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PHmuseum is a curated platform for contemporary photography - PHmuseum
“Since 2012 we promote contemporary photography and the importance of visual language”

“PHmuseum is driven by our team ideas and collective effort. Get to know us.

PHmuseum is a curated platform dedicated to contemporary photography. Launched in 2012, we are today a community of 11,000 photographers reached by more than 400,000 visitors per year.

Our mission is to discover and promote photographers, working as an innovative talent incubator. Every year we review or feature the work of around 120 photographers - check our News section - and invite more than 60 to present their projects in our online exhibitions. We also feature 400 photographers a year on our Instagram and Facebook accounts. Many photo editors, curators, and gallerists browse our Stories section every week to discover new projects and ask us for recommendation at the moment of searching for photographers for assignments, magazines publications, and festival exhibitions.

PHmuseum is well known for its program of grants, which offers £33,000 in cash prizes every year, the opportunity to exhibit at international photography festivals, be featured in publications and on recognised magazines such as Vogue Italia. Max Pinckers, Diana Markosian, Tomas Van Houtryve, and Clémentine Schneidermann are among the winners of the past editions, while Martin Parr (Magnum Photos), Kathy Ryan (New York Times), Roger Ballen (Photographer), François Hébel (Curator) and Sarah Leen (National Geographic) among the former jurors.

PHmuseum is also a free online space where everyone could learn about photography and its language. Every month we present 6 online exhibitions in collaboration with invited curators. Our galleries have hosted the work of internationally recognized authors like Jacob Aue Subol, Anastasia Taylor Lind, Laura El Tantawy, Alejandro Chaskielberg, and Hajime Kimura, and most importantly dealt with relevant issues of our times.


We are an independent group of entrepreneurs, photographers, and journalists from around the globe. We strive to improve PHmuseum every day, and the project is the result of our collective effort. Learn more about us and feel free to get in touch:”

[See also: ]
museums  online  photography  phmuseum  srg  edg 
10 weeks ago by robertogreco
A Short Hike is one part Animal Crossing and one part Breath of the Wild - The Verge
"It can be difficult to find time to finish a video game, especially if you only have a few hours a week to play. In our biweekly column Short Play we suggest video games that can be started and finished in a weekend.

Claire is on a camping trip with her Aunt May, but she’s also waiting for an important call. Unfortunately, the only reception in the park is at the top of the island’s giant mountain. Claire’s trek up the mountain is the core of the game A Short Hike, and how you get her to the top is pretty open ended. You could go straight up the path to the top of the mountain — but then you’d be missing out on the point of the game.

A Short Hike feels like what you would get if you turned Animal Crossing into an adventure game like The Legend of Zelda: Breath of the Wild. Yes, it’s an experience full of cute cartoon animal people, but more importantly A Short Hike has a similar sensibility to those two Nintendo games. Like both, the goal of the game is less important than how you spend your time getting to it. And so your trek up a mountain ends up full of much smaller tasks, which, like in Animal Crossing, are nice and relaxing.

You can spend time collecting seashells, searching for buried treasure, fishing, or helping other visitors to the park find lost items. However, while those serve as relaxing distractions, the rewards for doing them also help with your ascent up the mountain. At the start of her trek Claire is only able to jump, glide, and climb up walls or cliffs until she gets too tired and lets go. But by completing these side activities you’ll usually get some sort of tool that allows you to perform more actions, like being able to run by getting running shoes or dig by getting a shovel.

Mainly, though, you’ll be trying to collect golden feathers. These feathers act like Link’s stamina bar in Breath of the Wild: the more you have, the more you can climb before tiring out. Except, unlike Link’s stamina bar, each feather also provides you with an additional jump (which, because Claire is a bird, is more of a flap than a jump). Each flap consumes a chunk of your climbing stamina, while not providing as much height as you could have gotten just from climbing.

The climb up the mountain becomes about balancing. You have to determine how much you jump before you start climbing, in order to maximize what stamina you have. Although this is really only a concern if you try to get up the mountain as quickly as you can. If you spend your time exploring the park and taking part in all the different activities available, you’ll end up with more than enough golden fathers to make those later sections a good bit easier.

