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Congratulations Tai! A certificate for participating and contributing. This is very well deserved Tai as you confidently share your thinking in class and group discussions, and are always willing to join in all learning opportunities. Well done!
Friday, 23 March 2018
Nickaela | 2018 Winter Olympic games / 5 main points
Professor Stephen Hawking - Jonathan
Today for writing we write a DLO about Stephen Hawking , but sadly professor Stephen Hawking that
pass away last week. So we have created This DLO to show who he was and why he is famous . In this
task we focused on using our own words and attributing images . And other created google sides but I did
google drawing.
Te Pounamu | Making Connections
Today for Making Connections I worked with Chavda. We both had an idea about the Winter Olympics. My colour was red and Chavda's colour was blue. We are both very different because she hasn't played a Winter sport and I have played a Winter sport.
John | Silver Care Award - Attitude
I have created a drawing about Mike Krzyzewski. He was a coach who had never let his team down once. He had inspired me with his truth and honesty words which made me once and a true learner. He is words inspired me but it inspired everyone else who knows Mike Krzyzewski.
Professor Stephen Hawking DLO - Joel
Sadly Professor Stephen Hawking,passed away last week.We have created this DLO to show who was and why he was famous.In this task we focused on using our own words and attributing photo's.
Sky,Viva and me were working on Websites and finding our facts and information.
Posted by Jack at 2:08 pm No comments:
Labels: 2018, Joel, Stephen Hawking
Gold C.A.R.E awards - Enter A Competition - Sanujan
As part of my Excellence and Innovation Gold C.A.R.E awards I have participated and contributed in the Summer Learning Journey. Many schools are part of this competition and there are first, second and third places. There are prizes to be won. Each place has wonderful prizes. This competition was very competitive because lots of people from my school and other school posted lots things on their blog. However I tried my best and managed to get a couple of posts on my blog.
This is one of the activities I completed.
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The latest must have homeware has been taking social media by storm.
Mermaid Cushions.
The cushions are made from a double-sided sequined fabric that allows you to show a different side to create different patterns and looks. When you pass your hand over the sequins they flip and change colour. The easiest way to describe the effect is that it's similar to the way velvet changes when it's been touched. Except the mermaid cushions are better, because it's done with sequins.
The cushions have the ability to be changed every day with a new pattern or word that takes your fancy.
The cushions were brought into light when Dallas-based FOX 4 reporter Steve Noviello stumbled across the sequin cushions why browsing at Nebraska Furniture Mart store.
After discovering how addictive and easy it was to customize the cushions, he and his friend Michael Shippy shared the reversible effect on camera. The video was then shared on Noviello's Facebook page where it has been viewed more than 30 million times and earned tens of thousands of comments.
Despite being amazed by the mermaid cushions, they weren't impressed with the $149.99 price tag for each cushion.
Michael argued 'But you have to realize that it's probably a thousand different pillows in one! So really, pennies on the dollar.'
The comments under the video had a mix of admirers and some admitting flipping the sequins would give them anxiety – especially if they flipped the wrong way. There were also others who weren't impressed with the price.
For the budget-conscious, similar cushions can be purchased on Etsy for $59 US. ($89 AUD)
What do you think? Would you buy a mermaid cushion?

subset: commoncrawl


text: The Friends of Bilbrook put up a stall at this year's Codsall Carnival to raise awareness of who we are and what we do for the community. The Carnival usually draws a big crowd and it's a great opportunity to talk to villagers and hopefully recruit some of them to our cause. We also run a pick a straw game to raise a bit cash for equipment. We were visited by lots of interested people including children and Gavin Williamson MP popped over for a chat. Gavin is a great supporter of our work.


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Millennium Atria Business Bay Hotel selects Sky Bayan Human Resources Management System
07 May
Sky Bayan Human Resources Management system was recently installed at Millennium Atria Business Bay Hotel. The hotel is one of three properties that are managed and developed by Millennium Hotels & Resorts, Middle East and Africa (MEA), one of the fastest growing hotel management companies in the region and Deyaar Development PJSC, one of the UAE's leading property development and real estate services companies.
Bayan HRMS was installed in the pre-opening phase of the hotel in a cluster multi-property mode as to operate the three properties: Atria Business Bay Hotel, Millennium Deyaar Al Barsha and Millennium Apartments Montrose Dubai.
The advanced features, interfaces and reports in Bayan HRMS have created a solid and automatic base to manage all human resources related transactions; this include employee profiles, official documents and alerts. As well, the attendance, vacations and leaves for both; employees and casual employees can now be easily tracked through the advanced Timekeeping interface with HP 3000 device.
In addition, Sun Back office interface was implemented to enable the automatic import of vacation, tickets and indemnity accruals and statistical vouchers.
Finally, Bayan Workflow Management has allowed for an automatic approval cycle for all employee requests, activating the cluster approval cycle which will enable the head office of keeping control of all employee requests in all properties.
This project will be followed by installing Bayan at Millennium Apartments Montrose Dubai In October 2019.


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Legislation to allow gay and lesbian couples to marry in Rhode Island is headed to its first test in the General Assembly.
The House Judiciary Committee is scheduled to vote on the bill Tuesday. The legislation is expected to pass.
The full House of Representatives could take up the bill later in the week if the committee votes to send it to the floor.
Advocates for same-sex marriage say they expect the bill to pass the House but remain less confident about the Senate.
Nine states and the District of Columbia allow same-sex couples to marry. Rhode Island is now the only New England state without same-sex marriage.


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Nutz are the currency of our Twitch channel Sillyand Strange?.
Current Contest: Merchandise designs. 1st place is rewarded 10,000 Nutz! 2nd place is rewarded 5,000 Nutz. 3rd place is rewarded 1,000 Nutz! We need designs that are relevant to The Treehouse! These include designs that will go on Shirts, Hoodies, and Cups!
What are Nutz used for?
1. Bankheists - You can use them to enter bankheists by typing "!bankheist x" in the chat. (X is the amount that you would like to bet.)
2. Drag Races - If a mod or the streamer starts a race, then you can bet on the winner, top 2, or top 3. You can enter it by typing "!dragrace type x y." Type is what type of win you want to bet on (win, top2, top3 are the choices.) X is the amount of Nutz you want to bet and y is the car you think will win (1-8.)
3. Arena - Just like the drag races, an Arena needs to be started by a mod or the streamer. You can join on the arena by typing "!joinarena x." X is how many Nutz you want to bet.
4. Raffles - Sometimes we will have raffles in the channel. This could be over a game giveaway (You must be following the channel and enter the raffle to qualify) or it may be to name a character in a game, or make a decision regarding a game being played.
5. Server Entry - Sometimes we rent a server and play games on it. To be one of the first in line for the server, Nutz can be used to purchase a spot. This way we give something back to the loyal community by letting them game with us!
6. Song Requests - When song requests are turned on, Nutz can be used to requests songs to be played on the channel. Songs can be skipped if the streamer feels like they are racist or demeaning in any way. To request songs type "!requestsong x" in the chat. The X is where you would put the end of a You Tube? song link which usually begins with "v=." DO NOT POST THE ENTIRE URL. Only the end of the URL after the "v=."
Request Cost:
Viewers: 20 Nutz.
VIP Bronze: 6 Nutz.
VIP Silver: 4 Nutz.
VIP Gold: 2 Nutz.
How do I gain more Nutz?
1. Being active - Being in the channel and active in chat is the best way to gain more Nutz. If you were active in chat in the last 20 minutes, you'll gain 1 every 5 minutes.
2. Late from Break - If I am late coming back from my break and the timer says "Aww Nutz!" then a bonus of 100 Nutz is added to everyone in the channel/
3. Contests - Sometimes we hold contests for things like new art for our Merchandise, or ideas for certain things like Minigames. If you win the contests, Nutz are awarded. The amount is determined by the streamer during the contest.
4. Minigames - If you enter minigames and win, you will gain more Nutz, like a gambling system.
5. Raids - Whenever we get raided by someone, we spin the Treehouse Wheel O' Fate. A chance of winning 200 or 1000 Nutz is possible!
The Nut Hut
Nutz (Currency)


