key role to the left hemisphere in retrieval of confirmative self-knowledge and self-recognition ("Yep, it's me!"). Does this lateralization also hold for the inferior parietal cortex?
Despite an abundance of literature associating increased activity in the right angular gyrus with detection that the agent of an action perceived from a 3PP is not self but other (Ruby and Decety 2001; Farrer and Frith 2002; Farrer et al. 2004, 2008), evidence for the role of the right hemisphere in confirmative self-identification ("Yep it's me!") remains inconclusive (Gazzaniga 2008).
Meanwhile, empirical evidence is gradually emerging that particularly the left rather than the right angular gyrus may be involved in confirmative self-identification and sense of agency (for a review, see Decety and Grezes 2006). For example, Ruby and Decety (2001) demonstrated that when participants imagined themselves being the agent of an action relative to imagining someone else being the agent, activity in the left angular gyrus increased. The reversed contrast resulted in greater activity in the right angular gyrus.
Another study showed that impairment of the left parietal cortex compromised the correct attribution of agency to self or others (Sirigu et al. 1999). Left parietal patients were more inclined than healthy controls to claim agency of 3PP-observed correct hand movements that were executed by others, even if the patients themselves actually executed the required hand movements incorrectly. In the light of Gazzaniga's hypothesis, this impaired self-other distinction with left parietal lesion patients might be due to aberrant processes of confirmatory self-identification ("Yep it's me!").
Furthermore and as described above, the various studies by Blanke et al. show that reduced activity in the right angular gyrus does not result in confirmatory self-identification, for example, by increased sense of agency ("Yep it's me!") but actually leads to OBEs (Blanke et al. 2002, 2005; Ehrsson 2007; Lenggenhager et al. 2007). OBEs are typically associated with a sense of spatial alienation from one's own physical body, or disembodiment, whereby the sense of self and sense of agency transfer away from the physical own body and become located in a second, illusory body located at an elevated visuospatial level (Fig. 1A).
In contrast, 3PP-gamers assume full control over their avatar body (Pearce and Artemesia 2006) and may appropriate this avatar body into their own self-concept (Fig. 1B). So despite the superficial similarities between the 2 conditions, in our view, OBEs and the gamer–avatar dyad are 2 distinct phenomena (Fig. 1). In the case of OBEs, there is a confused sense of self and agency that is associated with the illusion of being outside of and alienated from one's own body. In the case of 3PP-gaming, there is an appropriation of the avatar body into the self-concept that logically follows from being in control over the 3PP avatar body.
Based on the phenomenal difference between OBEs and 3PP-gaming, the role of the inferior parietal cortex in agency and the 3PP representation of movement (Grezes and Costes 1998; Farrer and Frith 2002) as well as the hypothesized role of the left hemisphere in confirmative self-identification (Gazzaniga 2008), we hypothesized that left inferior parietal regions play a key role in avatar-referencing and thus more generally in self-identification with the avatar via a 3PP.
It is well known that individuals differ in levels of body plasticity, that is, how easily they incorporate and self-identify with body enhancements (e.g., prosthetics) and external items (e.g., body adornments and accessories; MacLachlan et al. 2003). Hence, not all long-term gamers might identify with their avatar to the same degree. In line with this idea, we predicted that degree of avatar-related activation in the inferior parietal lobe, reflecting self-identification from a 3PP, would correlate positively with individual dispositions to self-identify with external bodies and objects.
A second feature of self-identification with one's avatar, as suggested by research from cyberpsychology (Ravaja et al. 2006; Bessière et al. 2007), is gamers' intense emotional involvement with their avatar. Earlier neuroimaging studies have shown that the rostral part of the anterior cingulate gyrus (rACG), which borders the medial prefrontal cortex, plays an important role in the evaluative representation of both emotions (Bush et al. 2000; Gusnard et al. 2001) and bodily sensations (Leknes and Tracey 2008). Based on experimental evidence that rACG activity differentiates self from others (Damasio 1999; Bush et al. 2000; Gusnard et al. 2001; David et al. 2006; Heatherton et al. 2006; Schilbach et al. 2006; Leknes and Tracey 2008), we hypothesized that emotional self-involvement with the avatar should be reflected by greater avatar-related rACG activity relative to familiar others.
