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How Federal Mandates to Protect Wetland Resource Value Necessitates a Multi-Agency Approach to Balance that with Other National Economic Goalsby Reed Harris, Utah/Colorado Field Office, Salt Lake, United States,
Document Type: Proceeding Paper
Part of: Management of Irrigation and Drainage Systems: Integrated Perspectives
A national controversy focused on wetlands exists because of the complex problem of balancing federal mandated protection of wetland values and needs to pursue national economic growth. U.S. Department of Agriculture (USDA) programs directed toward salinity control in the Colorado River drainage are detrimentally impacting wetland resource values. Although USDA wetland value replacement programs are addressing the wetland values loss, the Fish and Wildlife Service (Service) is concerned that progress is falling short of the goal of concurrent and in-kind replacement and may never accomplish total replacement. The Service believes that new approaches must be explored and implemented to assure meeting federal goals of no net loss of wetlands.
Subject Headings: Federal government | Wetlands (fresh water) | Economic factors | Water pollution | Environmental issues | Salt water | Agricultural wastes | Agriculture | Colorado River
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Difference between revisions of "Guilty Gear XX"
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Guilty Gear XX is a weapons fighter set in a dystopic future. Technology and Science has decayed away to be replaced by the more potent Magic. More than a century has passed since the start of the Gear Project, a project to create genetically-engineered magic-infused creatures. The world is ravaged by the aftermath of a Commander Gear named Justice who started a decades-long war against the humans called the "Holy War", who was finally neutralized (twice) by the elite Holy Order of the Sacred Knights. It was neutralized the second time after Testament had attempted to begin the Holy War anew. A short while later, with the world still reeling from the Holy War, another Commander Gear is discovered, and a large bounty is posted on the head of (peaceful) Dizzy to eliminate any further organized Gear threats. The new Gear is reported as destroyed at the hands of Jam, and secretly whisked away amongst the Jellyfish Pirates (Johnny, May, et al).
Guilty Gear XX is a weapons fighter set in a dystopic future. Technology and Science has decayed away to be replaced by the more potent Magic. More than a century has passed since the start of the Gear Project, a project to create genetically-engineered magic-infused creatures. The world is ravaged by the aftermath of a Commander Gear named Justice who started a decades-long war against the humans called the "Holy War", who was finally neutralized (twice) by the elite Holy Order of the Sacred Knights. It was neutralized the second time after Testament had attempted to begin the Holy War anew. A short while later, with the world still reeling from the Holy War, another Commander Gear is discovered, and a large bounty is posted on the head of (peaceful) Dizzy to eliminate any further organized Gear threats. The new Gear is reported as destroyed at the hands of Jam, and secretly whisked away amongst the Jellyfish Pirates (Johnny, May, et al).
Revision as of 09:12, 11 November 2007
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Guilty Gear XX is a weapons fighter set in a dystopic future. Technology and Science has decayed away to be replaced by the more potent Magic. More than a century has passed since the start of the Gear Project, a project to create genetically-engineered magic-infused creatures. The world is ravaged by the aftermath of a Commander Gear named Justice who started a decades-long war against the humans called the "Holy War", who was finally neutralized (twice) by the elite Holy Order of the Sacred Knights. It was neutralized the second time after Testament had attempted to begin the Holy War anew. A short while later, with the world still reeling from the Holy War, another Commander Gear is discovered, and a large bounty is posted on the head of (peaceful) Dizzy to eliminate any further organized Gear threats. The new Gear is reported as destroyed at the hands of Jam, and secretly whisked away amongst the Jellyfish Pirates (Johnny, May, et al).
The game title is an allusion to one of the main characters, Sol Badguy, a free-willed human Gear. In the original Guity Gear storyline, Sol is the one responsible for bringing to an end (killing?) the Commander Gear named Justice (who was a threat to the world and all of humanity, anyway). Thus, the guilty Gear.
The predecessors to Guilty Gear XX ^ Core and what they lack compared to it (newest first):
- Guilty Gear XX Slash("GGXXS", "XX Slash", or "Slash") Force breaks and wall skidding didn't exist.
- Guilty Gear XX #Reload ("GGXXR", "GGXX#R", or "#R") - Holy Order Sol didn't exist yet.
- Guilty Gear XX ("GGXX", "GGX2", or "XX") - Robo-Ky was not available.
- Gulity Gear X ("GGX") - no False Roman Cancel, no Dust button, no Psych Burst, Slayer, Bridget, I-no, Zappa not in the game.
- Guilty Gear ("GG", or "GG1") (Playstation 1 only) - no Faultless Defense, Tension is Chaos, running turned into ramming (returned with Robo-Ky), had Charging (returned with Holy Order Sol), Instant Kill was triggered differently, among other differences. Dizzy, Anji, Johnny, Jam, Slayer, Bridget, I-no, Zappa not in the game.
Game spinoffs of the Guilty Gear series include:
- Guilty Gear Petit - Rendition of GGX for Wanderswan portable game system.
- Guilty Gear X Advance Edition - Port of GGX for Nintendo GameBoy Advance.
- Guilty Gear Isuka - Four-player extension of GGXXR.
- Guilty Gear Dust Strikers - Port of GGXXR for Nintendo DS portable system.
- Guilty Gear Judgment - Sidescroller Port of Slash(JPN) or GGXR(ENG) for PSP.
- ???
The controls for Guilty Gear is unusual compared to most other fighting games. The correct arcade layout resembles this (numbers indicate the joystick directions):
In particular, Kick (K), Slash (S), and Hard Slash (HS) are on the first row. In the second row are Punch (P), an empty spot, and Dust (D). It may help to think of the buttons as being in a "rainbow" formation instead of row formations.
While the Start/Taunt (T) button has no assigned position, the two Start buttons should not be close to each other, to avoid accidentally (or not,,,) forcing the other player into a disruptively vulnerable Taunt animation.
A Capcom control panel can be quickly converted into a suitable Guilty Gear panel by removing or disabling the MK button. The buttons can be reassigned in the arcade setup menu, avoiding rewiriing.
Common Arcade Bastardizations:
- The arcade mechanic just reads off the setup menu ("Punch", "Kick", "Slash", "Hard Slash", "Dust") and assigns the buttons in reading order (top-left to bottom-right):
- The arcade mechanic is in the Capcom mentality of punches in top row and kicks in bottom row:
Game Mechanics
- Normal Attacks: The standard attacks that every character has access to are Punch (P), Kick (K), Slash (S), Hard Slash (HS), and Dust (D) (see below), each of which can be done while standing, crouching, or jumping (in mid-air). In addition to this, the Slash attack has two forms: close Slash, written as S(c), and far Slash, written as S(f); however, close and far Slash can only be done while standing.
- Command Normal: A normal attack which varies by character, performed by pressing Forward and any attack button except Dust. All characters have a Forward Punch attack which (except for Testament's, which instead hits as an overhead attack) offers upper-body invincibility, and all characters except for Bridget have a Forward Hard Slash attack that deals the most damage that any normal attack can. Most characters have a Forward Kick attack, and the properties of these vary. Only Bridget has a Forward Slash attack; this attack is the equivalent of other characters' Forward Hard Slash.