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View 2018 Self-Study Report here
Please note that the report is available to Tufts affiliates only.
The following definitions will be used in applying the Standards:
- Must: Indicates a mandatory requirement.
- Should: Indicates the recommended and highly desirable manner in which to attain the Standard.
The college must develop and follow its mission statement.
An accredited college of veterinary medicine must be a part of an institution of higher learning accredited by an organization recognized for that purpose by its country's government. A college may be accredited only when it is a major academic administrative division of the parent institution and is afforded the same recognition, status, and autonomy as other professional colleges in that institution.
The chief executive officer or dean must be a veterinarian, and the officer(s) responsible for the professional, ethical, and academic affairs of the veterinary medical teaching hospital must also be (a) veterinarian(s).
There must be sufficient administrative staff to adequately manage the affairs of the college as appropriate to the enrollment and operation.
Finances must be adequate to sustain the educational programs and mission of the college.
Colleges with non DVM undergraduate degree programs must clearly report finances (expenditures and revenues) specific to those programs separately from finances (expenditures and revenues) dedicated to all other educational programs.
Clinical services, field services, and teaching hospitals must function as instructional resources. Instructional integrity of these resources must take priority over financial self-sufficiency of clinical services operations.
7.3. Standard 3, Physical Facilities and Equipment
All aspects of the physical facilities must provide an appropriate learning environment. Classrooms, teaching laboratories, teaching hospitals, which may include but are not limited to ambulatory/field services vehicles, seminar rooms, and other teaching spaces shall be clean, maintained in good repair, and adequate in number, size, and equipment for the instructional purposes intended and the number of students enrolled.
Administrative and faculty offices, and research laboratories must be sufficient for the needs of the faculty and staff.
An accredited college must maintain an on-campus veterinary teaching hospital(s), or have formal affiliation with one or more off-campus veterinary hospitals used for teaching. Appropriate diagnostic and therapeutic service components, including but not limited to pharmacy, diagnostic imaging, diagnostic support services, isolation facilities, intensive/critical care, ambulatory/field service vehicles, and necropsy facilities must be provided to support the teaching hospital(s) or facilities with operational policies and procedures posted in appropriate places.
Facilities for the housing of animals used for teaching and research shall be sufficient in number, properly constructed, and maintained in a manner consistent with accepted animal welfare standards. Adequate teaching, laboratory, research, and clinical equipment must be available for examination, diagnosis, and treatment of all animals used by the college. Safety of personnel and animals must be assured.
Normal and diseased animals of various domestic and exotic species must be available for instructional purposes, either as clinical patients or provided by the institution. While precise numbers are not specified, in-hospital patients and outpatients including field service/ambulatory and herd health/production medicine programs are required to provide the necessary quantity and quality of clinical instruction.
It is essential that a diverse and sufficient number of surgical and medical patients be available during an on-campus clinical activity for the students' clinical educational experience. Experience can include exposure to clinical education at off-campus sites, provided the college reviews these clinical experiences and educational outcomes. Further, such clinical experiences should occur in a setting that provides access to subject matter experts, reference resources, modern and complete clinical laboratories, advanced diagnostic instrumentation and ready confirmation (including necropsy). Such examples could include a contractual arrangement with nearby practitioners who serve as adjunct faculty members and off-campus field practice centers. The teaching hospital(s) shall provide nursing care and instruction in nursing procedures. A supervised field service and/or ambulatory program must be maintained in which students are offered multiple opportunities to obtain clinical experience under field conditions. Under all situations students must be active participants in the workup of the patient, including physical diagnosis and diagnostic problem oriented decision making.
Medical records must be comprehensive and maintained in an effective retrieval system to efficiently support the teaching, research, and service programs of the college.
Information retrieval, evaluation, and efficient use are essential to veterinary medical education, research, public service, and continuing education. Timely access to information resources and information professionals must be available to students and faculty. The college shall have access to the human, digital, and physical resources for retrieval of relevant veterinary and supporting literature and development of instructional materials.
The number of professional degree students, DVM or equivalent, must be consistent with the resources and the mission of the college.
Colleges should establish post-DVM/VMD programs such as internships, residencies and advanced degrees (e.g., MS, PhD), that complement and strengthen the professional program.
Student support services must be available within the college or university. These must include, but are not limited to, appropriate services to support student wellness and to assist with meeting the academic and personal challenges of the DVM program; support for students with learning or other disabilities; and support of extra-curricular activities relevant to veterinary medicine and professional growth.
In relationship to enrollment, the colleges must provide accurate information for all advertisements regarding the educational program by providing clear and current information for prospective students. Further, printed catalog or electronic information must state the purpose and goals of the program, provide admission requirements and procedures, state degree requirements, present faculty descriptions, clearly state information on tuition and fees along with procedures for withdrawal, give necessary information for financial aid programs, and provide an accurate academic calendar. The information will include national and state requirements for licensure.
Each accredited college must provide a mechanism for students, anonymously if they wish, to offer suggestions, comments, and complaints regarding compliance of the college with the Standards of Accreditation. These materials shall be made available to the Council annually.
The college shall have a well-defined and officially stated admissions policy. The policy shall provide for an Admissions Committee, a majority of whom shall be full-time faculty members. The Committee shall make recommendations regarding the students to be admitted to the professional curriculum upon consideration of applications of candidates who meet the academic and other requirements as defined in the college's formal admission policy.
Subjects for admission shall include those courses prerequisite to the professional program in veterinary medicine, as well as courses that contribute to a broad general education. The goal of preveterinary education shall be to provide a broad base upon which professional education may be built, leading to lifelong learning with continued professional and personal development.
Factors other than academic achievement must be considered for admission criteria.
Faculty numbers and qualifications must be sufficient to deliver the educational program and fulfill the mission of the college. Participation in scholarly activities is an important criterion in evaluating the faculty and the college. The college shall give evidence that it utilizes a well-defined and comprehensive program for the evaluation of professional growth, development, and scholarly activities of the faculty.
Academic positions must offer the security and benefits necessary to maintain stability, continuity, and competence of the faculty. Part-time faculty, residents, and graduate students may supplement the teaching efforts of the full-time permanent faculty if appropriately integrated into the instructional program.
The curriculum shall extend over a period equivalent to a minimum of four academic years, including a minimum of one academic year of hands-on clinical education. The curriculum and educational process should initiate and promote lifelong learning in each professional degree candidate.
The curriculum in veterinary medicine is the purview of the faculty of each college, but must be managed centrally based upon the mission and resources of the college. There must be sufficient flexibility in curriculum planning and management to facilitate timely revisions in response to emerging issues, and advancements in knowledge and technology. The curriculum must be guided by a college curriculum committee. The curriculum as a whole must be reviewed at least every seven (7) years. The majority of the members of the curriculum committee must be full-time faculty. Curriculum evaluations should include the gathering of sufficient qualitative and quantitative information to ensure the curriculum content provides current concepts and principles as well as instructional quality and effectiveness.
The curriculum shall provide:
b. scientific, discipline-based instruction in an orderly and concise manner so that students gain an understanding of normal function, homeostasis, pathophysiology, mechanisms of health/disease, and the natural history and manifestations of important animal diseases, both domestic and foreign.
c. instruction in both the theory and practice of medicine and surgery applicable to a broad range of species. The instruction must include principles and hands-on experiences in physical and laboratory diagnostic methods and interpretation (including diagnostic imaging, diagnostic pathology, and necropsy), disease prevention, biosecurity, therapeutic intervention (including surgery), and patient management and care (including intensive care, emergency medicine and isolation procedures) involving clinical diseases of individual animals and populations. Instruction should emphasize problem solving that results in making and applying medical judgments.
d. instruction in the principles of epidemiology, zoonoses, food safety, the interrelationship of animals and the environment, and the contribution of the veterinarian to the overall public and professional healthcare teams.
e. opportunities for students to learn how to acquire information from clients (e.g. history) and about patients (e.g. medical records), to obtain, store and retrieve such information, and to communicate effectively with clients and colleagues.
f. opportunities throughout the curriculum for students to gain an understanding of professional ethics, influences of different cultures on the delivery of veterinary medical services, delivery of professional services to the public, personal and business finance and management skills; and gain an understanding of the breadth of veterinary medicine, career opportunities and other information about the profession.
g. knowledge, skills, values, attitudes, aptitudes and behaviors necessary to address responsibly the health and well-being of animals in the context of ever-changing societal expectations.
h. fair and equitable assessment of student progress. The grading system for the college must be relevant and applied to all students in a fair and uniform manner.
The college must demonstrate substantial research activities of high quality that integrate with and strengthen the professional program.
Outcomes of the DVM program must be measured, analyzed, and considered to improve the program. Student achievement during the pre-clinical and clinical curriculum and after graduation must be included in outcome assessment. New graduates must have the basic scientific knowledge, skills, and values to provide entry-level health care, independently, at the time of graduation.
The school/college must develop relevant measures and provide evidence that graduating students have attained the following competencies:
The Council on Education expects that 80% or more of each college's graduating senior students sitting for the NAVLE will have passed at the time of graduation.
Students wishing to offer suggestions, comments or voice complaints regarding compliance of the School with the Standards for Accreditation may do so anonymously via this Qualtrics survey. All suggestions, comments and complaints will be made available to the AVMA Council on Education annually.
Veterinary Teaching Hospitals Update: Emergency & Essential Cases Only. Call Ahead. Read More