A third feature of self-identification with one's avatar, as indicated by research from cyberpsychology (Turkle 1994, 1995; Pearce and Artemesia 2006; Miller 2007), is the "virtual autobiography," or avatar-centered narrative, that long-term gamers build by role-playing through their avatar. How does this avatar-centered narrative relate to one's autobiographical narrative, the narrative one builds in interaction with close others or the narrative one develops by observing familiar distant others? Interestingly, a substantial body of memory research demonstrates that memory for self-related information, also called self-referent information, is superior to memory about others, or other-referent information (for meta-analyses, see Symons and Johnson 1997; Mashek et al. 2003). However, this memory advantage for self-referent information relative to other-referent information decreases if the other person is a close other. Other-referent memory is thus enhanced by interpersonal closeness (Symons and Johnson 1997; Mashek et al. 2003).
It remains a topic of investigation, however, to what extent self-identification by role-playing through an avatar modulates avatar-referent memory. In the case of avatars, one cannot really speak of interaction or interpersonal closeness with one's avatar, as the avatar is a form of self-representation. Gamers act through the avatar and do not interact with the avatar. Self-identification with the avatar may foster avatar-referent memory strategies that mimic the advantageous self-referent memory strategies.
Considering results from previous studies indicating that many gamers strongly self-identify with their avatar (Turkle 1994, 1995; Yee 2006; Bessière et al. 2007; Yee et al. 2009), we hypothesized that avatar-referent memory would be superior to memory for familiar others. Moreover, we predicted that duration of the role-playing experience with the avatar would enrich the avatar-centered narrative and hence facilitate avatar-referent memory, as a feature of self-identification with one's avatar.
To test these hypotheses, we scanned 22 healthy long-term players of WoW (Blizzard Entertainment Inc., Irvine, CA) (Bainbridge 2007; Yee et al. 2009). We selected long-term gamers who played only in third-person mode. Participants rated the applicability of personality trait words (e.g., nasty, courageous) to their avatar, self, close other, and familiar distant other in a so-called implicit encoding–recognition memory paradigm (Rogers et al. 1977; Symons and Johnson 1997; Mashek et al. 2003; Heatherton et al. 2006; Vanderwal et al. 2008). The idea behind the implicit encoding–recognition paradigm is that while participants rate the applicability of traits (e.g., nasty, courageous) to the different person conditions (e.g., self, avatar), they implicitly associate the trait word under consideration with the person condition. We can test the strength of this implicit encoding of trait-person associations by presenting participants with a surprise recognition task after the encoding task (see Materials and Methods). According to previous research (Symons and Johnson 1997; Mashek et al. 2003), the closer the other person is to self, the better the recognition memory for items that were presented with the name of this other person in the preceding encoding task.
To rule out the possibility that gamers exhibit abnormalities in person processing, we compared them with a matched nongaming control group (n = 21). Furthermore, to rule out the alternative explanation that avatar-referential activity reflects a mere familiarity effect (i.e., that gamers merely consider their avatar as a familiar animated character), we included a reference condition to a highly familiar animated character, that is, the participants' favorite cartoon character. We further purified all referencing conditions by subtracting neural activation from a low-level control condition, that is, counting syllables (Fig. 2; see Materials and Methods).
Materials and Methods
Twenty-two right-handed native-Dutch speaking players of WoW (mean age 22.77 years, SD 2.71; 12 males; mean WoW play duration 2.67 years, SD 1.47; mean play frequency 17.82 h per week, SD 8.64) with graduate or undergraduate education levels, normal or corrected-to-normal visual acuity, and without self-reported neurological or psychiatric disorders participated in the experiment. For an explanation of WoW, see Yee et al. (2009). All gamers played only from a third-person (elevated) visual perspective on their avatar.
Additionally, 21 matched nongaming controls (mean age 21.71 years, SD 2.88; 10 males) participated in the study. We asked participants in the control group to indicate their favorite cartoon character, which would serve as their familiar animated character condition (see Supplementary Material). The mean duration the controls considered the cartoon character their favorite was 7.70 years, with a SD of 4.22.