- Taunting: This is a move used solely to show off or taunt the other player. It typically deals no actual damage, although some characters' taunts, such as Chipp's, will do 1 damage point. Taunting adds a small amount of tension to the opponent's tension gauge. Taunting after winning will cause the opponent to start the following round (within the same match) with 50% tension - this is called rakushou, which is Japanese for "easy win".
- Respect: Holding forward while hitting the taunt button will cause your character to do an alternate taunt called a "respect". Aesthetically, this taunt has the character pause to praise the opponent's fighting style. Unlike a taunt, a respect can be cancelled with a move or ground movement at any time, and thus can be used to trick a player into believing that their opponent is vulnerable.
- Dashing: By tapping forward (backward) twice, the character can dash forward very briefly (hop backwards). If a forward dash is executed and the directional button is held after dashing forward, the character will run forward. Forward dashing can be instantly cancelled if one uses the Faultless Defense (see below) maneuver. Backdashing gives the player some frames of invulnerability, allowing the character to avoid certain attacks with a well-timed dash.
- Air Dashing or AD: A dash performed after having already jumped into the air. Each character except for Potemkin can air dash once, and Millia and Dizzy can air dash twice. Air dashing provides no invulnerability frames and cannot be cancelled with Faultless Defense.
- Instant Air Dashing or IAD: An advanced technique which allows the character to instantly air dash from the ground and immediately perform air attacks. It is performed by quickly tapping forward after jumping forwards, or quickly tap back after jumping backwards, and works because the computer recognizes the forward jump as the first motion for the air dash, so the player only needs to tap one more time to follow up.
- High Jump, Super Jump, HJ or SJ: Tapping Down and then quickly pushing Up makes the character jump higher than normal. A high jump can also be performed diagonally (pushing Up-Right, or Up-Left). A trail of "shadows" follows the character during a High Jump.
- Double Jump or DJ: A character can jump directly up or diagonally up while already in the air. This is useful for avoiding attacks or confusing the opponent. A double jump cannot usually be performed after a High Jump.
- Gatling Cancel or Gatling Combo: If a successful normal attack is performed while standing, crouching or in mid-air, and is quickly followed up with a second normal or command normal attack, the character will "cancel" the recovery frames of their initial attack into the second attack and the opponent will not have the opportunity to block the second attack. This, in turn, can be followed by another attack, usually one of equal or greater damage, and so on, allowing skilled players to chain up long combos.
- Just Link: Similar to gatling cancels and special cancels, a "just link" allows the player to link together two attacks (usually normal -> normal or occasionally normal -> special) that, normally, cannot be linked together via gatling cancel or special cancel. What distinguishes a "just link" is the precise timing required to link the moves, which is usually in the range of 1-3 frames, and that very few moves can be "just linked". (One famous example is #R Slayer's S(c)-S(f)-> (just link) S(c)-S(f), although there are certainly others.)
- Special Cancel: If a successful normal attack is quickly followed up with a particular special attack, the character can "cancel" the recovery frames of the normal attack into the special attack. Usually, special attacks themselves cannot cancel into other moves (although they can still link to other attacks), requiring Roman Cancels (see below) to allow further attacks to be made after a special attack.
- Jump Cancel or JC: If certain "jump-cancellable" attacks are executed successfully while either standing or in mid-air, pushing Back-Up or Forward-Up will "cancel" the recovery frames of the attack into a jump. This may allow the player to follow their opponent into the air for an air combo. Jump-cancelling in the air after an air attack is called Double Jump Cancelling or DJC. One can High Jump Cancel or HJC a "jump-cancellable" attacks into a high jump. High jump cancelling can also allow the player to follow their opponent into the air for an air combo, but usually does not allow double jump cancelling.
- Throw: Pressing Forward/Back and Hard Slash when near an opponent will perform a throw, which typically knocks the character to the ground.
- Air Throw: This is the same as throwing on the ground, except the range of such a throw is usually double that of a normal throw. Individual characters' air throws can vary - for example, Venom's and Anji's air throw will "float" the character further into the air, and several other characters can induce "wallbounce", allowing combos to be made after the throw. It is also possible to combo into an air throw if the air throw is performed on the first frame the opponent recovers (in mid-air) from an attack.
- Dust Attack: An overhead attack which launches the enemy into the air, after which the character may press Up to follow the character into the air and continue attacking. Although the execution time and recovery for this move is slow, it is still a viable mix-up option and can lead into damaging knockdown combos.
- Blocking: The standard way to defend against an opponent's attack is to block it. Blocking is done by holding Back on the D-pad/stick; however, until the opponent actually attacks, the character will simply walk backwards. After blocking an attack, it will take a certain amount of time before you recover from the block and are able to continue moving and fighting. (This effect is called block stun.)
- Instant Block: (AKA IB) An instant block is a block that is executed at the exact moment (specifically, the exact frame) the opponent's attack would otherwise hit you. If done correctly, your character will flash white very briefly and react from the block much more quickly (i.e. you will incur less block stun), allowing you to interrupt your opponents attack combos, for example.
- Recovery or Teching: After being knocked into the air or struck after being knocked down, pressing any direction except Down and any attack button except Dust will allow the character to "recover" or "tech out", regaining control. Recovery will not work against certain attacks which disallow recovering.
- Tension Gauge: This bar increases whenever the character performs certain actions such as attacking, blocking and running toward his opponent. If a player performs a taunt move, his opponent's tension gauge also raises slightly. Expending part or all of one's accumulated tension, or having a certain amount of tension in reserve, enables the use of certain special abilities:
- Overdrive Attack or Super: Each character has one or more unique overdrive attacks, such as Ky's Ride the Lightning or Sol's Tyrant Rave. Using one of these moves costs 50% of a full tension bar. An overdrive attack is typically a more complex move to pull off than other attacks. Certain characters' overdrive attacks grant a short period of invincibility during the move's start-up, which can allow a well-timed overdrive to protect against an opponent's incoming attack.
- Dead Angle Attack or DAA: While blocking against an attack, holding forward and any two attack buttons will push the opponent away and knock them down. This requires 50% of a full tension bar. This move is not guaranteed to hit, and experienced players can bait their opponent to use a DAA, block it, and then punish their opponent's mistake.
- Faultless Defense or FD: Holding Punch and Kick while blocking will create a green ring that rotates around the character, negating any block damage and increasing pushback from the opponent's attacks. This is the only way for a mid-air character to block attacks from a grounded (standing) character. Faultless defense gradually expends the tension gauge, the player must still pay attention to attack levels - i.e., a standing FD will not defend a low attack.
- Roman Cancel or RC: Pushing any three Attack buttons (except Dust) during a successful attack will perform a Roman Cancel, which cuts the attack's animation short and expends 50% of a full tension gauge. Whereas most attacks are followed by a recovery delay during which the player cannot attack or defend, a well-timed Roman Cancel lets you ignore this recovery time, allowing the creation of some particularly innovative combos. ("Roman Cancel" is thought to be an abbreviation of "Romantic Cancel", although what that could possibly be referring to is unknown.)
- False Roman Cancel or FRC: Performing a Roman Cancel during certain attacks will instead perform a False Roman Cancel, requiring 25% of the tension gauge instead of the full 50% giving off the blue flash instead of the normal red one. Its disadvantage is it can only be done in specific animations of the attack, making the timing more difficult. ("False Roman Cancel" is thought by some players to be a mistranslation of "Force Roman Cancel".)