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This time, we reviewed Grim Fandango Remastered, 3DS sales pass 50 million, and one of writers picked up poop at an airport.
Ours is a noble profession.
Happy reading, and have a great weekend!
Pieces of flair and opinion
- The DeanBeat: Picking up poop and bonding at events that celebrate gaming
- Oculus Super Bowl party could be the future of social sports broadcasting
- 5 Hearthstone cards that desperately need some help
- Read+Watch+Listen: Bonus material for Saints Row: Gat Out of Hell fans
- Windows 10 preview: PC gaming works great, but the Xbox App is full of dead ends
- 'Mythbusters' goes to hell to take on Doom
- Grim Fandango came out at the wrong time — now it's ready for success
- ISIS and gaming: 5 students want to teach about surviving under the militants' heel
- Innovative Bot Colony game pulled — cost $3 million to make but only sold $10,000
- Sega will shut down its once legendary San Francisco office
- Industrial Toys launches its Midnight Rises digital graphic novel
- Battlefield: Hardline open beta starts next week
- Alibaba invests $10M in struggling Ouya amid rumors the Chinese megacorp is making its own console
- Lego's making Jurassic Park and Avengers games
- Nintendo updates Super Smash Bros. for Wii U with 15 more 8-player stages
- Xbox Live down for many on Xbox One
- Frogmind unveils Badland: Game of the Year Edition for consoles and PC
- Hats equal money: 1,500 Steam community creators have earned more than $57M making items
- EA stock price surges as Wall Street falls in love with its PS4, Xbox One sales and more
- Spotify is coming to PlayStation soon, as Sony pulls the plug on its own music-streaming service
- Dragon's Dogma Online will be three times bigger than Dragon's Dogma
- Nintendo nets profit again as it surpasses 50M 3DSes shipped
- SimCity BuildIt, FIFA, and EA Access lead Electronic Arts to record digital revenues
- EA was No. 1 publisher on Xbox One, PS4 in 2014 as Dragon Age: Inquisition sets record for BioWare
- Sony suggests fix for Grim Fandango download problems — but it's not helping everyone
- Xbox One Call of Duty: Advance Warfare players encounter problems with the Havoc expansion
- Why London's game industry is so strong — and it still needs a startup accelerator
- Here's how to get the latest Xbox One controller update
- The most controversial card in Hearthstone is getting a 'balance change'
- World of Warcraft's next patch adds selfies
- Dragon's Dogma Online revealed — free-to-play on PS4, PS3, and PC in Japan
- Minecraft is building blocky stacks of cash for Microsoft
- Microsoft shipped — but didn't sell — 6.6M Xboxes during its fiscal Q2
- Feminist Frequency's Anita Sarkeesian's next videos examine masculinity and strong women in games
- $250,000 prize fund for latest Counter-Strike: Global Offensive e-sports tournament
- Shinra starts 'supercomputer cloud gaming' test in Japan with Final Fantasy VII
Mobile and social
- Frank Gibeau explains how EA Mobile generated almost $500M in revenue in 2014
- Knight Foundation ponies up $3M for projects that 'leverage libraries as a platform'
- Mobile-advertising data company Fiksu introduces new products to help marketers
- Marvel: Contest of Champions developer Kabam's $400M in revenue for 2014 is another record year
- The Sandbox adds Robert Kirkman's Invincible superheroes
- Live-Bet sports app lets you bet on the next play in a football game
- AppLift unveils DataLift to automate user acquisition
- Disney Infinity Toy Box 2.0 mobile app debuts on iOS
- 2K launches Evolve: Hunters Quest companion app
- Gameloft's full-year mobile gaming revenue hits $256M
- Ucool to launch Super Bowl ad for Heroes Charge mobile game
- I Am Bread will make your yeasty dreams come true on iOS
- Google Play's download dominance over Apple grew in 2014
- Fingerprint acquires kids' mobile game companies Scribble Press and Cognitive Kid
- Loyalty rewards company Lootsie raises $3.5M in seed funding
- You're spending more time playing mobile games than ever before
- What the hell is a midcore? The 11 terms every mobile gamer & developer need to know
- App downloads soared in December — but so did marketing costs
- Mobile game maker Animoca Brands finally goes public in Australia
Previews and interviews
- Civilization IV's lead designer wants you to financially ruin your enemies
- The Witcher 3's open world is an open invitation
- Even the smallest choices matter in Life is Strange (preview)
- Wooga chief says mobile gaming is separating into winners and losers (interview)
- Star Wars: Battle Pod arcade game drops players in front of a dome for full immersion


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Journal for the Evangelical Study of the Old Testament (JESOT) is a peer-reviewed journal devoted to the academic and evangelical study of the Old Testament. The journal seeks to fill a need in academia by providing a venue for high-level scholarship on the Old Testament from an evangelical standpoint. Visit the official website for more information.
|Vol. 1 - (2012 - )


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Digital continues to change the shape of vehicle retail. The traditional car shopping experience is evolving as consumers focus on taking advantage of the latest technologies to shorten the overall process. Potential customers are well informed, even when they may not be actively considering a purchase. So, the industry's focus is now much more customer centric, as the traditional sales funnel may have outlived its utility.
For manufacturers and dealers, success in the future can come through the adoption of innovative mobile and digital technologies. Through such technologies, the automotive retail industry can provide efficiency levels that consumers get while shopping for other services and goods.
Studies have shown that dealers and manufacturers who have invested in mobile technologies, digital advertising and digital retailing to offer a better online to in-store journey to consumers have achieved better profitability and customer engagement. For example, research has shown that Enterprise Mobile Apps those who have integrated mobile apps in their operations have achieved higher customer satisfaction and sales.
For manufacturers
If you look at the trends in automotive retail, manufacturers have traditionally had dealers as the local representatives of their brands. The dealerships are generally run by business partners who are influential in the market. They can create and run tactical initiatives to provide sales and service to customers as they understand the industry. However, this reliance on dealers has distanced manufacturers to some extent from customers over a period of time.
- Better tracking of customer interactions: In the digital era, manufacturers can track the interactions and transactions between dealers and customers through modern technology. Manufacturers can monitor the customer experience quality, service levels and inventory at dealerships through such technology and help dealers and, in turn, themselves operate more profitably.
- Online sales improvement: Online sales are an area where manufacturers stand to gain directly. According to a recent study by Frost & Sullivan, nearly 5% of all cars are likely to be sold online by the year 2020. Several manufacturers have begun to sell their cars online, while using dealerships as a backup.
- Proactive service using modern technology: The coming of digital has meant that the cost of software and electronics content in automobiles has gone up substantially. Besides new infotainment features, telematics features that include a number of semi-autonomous aids for driving and sensor-based reporting on car usage and maintenance are now available. Manufacturers and dealers can offer proactive and more convenient service. For example, they can alert car owners to repairs or maintenance coming up.
- More vehicle and customer data through digital technology: Most manufacturers are focused on collecting vehicle and customer data through digital technology and putting it to use. They may have to collaborate with experts and suppliers outside the traditional auto industry for that. They may even have to support and nurture software and hardware companies that can innovate technologically.
For dealers
With growth in the industry, dealerships grew into multi-outlet and multi-brand models. In Europe, the automotive franchise market's deregulation facilitated this. In emerging economies, this is an up-and-coming trend that is accelerating quickly. The need to offer buyers more service options, balanced portfolios, aggregate buying power and benefit from economies of scale drove this.
This was followed by the entrance of Lean principles, which had traditionally been restricted to manufacturing, into customer management. Firms began to remove capacity bottlenecks to obtain higher asset returns. Dealers tried to provide deliveries on time and to manage warehouses and parts to bring vehicle downtimes to minimal levels, to enhance service levels.
Dealership groups then began to evolve with the easing of regulatory norms in many countries. Several undertook global expansion, leveraging opportunities not only through their relationships with manufacturers but also through taking their advanced customer management systems and processes to new markets. This also marked the emerging of manufacturer sponsored or owned retail groups, along with multi-brand groups of dealers.
Globalization of dealerships led to a consolidation phases as many of the traditional dealerships were not able to withstand the competition that global dealerships offered. The global dealer groups acquired firms for new market access or for different product portfolios.
Digital dealerships
With the narrowing of differentiation between players, a new source of competitive advantage was required. Digital provided this in the form of emerging technologies. Automotive retail has been able to explore new differentiation opportunities and new business models as a result of the impact of converging technologies such as social media, big data, mobility and cloud computing.
- Dealers have to analyze websites and social media more closely: Dealers used to be the primary information source on services and products for customers. They took care of a substantial part of the brand experience. With the digitization of automotive retail, it has become essential for dealers to pay more attention to management and analyses of websites and social media.
- Digital technology in dealerships: Dealerships are now a confluence of digital visual elements, digital business processes, digital marketing and digital channels. The visual elements include digital signage, video walls, augmented reality and touch kiosks. The digital business processes leverage cloud computing, social media, big data and mobility.
- Improved customer experience through digital technology: Digital dealerships can offer customers the opportunity to explore car specifications in augmented reality through Google Glass, use touch surface devices to configure features or print brochures and even go on a virtual test drive.
- Improved staff efficiency and productivity through digital technology: The staff at digital dealerships may use tablets or iPads with customized apps to make it easier for them find data and to finalize sales.
- Better technology for customer care and data management: Dealers have to invest in technologies for customer care and data management to make buying more pleasing, efficient and faster for consumers. Like other retailers, they have to invest in their online capabilities. They can use apps and life cycle software for vehicles to nurture a continuous connection with customers.
For customers
Customers are becoming more and more well informed and their decision making process begins much earlier than they reach a dealership. They prefer to remotely connect before a visit and may not buy from a dealer in their area of work or residence.
- Online research before purchase: Before the Internet, people used to visit a number of dealerships to see what deals were available. Now, according to recent research, customers visit no more than 2 dealerships before they make a purchase. They do most of their 'shopping' online before they head out to a dealership.
- Uniform brand experience expected: Customers expect the kind of uniform brand experience that is delivered by other industries such as consumer goods. They are moving towards eCommerce development for various services and goods and have come to expect transaction channels of a similar nature in automotive retail. This has led to centralization of customer care centers and enabled two way sharing of information, which is essential for delivering a better customer experience.
Customer clubs
For many years, iconic brands have had self-managed and independent customer clubs. In the digital era, however, even mass brands are creating communities through social media to create real life experiences through virtual associations. The experiences have to be customized for particular target segments. For examples, those who own all-wheel drive sports utility vehicles can participate in off-road challenges.
Since interface in the real world improves advocacy and loyalty levels, successful clubs can help to promote products. Besides social media, analytics, big data and mobility can be put to effective use for this kind of customer connect. Customers can provide inputs for new car designs, service improvements, besides general feedback, through such clubs.
However, customers are wary of interference by marketing and manufacturers or dealers should not explicitly push their sales agendas. Clubs do well as customers get hobby or interest and social value from them. Manufacturers or dealers can generate customer data and enrich the profiles by analyzing customer information.
For providers of related services
Roadside assistance services, consumer data collection, insurance, market research, financing and leasing are among the areas related to automotive retail where there are a number of service players. Many manufacturers and dealers have expanded, through their subsidiaries, into these service areas in many regions. This requires transparency across the manufacturer, the dealer and any subsidiaries, to derive value from each sale.
On the other hand, there are dedicated service providers in many countries due to the investment appetite and regulatory norms. It is critical for manufacturers or dealers to collaborate with these players so that they can provide one-stop shop services even to customers who want to choose, say, their insurance and financial service providers on their own.
In the digital world of today, automotive retail is not confined to a manufacturer or dealer's territory, products and brands or customers in any geographic location. Automotive retail is becoming customer centric and the business silos that dealers, manufacturers and service providers traditionally worked in are disappearing fast. The future of automotive retail involves successful integration throughout the value chain to cater to a well-connected and informed customer.
The way to success in digital automotive retail is through a seamless information flow between the manufacturer's and dealer's systems, the interface protocol, the underlying infrastructure and the scalability of all of them.
What are your views on digital disruption in automotive retail? Have you had any applications or other software development for your dealership or car making company? Please share with us in the comments section below.