And you’ll want to spend time exploring, because the mountain is much bigger than you expect it to be. It’s a place full of interesting environments and ruins, as well as quirky and clever characters who you can’t help but want to hang around with or help out. In fact, the writing is maybe the best thing about the game. There is very little of it, but every character feels distinct from the next, and charming in their own way (even the kid that overcharges you for feathers). And when you do finally get to the top of the mountain it’s an emotional gut punch that both validates and recontextualizes whatever path you took to get there.

Luckily, getting to the top isn’t the end. Instead, it essentially frees you up to explore the park without any explicit goal. Maybe you want to catch all the different fish, win the foot race, or just stand near the beach and watch the waves. It’s a perfect structure, because even if the game had ended at the top of the mountain, I’d have found it pretty hard to not start a new game just to wander around the park some more."
games  gaming  videogames  toplay  srg  edg  animalcrossing  ashorthike  2019  adamrobinson-yu 
12 weeks ago by robertogreco
Push Me Pull You
"A videogame about friendship and wrestling.

Available now for PlayStation 4,
Windows, Mac and Linux.'

Developed by House House,
with original music by Dan Golding."

"Push Me Pull You is a sports game for 2–4 players.

Joined at the waist, you and your partner share a single worm-like body as you wrestle your opponent for control of the ball.

It’s a bit like a big hug, or playing soccer with your small intestines.

With every action affecting both you and your partner (and mandatory shouting) PMPY combines the best parts of co-op multiplayer with the worst parts of your last breakup."

[via: ]
ps4  windows  mac  osx  lunix  game  gaming  videogames  srg  edg  househouse 
april 2019 by robertogreco
Generation Z: Who They Are, in Their Own Words - The New York Times
[See also, the interactive feature:

"What is it like to be part of the group that has been called the most diverse generation in U.S. history? We asked members of Generation Z to tell us what makes them different from their friends, and to describe their identity. Here's what they had to say." ]

"They’re the most diverse generation in American history, and they’re celebrating their untraditional views on gender and identity.

Melissa Auh Krukar is the daughter of a South Korean immigrant father and a Hispanic mother, but she refuses to check “Hispanic” or “Asian” on government forms.

“I try to mark ‘unspecified’ or ‘other’ as a form of resistance,” said Melissa, 23, a preschool teacher in Albuquerque. “I don’t want to be in a box.”

Erik Franze, 20, is a white man, but rather than leave it at that, he includes his preferred pronouns, “he/him/his,” on his email signature to respectfully acknowledge the different gender identities of his peers.

And Shanaya Stephenson, 23, is the daughter of immigrants from Jamaica and Guyana, but she intentionally describes herself as a “pansexual black womxn.”

“I don’t see womanhood as a foil to maleness,” she said.

All three are members of what demographers are calling Generation Z: the postmillennial group of Americans for whom words like “intersectionality” feel as natural as applying filters to photos on Instagram.

Born after 1995, they’re the most diverse generation ever, according to United States census data. One in four is Hispanic, and 6 percent are Asian, according to studies led by the Pew Research Center. Fourteen percent are African-American.

And that racial and ethnic diversity is expected to increase over time, with the United States becoming majority nonwhite in less than a decade, according to Census Bureau projections.

Along with that historic diversity, members of the generation also possess untraditional views about identity.

The New York Times asked members of Generation Z to describe, in their own words, their gender and race as well as what made them different from their friends. Thousands replied with answers similar to those of Melissa, Erik and Shanaya.

“It’s a generational thing,” said Melissa, the preschool teacher. “We have the tools and language to understand identity in ways our parents never really thought about.”

More than 68 million Americans belong to Generation Z, according to 2017 survey data from the Census Bureau, a share larger than the millennials’ and second only to that of the baby boomers. Taking the pulse of any generation is complicated, but especially one of this size.

Generation Z came of age just as the Black Lives Matter movement was cresting, and they are far more comfortable with shifting views of identity than older generations have been.

More than one-third of Generation Z said they knew someone who preferred to be addressed using gender-neutral pronouns, a recent study by the Pew Research Center found, compared with 12 percent of baby boomers.

“Identity is something that can change, like politics,” said Elias Tzoc-Pacheco, 17, a high school senior in Ohio who was born in Guatemala. “That’s a belief shared by a lot of my generation.”

Last summer, Elias began identifying as bisexual. He told his family and friends, but he does not like using the term “come out” to describe the experience, because he and his friends use myriad sexual identities to describe themselves already, he said.

Elias said he defies other expectations as well. He goes to church every day, leans conservative on the issue of abortion and supports unions, he said. He has campaigned for both Democrats and Republicans.