- Staggering: Certain attacks will make a character "staggered", a state in which they are stunned and cannot block or avoid additional attacks or make attacks. However, the character's recovery can be sped up by by shaking the stick or quickly "mashing" on the D-pad and the buttons.
- Counter Hit: (AKA CH) If a character is about to execute an attack (that is, their attack animation has started but the attack itself hasn't become "active") and they are interrupted ("countered") by an attack from the opponent, then the interrupting attack is a "counter hit". Counter hits have differing properties depending on what move was used in the counter hit.
- Dizzy: A character is hit for a lot of damage over a short period of time can become "dizzy", a state similar to being staggered except that little birds fly around the character's head, and the status lasts for longer. Recovery can be sped up in the same method as recovering from being staggered. (Not to be confused with the character named "Dizzy".)
- Psyche Burst or Burst: Put simply, the Burst Gauge is a gauge located below the life gauge which carries over from one round of the match to the next and allows the player to expend part of the bar to "burst" (or make Burst Attacks). This burst is activated by pressing any attack button and Dust simultaneously, and has two purposes. The first is to break out of an opponent's combo by knocking them away, a technique known as the "blue burst". This deals no damage, but it gives the character back one third of their burst gauge if successful. The second purpose is to hit the opponent with the burst attack itself, a technique called a "gold burst". If this attack hits, it fills the attacker's tension gauge to maximum. One should note that although there are several frames of invincibility at the start of the burst attack, it is possible to be air-thrown out of a burst attempt if the air throw occurs before the burst effect becomes active.
- Guard Gauge: A small bar located underneath the player's life bar, this indicates how much the player has been blocking. This gauge starts filled midway, decreases as the character takes damage and increases as they block damage, returning gradually to midway while they do neither. A low guard gauge decreases damage taken, reducing the effectiveness of each successive hit of an opponent's combo. If the gauge goes high enough that it flashes, attacks that hit the character are considered "counter hits" and may have certain predefined attack properties depending on the attack used. Unlike other games with a guard gauge, a full guard gauge does not cause a guard crush.
- Instant Kill Technique or IK: Simultaneously pressing all 4 attack buttons causes the character to go into an Instant Kill mode where the tension gauge turns red and starts to gradually decrease. The character can unleash a special Instant Kill Attack while in this mode, which kills the opponent if it hits but extinguishes the attacker's tension bar for the entire round if it misses. Should the tension gauge reduce to zero in this mode, the character's life bar will decrease at the same rate until the attack is performed or Instant Kill mode is canceled by the same 4 buttons. The Instant Kill is difficult to use successfully and is usually only possible on a "dizzied" character, and other states where it is impossible to block (eg. after Sol misses with a Grand Viper).
- Adjusted Damage: There are two reason why some characters take more damage than others: the defense modifier (ratio), and the guts rating of a character. For example, Chipp's defense mod is 1.30, so he takes 130% damage of whatever damage is dealt to him, while Potemkin has a defense of 0.87 takes only 87% of the original damage. In regard to the guts rating, a character will take less damage when they have less health left, so an attack which remove the character's first 5% of health will not remove all of his last 5%. Furthermore, the guts system adjusts damage differently for overdrive attacks than for special and normal ones.
- The "Tiger Knee" (TK) Maneuver: (AKA Tiger-Kneeing) While not officially mentioned, many players have observed and exploited this phenomenon. Aerial-only special and overdrive attacks can be performed close to the ground, even to the extent of effectively BEING on the ground by performing the necessary directional motion and then moving quickly to diagonally up-back or up-forward (whichever is more convenient) before pressing the necessary attack button.
- Jump Install or JI: A glitch in Guilty Gears X and an actual feature then on, jump installing can allow you to double jump and airdash in situations where you normally could not. Moves that take you off the ground and into the air usually prevent you from double jumping after an FRC or RC. By Jump Installing, you make the game engine consider you in a jumping state before you execute the move. Jump installing is usually is performed by pressing up during a Jump Cancelable move and then canceling into another normal or a special before you have a chance to jump. This can allow for longer and more damaging combos. There are also other types and techniques for Jump Istalling, such as TK Jump Installing or Super Jump Installing.
Basic Strategy
Rule 1: Hit them a lot.
Rule 2: Don't get hit.
I. Hitting them a lot:
- Universal Anti-Air: 6P (except Testament). All characters with such a move have upper-body (above-waist) invulnerability. Variations are in the exact size and height of invulnerability, attack range, and animation timing (some are slow, some are fast). See Command Normal above.
- Universial Mid/Overhead hit: 5D. All Dust Launcher attacks must be blocked high. All Dust Launchers are also very slow to connect. Some characters have extra overhead attacks (e.g. Testament 6P).
- Universal Sweep: 2D (except Robo-Ky). Some characters have more than one sweep attacks.
- Universal power attack: 6H (except Bridget). Often very slow and qutie often very painful. See Command Normal above.
- Basic Gatling Combo: P, K, S, H, D. Generally, all characters can Gatling in this order, though not all attacks can be involved (e.g. Johnny's far Slash cannot Gatling into Hard Slash).
II. Don't get hit.
- Aerial Faultless Defense: air 4 P K. FD is the only way to block a ground-to-air attack (i.e. when you are in the air and your attacking opponent is still on the ground).
- Backdash: 4, 4. Backdashing grants you a short period of invulnerability, thus doubling as a dodge. The timing of backdashes and invulnerability is different for each character.
- Double Jump: air 7/8/9. A late double-jump can be used as an evasive maneuver.
- Air Dash: air 4, 4 (backwards) or 6, 6 (forward). Air dashing changes your trajectory and distance.
Advanced Strategy
Tier List
Tier list as of December 2005 in the Arcadia Magazine
S Class: Ky
A Class: Sol --- Faust --- Testament --- Potemkin --- Anji
B Class: A.B.A --- Millia --- Chipp --- Baiken --- Johnny --- Jam --- Axl --- Slayer --- Ino
C Class: May --- Eddie --- Venom --- Bridget
D Class: Order Sol --- Dizzy --- Zappa --- Robo Ky
Accent Core
S Class: Testament, Eddie, Slayer
A Class: Baiken, Potemkin, Jam, May, Millia
B Class: Axl, A.B.A, Zappa, Robo-Ky, Order-Sol, Faust, Venom
C Class: Sol, Ky, Dizzy, Chipp, I-no
D Class: Anji, Bridget, Johnny


text: In real-world decision-making, sub-optimal risk-taking is characteristic to adolescents, which increases the chance of serious negative outcomes (e.g., road traffic accidents) for them. Nevertheless, we are still lacking conclusive evidence for an inverted U-shaped developmental trajectory for risk-taking, since it is typically not observed in laboratory-based studies. This raises the question whether adolescents are really more risk-takers or when facing a novel risky situation they behave just as children and adults do. To answer that, we used the Balloon Analogue Risk Task (BART) to assess the risky decision making of 173 individuals ranging in age from 7 to 29. The BART provided useful data for characterizing multiple aspects of risk-taking. Surprisingly, we found that adolescents were not more inclined to take risks than children or young adults. Participants in all age groups were able to adapt their learning processes to the probabilistic environment and improve their performance during the sequential risky choice; however, there were no age-related differences in risk-taking at any stage of the task. Likewise, neither negative feedback reactivity nor overall task performance distinguished adolescents from the younger and older age groups. Our findings prompt 1) methodological considerations about the plausibility of the BART and 2) theoretical debate about whether the amount of prior experience on its own may account for age-related changes in real-life risk-taking, since risk-taking in a novel and uncertain situation was invariant across developmental stages.