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Choral and Organ Scholarships
Somerville College choir is highly regarded within the University, and each year, scholarships are awarded to talented singers and organists to join the musical set-up in the college.
Somerville offers around five Choral Scholarships each year to applicants wishing to read any subject at Somerville, and for voice types: sopranos, altos, contraltos, tenors, and basses. The Choir performs each Sunday evening during term time, and has a rehearsal on Thursday evening. There are frequent other performances, both in College and abroad. Choral Scholars are expected to be leaders of the choir, both musically and socially, and in return receive generous funding for singing lessons, frequent solo opportunities, and regular free meals.
Organ Scholars at Somerville are provided with generous funding for organ and conducting lessons, and are guaranteed rooms in College for the duration of their course. Whilst the primary function of the Organ Scholar is to play the organ and accompany the choir in rehearsals and performances, there are opportunities to sing with the choir, direct the choir, and encounter orchestral conducting. All depends on the priorities of each Organ Scholar.
For more information on applying for a Choral or Organ Scholarship, please visit the following part of the University admissions website.
If you are interested in applying for a Choral or Organ Scholarship at Somerville, please contact the College's Director of Chapel Music, Will Dawes, who is very happy to meet with interested parties at any convenient time.


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For an appointment or more information, please email firstname.lastname@example.com
Please take a few minutes before your visit to our office to review and fill out the appropriate information on the PDF forms below. This will help the Blue Turtle Dental team give the highest quality dental care, and also ensures you are seen on time at your visit. You may download the forms, print and complete them prior to your visit at our Palo Alto dental office:


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Melody's Addiction will be selling at the Brooklyn Flea on the following dates:
Sat Oct 9
Sat Oct 16
Sat Nov 6
Sat Nov 13
The Flea features hundreds of top vendors of antique and repurposed furniture, vintage clothing, collectibles and antiques, as well as new jewelry, art and crafts by local artisans and designers, plus delicious fresh food. There is a complete list of regular vendors here. The Flea is located in the schoolyard at
176 Lafayette Ave (btw. Clermont + Vanderbilt Ave.) in Fort Greene, Brooklyn.


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Wrestling with God
"And He said, 'Your name shall no longer be called Jacob, but Israel; for you have struggled with God and with men, and have prevailed." - (Genesis 32:28)
When we read in the Bible about the great men of God we find that they all seem to have deep experiences with God. The details of their experiences vary greatly but the results are very similar.
Jacob wrestled all night with an angel. The angel forced Jacob to look up and wrestle his way through to God. Then the angel forced Jacob to look in and confess that he was a rascal who lived up to his name. The name "Jacob" meant "Grabber." He was a mover, shaker, doer kind of man who was always running and would not stand still long enough for God to place a blessing upon him.
God could not get Jacob to wait on his Lord. He had to cripple him so He might crown him with His blessing. We might call it: "The cripple crown blessing of God." When a man is crippled what else can he do but wait?
When God won the wrestling match He pronounced a blessing upon this man – the one quoted above from the book of Genesis. By changing his name to "Israel" God declared that Jacob was a fighter. He had fought his way through to his God and confessed to what he saw when he looked in. He was then ready to look around and fight through his relationships with people.
Are you a spiritual fighter? Have you fought all the way through your up look to God? Have you won the battle when you look in? Are you winning the battle when you look around and work out all your relationships?
Give MBC to developing nations
Do you love The Mini Bible College by Dick Woodward? We do, too! That's why ICM has translated MBC into more than 40 languages and distributes it for free to church leaders, pastors and small groups all over the world.


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Toddler Reveals, "I Used To Be A Black Woman" In A Past Life
An Ohio boy revealed a remarkable claim to his parents that he lived a past life as a woman who suffered a horrific death.
Erika Ruehlman said her young son Luke was seemingly obsessed with safety, which she initially thought was nothing but a childhood quirk.
Ruehlman told Fox8 News, "Very cautious about, like, crossing the street – anything that might be hot or dangerous or high."
Soon, Luke began to show a fixation with the name Pam, and would make comments to his mother about previously being a woman.
"He used to say, 'When I was a girl, I had black hair', or he would say, 'I used to have earrings like that when I was a girl,'" she said.
Ruehlman said she finally, at one point, asked her son just why he was so fixated on the name Pam.
"I was like, ' Who is Pam ' out of frustration, and that's when he turned to me and looked at me and said, 'Well, I was.' And I was like, ' What do you mean you were? '" she recounted. "And he said, ' Well, I used to be, but I died. I went up to heaven, and I saw God, and he pushed me back down and when I woke up, I was a baby and you named me Luke. '"
Ruehlman told Fox8 News she was stunned. She began asking her son for more information on his supposed past life.
"I decided to go ahead and ask him further – ' Do you remember how you died? ' And he looked right at me and said, ' Well, yeah. It was a fire. ' And then he made like, a motion with his hand. Like he was jumping off a building," Ruehlman said.
According to Ruehlman, Luke said that he lived his past life in Chicago as an African-American woman. His mother became intrigued, and began searching the Internet for any information that could potentially backup Luke story. That's when she came across the Paxton Hotel.
The Paxton Hotel was a residential building in a mostly African-American Chicago neighborhood that caught fire in 1993, killing 19 people. One of those people? A woman named Pamela Robinson.
"Pam had jumped out of a window to her death. I was really kind of weirded out by it at this point," Ruehlman said. "I printed out a picture of Pam, and we put it on a sheet of paper with a bunch of fake pictures. I didn't really think that he was going to pick the right one."
Remarkably, Luke pointed to the correct picture.
As time went on, Luke began to let go of Pam and soon stop talking about her altogether. "It's like he got it all out and was finished – and he had nothing more to say about it," Ruehlman said.
Although Luke has moved on from his past life memories, Ruehlman said she and her family continue to share their story with anyone they can, spreading a message they believe is important.
"It's a positive one. It's one of unification. It's one of love," she said. "I think it tells us that we shouldn't define the soul by race or gender. Out of the mouth of babes."


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Yesterday I was inspired by blog posts on www.artofschmidt.com to think about why I draw. I'm not intending this post to be an artist's statement, but simply a general reflection and self-exploration.
Why I Draw
For me, there is pleasure in looking at something and being able to recreate it on the page. Drawing is one of the only things that I can do for hours and feel like only minutes have passed. I have always tended toward realism, or capturing a scene the way it would appear in a photograph. But lately I am learning that even if a work doesn't turn out exactly the way it "should have," that is ultimately the distinct mark of the particular artist, based on what she saw, how she wanted (or was able) to put it down on paper, and the subject, shadow, texture, and color choices she made.
Why I Draw With What I Draw With
If I'm being perfectly honest, I draw with pencil and charcoal because it is erasable. I have come to deeply enjoy not just working on a drawing, but reworking it, sometimes over and over again. But one of the big elements that factors into the equation is fear. Fear of making a mistake, of not being able to erase it. Fear of imperfection. But lately I have been determined to face these fears (in art and in life). That is one reason that I ventured into using colored pencils. I waited so long because I thought I didn't know how to use and mix colors, and wouldn't be able to create realistic art. But so far I'm happy with what I've been able to do using color. I didn't know it at first, but colored pencil takes a very long time and therefore requires a lot of patience. My first reaction when I realized that was frustration. But then I thought, "This is good for me. I could use some patience." I plan to try other materials as well that I think I don't like or am afraid of, such as ink and paint.
Why I Draw What I Draw
This is the area that requires the most thought for me. I suppose it is valid to say that I choose subjects based on interesting shapes and shadows, things I began to look for in everything when I was taking art classes, and that I can envision on the page even before I begin. But beyond that, there has been a shallowness to what I draw in the sense that I draw things that look nice or interesting, but have no real significance to me. I sometimes draw from personal photographs, and that does add a layer of meaning. But as far as artistic vision goes, I don't really have one yet. I am starting to believe that most of what I have been drawing has been practice (hopefully) for something bigger to come…
I need to think about why someone would connect with my drawings, besides them being "good" or pretty or realistic. I want my art to convey feeling and energy. I want to draw for a reason.
I will continue to reflect on this topic and I hope that what I learn will begin to be visible in my work.
Wedding Hand, charcoal on mixed media paper, 2017 (11×14)


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Session 3 of Farm Camp will run from 9:00 am - 3:00 pm on Monday, July 15 - Friday, July 19.
Farm in the Garden Camp provides time, space, and guidance for children to engage in purposeful play in an energizing and kind garden community. Their time in the garden will be spent caring for the plants and animals that sustain us and making good use of the harvest. They will plant seedlings, make cheese, collect eggs, bake quiches from scratch, and walk goats among many other hands-on, exciting farm and garden activities. At Farm in the Garden Camp, participants are invited to be part of a community that is committed to educating and inspiring others. We hope to see you this summer!
For more information, including pricing, financial aid, age-group descriptions, and sample camp schedule, click here.
You will be leaving BBG's site to register for Farm Camp.
Please do not use your browser's back arrow during registration as your progress will be lost. Instead, use the "Back" and "Continue" buttons that will appear at the bottom of your screen.
A note to members: Select your session of choice at full-price. In a later step, you will be provided a coupon code in order to activate the member prices detailed above.