His bipartisan political activism, he said, was a natural outcome of growing up in a world where identity can be as varied as a musical playlist.

This is also the generation for whom tech devices, apps and social media have been ubiquitous throughout their lives. A Pew study last year found that nearly half of all Americans aged 13 to 17 said they were online “almost constantly,” and more than 90 percent used social media.

Wyatt Hale, a high school junior in Bremerton, Wash., has few friends “in real life,” he said, but plenty around the world — Virginia, Norway, Italy — whom he frequently texts and talks to online.

Their friendships started out on YouTube. “I could tell you everything about them,” he said. “But not what they look like in day-to-day life.”"

["as the boomers and millennials fight to the death, gen x and gen z will snuggle up to talk top emotional feelings and best life practices and I am here for it!!" ]
genz  generationz  edg  srg  2019  nytimes  interactive  identity  us  diversity  photography  socialmedia  instagram  internet  online  web  change  youth  race  sexuality  gender  demographics  identities  choiresicha  generations  millennials  geny  generationy  genx  generationx  babyboomers  boomers  classideas 
march 2019 by robertogreco
"A video game about going outside.

Out now.

"The vibrantly colored world of Lovely Weather We're Having doesn't take you back to a specific time necessarily, but to a mind set, when the world seemed bigger and brighter and more mystifying."
-Jess Joho, Kill Screen

"Lovely Weather is a clever little mood stimulator on the contemplative end of the scale, a kind of dynamic Zen box. You open it and poke around a little and maybe close it, thinking “Is that all?”
And then you come back, and the weather’s different, and the time of day’s just so, and it takes your breath away."
-Matt Peckham, WIRED

"Watched the trailer and I have no idea what the game is about."
-Someone on reddit "

[See also: ]
gaming  games  videogames  weather  srg  edg  toplay  location 
march 2019 by robertogreco
Social_Animals — Official Movie Website
[See also: ]

[via: ]

"A daredevil photographer, an aspiring swimsuit model, and a midwest girl next door are all looking for the same things from their Instagram account–a little love, acceptance and, of course, fame. And they’ll do just about anything to get it. With an observational eye Social Animals peeks into the digital and real worlds of today’s image-focused teenager, where followers, likes and comments mark success and self worth."

[See also: ]
film  social  media  instagram  youth  teens  towatch  2018  2019  via:mattthomas  documentary  internet  srg  edg 
march 2019 by robertogreco
Middle-Class Families Increasingly Look to Community Colleges - The New York Times
"With college prices in the hundreds of thousands of dollars, more middle-class families are looking for ways to spend less for quality education."
communitycolleges  education  highereducation  srg  edg  2018 
march 2019 by robertogreco
Why the Spanish Dialogue in 'Spider-Verse' Doesn't Have Subtitles
"While watching the new animated feature Spider-Man: Into the Spider-Verse – featuring Miles Morales’ big screen debut as the arachnid superhero – it’s reassuring to notice the subtle, yet transcendent details through which the creators ensured both parts of his cultural identity are present.

Miles (voiced by Shameik Moore), an Afro-Latino teen who lives in Brooklyn and first appeared in Marvel’s comics back in 2011, is the son of a Puerto Rican mother and an African-American father. The protagonist’s significance – when it comes to representation – cannot be overstated, making the fact that he and his mother (Rio Morales who’s voiced by Nuyorican actress Luna Lauren Velez) speak Spanish throughout the action-packed narrative truly momentous.

Although brief, the Spanish phrases and words we hear connote the genuine colloquialisms that arise in bilingual homes as opposed to the artificiality that sometimes peppers US-produced movies and feels like the result of lines being fed through Google Translate. It might come as a surprise for some that Phil Lord, known for writing and directing The Lego Movie and 21 Jump Street with his close collaborator Christopher Miller, was not only one of the main scribes and a producer on Spider-Verse, but also the person in charge of the Spanish-language dialogue.

“I grew up in a bilingual household in the bilingual city of Miami where you hear Spanish all over the place, and it’s not particularly remarkable,” he told Remezcla at the film’s premiere in Los Angeles. Lord’s mother is from Cuba and his father is from the States. As part of a Cuban-American family, the filmmaker empathized with Miles’ duality: “I certainly understand what it’s like to feel like you’re half one thing and half something else,” he noted.