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Stay tuned, more to come.
Watching Light Happen
Nature 🍃 Gardens 🍃 Flowers 🍃 Wanderings
Life is better in red
Beautiful British Isles.
Images of People Photoblog
Travel | Road Trip | Thoughts
Travel diaries providing inspiration for planning the perfect trip
Cutting edge Multimedia Programming
Katherine's Daughter Blog
Navigating the second half of my life
Cats, crafts, fats, foods, and feminism... OH MY!
Opinion, insights, thrift, creativity, humor, health, style (or basically all the stuff that interests me😊)
Book Reviews, News, and Other Stuff


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|Female Mallard
Cricket, being a Gemini, is a very chatty cat. As part of her chatter, she makes this "ech, ech, ech" noise, which is part of the reason why I named her "Cricket" because of the way she chirps and creaks. It's similar to the noise cats make when looking at birds through a window, but, for Cricket, it is a little more as if she is trying to communicate the way we do—in syllabic sentences (which can go on and on). From the way she does it, it seems as if she thinks I know exactly what she is telling me. I can usually figure it out through paying attention to other signals, such as, "Hey, let me sit on your lap," (i.e., chirping at me while looking at my lap), "Pet my head. No funny business, please!" (i.e., chirping at me when she wants to be petted but also chirping in an annoyed way if I accidentally touch her tummy), or "Hey, what are you doing? Why aren't you paying attention to me?" (i.e., chirping at me while walking up to me, expecting me to drop what I'm doing to pet her).
So, while I was sitting by the river's edge, she approached me with her familiar way of communicating as if wanting to not only tell me all about her day at the neighbor's house, but also, "By the way, do you have some room on your lap for me to sit down?" She looked at me with a familiar gaze that let me know she was ready for me to lift my arms enough for her to comfortably seat herself.
We both sat together for a while, her purring while I petted her. Then, raising my eyes to look out onto the river, I saw that a lone female mallard had paddled up to me. She started swimming around in circles in front of me while quacking.
Cricket looked up at me, giving a little "ech," wanting to make sure I wouldn't become too distracted and stop petting her. However, I couldn't pass up the opportunity to pick up my pen and pad of paper beside me in order to tune in for and jot down anything that the duck wished to impart.
"Help us communicate a message. You have the power," were the first two phrases that I would jot down.
The way the mallard duck kept quacking without stopping, I wondered if it was angry.
"You solved the puzzle!" was what I would next hear. This kind of took me aback. Then, I heard the word, "Terrorized."
This led me to ask the mallard, "What do you feel terrorized by?" I really wasn't sure, since this wasn't the typical type of thing I would expect to hear when tuning into an animal. The words I wrote down from her response were, "Big machines… intrigue… capitalism… denial."
As the mallard duck kept quacking and swimming around in a circle in front of me, I wrote down the communication, "Be courageous. Follow the blessings. Follow where the blessings lead you. Rethink industrialization. Manage consumption."
The duck remained for a long while quacking at me. She then moved down the riverbank where my neighbors were out back and started quacking at them as well.
As I took a look around the area, I did notice that there was a lot of construction going on in many of my neighbors' backyards. We rarely think about how we might be impinging on the territory of other forms of wildlife or of how noisy all our construction is. Even though I live by a river away from the city, I'm often surprised by how noisy it can get while I'm sitting outside. Hammers, drills, saws, bulldozers, tractors, and other machinery can, at times, create a cacophony of noise.
Then, add to this the noise of motorboats speeding down the river (some with really loud motors), cars driving on the nearby highway, and noisy lawnmowers, and it can seem as if life is communicating to us a sort of havoc where we lack the ability to be quiet anymore. Yet, as I watch the ducks paddling down the river, they seemed to embrace it all with so much calm and peacefulness. I would never think that any facet of our lifestyles left them feeling greatly disturbed. I always assumed that they acclimate the same way humans do to our human activities, which become part of what is normal for us.
As I was listening to the quacking of the duck off in the distance, Cricket started looking up at me as if to ask, "Should we head inside for the night?" So, I got up, dusted my shorts off, and headed inside the house with Cricket following close behind.
Later in the evening, as I got ready for bed, I could hear a lone duck quacking along the river's edge. As I drifted off to sleep, I had no idea that by the following morning, a massive construction project would bring disturbance and upheaval to my peaceful place on the river.
Continue to Chapter 9 >>


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Getting a safety file in South Africa is pretty straight forward. You first need to find an accredited company to work with. The company will request all required information and documentation required. The company will compile your safety file which you must sign off together with all other relevant parties. Make sure to use only reputable companies for compiling your safety file. If you wish to compile your own safety file we would suggest using software to do so as this is a great way to make sure you meet all the requirements.
Where can I get a Safety File in South Africa?
by healthandsafety | Sep 12, 2018 | Uncategorized | 0 comments


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It must be hard for some people to work out which they hate the most: Steve Jobs and Apple or Bill Gates and Microsoft.
Bill Gates made the early running in terms of his fall from grace: it seems that the nerdy youth of today will do almost anything to avoid Microsoft, which has made the transition from young upstart (it started way after Apple) to international monolith. So Apple became the favoured underdog, with its cool minimalistic design ethos inspired by Steve Jobs.
Then Steve Jobs died, and people started dishing out the dirt. It seems that he was a complete shit, trying to Continue reading


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Suikoden 5 is kind of weird for having some of the most mundane storyline events (such as Gizel talking to his dad or Dolph) as fully animated cut scenes with voices and fancy camera angles and everything, while other times there are some dramatic moments that just play out with the usual in game graphics. Which of these moments do you think would have looked good as full on cut scenes?
For me I would like to have seen the intimate chat between Ferid and Arshtat fully animated. They showed us Ferid entering the room and dismissing the lady-in-waiting, and then when he starts talking to Arshtat about running away together and how beautiful she still is, it's all in normal graphics. Both characters had decent voice actors and the game has some nicely animated facial expressions, so seeing this conversation in more detail would have been nice, and would make their deaths all the more more tragic.
I also would like to have seen Jeane trying to attach the sun rune to Lymsleia in more detail. Jeane has been our chief rune mistress sinc ethe beginning of the series so I think a fully animated scene of her using her powers (and doing more than just strutting into a room and giggling) would have been a bit more satisfying to fans. and hearing Lym call her a hussy and getting frustrated about not receiving the Sun Rune's power like her mother did would have made things a bit more tense.
For more action, I would like to have seen the prince and Bernadette activating the rune cannon and blasting the sea monster just as it's about to attack the Elmlark. Seeing the destruction and Yahr and Nelis' fearful expressions in more detail would remind us how deadly rune cannons are. And I would have liked to see some gory effects where the monster's bits and pieces get splattered all over the shipwreck!