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Summer Stripes to Dream of Vacation
Summer's here and it arrives with a whole new set of trends and patterns that you should make sure to get right. If you take a look at the runways, you might be taken by surprise by all the stripes that you will find there.
For some reason this summer seems to be characterized by these patterns. Naturally there are some advantages and disadvantages of the striped clothes.
The advantage is that there is no easier way to combine different colors to create stripes of these kinds. The most popular colors seem to be yellow, orange, pink and red. There are also some other characteristics that you shouldn't forget about. You might see that in the majority of the cases there aren't stripes on the entire piece of clothing – just on a certain portion.
Also there is a width that the majority of the designers seem to prefer that isn't too thin or too wide. One of the disadvantages that are easy to recognize is that the stripes are horizontal.
You can be sure that these clothes will look perfect on the models on the runways, but in case of real women who might have more than just skin and bones, these stripes could accentuate the little belly that they have.
Maybe it takes more than just a little belly to have problems, but the point is that there are a lot of women for whom these kinds of clothes aren't advantageous. Nonetheless the overall look of them is really fresh and because of the colors that have been used they are just perfect for the summer time.
You could find shirts, dresses, trousers, jackets and so on. The surprising thing is that the power of stripes doesn't end here; in order to make sure that everything matches regarding your clothing, the big designer houses including Prada also offered accessories that come with stripes.
You should get a purse that looks just like the dress that you have bought to be sure that there is coherence in your style.
Skirts also come with stripes, and although in some cases it could be really good to wear such skirts. In case you aren't really satisfied with the looks of your behind, you might want to avoid them. It isn't certain that the skirt will make it look bigger, but probably it will have a negative effect on the self-confidence that you have.
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Something wetter than the mermaid parade might be coming to Coney Island.
Zamperla, the Italian company that operates the tilt-a-whirls and roller coasters of Luna Park, are looking to build a water park on five parcels of land from Surf Avenue to the Boardwalk, according to the Brooklyn Daily.
This stretch of land was once home to the Thunderbolt, a wooden roller coaster in the 1920s to the 1980s, reincarnated as a spanking new steel loop-dee-loop slated to open on May 22, also operated by Zamperla.
"It's in the very primary stages, we don't want to mention anything yet," Valerio Ferrari, president of Zamperla's Central Amusements International, told the paper.
CEO Alberto Zamperla said that he is negotiating with Jasmine Bullard, daughter of late Surf Avenue property owner Horace Bullard.
The caveat is whether the state won't pour cold water on the project, as it has done in the past. In 2011, plans to install inflatable water slides fell through when its proponent, Party Magic USA, couldn't get permits from the State Department of Environmental Conservation.
Ian Fried of the New York City Economic Development Corporation, which broke ground on the new Thunderbolt as part of its $150 million revitalization plan for Coney Island, told the Observer that they are not involved in the creation of the water park. He even said that "the new Thunderbolt, not a water park, is being built on the site of the old Thunderbolt."


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Donate Your Zines
The Bingham Center's zine collection began with a gift from Sarah Dyer and has grown as other collectors have donated their personal zine archives. If you have women's zines of your own — from a few issues of a zine you wrote to a large (or small!) collection you've amassed over the years — we'd love to add them to our holdings. A few male-authored zines may be found in larger collections, but our policy is to collect zines created by women and woman-identified people.
Our zines are housed in archival boxes and folders where they will be safe for generations to come, but the zines don't just sit on our shelves — they are frequently used by undergraduate students and faculty at Duke, researchers from across the country, and people who just want to spend an afternoon reading zines. If you are interested in donating your zines, please contact us.
Read Sarah Dyer's essay about why she donated her zine collection to the Bingham Center.
Read more about donating materials to the Sallie Bingham Center for Women's History and Culture.


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Linn's Hawaiian Sportswear Playsuit
This amazing Hawaiian sportswear playsuit includes a romper and skirt so you can wear it two ways! Features a mandarin collar, v neck, button front with hook and eye at the waist, and original shoulder pads. The romper is cut in classic 40s style with shorts that flare out from the hip. Wear it with the skirt and its an incredible dress! Skirt has 3 coconut buttons for closure and tiny gathers beneath the waist band, cut in an a line shape in super soft and flowy rayon. Perfect for sipping tropical drinks and enjoying the ocean breeze!
fits like: xs
bust: 33"
nape to waist: 15.5"
waist: 24"
waist to crotch: 13.5"
shorts inseam: 3.5"
hip: 36"
skirt length: 27"
color: true red, black, white
material: rayon
label: Linn's Hawaiian Sportswear
circa: 1940s
condition: excellent
sku: V255
Questions? Contact us at email@example.com
Sizing & Condition Guide
Measurements are taken flat across the bust, waist and hip then doubled. Allow at least an inch over your body measurements for comfort and fit. For best results measure a well fitting garment of your own that is similar in style and cut to compare sizing.
mint: as new, with no flaws or wear, may be new old stock, or with original tags
excellent: used with no noticeable flaws
very good : used with minor flaws, no repairs needed.
good: visible wear. minor flaws and/or optional repairs needed. may have been repaired well
fair: numerous flaws, repairs needed, fragile
poor: extensive damage, for display or study only
Shipping costs are not included in the sale price. We will calculate shipping based on your zip code provided and include that in your invoice.
All shipping is ground service unless otherwise requested. We typically ship items in 1-2 business days.


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What are the eligibility criteria for Part-Time: Certificate Programme in Effective English Speaking to seek admission under Annamalai University – Directorate of Distance Education???
The Directorate of Distance Education established in 1979 under Annamalai University. It now offers more than five hundred and one different programmes of study. All the programmes of study offered by the Directorate of Distance Education have the approval of the Distance Education Council, New Delhi.
Faculty of Fine Arts
Faculty of Agriculture
Faculty of Marine Sciences
Faculty of Medicine
Faculty of Dentistry
Faculty of Arts
Faculty of Science
Faculty of Indian Languages
Faculty of Engineering and Technology
Faculty of Education
Part-Time: Certificate Programme in Effective English Speaking
Duration: Six Weeks (Five days in a week at two hours per day).
Eligibility for Admission:
You must be Graduate in any stream
You should be Pre-final and Final year under graduate student of this University
You must be Diploma holders in Engineering
Annamalai University
College Rd, Annamalai Nagar,
Tamil Nadu, 608002
04144 238 796