The groups were matched on sex, age, education, and body plasticity. We used the TABP (MacLachlan et al. 2003) to measure the level of body plasticity (see Supplementary Material). Moreover, considering the popular idea that people who are heavily involved in game-playing may have characteristics, such as intense preoccupation, that are related to Asperger's syndrome (Bland 2008; Charlton and Danforth 2009), we also matched both groups on autistic traits. To assess subjects' position on or near the autism spectrum, we used the Autism-spectrum Quotient (AQ, Baron-Cohen et al. 2001, see also SM). All subjects gave written informed consent for this study according to the institutional guidelines set forth by the local ethics committee (Commissie Mensgebonden Onderzoek, region Arnhem-Nijmegen), prior to the experiment. Subjects either received 25 euros or study credits for their participation. Two players and one control participant were excluded from the fMRI data analysis due to technical issues or excessive head motions.
Prior to scanning, all 43 participants completed questionnaires assessing demographics, handedness, psychological and physical health, body plasticity, autism, and the names of their best friend and familiar animated character. For players, the familiar animated character corresponded to their main avatar in WoW, and for controls, the familiar animated character was their favorite cartoon character. Participants also indicated, in years and months, play duration with their avatar (players), how long they had considered the cartoon as their favorite (controls) and how long they had considered their designated close other as their best friend.
Encoding Task: Referential Processing
Referential processing paradigms are widely used in social psychology to assess differences between cognitive processing of self-related and other-related information. (Rogers et al. 1977). These paradigms have recently been adapted to neuroimaging experiments (Damasio et al. 2000; Gusnard et al. 2001; Macrae et al. 2004; Ochsner et al. 2004; Phan et al. 2004; Heatherton et al. 2006) to investigate cognitive neural differences between processing of self and others. In our study, we employed a mixed blocked event-related fMRI design for the referential processing task. The referential processing task also served as the implicit encoding task for the subsequent post-scanning recognition memory task (see below). Participant rated the extent to which traits described avatar, self, close other, and familiar distant other, using a 5-point Likert scale (1 = not at all, 5 = very well [Fig. 2]). We controlled for perceptual and motor effects by including the control condition of counting syllables (range: 1–5 [Supplementary Material]). Furthermore, matched nongaming controls did not have an avatar condition but rated the applicability of traits describing a familiar animated character whose actions they did not control, that is, their favorite cartoon character (Supplementary Material).
While lying in the scanner, participants completed a fixed set of practice trials to become familiar with the custom-made 5-button mouse and the task. The ensuing single fMRI scanning session lasted approximately 44 min (M = 43.80 min, SD = 0.22 min), during which we presented 10 "super blocks," each consisting of 5 trait judgment blocks (e.g., self, avatar, close other, distant other, and syllables) and 5 "baseline" blocks. Each trait judgment block consisted of 5 trait trials related to one person condition only. Trait judgment blocks were alternated by a baseline block, comprising 5 baseline trials, which each consisted of a low contrast gray fixation cross. We included these baseline blocks to allow participants to return to a psychological baseline state where they did not actively think about the person in the previous condition. The order of the blocks was randomized according to two 5 × 5 balanced Latin squares, to ensure that each judgment condition followed immediately after every other judgment condition an equal number of times (Edwards 1962).
Each trait judgment block began with a prompt screen, indicating the name of the person to judge (self, avatar, close other, and familiar distant other). The prompt screen preceding syllable blocks indicated that the next block involved counting syllables. In case of baseline blocks, low-contrast text on the prompt screen informed participants that the ensuing block would be a relax block in which they only needed to keep their eyes focused on the fixation cross. Stimulus presentation lasted 3 s, during which a trait adjective appeared on the center of the screen, the cue appeared above the trait and the 5-point Likert scale occurred below the trait (Fig. 2). Trait trials, baseline trials, and prompt screens were pulse locked and had a fixed duration of 4400 ms or 2 time repetition [TR]. The interstimulus interval (time interval between stimulus offset and subsequent stimulus onset) within a block varied between 400 and 2400 ms, with an average of 1400 ms. Text screens were presented in off-white Arial font and centered on a black background.
Post-Scanning Surprise Recognition Task
After the scanning session, participants completed a filler task for 5 min while seated behind a standard computer in a test cubicle, followed by a self-paced surprise recognition task, which lasted approximately 12 min (M = 11.57 min, SD = 3.15). Participants viewed the 250 trait adjectives previously presented during the referential processing task randomized along with 250 novel trait adjectives that had not been presented during scanning. Words appeared individually in the center of the computer screen and were followed by the next word immediately after the participant had responded. Using left- and right-handed key presses, participants indicated for each word whether they had seen the word in the scanner or not. The order of response buttons for Yes and No was counterbalanced across subjects, so that half of the players and controls had to respond with Yes by pressing the right key. We calculated performance in the recognition memory test, that is, d-prime, as the difference between z-transforms of hit rate and false alarm rate (Macmillan and Creelman 2005/1991).