And I would like to have seen Roog and the Prince riding Lance over to the Dahak and making a more heroic entrance when they confront Bahram Luger. That moment looked really wanky with the normal graphics.


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When Disaster Strikes: Putting Together A Basic Emergency Toolkit
Trouble could be waiting just around the corner. We don't like to think about it, of course, but a wide number of potential disasters could occur at any moment: fire, storm, flood, drought, earthquake, car accident, lost in the woods, etc. Some of these are location-specific, but one thing is true: no matter where you live, an emergency toolkit is crucial.
Would you be able to survive a disaster? Maybe, maybe not. If you're unprepared, you leave it up to chance, and is that something you really want to do? A little bit of effort now could drastically increase your chance to survive later on. "Now is not a good time," you might say. "I'm busy." Well, that's the thing about emergencies: they strike when you're least expecting, so now is actually the best time to put a kit together.
It'll be easy and it won't cost you much. Here's what you'll need. Note that all prices in this article are in USD.
The Essentials
Every kit should include the essentials in order to take care of your most basic human needs: food, water, and shelter.
- Each person needs a minimum of 1 gallon (~3.8 L) of water per day.
- Food should be non-perishable, meaning they'll last about 3 days without refrigeration. Emergency food should not require cooking as fire is not a guarantee in such a situation. Canned food will last a long time, but make sure to include a can opener.
- Shelter can be difficult to keep in a kit, but raingear and sturdy shoes are important in cases of inclement weather or rough terrain. If possible, keep a sealed plastic bag with a change of clean clothes.
- Ideally, a first aid kit should be included in case of serious injury.
That may not seem like much, but it'll keep you alive for at least a few days which should be enough time to find help in most situations. Now that we've taken care of the essentials, let's cover some awesome tools and products that will be sure to come in handy in any life-threatening emergency.
Extreme Weather Sleeping Bag [$50]
A sleeping bag rated for extreme outdoor weather is about as close to a ready-made shelter as you'll ever get. Most sleeping bags are rated anywhere from 40F to 60F (4.5C to 15.5C) and some will even go down as far as 20F (-6.5C), but ideally you want one that's rated for 0F (-17.5C) weather.
You never know in which season emergency will hit and sleeping through a winter night in a thin sleeping bag is not something you want to do – especially if you end up being caught out for many days in a row. It's better to have it and not need it than need it and not have it.
Just keep in mind that a sleeping bag is not a true shelter. If it rains or snows, you're going to be in for a miserable time without a roof over your head.
Strike Fire Starter [$16]
A strike fire starter is one that produces extremely hot sparks when struck, usually with the blunt side of a knife. These are incredibly useful when you're stuck out in nature after a disaster since they're light, portable, and pretty much foolproof. They'll produce sparks even when wet and the sparks will be hot enough to ignite damp material.
Never underestimate the importance of fire in an emergency situation where you are caught without proper shelter. Fire provides warmth in the cold, light when it's dark out, and psychological comfort.
LED Headlamp [$20]
After the essentials, light is arguably the most important element of a survival toolkit. There's no way to avoid the darkness of night and most emergency situations will render you without electricity. Surviving is tough without light and it's made even tougher when you don't have both hands available, which is why a headlamp is so much more useful than a regular flashlight.
The reason you want an LED headlamp, as opposed to any other headlamp, is that LED lights last a relatively long time. With 3 AAA batteries, the above headlamp will last over 140 hours of total burn time. If you only keep it on a few hours a night, that's over a month without needing to replace batteries.
Nylon Paracord [$8]
Paracord is a cheap addition to any survival toolkit, yet its bang-for-the-buck factor is phenomenal. For just a few bucks, you can massively improve your survival versatility since paracord is useful for lashing things together, hanging items, keeping organized, and even supporting the weight of a human.
Could you just use regular rope or twine instead? Sure you could, but paracord is specifically made to be tough, rugged, and long lasting. Plus, for as strong as paracord is, it's surprisingly thin and portable – you'd need a much thicker and heavier rope to accomplish the same.
Mylar Thermal Blankets [$7]
Mylar thermal blankets, which are sometimes referred to as "space blankets," should be a staple in any emergency toolkit. They're extremely effective at reflecting heat, so they'll keep you warm if you can get your skin up against it, and they're waterproof, which means you can use them for protection. The Mylar material is durable enough to do that.
But the main reason to keep these in your toolkit is that they take up almost no space at all. They can be folded and compacted so tightly that you'll be able to store them anywhere. There's no excuse not to have some of these at the ready.
Hand Crank Generator [$60]
This last emergency item is for those of you who just can't live without your electronics. Not like anyone will be playing video games while surviving and seeking help, but smartphones, radios, flashlights, and other electronic devices will eventually lose their charge. Thankfully, it's nice to know that it's possible to charge electronics in an emergency 5 Ways To Charge Your Phone In An Emergency Smartphones can be important tools in an emergency. Besides providing the chance to call for help, a phone can act as a flashlight, compass and GPS. But all of a phone's functions rely on the... Read More .
The hand crack generator allows you to manually turn a crank to generate a charge. You'll need to crank for a while to get a lot of energy out of it, but it's better than nothing. At the very least it should be enough to restore a dead smartphone long enough to make contact and locate others How to Use Google Person Finder to Locate Loved Ones After a Disaster Living barely an hour and a half from Boston, it was a bit surreal to watch the aftermath of the recent Boston Marathon bombings. I know there are lots of readers from different countries that... Read More .
When you're facing the aftermath of a disastrous situation, will you be ready with an emergency toolkit? It's much too easy to fall into the trap of thinking that "it'll never happen to me," so please prepare while you still can. We rarely have the fortune of knowing about an impending disaster before it hits 3 Apps To Alert You Of Natural Disasters [Android] Volcano eruptions, earthquakes, floods - it seems like mother nature is striking back. Yet natural disasters are exactly that - natural - and they have been happening for millions of years. In fact, we owe... Read More .
What other items would you include in a basic emergency toolkit? Do you have any stories of an emergency toolkit that came to the rescue? Please share with us in the comments!
Image Credits: DVIDSHUB Via Flickr
Related topics: Buying Tips, Survival Technology.
Affiliate Disclosure: By buying the products we recommend, you help keep the site alive. Read more.


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Negotiating Unfamilar Places: Girls Respond to Programming @ Berlinale 2015 – Essay by Monty Majeed
Snip, snip, snip. Her golden hair falls like frail autumn leaves. Downstairs, her family and friends await the arrival of her brother and his bride. Katelijne, ready to make her entrance at the wedding, steps out with her head held high and walks up to the aisle confidently. The height of her white boots and the length of her freshly chopped hair turns many heads. They are too showy and too short to be digested by the conservative Protestant women gathered there. The 11-yea rold returns her mother's shocked stare with a smile and hops over to the other end of the aisle, where she pulls a long rope. A bucketful of confetti, which Katelijne has painstakingly punched out of old newspapers over the last few days, rains down on the crowd. Puzzled at first, they soon pick up on her celebratory mood and twirl around, soaking in the joy that these little pieces of paper give them. The wind takes the confetti over the yellow cornfields and green meadows and even to the sunkissed highways beyond, throughout the rural Netherlands of the 1980s, carrying all those little bits of happiness with it.As Katelijne finds her voice and teaches her family that happiness lies inhaving the freedom to lose yourself in these little things, the audience at the Berlinale screening I attended, largely filled with German girls around the same age as the protagonist of Tallulah Schwab's CONFETTI HARVEST (DORSVLOER VOL CONFETTI, Netherlands), applauded loudly.