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Monthly Studio Report: July 2018
Welcome to the Cloud Imperium Games Monthly Studio Report for July. This month, the team patched Star Citizen Alpha 3.2, pushed forward on Squadron 42, and continued developing systems, ships, and features for future releases.
Let's explore the details…
Los Angeles
This month, the U.S. Vehicle Feature Team focused their efforts on fixing turret bugs and making improvements to the Alpha 3.2.1 patch. After it went live, they reviewed turret feedback and began working on additional improvements for the upcoming 3.3 release.
They also continued their work on Ping & Scanning, including moving the scanning infrastructure over to the servers, generating signals via blackbox entities, and implementing the various information that will be provided by transponders.
The Art, Design, and Tech Art Teams worked together to push the Consolidated Outland Mustang and Tumbril Cyclone variants through the greybox stages. Design and Tech Art worked on the final stage of the RSI Constellation Phoenix, and the Mustang's landing gear compression was also completed. Tech Art also completed their greybox pass of the Anvil F8 Lightning and supported the mining animations used on the MISC Prospector. The teams collaborated with Animation on R&D and test cases for sequenced animations in vehicles, which will allow greater flexibility for future enter, exit, and cockpit animations.
In early August, the Art Team will move onto the first stages of the Anvil Hawk.
To support the 3.2.1 patch, the Gameplay Feature Team spent the first week of the month fixing Group System bugs on both the code and UI fronts. After the patch, the team continued to work on the next iteration of the Group System for Alpha 3.3.
Finally, they focused on removing some of the legacy systems, updating the three-pane mobiGlas chat widget, and setting up the chat to come from a new backend service.
The Narrative Team began July with an episode of Loremaker's Guide to the Galaxy about the Cano system. They wrote a Discovered piece about an archaeologist using a Vulture to salvage and explore a debris field, and delivered the July 2948 Shubin employee newsletter filled with tidbits about the company's past and hope for the future. A history of the Imperial Cartography Center and the third episode of The Knowledge of Good and Evil also became available for all to read.
Subscribers received an exclusive Galactic Guide on the long-lost Oretain system, while July's Jump Point covered the Drake Vulture, improved combat AI, and the mysterious Vasli fragment. And to top it all off, Jared honored the team by inviting them to appear on a very special RTV to play a spot of Alpha 3.2.1 and answer narrative questions.
Subscribers received an exclusive Galactic Guide on the long-lost Oretain system, while July's Jump Point covered the Drake Vulture, improved combat AI, and the mysterious Vasli fragment. And to top it all off, Jared honored the team by inviting them to appear on a very special RTV to play a spot of Alpha 3.2.1 and answer narrative questions.
The team tackled details about the moons of Hurston and ArcCorp, worked on mission giver design briefs, and fleshed out the Bartender and Patron line sets. They worked with the Character Team on Hurston Security loadouts and the System Design Team on Security behaviours and NPC placement. There were several syncs with the Live Design team focusing on expanded mission content for Alpha 3.3. Team leads participated in multiple reviews for Squadron 42 (S42) and the Persistent Universe (PU). They wrote some fun new marketing material, including the lore behind the successful Astromedics vid series that was tied to the RSI Apollo. Finally, work continued behind the scenes on the Galactapedia that will be shared further down the road.
The Character Art Team diligently worked on new Hair and Head tech, which will improve the appearance of current characters and revise some core tools used in the character wearables tech setup process. The team worked on the Hurston clothing collection, Virgil TrueDef Pro Armor, and reworked the Odyssey Flightsuit. Alongside the new content, material variants will be made to help fill out the NPCs found on Hurston. Plus, progress was made on a variety of Squadron 42 costumes.
Throughout July, the Design Team further experimented with how to make a bar feel like a living breathing environment, instead of static NPCs serving and consuming drinks. The intent was to give the bartender and others enough character, life, and flexibility so that they can deal with multiple patrons at once, including the player, while looking as lively and realistic as possible. They also began building out the AI logic in Subsumption, started rounds of feedback with Tony Zurovec, and worked with the Narrative Team to get lines written for the Bartender and Bar Patron characters. The aim is to get these lines, along with the placeholder animations provided by the ATX Animation Team, added into the game for internal review soon.
In an effort to allow the economic status of resources effect pricing, the team is constructing recipes for items so that, as the price of resources fluctuates, the players will be able to see a noticeable difference in the pricing of items. The change won't be instant but will develop over time and can be influenced by the player base.
Work is also happening on getting the ship rental shop working in the PU to coincide with the ability to rent ships. Work on additional layouts for Truck Stops will lend a bit more variety to the shops that players will encounter when traveling to far-away locations.
On top of all this, the team took a moment to review how their data is structured and are finding ways to make things more efficient and organized for ease of use in the future.
The Animation Team continues to research and develop animations for the PU's female character. Very different animations are needed when the character sits in a ship versus moving around in the 'verse, but progress is being made and the fidelity of female animations are getting closer to those of the male characters.
Placeholder block-out animations were sent to the ATX Design Team for the Bartender character to help them see the results of some of the AI R&D they were working on.
Alongside this, they continued to move several characters through the various stages of the pipeline, such as mission givers like Constantine Hurston, Clovus Darneely, and a new character of interest, Tecia Pacheco.
On the Ship side, animations were completed for the new Tumbril Cyclone variants. Specifically, the turret operator animations were reworked and polished.
The Ship Team is deep in the concept phase of the 300i re-work and are currently fleshing out the new shape along with integrating many of the 'wish list' features that have been accumulating over the last few years, including new cargo options. They recently showed off the first round of concepts on ATV, with the community generally feeding back positively. However, a few concerns were voiced about the new design, which the team will be taking into consideration for the next and final round of concept presentation.
The final pass of the Constellation Phoenix's modeling and lighting is currently underway. When finished, the team will move onto the final flight prep setup and polishing tasks. Then, they'll create the LODs to complete the art pass for the Phoenix.
This month, the Backend Services team finished up support for 3.2.1 by fixing some critical bugs that were discovered after 3.2.0 went live. Specifically, they rectified issues with currency and fixed a bug that prevented the player from purchasing items from shops and inventories.
They also continued efforts to create Services using the new Ooz/Diffusion framework. This is part of the refactoring of the Persistence Cache to make it more scalable. Another accomplishment this month was finishing up the new Entitlement Processor service, which is far more robust and efficient than the legacy solution. The legacy Friends Service was also written into this new framework.
The other Services created so far are:
- Character service: provides an API for character specific runtime and persistent data.
- Wallet service: responsible for managing player currencies.
- Item Loadout Service: manages player or ship default and custom loadouts.
- Insurance service: manages all insurance claims.
Dev Ops have been supporting the additional publishes related to 3.2 this month while also making great progress on the various feature stream enhancements to the build system.
"One of the most satisfying aspects of our publishing effort is to see the new gameplay features showing up on the various live streams and we've been enjoying many of those." – Dev Ops
They've also worked very closely with the feature teams to add more gameplay analytics to help track game performance and resource consumption on a regional level, as well as on the individual game servers themselves. This additional data will help them tune server density to deliver the best possible compute and memory performance.
Feature stream work progressed this month as well. This project breaks source control branches down to the individual feature level to help the developers work more independently without potential conflict. This effort was well received by the devs and will be expanded. However, it was not without challenges, as these streams create an additional load on the build system and storage subsystems. The team worked through most of these issues and are now closing in on the final details that will allow them to scale the build system much wider than its current capability.
The Player Relations team helped wrap up 3.2.1 this month. This is the second such quarterly release, and the team is really hitting their stride with the new publishing cycle. They also wrapped up the Live Release Production Summit in Austin, Texas which dealt with subjects such as improving the publishing process and how the team can grow the Evocati volunteer group for future releases.
"We'd like to point all players to our growing Knowledge Base, which has over 100 articles and has seen almost 100,000 visitors since its inception. We will continue to grow this by adding new 'How To' articles, patch notes, and live service notifications here as well as on Spectrum.
As always, we'd like to remind and encourage everyone to continue to use the Issue Council to help us triage and rate bugs and functionality. We'll use that data to prioritize for future updates, plus your IC participation will make you eligible to get into earlier PTU waves." – Player Relations Team
Last month 3.2 and 3.2.1 went live. For the QA team, this included publishing checklists for build testing and testing patches in the PTU, along with testing all the fixes as they were implemented.
On the Game side, they moved back to their internal dev stream and started testing the initial implementation of Object Container Streaming. They also shifted focus slightly to make sure all test plans and QA processes are updated and ready as more Object Container Streaming testing comes online.
On the Leadership side, it's been business as usual with focus on coordinating testing priorities with their QA counterparts in LA, UK, and DE.
Wilmslow & Derby
The Graphics Team completed the work required to make the renderer ready for Object Container Streaming. In addition, the team made the new surface shaders more efficient and easier to use, maintain, and improve. You'll see the benefits from these updated shaders as the artists transition to them in Alpha 3.3 and 3.4.
They also improved the room culling system to allow for more complex level setups of rooms within rooms, which had previously resulted in rendering the entirety of the smaller room. This new feature allows the Art Team to build more elaborate interiors in both Squadron 42 and the PU with improved performance. The next focus will be on features to enhance the quality of lighting in and around gas clouds and large interior spaces where large lights would normally result in very low shadow resolution.
The UI Team further developed the RTT item preview system that allows for a generalized method of displaying one or more 3D items anywhere in the UI as part of a scrolling list component. This works on things like kiosks, mobiGlas, MFDs, etc.
The team implemented the necessary changes to support renting ships and items through the Electronic Access customization menus and worked on the UI design for the Spectrum app in the mobiGlas.
They also collaborated with the Design Team to pre-visualize what approaching a no-fly zone might look like to the player. Work continued with the Environment and Narrative Team on crafting propaganda posters and signage for Lorville.
They also collaborated with the Design Team to pre-visualize what approaching a no-fly zone might look like to the player. Work continued with the Environment and Narrative Team on crafting propaganda posters and signage for Lorville.
Additional headway was made on core tech & tools, with a successful prototype completed of the bindings system for the mining HUD display. This enables a more streamlined interface for exposing game data to the UI front-end.
The team created animations for the reload and firing states of the upcoming Karna plasma assault rifle. To finalize assets for the SpecOps combat AI, they held a motion capture shoot to update the placeholder assets for hit reactions and the various threat level reactions to sights and sounds. They also improved enemy SpecOps AI combat poses with better blending between motion states.
Other tasks included supporting the 'carryable system' with a wide range of assets and a general clean-up of the animation database. They revamped the player's 'no weapon' and 'stocked' locomotion forward assets.
Finally, a high-level review assessed the implementation of animations for Squadron 42 scenes featuring Master-at-Arms Duncan Chakma in the armory.
The Story Team began the month with pre-viz for all remaining scenes, which went well and took two weeks instead of the scheduled three. They then began to fully implement 16 scenes that the Design Team prioritized for Q3. The implementation pass is a slower process than pre-viz, but the team is delighted to work closely with Design and see the scenes come to life in-game.
The Actor Feature Team has been developing an animation motion warping system, which gives each animation a variable distance it can travel without the need for a unique asset for each situation. The vaulting and mantling mechanic is being developed alongside this and comes into play when the prop being vaulted over has a variable depth and height. The new technology takes these dimensions and modifies the vault animation so that it seamlessly adjusts for the additional movement. This creates a better result than having multiple animations to cover all eventualities. It also frees up the artists from adhering to strict sizes and metrics when creating environments.
The way Subsumption sets up missions for Squadron 42 means the team often has to play through part of it just to get to a certain point in the level. There is functionality inside the editor to manually run parts of the Subsumption setup, which fast-forwards the flow, but it was fiddly and not exposed when running the standalone game. So, the team created a system to record a sequence of Subsumption steps into a single macro that can be played back in either the editor or game client. This allows the team to skip through a mission to an intended place, which will speed up development and testing.
The Tools Team has been creating a way to link Shotgun (assets for artists and animators) with Jira (production and scheduling). This new tool monitors Shotgun for changes and then reflects them in Jira. This allows content creators to continue using Shotgun while producers and supporting teams can see all the information they require from Shotgun within Jira.
The Network Team finished the entity bind culling functionality to allow more optimal networking based on how far away entities are from the player. They also did prep work for Object Container Streaming alongside other teams working on that technology.
The Ship Art Team worked on the MISC Freelancer base model by adding a few extra comforts to the interior, such as a toilet, shower, and food dispenser. The variants (MIS, MAX, and DUR) went into the updated art pipeline to get them looking as good as the base version.
The Origin 890 Jump also went into production this month. It already cleared the whitebox review and advanced to the greybox production phase. Some areas even went beyond to establish the look and style of the ship's interior. Finally, the Banu Defender finished its initial R&D phase and is partially through the white box phase.
The Origin 890 Jump also went into production this month. It already cleared the whitebox review and advanced to the greybox production phase. Some areas even went beyond to establish the look and style of the ship's interior. Finally, the Banu Defender finished its initial R&D phase and is partially through the white box phase.
The Audio Team supported Object Container Streaming and progressed with FOIP and VOIP features. They made great strides with the IFCS 2.0 system and physicalized object audio. Alpha 3.3 is the next major goal, so they generated audio mockups and prototypes to ensure they're on track with the look and feel of the new features. Ship audio also kept the team very busy, as they supported a wave of new ships in the pipeline.