Despite the massive success of Pixar’s Coco, including Spanish-language dialogue in a major studio’s animated release is still rare – doing so without adding subtitles, even for some of the longer lines, is outright daring. “It was important for us to hear Spanish and not necessarily have it subtitled,” said Lord. “It’s just part of the fabric of Miles’ community and family life.”

For Luna Lauren Velez, whose character speaks mostly in Spanish to Miles, Lord and the directors’ decision to not translate her text in any way helped validate the Latino experience on screen. “That was really bold, because if you use subtitles all of a sudden we are outside, and we are not part of this world anymore. It was brilliant that they just allowed for it to exist,” she told Remezcla. Her role as Rio Morales also benefited from the production’s adherence to specificity in the source material, she is not portrayed as just generically Latina but as a Puerto Rican woman from Brooklyn.

With the help of a dialect coach, Velez and Lord were also partially responsible for getting Shameik Moore (who has roots in Jamaica) to learn the handful of Spanish-language expressions Miles uses during the opening sequence were he walks around his neighborhood. “[Luna] has been getting on me! I need to go to Puerto Rico, and really learn Spanish for real,” Moore candidly told Remezcla on the red carpet.

Aside from Rio and Miles, the only other Spanish-speaking character is a villain named Scorpion. The insect-like bad guy who speaks only in Spanish is voiced by famed Mexican performer Joaquín Cosio. “He is an actor from Mexico City who was using slang that we had to look up because we didn’t understand it! I had never heard some of the words he used,” explained Lord.

[video: "Spider-Man: Into the Spider-Verse - "Gotta Go" Clip" ]

For Lord, having different Spanish accents represented is one of the parts of Into the Spider-Verse he’s the most proud of. He wanted to make sure Miles and Rio didn’t sound alike to indicate how language changes through different generations. Being himself the child of a Cuban immigrant, the parallels were very direct. “Miles is second-generation, so he speaks different than his mother.”

Velez, who like Miles is born in New York, identifies with what it’s like to communicate in both tongues. “Growing my parents spoke to us in Spanish and we responded in English. Now this happens with my nieces and nephews,” she said. “You want to make sure kids remember their culture and where they come from.” In playing Rio, she thought of her mother who instilled in her not only the language but appreciation for her Latinidad.

Clearly, casting Velez was essential to upholding the diversity and authenticity embedded into Miles Morales’ heroic adventure since not doing so would have been a disservice to an iteration of an iconic figure that is so meaningful for many. “If Spider-Man’s Puerto Rican mom had been played by somebody who isn’t Latino I’d have a problem with that,” Velez stated emphatically."
language  translation  spanish  español  bilingualism  bilingual  srg  edg  glvo  carlosaguilar  2018  spider-verse  spiderman  miami  losangeles  nyc  coco  subtitles  specificity  puertorico  cuba  immigration  via:tealtan  accents  change  adaptation  latinidad 
february 2019 by robertogreco
Foxhunt by anomalina
"An atmospheric, Witness-like first person puzzle game based on clues left by the enigmatic Fox... are you clever enough to meet him and escape this deathless, dimensionless, cold white desert?"

[via: ]
games  gaming  videogames  edg  srg  multispecies  morethanhuman  2019  thewitness 
january 2019 by robertogreco
The Acceptance Rate Of Elite US Colleges From 2015 To 2018, Visualized - Digg
"If you have your heart set on getting into an Ivy League school these days, then we have some bad news for you: it's definitely not going to be an easy ride.

As the number of applications for prestigious colleges has risen — thanks in part to the emergence of Common Application, a process that allows students to apply to multiple schools with ease, and the increase of international applicants — acceptance rates for the elite colleges of the US have declined quite sharply in the past few years. In fact, this year, with the exception of Yale, all Ivy League schools produced the lowest acceptance rates in their respective histories.

To get a better idea of how admission rates have declined in the most selective colleges in the US, we can look to this graph made by Hunter Blakewell of Ivy Academic Coach, which charts the changes in acceptance rates of elite colleges from 2015 to 2018. The 43 colleges included in this chart are academic institutions that had an acceptance rate of less than 20% in 2018.

As you can see, there has been a noticeable decrease in acceptance rates among the majority of elite colleges in the US. Some are more minimal decreases. For instance, Stanford, the most selective school in the US, only saw its acceptance rate drop from 5.04% in 2015 to 4.36% this year.