All neuroimaging took place at the Donders Centre for Cognitive Neuroimaging (DCCN, Donders Institute for Brain, Cognition and Behaviour, Radboud University Nijmegen, Nijmegen, the Netherlands) using a Siemens Trio 3T whole-body MR scanner (Erlangen, Germany) with a standard birdcage head coil. An LCD projector presented the stimuli onto a rear projection screen mounted at the head end of the scanner bore. Participants viewed the stimuli through a custom made mirror positioned on the head coil. All stimuli were delivered using Presentation software version 12.2 (Neurobehavioral Systems, Davis, CA) run on a Dell Workstation (Austin, TX).
fMRI Data Acquisition
We collected all functional images in a single scanning session using an echo-planar imaging sequence sensitive to blood oxygen level–dependent contrast () (TR = 2200 ms, time echo [TE] = 35 ms, flip angle = 90°, voxel size = 3.5 × 3.5 × 3.0 mm). The 1210 volumes (34 transversal slices, slice gap = 0.5 mm, field of view = 224 mm, slice matrix size = 64 × 64) were acquired in ascending order and allowed for complete brain coverage, except parts of the cerebellum. Following functional imaging, we acquired anatomical images using a T1-weighted 3D magnetization prepared rapid gradient echo sequence (192 sagittal slices, TR = 2300 ms, TE = 3.03 ms, flip angle = 8°, voxel size = 1 × 1 × 1 mm).
fMRI Data Analysis
We preprocessed and analyzed functional imaging data in SPM5 (Wellcome Institute of Cognitive Neurology, London, UK; http://www.fil.ion.ucl.ac.uk/spm), using a general linear model. Preprocessing steps involved spike removal, spatial realignment, slice timing correction, extended coregistration, normalization to the Montreal Neurological Institute (MNI) template with a resolution of 2 × 2 × 2 mm, and spatial smoothing by an isotropic 8-mm full-width at half-maximum Gaussian kernel. For each participant, we computed linear contrasts of parameter estimates (β) for each comparison at each voxel. These contrast images were subsequently entered into random-effects analyses. In these random-effects analysis, resulting SPMs of the t-statistic were corrected for multiple comparisons at the cluster level, using a voxel-wise threshold of P < 0.001. Moreover, in line with previous research demonstrating brain areas preferentially related to self-referential processing (Damasio et al. 2000; Gusnard et al. 2001; Macrae et al. 2004; Ochsner et al. 2004; Phan et al. 2004; Heatherton et al. 2006), we defined a region of interest (ROI) in the rostral anterior cingulate gyrus (rACG), bordering with the medial prefrontal cortex. We first localized the self-referencing region by testing the contrast Self > (Avatar, Close Other, and Familiar Distant Other) in the players group (n = 20), which yielded a cluster in the right rACG with a peak voxel at MNI coordinates 2, 38, 12. We then used MarsBaR v0.42 software (http://marsbar.sourceforge.net) to import an image of the significant SPM cluster to create the ROI and to perform subsequent independent ROI analyses. The independent post hoc comparisons consisted of Avatar > Close Other and Avatar > Familiar Distant Others as well as the independent control comparison (Avatar > Syllable)PLAYERS > (Cartoon > Syllable)CONTROLS. The post hoc comparisons explicitly did not include the Self condition, which was used to create the ROI, so our analyses are not susceptible to the so-called "double-dipping" (Kriegeskorte et al. 2009).
We conducted the fMRI analyses in 4 steps. In the first step, we sought to replicate findings from previous literature (Damasio et al. 2000; Gusnard et al. 2001; Macrae et al. 2004; Ochsner et al. 2004; Phan et al. 2004; Heatherton et al. 2006) indicating the involvement of the medial prefrontal, inferior parietal, and temporal cortices in general person processing, by testing the contrast All Biological Persons > Syllable in a whole-brain analysis, across all subjects. The label "All Biological Persons" corresponds to the conditions Self, Close Other, and Familiar Distant Other.