Screened as part of the Generation Kplus competitions section programmed for viewers under 14, the film was one of the many that introduced girls in the audience to the challenge of identifying with protagonists from distant cultures and uncommon spaces.
To the girls watching Katelijne's story, the space that she inhabited was indeed unfamiliar. Born and bred in a city like Berlin, they did not know what it felt like to walk through fields or milk cows on a farm. And, of course, they had never been forced into doing housework.
But what 10-year old Ezgi Tatas, who had come to watch the film with her classmates from the city's Hunsruck Primary School, could best relate to was Katelijne's quest for independence. "I know what she went through," said Ezgi. "I also feel that I want to take my own decisions and I want to do things on my own. I am glad she went away, otherwise she would have ended up like her mother: stern and morose."
Tired of watching films with "shy, shallow, crysissies wearing pink all the time, and interested in boring things," girls like Ezgi have been deeply disappointed by the way girls have been depicted onscreen for some time now. "If there is a girl in a film, she always has to be dumb, or has to make a mistake, which later the boy has to fix," says Ela Maria Borsetzky, 10. "I think it is always the opposite in real life."
This year's lineup of films with girl protagonists, however, seem refreshingly different. They push into broader, less restrictive territory, thus opening up new ideas of "space" when it comes to the lives of young women. They are no longer portrayed as little damsels in distress, waiting for a parent or a helpful elder to lead the way for them.
This year, says Ela excitedly, she has seen many films with strongwilled girls in the lead, who take charge in times of crises. While she adored the love and concern Pari had for her blind brother in Nagesh Kukunoor's RAINBOW (DHANAK, India), she was impressed by little Rocio's courage to overcome her fears in Ana Bojorquez's debut feature THE GREATEST HOUSE IN THE WORLD (LA CASA MAS GRANDE DEL MUNDO, Guatemala).
Helene Zshaubitz, 10, adds other films to the list: MY SKINNY SISTER (MIN LILLA SYSTER, Sweden), in which the protagonist Stella guards a huge secret about her sister's eating disorder, and Mark Noonan's YOU'RE UGLY TOO (Ireland), in which the lead character "acts pretty mature" while dealing with the untimely loss of her parents.
The magic of movies lies in the fact that they evoke in children, much like in elders, a horde of strong emotional responses to the images that flash in front of them. The situations the protagonists are faced with need not bear any resemblance to their own lives, but the journeys they set on could expose these girls to frightening, dark spaces they would have otherwise not encountered in their home Evironments. "At first, it is hard to even believe that some of what we see in films from other countries are even true," says Alanza Schmidt, 12, who is a member of this year's Kplus Children's Jury. "For instance, there are films that show girls being abused or mistreated."
Violence, in any form, against girls disturbed Alanza when she was younger. It took her sometime to realize that she lives in the luxury of a universe that is far removed from the realities of what so many girls in the world experience. Her first reaction was to feel grateful for the life she had. That feeling then turned into sympathy, and finally now empathy.
"These films gave me a taste of what it is to live in a different world and inspired me to stand up for myself if I ever were to face the same fate," she says. "It made me think, 'No! I am strong, I will not let anyone abuse me!'"
In the many conversations I had with girls at the festival, they all admitted that although the spaces that these films brought to themboth geographical and culturalappeared alien at first, it was how the girls onscreen dealt with trauma, loss and alienation with courage and conviction that fascinated them.
"We saw films in which girls had no rights at all. It was awful," says Johanna Gosten, 15, one of the reporters in the Young Journalists Programme at the festival. "They had no say over their own bodies, on who they wanted to marry or if they wanted to study. All this affected me when I was younger, but they taught me to be more open, tolerant and respectful of people coming from different cultures."
Johanna's words mirror those of many others who agree that dramatic storytelling start working on our minds at a very early age. Films being, undoubtedly, the most accessible form of visual art, can reach us all in ways that we cannot always predict or explain and can be absorbed by anyone, however young they may be, with no grasp whatsoever of film history or theory.
This is where the study conducted by the Geena Davis Institute On Gender In Media seems relevant. The way girls are portrayed on film, the study says, tends to solidify existing gender stereotypes. "Children learn to accept the stereotypes represented in these films. What they see affects their attitudes toward male and female values in our society, and the tendency for repeated viewing results in negative gender stereotypes imprinting over and over," according to the study.
Although films like RAINBOW and THE GREATEST HOUSE IN THE WORLD show little girls taking up maternal roles and sometimes trying to stand in for the absent mother figure, those depictions work when viewed as part of the bigger picture of telling stories that strive to keep hope and courage alive. In other films like CONFETTI HARVEST, YOU'RE UGLY TOO and MY SKINNY SISTER, girls break free from conventions and see that it's possible to bust open the boxes they aresupposed to fit into. Being exposed to films that have strong female protagonists who tackle reallife issues from such an impressionable age then becomes crucial in cultivating a new generation of viewers who are more discerning of their expectations from cinema.
MONTY MAJEED is a Correspondent with THE WEEK, a political newsweekly based in India. She covers entertainment and lifestyle for the magazine. A post-graduate in Economics, Monty took to writing on film because of a deep-rooted interest and love for the form sowed very early in her childhood, which was spent in Kerala, a state in south India known for its rich cultural history. Currently based in Mumbai, she was selected as one among the top 8 young emerging film critics from the world for the Talent Press programme at the Berlin International Film Festival in February, 2015.


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Arts Listings
Contra Costa Theatre Plays Winning Hand With 'Lucky Stiff'
Wheeling your decrepit uncle from Atlantic City through Monte Carlo for one last fling, no matter how venal the motive (like garnering an inheritance in seven figures that will otherwise—literally—go to the dogs) is one thing. But if it's your never-before-met old uncle, a Jersey gangster —your never-before-met late Jersey gangster uncle —in that wheelchair, rolling around for a week in the clubs and casinos ...
What you have then is Stephen Flaherty and Lynn Ahrens' 1988 musical comedy, Lucky Stiff, now playing to appreciative—guffawing, even—audiences at Contra Costa Civic Theater.
With Amy Nielson's stage direction and Sierra Dee leading the trio onstage from the keyboard (with Ted Gould, bass; Poh Soon Teng, drums and percussion), the cast of 12 puts on a tight, not to say constricted, show. As is appropriate to this style of parody—or burlesque—musical, it's the little things that count, and that's what the show aims for.
John Brown and Sharon Rietnick, a bright new face, are just right as the unlikely romantic leads: an English former shoe salesman, worried by the dogs in his London rooming house, and Annabel Glick of the Universal Dog Home, shadowing him to make sure he keeps his uncle's wishes to the letter (or he'll forfeit a few mil to the hounds).