New York University, on the other hand, has had one of the most drastic drops in admission rates. According to Ivy Academic Coach, NYU's admission rate dropped from 32% in 2016 to merely 19% in 2018, an over-40% decrease within the span of two years.

The drop in acceptance rates among the US's elite colleges is a worrying trend. Although there are studies that show attendance at an elite college may bear little relationship with a person's long-term earnings, further research has clarified that going to an Ivy League school matters less when you're a rich, white man — but if you're a woman or a minority, attendance at an elite university still has a palpable effect on your future income."
colleges  universities  admissions  anxiety  selectivity  2018  visualization  srg  edg  highered  highereducation  ivyleague  elitism  education 
january 2019 by robertogreco
Opinion | What Straight-A Students Get Wrong - The New York Times
"A decade ago, at the end of my first semester teaching at Wharton, a student stopped by for office hours. He sat down and burst into tears. My mind started cycling through a list of events that could make a college junior cry: His girlfriend had dumped him; he had been accused of plagiarism. “I just got my first A-minus,” he said, his voice shaking.

Year after year, I watch in dismay as students obsess over getting straight A’s. Some sacrifice their health; a few have even tried to sue their school after falling short. All have joined the cult of perfectionism out of a conviction that top marks are a ticket to elite graduate schools and lucrative job offers.

I was one of them. I started college with the goal of graduating with a 4.0. It would be a reflection of my brainpower and willpower, revealing that I had the right stuff to succeed. But I was wrong.

The evidence is clear: Academic excellence is not a strong predictor of career excellence. Across industries, research shows that the correlation between grades and job performance is modest in the first year after college and trivial within a handful of years. For example, at Google, once employees are two or three years out of college, their grades have no bearing on their performance. (Of course, it must be said that if you got D’s, you probably didn’t end up at Google.)

Academic grades rarely assess qualities like creativity, leadership and teamwork skills, or social, emotional and political intelligence. Yes, straight-A students master cramming information and regurgitating it on exams. But career success is rarely about finding the right solution to a problem — it’s more about finding the right problem to solve.

In a classic 1962 study, a team of psychologists tracked down America’s most creative architects and compared them with their technically skilled but less original peers. One of the factors that distinguished the creative architects was a record of spiky grades. “In college our creative architects earned about a B average,” Donald MacKinnon wrote. “In work and courses which caught their interest they could turn in an A performance, but in courses that failed to strike their imagination, they were quite willing to do no work at all.” They paid attention to their curiosity and prioritized activities that they found intrinsically motivating — which ultimately served them well in their careers.

Getting straight A’s requires conformity. Having an influential career demands originality. In a study of students who graduated at the top of their class, the education researcher Karen Arnold found that although they usually had successful careers, they rarely reached the upper echelons. “Valedictorians aren’t likely to be the future’s visionaries,” Dr. Arnold explained. “They typically settle into the system instead of shaking it up.”

This might explain why Steve Jobs finished high school with a 2.65 G.P.A., J.K. Rowling graduated from the University of Exeter with roughly a C average, and the Rev. Dr. Martin Luther King Jr. got only one A in his four years at Morehouse.

If your goal is to graduate without a blemish on your transcript, you end up taking easier classes and staying within your comfort zone. If you’re willing to tolerate the occasional B, you can learn to program in Python while struggling to decipher “Finnegans Wake.” You gain experience coping with failures and setbacks, which builds resilience.

Straight-A students also miss out socially. More time studying in the library means less time to start lifelong friendships, join new clubs or volunteer. I know from experience. I didn’t meet my 4.0 goal; I graduated with a 3.78. (This is the first time I’ve shared my G.P.A. since applying to graduate school 16 years ago. Really, no one cares.) Looking back, I don’t wish my grades had been higher. If I could do it over again, I’d study less. The hours I wasted memorizing the inner workings of the eye would have been better spent trying out improv comedy and having more midnight conversations about the meaning of life.

So universities: Make it easier for students to take some intellectual risks. Graduate schools can be clear that they don’t care about the difference between a 3.7 and a 3.9. Colleges could just report letter grades without pluses and minuses, so that any G.P.A. above a 3.7 appears on transcripts as an A. It might also help to stop the madness of grade inflation, which creates an academic arms race that encourages too many students to strive for meaningless perfection. And why not let students wait until the end of the semester to declare a class pass-fail, instead of forcing them to decide in the first month?