In the second step, we empirically tested 2 a priori assumptions, namely 1) that players do not differ from controls in the way they engage in person processing, by conducting a two-sample t-test of the contrast All Biological Persons > Syllable and 2) that processing of familiar animated characters is similar to processing of biological persons. To this end, we performed a conjunction analysis of (Avatar > Syllable) Λ (All Biological Persons > Syllable) in the players group to assess which brain regions become commonly activated for both avatar AND biological persons, relative to counting syllables. Similarly, in the control group, we performed a conjunction analysis of (Cartoon > Syllable) Λ (All Biological Persons > Syllable). We performed both conjunction tests on a whole-brain analysis by testing against the conjunction null hypothesis that there is no effect of condition A (e.g., Avatar > Syllable) OR B (e.g., All Biological Persons > Syllable) (Nichols et al. 2005).
The third step in the fMRI analysis centered around the whole-brain analyses of the key comparisons Avatar > Self and Avatar > Biological Others (close other, familiar distant other). In addition to these comparisons, we compared avatar-referencing in players with cartoon-referencing in controls to confirm that the predicted greater inferior lobe activation for avatar was indeed related to avatar-referencing and could not be explained by a mere familiarity effect of familiar animated characters in general. Control comparisons were: Cartoon > Self and Cartoon > Biological Others in the control group. In these 2 contrasts, we expected to find no significance. As a final confirmation, we conducted the two-sample t-test of (Avatar > Self)PLAYERS > (Cartoon > Self)CONTROLS.
The fourth and final step in the fMRI analysis concerned the hypothesis that avatar-referencing involves greater emotional self-involvement than other-referencing, such as close and familiar distant others. To test this hypothesis, we performed the 3 independent post hoc ROI analyses described above, using the rACG as ROI. We tested the comparisons Avatar > Close Other and Avatar > Familiar Distant Other in the players group. Additionally, we conducted the control two-sample t-test (Avatar > Syllable)PLAYERS > (Cartoon > Syllable)CONTROLS. In these 3 contrasts, we expected to find greater avatar-referential rACG activity, as an indication of greater emotional self-involvement of players with their avatar.
To investigate our main hypothesis that avatar-referencing compared with self- and other-referencing would rely mostly on a 3PP and thus generate more activity in the angular gyrus, we compared avatar-referencing to self-referencing and other-referencing in 2 whole-brain analyses. Strikingly, results revealed greater activity for avatar in the left angular gyrus of the inferior parietal lobe (Fig. 3A), relative to self (Brodmann area [BA 39]), t95 = 4.83, P = 0.001 corrected, and relative to close other and distant other, t95 = 4.66, P = 0.015 corrected. Additional control comparisons ruled out a mere familiarity effect (see supporting online text in Supplementary Material and Supplementary Table S3).
Notably, and as predicted, the magnitude of this avatar-referential activity in the left angular gyrus correlated positively with gamers' level of body plasticity, r = 0.46, P = 0.042 two-tailed, n = 20 (Fig. 3B), as measured with the Trinity Assessment of Body Plasticity (TABP; MacLachlan et al. 2003). This well established clinical questionnaire indicates the ease with which individuals incorporate and self-identify with body enhancements and adornments.
To investigate the hypothesized role of the rACG in players' emotional self-involvement with their avatars, we compared avatar-referencing with close other-referencing and familiar distant other-referencing within a region of the rACG (BA 32; see Materials and Methods). Neural activity in this region was stronger for avatar than for familiar distant other, t95 = 1.90, P = 0.030 corrected (Fig. 3C). Additional control comparisons ruled out a mere familiarity effect (see supporting online text in Supplementary Material and Supplementary Table S3). Notably, avatar-referencing rACG activity did not differ from close other-referencing activity in this region, t95 = −0.05, P = 0.519 corrected.
By rating the applicability of presented trait words to the presented person condition (e.g., self, avatar) in the functional magnetic resonance imaging (fMRI) task, participants implicitly associated trait words with each person condition. In the post-scanning task, we investigated this association by a surprise recognition task (one player did not complete the post-scanning recognition memory task. Analysis of recognition memory data included the remaining 21 players). We compared avatar-referent recognition memory, that is, memory for trait words previously presented in the avatar condition (M = 1.06, standard deviation [SD] = 0.42), to self-referent memory (M = 1.30, SD = 0.42), close other-referent memory (M = 1.05, SD = 0.42), and familiar distant other-referent memory (M = .76, SD = 0.39). Results revealed that avatar-referent memory was worse than self-referent memory, t20 = −3.40, P = 0.003. Interestingly, and as predicted, avatar-referent memory was superior to familiar distant other-referent memory, t20 = 3.10, P = 0.006 (Fig. 4A).