But there are others, maybe with only a moment of the audience's undivided attention: Steve Yates as Luigi Gaudi, who tries to force himself on shoe salesman-"caregiver" Harry as a guide, who all but stops the show with a "confession" that borders on pure exposition; or Brian Dauglash, who paddles vigorously in the waters of a Monte Carlo nightclub as a comic emcee; or Kerry Chapman as Rita, purblind mistress to Uncle Anthony, packing the pistol she nearsightedly shot the old gang-
ster with, all the way to Monte Carlo
to claim the inherited loot. Or Eric Neiman as Vinnie, Rita's optometrist brother, unwittingly along for the ride. Or Joe Fitzgerald in the most deadpan role ever ...
Whether as principals, characters appearing for a moment to supply color, or all together as ensemble, it's a sharp troupe onstage, gliding through one set-up after another, Eugene De Christopher's set, Adam Fry's lighting and Travis Rexroat's sound design underpinning the fluidity. The costumes by Jenine Hillaire, with the director's collaboration, are occasionally jokes by themselves, not just props for the same.
Well into the action, Harry has a dream, a nightmare-become-production number, "Welcome Back, Mr. Witherspoon," in which all the people in his life appear, snouted and muzzled like dogs—the dogs he hates, from his rooming house.
Less penetrating are the moments when Harry is winning, for the first time in his life, at the tables, with his uncle's roulette system. Or drinking champagne, arms locked with Dominique, the chanteuse, who sings "And now you're speaking French."
Lucky Stiff can be a very funny romp, and the CCCT folks—all of them, onstage and off—do their best to carry you with them onto the playing fields of a contemporary burlesque of musical comedy, one which reaffirms the norm at its best with funny, exuberant action.
No wonder the lyric it ends on: "It's good to be alive!"
Lucky Stiff
Presented by Contra Costa Civic Theatre at 8 p.m. Friday–Saturday and at 2 p.m. Sundays through Dec. 6 at 951 Pomona Ave., El Cerrito. $11–$18.
524-9132. www.cct.org.


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Peter May Trilogy - Sollas Beach
Type:Literary Trail
Isle Of North Uist
Outer Hebrides
Photograph © David Wilson
Sollas beach is featured in The Chessmen as the location of a drug smuggling tryst resulting in a murder. A light aircraft is found in among the hills in Uig at the start of the book. The story eventually leads to Sollas beach, which is known for its beach fly in, and was where the aircraft had come from on its final journey. The flights to Sollas had started out as an innocent trip,but eventually it became clear that it was a way to smuggle drugs:
"....'Anyway, she'd read about it somewhere, she said. In some magazine. That it was possible to land a small aircraft on the sands at low tide. It was almost midsummer, and she thought it would be romantic if we could fly up there and land on the beach at midnight, and picnic throught the summer solstice. Maybe even stay overnight. Sleep under the stars' "
Extract from The Chessmen by Peter May
In the summer the village hosts "Sollas Week" with lots of activites, ceilidhs and compettions, usually taking place in July. Stop off at Taigh Sgire Sholais for a cuppa or let your creative juices flow at workshops held at Sollas Bookbinding. If you are interested in Archaeology, it is worth visiting The Udal which was occupied from Neolithic age through to the early 20th century.
The nearby Traigh Iar. is a stunning stretch of white beach, backed by sweeping dunes, which are in turn bordered by the rich machair grasses. The Sands make a great place for a picnic and at low tide you can even walk across to the island of Vallay – once home to linen maker George Beveridge. Vallay, a tidal isand which becomes cut off when the waters rise, has remained uninhabited since the owner was killed in a boating accident and his house now stands in ruins as nature reclaims the land he once prized.
Click here to return to the Peter May Trilogy Home page.


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Made a mistake i feel
My neighbor's son has made passes at me for many years. I have told him he is to young. He turned twenty and ask me again. I got weak and took the offer. I was a virgin when I married. My husband I don't think is very good at s**. I wanted to see if it was different.
I told him to be easy like my husband is with me. He was and it got feeling good. He got faster and got a little rough. I told him I had enough but he had not finished. I held on while he finished. It took a very long time and I got very sore. Today I pee and it burns, I can not sit in the kitchen chair. I will not do that again. He tore me up pretty good. Will stick with my husband and let him do what he does for me. I hope he will not be able to tell. We have s** on Saturday night every week.
12 Comments
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Drink some cranberry juice - the burning suggests a urinary infection - and be gentle with yourself, he might have been too rough and injured you a bit. It sounds like he took advantage of you, it would be wise not to engage him again.
You obviously like the young d***. You need to go get you some more of it.
very sexy. keep it going.
What you did was exciting and risky, and I love it and encourage you to try it again. If you like young men, there are PLENTY out there that want to hook up with more mature women like you. You need to start going out and finding them, and do as many as you can. You're going to have sooooooooooooooooo much fun!
I am not taking him again. My husband ask me why I feel strange down there. We had s** Saturday night and he said it was not normal.
You'll get used to the rough stuff. And then you'll like it. And then you'll love it. And then you'll need it. And then you won't be able to live without it. Trust me, I know what I'm talking about. But the best thing, is you'll soon start to love cheating. That's the best thing about affairs. It's all the cheating. God, how I love it so!
Omg. Stop writing comments while jerking your d***. It's painfully obvious you typed this one handed.
The rough stuff makes me v***** sore. I think I know what a f*** is. He f***** me and f***** me hard and long. I think he did some changes inside me. I dont want my husband to know. Saturday night he told me I feel strange inside.
Burns? Have you been check for a std?
Yep - that young stud gave you a case of the clap. And now your husband is going to find out because you just gave it to him. Get yourself tested; I hope I'm wrong, but if I'm not, tell your husband that you were weak and wondering what s** with someone else would feel like and that you made a mistake.
No disease, I have had my Dr test me. I explained the situation to my Dr and how it feels. He said the size of this boy would make any woman hurt. He said the p**** size was far beyond normal.
Will stay with my husband, my lesson is learned.
Well now you can say "you're f*****"


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It takes a village to raise a child, the saying goes. In Southeast Portland's Powelhurst-Gilbert neighborhood, a coalition dedicated to improving educational outcomes for children and their families has come together to bring the village to an area school.
Early Works at Earl Boyles Elementary School is a ten-year initiative of the Children's Institute. The initiative develops effective approaches for increasing school readiness and third-grade achievement by convening partnerships with community members to implement universal, outcome-focused early childhood services integrated and aligned with the needs of the community. Early Works brings together parents and children in the Earl Boyles catchment area, educators, and community organizations to support kids from birth to age eight to see that they arrive in kindergarten ready for school and on track to succeed through third grade. Early Works' partnering organizations include the David Douglas School District, Mt. Hood Community College, the Multnomah County Library, Metropolitan Family Services, the Immigrant and Refugee Community Organization and Portland State University's Center for the Improvement of Child and Family Services, among others.
The initiative focuses on developing programs and interventions that support healthy development and school success through early education, family engagement, and health and social support services. Since its launch in 2010, Early Works has established free, universal, high-quality preschool at Earl Boyles for neighborhood three- and four-year-olds. A neighborhood center located within the school now provides parents and young children a place to gather, learn, play, and navigate a variety of health and social services. Parents receive training to become community health and education leaders through the initiative's community ambassador program. Early Works promotes family engagement in learning, offering education opportunities, increasing access to children's books, and improving the quality and quantity of family/teacher interactions. School leadership and educators in preschool through third-grade classrooms work together to promote quality instruction and smooth transitions into school and between grades. Additionally, the initiative brings stakeholders to the table to better align systems of support and education that benefit children's school readiness and health during their critical early years.