The team completed their work on the PU hangars, with only final lighting tweaks left to complete the two archetypes needed for the first release. They focused on developing new habitation modules and security/customs common elements. The habitation modules are coming out of the white box phase with their footprints, layout, modularity, and basic art determined. Now begins the process of making them pretty! The security archetype involves a lot of systems and designs that must be tested and iterated on before art can finalize it. As with the habs, these issues have been largely solved and the team began the next level art pass. The early white box design of a new location type was signed off, the Underground Facility. These will be something the team hasn't tried before and are very excited to develop!
With 3.2 safely in player's hands, the team jumped into 3.3 content tasks, including a first pass at the Aegis Hammerhead's effects and a new plasma assault rifle along with the many biomes, landing zones, and modular areas of Hurston.
Work continued on Squadron 42 tasks. Without revealing any spoilers, the team tackled included a visual polish of a screen interference and kicked off several experimental R&D sprints.
Work continued on Squadron 42 tasks. Without revealing any spoilers, the team tackled included a visual polish of a screen interference and kicked off several experimental R&D sprints.
The VFX Team worked on several moons for the PU, including various new biome types. This required them to expand the planet editor tools to allow for more unique and varied particle systems to be spawned procedurally using the object scattering systems. They also continued their work on the cinematic simulation assets, such as rigid and soft bodies for the Squadron 42 cinematics.
The AI Team determined the tasks remaining for Object Container Streaming and worked on them accordingly, adjusting AI logic if necessary to handle the current streaming requirements. Work was also completed for flight AI, creating new behaviors and changing existing ones, with a focus on making ship combat engaging and fun. Tasks were completed to improve performance, which is routinely done to ensure things are optimized as much as possible. Work has also been done on the flight pathfinder, taking it a few steps closer to having AI traverse the entire 'verse on their own. FPS AI work focused on NPC tasks for the 3.3 release, including new behaviors, features, and optimizations.
The DE Dev Ops Team continued to work with the Austin teams on both extending and finalizing the toolsets that govern synchronicity between central game-dev and feature streams. The API for controlling the central auto-integration system has been rolled out to accommodate the client-side feature-stream merging tool currently in development. This gives feature-stream owners control over how current their stream should be in relation to main central development in game dev, based on their preference and workflow style. The current feature streams are battle-testing these tools as they prepare to scale up the number of feature streams needed for the project.
The Weapon Art Team primarily focused on Vanduul weaponry and finished the first pass of both modeling and texturing on the Plasma Lances, as well as a handful of scavenged knife variants.
The Engine Tools Team focused on stabilizing the game editor after the Alpha 3.2 release. Usability improvements were added to increase the overall workflow quality for the designers when setting up the game entities. The new layer and universe outliner plugins received improvements based on the designer's feedback, along with a general stabilization and performance improvement pass. The Look Development Mode, which is meant to improve in-game material setups, received an additional light mode to show assets under split light conditions, called Eclipse Mode. This helps artists improve their material setups for all possible in-game scenarios and makes it easier for them to compare the material under bright and dark conditions, for example, how an asset will look on a bright planet versus in outer space.
The Environment Art Team made substantial progress on Hurston's four moons, with each becoming a visually unique location for players to explore. While working on the moons, the team also spent time improving the wind simulation on vegetation objects, which will breathe more life into the locations as wind moves through the grass, bushes, and trees. Hurston will be quite a visual change compared to the other locations currently in the game. The Lorville team moved onto the outer districts, shifting focus on the view of the city while flying above and around it. Lorville has received many improvements since it was first shown at CitizenCon.
The Lighting Team worked side-by-side with the Environment Art Team on Lorville. Lots of progress was made on the environment art, which gives the Lighting Team plenty of locations to bring additional life, mood, and atmosphere into. The core landing zone received an initial lighting pass, with work still to come on the shops, spaceport, habitation, and security.
With the procedural layout generation tools receiving improvements, the team took the opportunity to further polish the upcoming Rest Stops. They improved the look and positioning of 2D and holographic advertisements, as well as fixed various issues with light leaking and other consistency issues between connected rooms.
Finally, crashed and derelict ships found in space and on planet surfaces were fixed due to previous setup issues which resulted in broken or missing lighting in most locations. The improved setups will provide a better foundation for the Lighting Team to create more interesting moods in these locations.
The System Design Team laid the foundation for combat ship AI improvements, specifically giving AI ships the awareness of an enemy tailing them. They will build on this with further maneuvers, like enabling the AI to abruptly decelerate to cause the tailing ship to overshoot or wildly change its break-away angle to shake pursuers. Progress was also made on advanced civilian/security guard interactions and patrol behaviors, which will be implemented in future landing zones. These behaviors will work in sync with one another and will allow NPCs to react accordingly to different types of stimuli from the world around them. The behaviors are scalable to allow for more stimuli to be added if and when needed. It will also determine how NPCs react to their surroundings, such as Security Guards reacting differently to certain crimes in one location than they would in another.
The new transit system received attention as well. The team focused on the debugging capabilities of the system, laying an important piece of groundwork for complex elevator and train networks. On the FPS side, they began populating Security Outpost Kareah with combat NPCs. They also worked with the Mission and Level Design Teams to create additional facilities fit for combat encounters.
This month the Level Design Team focused on the PU. They completed work on Lorville and explored how the Restricted Areas tech will be implemented into the full world. They also looked into the general areas around Lorville to ensure they have the correct content and points of interest.
Development advances with the procedural tool allowed them to return to the Rest Stops. They used the tool to generate a series of stations and verify their layouts, as well as to look into transferring old functionality of CryAstro into Tier 0 of the refuel/repair/rearm system. They also investigated early Tier 0 versions of Habitation, Refineries, sub-surface content, and more.
Development advances with the procedural tool allowed them to return to the Rest Stops. They used the tool to generate a series of stations and verify their layouts, as well as to look into transferring old functionality of CryAstro into Tier 0 of the refuel/repair/rearm system. They also investigated early Tier 0 versions of Habitation, Refineries, sub-surface content, and more.
The Cinematic Team updated the animation production pipeline to better communicate with the Design Team and make the overall structure more efficient. They also worked on chapters for Squadron 42, which consisted of numerous tasks depending on the current state of the cinematic, from animation and camera blocking, to animation polish, lighting setups, and TrackView work.
The team also completed some technical tasks: They implemented 'Player Entity' into Trackview and can now trigger 'Mannequin Fragments' which will allow the team to accurately use the Player and the new 'look control' while building their scenes. They're also working on a technical solution for Subsumption to takeover player control in cutscenes when needed.
The Engine Team generally works across multiple areas and is called in to address potential code issues at any time – this month was no exception. They progressed on moving skinning computations to GPU compute shaders (dual quaternion skinning, blend shape, as well as tangent reconstruction submitted), and continued work on improving hair shading. They made significant progress on new solutions for cloth and volumetrics simulation, which they hope to show off soon. They added support for OC Streaming (entity aggregates) and exposed GPU load and memory stats directly from the Windows Graphics system. They also made advancements in the physics system refactor (queue refactoring, batch jobs, etc.) and revamped the exception handling code to improve the consistency of reported crashes.
The Tech Art Team worked on the 'Maya to Sandbox Editor' live link for synchronizing animations between the two applications, giving real-time, in-engine rendered graphical feedback to the animators. They consolidated the head to head attachment asset pipeline for the next gen character customizer – a crucial requirement to achieve 100% consistent topology on the head meshes once they are converted from the Maya-internal format to the engine's format. Once consolidated, they stress tested it to find any bugs in the resource compiler tool (RC) and addressed them accordingly. One large bug remains, but once it's resolved they can switch to the newly revised system.
Tech Animation focused on restructuring the weapons pipeline, modifying elements to make it easier to work on files and find them in the future. They added an additional meta system to the weapon rigs to enable animators to batch export weapon animations and moved nearly all files into a new folder structure to separate multiple weapons of the same type by the same manufacturer. They also addressed a variety of bugs across multiple departments.
Besides assisting the in-house development team with Editor and client reported issues, the QA Team focused on performance and system refactor testing. Client and server performance took a significant hit with the introduction of Mining, so they worked with the UK QA Team to gather performance RAD captures during a Mining specific playtest. Captures were obtained from a build containing changes that would improve performance centered around Mining. Captures were also done on an existing build that did not have anything extra included. Engineering then compared the captures done on each build, identified where there were improvements between the two, and noted what other areas would benefit from further optimizations.
They also worked on a QA test request for the AI Cover System to be refactored to support the incoming Object Container Streaming changes. The main goal was to ensure that not only existing cover systems within an Object Container level still worked, but that the newly set up Cover Systems did as well. They re-exported levels and then tested in-client to ensure that cover was generated and the AI used it the same way they did in previously. There should be no visible difference between the two, and they needed to confirm that no new issues were introduced. The same principle applied to an IKSystem refactor QATR that they did for Animation Engineering. Multiple lines of code were removed to improve overall performance, and testing was done to ensure that this did not break any other new and/or existing systems or features. QA also started regular performance testing on the PU test map, which contains the new Rest Stops, Hurston, and Lorville in order to get a head start on identifying issues that these new locations may introduce.
Platform: Turbulent
On July 4th, the team deployed Spectrum 3.8! This build is now available to everyone and contains the latest features: Friends, Notifications, Quick Access Sidebar, and Message of the Day. You can sort friends by status or alphabetically and see information about their activity. You can also group friends by common orgs. Including pending friend requests, you can now have a maximum of 800 friends.
"Your in-game friends will be linked to your Spectrum friends in the future. Currently, your Spectrum friends list and the list of your friends in-game exist independently. When the game integrates the Spectrum friends system, your in-game contacts will not be copied to over. You should use this transition period to add your in-game contacts to your Spectrum friends list." – Spectrum Team
Additionally, they refined the Settings page and slightly altered the display of embedded media in messages. Also, the member profile popup can now be accessed from the blocked users list by clicking on a member's avatar.
After this major release, they deployed 3.8.1-rel.7 with minor bug fixes. You can refer to the Spectrum Knowledge Base for further details on using the new features
CitizenCon Microsite: Turbulent launched the CitizenCon microsite this month. The new microsite serves as the information hub for everything CitizenCon. From here you can purchase tickets when available, read more about the wonderful city of Austin, and plan your trip to CitizenCon. Eventually the microsite will contain information about the event, including the presentation schedule and the live stream itself. Stay tuned to keep up on the latest details for CitizenCon.
RSI Apollo: Turbulent supported the release of the RSI Apollo, which included a mini-game designed by CIG's Oliver Hughes and Sam Child. The game was a homage to King Kong, a game Chris Roberts developed as a teenager. Players that achieve a high score of 100,000 points receive a special Guardian Angel Badge and are entered into a contest to win an RSI Apollo package.
Free-Fly: The team updated the page design and interaction for upcoming free-fly events. Stay tuned for the next chance to participate in a Star Citizen Free-Fly!
Group: Turbulent continues to iterate on Group services and are currently working on a feature that generates a claims token. This token can be used by other services to validate group membership, permissions, and the ability of a user to join. They additionally worked on a series of tests to increase stability in the code base as services continue to grow.
VOIP/FOIP: The Backend Team collaborated with the UK Audio Team to build voice services in-game. They overcame a huge hurdle by successfully piecing together a prototype with one user in-game having a conversation with another on a web platform interface.
Scan, Fracture, Extract. The community was hard on the rocks and dug deep during the past month. While Prospectors were busy mining, the team didn't stop after introducing this gameplay feature with the 3.2 update. The recently released 3.2.1 patch brought reduced mission spawn timers, ship cannon changes, turret improvements, and more. Have you had a chance to check them out yet? Jump into the game and share your feedback with the developers on Spectrum.
The RSI Apollo was revealed as the latest concept ship, filling the gap between the Cutlass Red and the Endeavor for all medics-to-be. Learn more about the space doctor career path by checking out The Shipyard post covering medical gameplay as it works today and how it's envisioned for the future.
The team celebrated the introduction of the Origin Jumpworks 600i with a video contest that asked content creators to devise a commercial for the luxurious ship. As shown countless times, the Star Citizen community has a wealth of talent and passion that delivers amazing videos, and they didn't disappoint this time either. The quality of the submissions was mind-blowing, and the team wants to thank all the participants for the work and time put into creating the videos.
The Community Team has been planning a wide variety of activities for this year and next that are, of course, coupled with sweet prizes. So even if this contest wasn't for you, there'll be more exciting opportunities to leave your mark in the Star Citizen universe. Outside of these events, the team is glad to see more players sharing fantastic content and are proud to regularly highlight them. FPS battles, trouble at CryAstro, mining challenges, and races were all featured this month. The team can't wait to see what August will bring.
Cloud Imperium Games will not have a booth or presentation at Gamescom this year, but some team members will be visiting the show in Cologne, Germany, from August 22nd to 25th. There will be a variety of activities and opportunities to meet up during the week, so keep an eye out for future announcements. While they're excited to meet you in Cologne, don't forget that CitizenCon 2948 is almost here, too! After launching the all-new CitizenCon website, where you can find all the event info, the team continued to plan for what promises to be an unforgettable event.
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RSI Comm-Link