Notably, avatar-referent memory did not differ significantly from close other-referent memory, t20 = 0.12, P = 0.91. This finding is particularly interesting, considering the fact that play duration with the avatar (M = 2.67 years, SD = 1.47) was approximately half of the duration that gamers had known their close other as their best friend (M = 5.00 years, SD = 2.93), t20 = −3.91, P = 0.001. Equally notably, and as predicted, avatar-referent memory correlated positively with play duration, r = 0.49, P = 0.03, n = 21 (Fig. 4B).
By coordinated use of functional neuroimaging, a behavioral encoding-memory paradigm and self-reports, we addressed the neurocognitive basis of human self-identification with avatars from a third-person perspective. Results confirm our hypotheses regarding brain activity and behavior pertaining to 3 features of self-identification with avatars: 1) the third-person perspective, 2) emotional self-involvement, and 3) avatar-related memory.
Relating to the third-person perspective (3PP), our results confirm the predicted functional role of the left angular gyrus in self-identification with external (virtual) bodies that are perceived and controlled from a 3PP. Present findings indicate that avatar-processing in gamers recruited more left angular gyrus activity than processing of self and others (Fig. 3A). Control comparisons for this region ruled out a mere familiarity effect, that is, the alternative explanation that gamers perceive their avatar as a familiar animated character (Supplementary Table S3). Interestingly, positive correlations of the magnitude of avatar-referential activity in the left angular gyrus with individual body plasticity levels underscore the pivotal role of this brain region in plasticity to incorporate external body enhancements and external items (e.g., prosthetics and accessories; MacLachlan et al. 2003) into one's bodily identity (Fig. 3B).
Since only avatar-referential and not other-referential angular gyrus activity significantly covaried with body plasticity, one possibility in line with previous studies (Decety and Grezes 2006; Gazzaniga 2008) is that this form of self-identification, supported by the left angular gyrus, is related to the experience of agency and control over the observed body. The current findings corroborate the possible involvement of the left angular gyrus in processes of self-identification and distinguishing self from others (Decety and Chaminade 2003; Decety and Grezes 2006; Lamm et al. 2007; Gazzaniga 2008), and warrant future research to investigate the exact mechanisms underlying these processes.
One important question concerns how involvement of the left angular gyrus in self-identification with avatars from a 3PP relates to the phenomena of illusory own-body perceptions, such as OBEs (Blanke and Metzinger 2009). Whereas OBEs have been found in association with transient lesions in the right inferior parietal lobe (Blanke et al. 2002, 2005), our results show that avatar-referencing recruits the left inferior parietal lobe. These findings correspond to theories assigning a specialized role of the left hemisphere in retrieval of self-knowledge as well as 3PP own-body recognition (Decety and Grezes 2006; Gazzaniga 2008). Also, as mentioned in the Introduction, whereas OBEs are characterized by a disturbed sense of spatial unity between one's observed own body and oneself as observer (Blanke et al. 2002, 2005; Blanke and Thut 2007; Ehrsson 2007; Lenggenhager et al. 2007), self-identification with the avatar from a 3PP typically involves an appropriation of the observed and controlled avatar body to the gaming self (see Fig. 1; Pearce and Artemesia 2006; Ravaja et al. 2006; Bessière et al. 2007; Yee et al. 2009).
On a phenomenal level, the gamer–avatar dyad may be a mixture between OBEs and a related, yet less well-known illusory body perception called heautoscopy (Blanke et al. 2004; Blanke and Metzinger 2009). In heautoscopy, a condition that is associated with impairments in the left inferior parietal regions, self-location can be either in the physical body or in the illusory second body or in both. This may also be the case in 3PP-gaming, which additionally shares with OBEs the elevated visuospatial perspective from where the physical body is perceived. Future investigations of 3PP-gaming, particularly the switching of self-location between the gamer's physical body and the avatar body as well as bilocation, may inform us further about the intricate interplay between the inferior parietal regions in both hemispheres in confirmatory self-identification, agency, and the dynamics of embodiment.