Employers: Make it clear you value skills over straight A’s. Some recruiters are already on board: In a 2003 study of over 500 job postings, nearly 15 percent of recruiters actively selected against students with high G.P.A.s (perhaps questioning their priorities and life skills), while more than 40 percent put no weight on grades in initial screening.

Straight-A students: Recognize that underachieving in school can prepare you to overachieve in life. So maybe it’s time to apply your grit to a new goal — getting at least one B before you graduate."
education  grades  grading  colleges  universities  academia  2018  adamgrant  psychology  gpa  assessment  criticalthinking  anxiety  stress  learning  howwelearn  motivation  gradschool  jkrowling  stevejobs  martinlutherkingjr  perfectionism  srg  edg  mlk 
december 2018 by robertogreco
Bria Bloom: A Grown Unschooler Dedicated to Liberating the Next Generation - YouTube
"Bria Bloom is the Community Manager of the Alliance for Self-Directed Education (ASDE). In this interview with ASDE board member Scott Noelle, Bria shares her educational journey and provides a behind-the-scenes look into her work with the Alliance, advancing the SDE movement."
briabloom  2018  unschooling  homeschool  education  self-directed  self-directedlearning  srg  edg  schools  schooling  learning  howwelearn  scottnoelle 
december 2018 by robertogreco
EarthBound Fans Are Releasing a Book About Years of Hoping for a Mother 3 Western Release - IGN
"Titled “C'mon Nintendo, Give Us Mother 3,” the book is coming to Fangamer in late 2018 and chronicles years of waiting for the follow-up to Nintendo’s beloved quirky RPG.

“Today, asking Nintendo to translate Mother 3 has become a huge running joke - it's even been featured on national television and parodied by top Nintendo executives,” the book’s description reads. “But how did hope for a simple game translation blow up into something so big? Rumors, hype, letdowns, and lies - this is the story of the most-wanted game translation ever.”

The EarthBound series is called Mother in Japan, with EarthBound known as Mother 2. In 2006, Mother 3 was released for Game Boy Advance in Japan, but Nintendo made it clear that there were no plans to release it in the West. Later that year, fans rallied to put together a translation that was ultimately released in 2008 and later offered to Nintendo for free by fans.

Nintendo has never discussed plans to release Mother 3 outside of Japan, though main character Lucas was included in Super Smash Bros. Brawl on Wii in 2008 as well as Smash Bros. for Wii U and 3DS as DLC.

Last year, Nintendo’s Reggie Fils-Aime told IGN that releasing Mother 3 “has a different set of complexities” and “really isn't a Nintendo-owned franchise,” but didn’t rule out the possibility of it eventually heading West.

Rumors about a Western release of Mother 3 have circulated for years, most recently fueled by a Japanese release of Mother 3 on Wii U virtual console in 2015. Since then, EarthBound was re-released on Wii U virtual console, and later ported to New Nintendo 3DS and included in the Super NES Classic, and characters were even included in Super Mario Maker. In 2013, Nintendo told us EarthBound re-releases had no impact on Mother 3's release chances.

Still, some hope remains for EarthBound fans since the original Mother, long unreleased in the West and known among fans as EarthBound Zero, was eventually released in the West as EarthBound Beginnings in 2015.

IGN has reached out to Nintendo about this book and will update this story with any comment we receive.

For anyone new to EarthBound, be sure to listen to Nintendo Voice Chat's breakdown of why EarthBound is a big deal, plus read our EarthBound review of the 2013 re-release."
mother3  earthbound  mother2  ninendo  games  gaming  srg  edg  2018 
november 2018 by robertogreco
EarthBound by Ken Baumann: New Boss Fight Book on the SNES RPG Classic – Boss Fight Books
"An RPG for the Super NES that flopped when it first arrived in the U.S., EarthBound grew in fan support and critical acclaim over the years, eventually becoming the All-Time Favorite Game of thousands, among them author Ken Baumann.

Featuring a heartfelt foreword from the game's North American localization director, Marcus Lindblom, Baumann's EarthBound is a joyful tornado of history, criticism, and memoir.