"Early Works at Earl Boyles built a collective impact approach towards kindergarten readiness," said Dr. Marina Merrill, senior research and policy advisor at the Children's Institute. "The goal is to develop and implement programming that creates a seamless transition across key developmental points from birth to age eight and to help connect families to services that promote family stability."
"Early Works is an innovative program," Green said. "As a ten-year initiative, partners have had time to build programming from the ground up that can change the system. From the beginning, there's been a commitment to engaging with families as the best partners in supporting children's learning. And infused into every aspect of the initiative is a drive to identify place-based interventions for children from birth to third grade that support education, health, and families."
Each year, Green and the center's team of researchers gather and analyze data from a variety of sources covering multiple factors including assessments of early literacy, language, math, and socio-emotional skills—benchmarks for school readiness. They evaluate administrative data provided by the school looking at attendance and classroom performance indicators. They survey parents, conduct community focus groups, and interview key stakeholders. According to Green, the program evaluation supports decision-making that aims to improve services provided to children and families in the neighborhood, promote school readiness, and provide more consistent education experiences for children and their parents in support of healthy development and school success.
"It's been amazing to have a research partner at the table from day one," said Merrill. "The research provided by PSU helps everyone involved, from parents to educations, to community partners make decisions based on what the data tells us and use the data in more meaningful ways."
Reports from Green's group show that the program is leading to improvements in early literacy, numeracy, and socio-emotional skills for participating children. That includes Latinx children and children who are of Asian and Pacific Island descent. There have also been substantial gains in family engagement in children's education in the Earl Boyles community. Green and Merrill discuss Early Works, student gains, and the program evaluation in a podcast produced by the Children's Institute.
The period from birth through third grade has long-term effects on the lives of children, affecting everything from educational attainment to future earnings and health. Social and health disparities, however, can create barriers that impede a child's readiness for school. The Children's Institute Early Works initiative at Earl Boyles Elementary School in Southeast Portland and its sister program at Yoncalla Elementary School in Yoncalla, Oregon have convened over a dozen partnering organizations dedicated to providing wraparound support services to families with young children in the schools' catchment areas and communities. Guided by the Center for Improvement of Child and Family Services' evaluation of what works and where there are opportunities for improvement, the Early Works community of partners have coalesced into a village of sorts. That village is capable of addressing the social and health disparities that negatively affect family stability and school readiness, helping put children in Southeast Portland's Powelhurst-Gilbert neighborhood on track for success in school and throughout life.


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10 Tips for Finding a Great NYC Apartment (In Half The Time)
Today's post comes to us from the folks at Oliver. Oliver is a great new service that gives you access to no-fee apartment listings directly from landlords and property management companies. As the guys at Oliver are seasoned experts in finding apartments, we asked them for their best tips to share with our customers. We hope you enjoy! And be sure to check out Oliver today at getoliver.com.
When it comes to apartment tips, we've literally heard them all. We've tried our best to put together a list of the ten most important ones to keep in mind when searching for an NYC apartment. We hope it's helpful. First-time apartment seekers especially, remain seated and pay close attention!
1. Get the timing right: You'll want to start your search no later than 30 days before your move-in date. If you start too early, a landlord may not hold the apartment you want until you're ready to move. Also, your current landlord may not be too keen to let you out of your current lease early. If you start your search too late, you may end up somewhere less than ideal before your current lease expires. Bonus tip: The average renter visits 6.1 units before finding their next apartment.
2. Scope out the neighborhoods: It's important to walk through your target neighborhoods during both day and night. Neighborhoods like the East Village are pretty chill during the day but can get rowdy at night. Conversely, the Financial District is loaded with tourists and bankers during the day, but can feel like a creepy scene from The Dark Knight after hours. There are also some deceptively tricky commutes in the city, especially for those going crosstown (East to West/West to East) in Manhattan.
3. Beware the broker fee: Much like car shopping, the devil can be in the details. A whopping broker fee can turn what looks like a great deal into a major cash drain. Some people say broker fees are standard in New York, but we respectfully disagree. Oliver allows users to discover apartments, schedule showings, and apply for apartments, all from one easy-to-use app. No brokers and no broker fees with Oliver.
4. Check for the big 3–Gym, Groceries, Laundry: Even though on-demand is becoming more and more en vogue (Oliver, for instance is an on-demand solution), you'll want to be sure you've got good dependable options for those stores and services you'll be using most often. Bonus points if they're open 24 hours.
5. Stay Flexible: You may not end up with every single amenity on your list, so keep in mind that a great apartment is hard to find. The perfect apartment, on the other hand, is something not even Oliver can guarantee. Prioritize what's most important to you, make sure you understand what's a deal-breaker and what's a nice-to-have, then search, find, and sign accordingly.
6. Use the force: There are some great technology options out there to speed up the process and turn you into an apartment ninja (Oliver being our totally biased personal fave), so use them. Put Snapchat down, mute your notifications, and focus. Making technology work for you can do wonders for your bank account and quality of life.
7. Beware the buzz: You'll see and hear lots of terminology to throw you off your game so be prepared to do some decoding. Here are some of the industry's favorites:
"Pre-war" – brick and stone construction dating back to the late 19th and early 20th century. Classic New York.
"Walk-up" – a multi-floor townhome-like building with one or multiple apartments on each floor. No elevators here, so you'll usually need to "walk up" to your apartment.
"Railroad" – found mostly in older tenement-style buildings, is named for its straight floor plan. For the most part, the front door opens directly into the apartment, there is no hallway, and one room leads into another.
"Up-and-coming" – this term is used to define a neighborhood that is still a little rough around the edges. The good news is these up-and-comers are usually nestled up next to great neighborhoods.
8. Be ready to sign: You will want to be ready to sign before you start looking. That means income verification, cosigners, credit scores, and cash in the bank. Landlords typically require first month, last month, and security deposit so you'll want to be sure your finances are in order. While unlikely, the sun may shine on you just so that you fall in love with the first apartment you see. Apartments in NYC come off the market super quickly so make sure you're ready to strike while the iron's hot.
9. Background check your landlord: This one is probably one of the most overlooked to-dos while apartment hunting. A quick chat with future neighbors could help you steer clear of a difficult landlord. A great landlord is like a great business partner – someone who will follow through on their end of the bargain, be accommodating, fix what needs fixing, and remain for the most part behind-the-scenes.
10. Once you sign, have backup plans: If you've got pets, do lots of traveling, or have been known to lose your keys, make sure you have backup plans in place. Services like KeyMe will have you covered by letting you save your keys to the cloud if you ever get locked out, or let you share them with a neighbor if something goes down while you are away Depending on your neighborhood, there are great house-sitting and pet-sitting options available as long as you provide just a little bit of notice.
Hopefully now you're prepared to take on the market, and land somewhere amazing. By the way, if all of this sounds like way too much work, download Oliver and he'll make your life only a gajillion times easier.