Relating to gamers' emotional involvement with their avatar, our results support other studies that find a role for the rACG in evaluating one's embodied emotional self-involvement with stimuli under consideration, such as affective pictures, pleasurable rewards (e.g., chocolate), or persons (Damasio 1999; Bush et al. 2000; Gusnard et al. 2001; David et al. 2006; Schilbach et al. 2006; Leknes and Tracey 2008). The greater activity in this region for avatar relative to familiar distant other, but not relative to close other (Fig. 3C and Supplementary Table S3), suggests that players are as emotionally involved with their avatar as with a close other. We propose that the experience of acting through an avatar that represents the self (Pearce and Artemesia 2006; Ravaja et al. 2006) creates a level of emotional self-involvement that resembles the level of intimacy one experiences when interacting with a close other (Decety and Grezes 2006; Schilbach et al. 2006; Vanderwal et al. 2008).
With respect to avatar-related memory, the post-scanning recognition memory findings support the notion that long-term gaming enhances gamers' avatar-related memory, a feature of self-identification with one's avatar. Avatar-related memory significantly surpasses memory for familiar distant others (Fig. 4A). This raises the tantalizing possibility that acting through an artificial agent in a virtual world yields more advantageous memory strategies than familiarity with a real human distant other.
Recognition memory findings also indicate that the longer gamers play through their avatar, the better their avatar-related memory performance (Fig. 4B). Interestingly, memory for avatar did not differ from memory for close other, even though they had known their close other almost twice as long as their avatar. These findings indicate that playing experience with an avatar may yield memory advantages that outweigh the memory strategies associated with real-life interactions with human close others.
Together, the present study illuminates how online virtual worlds may have provided humans with a new mode of self-identification, namely self-identification with avatars that represent the self from a third-person perspective. This new form of self-identification enables humans to build online autobiographical narratives by "acting through somebody," that is, the avatar as seen from a third-person perspective. Acting through the avatar body may facilitate the appropriation of the observed and controlled avatar body to gamers' self-identity. Acting through somebody entails an addition to our current social repertoire of "interacting with somebody," that is, a close other, and merely "observing somebody," usually from a third-person perspective, that is, a familiar distant other. Considering the growing numbers of people that engage in online role-playing, acting through somebody may become an important element of mainstream embodied human social behavior. Learning, socializing, and developing of new cognitive and affective skills in future human societies may increasingly take place through role-playing with avatars (Gorini et al. 2007; Miller 2007; Rauterberg et al. 2008; Wilson 2008).
In conclusion, our study considerably extends scientific studies of the human experience of self and others by providing a neural window onto the new phenomenon of self-identification with virtual agents from a third-person perspective—a phenomenon that may profoundly change human social experience (Turkle 1995; Bainbridge 2007). The current study also underscores the value of using online virtual reality technologies in addition to immersive virtual reality laboratories to investigate the neural and functional processes underlying different forms of self-identification (Ehrsson 2007; Lenggenhager et al. 2007). The way is now open for future research to make use of these new technologies to advance the neuroscience of the self in the fast changing and increasingly virtual societies of today and tomorrow.
Supplementary Material
Supplementary material can be found at: http://www.cercor.oxfordjournals.org/
Behavioural Science Institute, Radboud University Nijmegen, Nijmegen, the Netherlands.
The authors thank Dr Christian Ruff, Dr Rebecca Todd, Norman Farb, Pascal de Water, Lennart Verhagen, and Martine van Schouwenburg for their advice and assistance. Authors also thank members of the philosophy and neuroscience reading group at the University of Toronto, Canada for their invaluable feedback. Conflict of Interest : None declared.


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Cedar Bluff Real Estate
Cedar Bluff is located in Alabama. Cedar Bluff, Alabama has a population of 1,843. Cedar Bluff is more family-centric than the surrounding county with 38.54% of the households containing married families with children. The county average for households married with children is 31.52%.
The median household income in Cedar Bluff, Alabama is $35,257. The median household income for the surrounding county is $36,241 compared to the national median of $53,046. The median age of people living in Cedar Bluff is 35 years.