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Premium Metal Design meets Spectacular Nanocell ImageSK8100 sports a Premium Metal design combined with a stylish crescent stand. Experience the peak of LCD colour purity with Nanocell Technology. With α7 Intelligent Processor, LG's powerful new picture processor, you get support for High Frame Rate material, or any of the major HDR formats. The latest WebOS with advanced Voice Recognition and Magic Remote lets you share and control you phone from the TV without interrupting your broadcast. You also get support for Dolby Atmos, cinematic object based sound design.
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text:
I've seen team of scientists develop a new generation of even more power mecha. I've seen a harem of little girls fighting in exoskeleton mecha. I've seen fairies fighting like mecha; but I had yet to see a school club make mecha in their spare time.
Akiho and Kaito are building themselves a full-scale replica of a mecha from some random anime that played during their youth. There are some delusional people in the world sometimes, and I think Akiho certainly is one of them. That girl said it herself: her only virtue is how stupidly positive she is. She is as dumb as it gets. She doesn't have the nickname "Aki the Turtle" for nothing. She seems simply unable to think one step ahead, and she jumps into impossible projects without thinking of the implications or the consequences. She is the perfect character for this show: she'll be able to go in way over her head and end up somewhere she never intended to go. I have seen (and loved) Steins;Gate, and I don't know what to expect from this show. Will we stay in this little school life for long? Or will the show quickly become way more sad, dramatic and cruel?
The other member of the club we met was Kaito. While we already know that he is pretty decent at video games, he doesn't seem too active in the club. To be honest, I have trouble understanding why he bothered joining it in the first place. Yes, he does enjoy playing a video game that is based on the robot they are creating, but he doesn't seem to have any interest in partaking in its creation. We saw him do absolutely nothing in the club for 3 days straight, and from the attitude of the guy, I somehow doubt that he acts differently during the rest of the year.
If the show was really only about those two building a robot, I honestly doubt I would be watching it. The reason why I am so hyped about this is because it is only the first episode and we already have someone coming from the future that appeared. I have some reason to believe that it will either try to help the realization of the robot, or end it completely. In either case, this ought to be interesting.
Still, the show is already beautiful and I can already bet money on it that it will be awesome. I will be watching this show, and I will be blogging the hell out of it too. I recommend it to anyone and everyone. Take my warning seriously here, this will be awesome; I can guarantee it. I have no idea how, but this show will make you scream like a little fangirl every time it airs, every week, for the weeks to come.
ZeroGhj signing off


text:
GRAND JUNCTION, Colo. — The United States Geological Survey released a new map of earthquake risk across the U.S. and it includes an increased risk for the Western Slope.
The USGS earthquak hazard map was last updated in 2008. According to their website, "The updated maps represent an assessment of the best available science in earthquake hazards and incorporate new findings on earthquake ground shaking, faults, seismicity, and geodesy."
Earthquake risk in the Western Slope was increased because of more seismic activity in the area and a change in the modeling techniques used to evaluate the earthquakes.
KKCO-TV reported the map doesn't account for the earthquakes that possibly stemmed from waste-water injections from oil and gas exploration, said Mark Petersen, of the USGS.
However, the USGS will study earthquakes caused by oil and gas exploration and include them in a new map next year showing the chances of earthquakes that don't stem from natural causes.