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The average high temperature in July is 90 degrees, with an average low temperature in January of 29.2 degrees. The average rainfall is approximately 56.4 inches per year, with 2.1 inches of snow per year.
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Wichita Falls is located in Wichita county and has a population of 104,197.
For Texas residents, the average tuition for all Wichita Falls fine arts schools for the 2009 - 2010 school year was $1,200.00. For non-residents, the average tuition for Wichita Falls fine arts schools was $1,920.00.
The average cost of books and supplies for fine arts schools in Wichita Falls is $1,200.00. Students have a choice of one fine arts college in Wichita Falls to attend. In the 2008 - 2009 school year, reportedly 0 students completed fine arts programs in Wichita Falls.


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The tradition of winning and dedication to superior engineering continues with the next generation of RC racing's innovative buggy. Building upon the heritage of the 8IGHT™ buggy, the 8IGHT 3.0 elevates perfection and is poised to dominate the track. Guided by some of racing's top drivers worldwide, the 8IGHT 3.0 buggy was designed to be the superior choice in 1/8-scale off-road buggy racing and a true contender for the world stage.Losi 8IGHT 3.0 Features:
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Chapter & Verse Crosswords and Other Puzzles
By (author) T J Johnson
Format: Paperback / softback
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Chapter & Verse Crosswords and Other Puzzles by T J Johnson
Book DescriptionCrosswords are not a novelty by any means. What makes these Bible based puzzles different is the design that designates a specific chapter and verse for each puzzle. They offer an interesting variation from-but not a replacement for-the ordinary lecture or question and answer discussions of Bible Study. You may want to jump right in and test your Bible knowledge, or, read the background scriptures first, then solve the puzzles. Range of difficulty is easy to intermediate. The process is fun, you measure how much you have retained, and you have an alternative way to study God's Word.T.J. Johnson is a Bible teacher at Bayview Baptist Church in San Diego, California. Her intense desire to involve people in a deeper level of Bible study led her to look for different ways of presenting a lesson and/or facilitating a discussion. She began by writing her own assignments and questions. This inspired her to try crosswords as a way to spark participation and help people retain pertinent facts being discussed. And wow! The class enjoyed the challenge, they had fun answering questions, and this puzzle book series was born!
Buy Chapter & Verse Crosswords and Other Puzzles book by T J Johnson from Australia's Online Bookstore, Boomerang Books.
Book DetailsISBN: 9781604773200
(280mm x 210mm x 5mm)
Pages: 100
Imprint: Xulon Press
Publisher: Xulon Press
Publish Date: 15-Mar-2008
Country of Publication: United States
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Lyrics Depot is your source of lyrics to Wax Wings by Braid. Please check back for more Braid lyrics.
Wax Wings Lyrics
Artist: Braid
Album: Frankie Welfare Boy Age Five
wax wings
on mine fearful flier
unalarmed in gravity's charm
and starter motors hum
ballads of ballasts
am i reaching?
wax wins i surrender
and this makeshift design
will ground me
and without the air's arms
around me
i'll surrender the sky
to your dumb machine
wax wings
prepare for takeoff
with the engine beneath the ribs
and the wind sings
ballads of balance
can you hear me?
wax wins i surrender
and i know that icarus
loves me
and there are no stars
above me
i melt into the sun
Braid Lyrics
Braid Frankie Welfare Boy Age Five Lyrics
More Braid Music Lyrics:
Braid - Do You Love Coffee? Lyrics
Braid - Grand Theft Autumn Lyrics
Braid - Hugs From Boys Lyrics
Braid - I Keep A Diary Lyrics
Braid - Perfect Pitch Lyrics
Braid - Please Drive Faster Lyrics
Braid - Roses In The Car Lyrics
Braid - (Strawberry Ann) Switzerland Lyrics


text:
I AM also known as Tryntje Rapalje-I AM silly over-I AM strangely into-I AM obsessed with-I AM up all nighter-I AM always-I AM never not-I AM happy about-I AM exhilerated in-I AM high as a kite while-I AM starving from-I AM driven insane by-I AM only surviving on-DOING FLICKR!!!!
Anything else about me?? Not much...my name is Tryntje Rapalje, I live in SF, CA
I am Married 43yrs old
Fave camera my D70, fave lens my Tamron 90 1:1
fave group I administer: all the 1on1 groups and t
Find me at: http://farm2.static.flickr.com
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