Baumann explores the game’s unlikely origins, its brilliant creator, its madcap plot, its marketing failure, its cult rise from the ashes, and its intersections with Japanese and American culture, all the while reflecting back on the author's own journey into the terrifying and hilarious world of adults."
earthbound  videogames  games  gaming  srg  edg  2014  marcuslindblom  mother2  nintendo 
november 2018 by robertogreco
Emulator.Games - Download FREE ROMs for GBA, SNES, PSX, N64, 3DS, PSP, PS2, XBOX, WII, NDS, SEGA, NES and more
"Play Game ROMs on your PC, Mobile, Mac, iOS and Android devices.
Download Emulator Games and Free ROMs fast and start playing the best games.
Available to Play Online directly in browser or Download."

Mother [NES]

Mother 1+2 [Gameboy Advance]

Mother 3 [Gameboy Advance]

Mother 3 (Eng. Translation 1.1) [Gameboy Advance]

Earthbound [Super Nintendo]
games  gaming  videogames  retro  mother  mother3  mother2  mother1  earthbound  srg  edg  nintendo 
november 2018 by robertogreco
One Hour One Life
"a multiplayer survival game of parenting and civilization building by Jason Rohrer"

"This game is about playing one small part in a much larger story. You only live an hour, but time and space in this game is infinite. You can only do so much in one lifetime, but the tech tree in this game will take hundreds of generations to fully explore. This game is also about family trees. Having a mother who takes care of you as a baby, and hopefully taking care of a baby yourself later in life. And your mother is another player. And your baby is another player. Building something to use in your lifetime, but inevitably realizing that, in the end, what you build is not for YOU, but for your children and all the countless others that will come after you. Proudly using your grandfather's ax, and then passing it on to your own grandchild as the end of your life nears. And looking at each life as a unique story. I was this kid born in this situation, but I eventually grew up. I built a bakery near the wheat fields. Over time, I watched my grandparents and parents grow old and die. I had some kids of my own along the way, but they are grown now... and look at my character now! She's an old woman. What a life passed by in this little hour of mine. After I die, this life will be over and gone forever. I can be born again, but I can never live this unique story again. Everything's changing. I'll be born as a different person in a different place and different time, with another unique story to experience in the next hour..."

"The thinking behind One Hour One Life [a YouTube playlist]

"How to Deal With A Crisis of Meaning" (The School of Life)

"Bonsai: the Endless Ritual | Extraordinary Rituals | Earth Unplugged"

"Power of the Market - The Pencil"

"Primitive Technology: Forge Blower"

"The Game Design Challenge 2011: Bigger Than Jesus Panel at GDC 2011"

"Last Day Dream"

"334 Time Life - Rock A Bye Baby - 1976" "
games  gaming  videogames  jasonrohrer  civilization  parenting  philosophy  gamedesign  small  change  purpose  meaningoflife  meaning  generations  srg  edg 
november 2018 by robertogreco
OpenEmu - Multiple Video Game System
"OpenEmu is about to change the world of video game emulation. One console at a time...
For the first time, the 'It just works' philosophy now extends to open source video game emulation on the Mac. With OpenEmu, it is extremely easy to add, browse, organize and with a compatible gamepad, play those favorite games (ROMs) you already own."
emulators  games  gaming  videogames  mac  osx  srg  edg 
november 2018 by robertogreco
By The Bay
[See also: ]

"Take a break from the national chaos, and dip into the fascinatingly bizarre world of local elections. We explain California, San Francisco, and San Jose propositions & races so you'll laugh, cry, and vote on Election Day, November 6th.

We also made this neat tool so you can save your votes and talk about local issues with your friends.

Okay, let's do this civic duty dance and show how Democracy is done, shall we?


By The Bay is led by Jimmy Chion and Yvonne Leow, two San Franciscans, who love almost all things Californian.

Our mission is to transform residents into citizens. We think local issues like housing, homelessness, and public transit affect us everyday, but it's hard to know how to participate. By The Bay is our way of changing that, starting with elections.

We try to convey all relevant arguments as fairly and factually as possible. We are human though – so please email us at if you see anything that needs some TLC.

In 2016, we built to explain all of the confusing CA propositions. To our surprise, it reached ~1M people in one month. This year, we're covering local elections again. Hopefully making you a little smarter and our community a little better.

In 2017, we received a $75K grant from the Knight Foundation to continue The Knight Foundation is a nonpartisan non-profit that supports local journalism initiatives across the country. BTB is a for-profit organization, but fiscally sponsored by the non-profit Asian American Journalists Association.


JIMMY CHION was a designer and engineer at IDEO, an instructor at California College of Arts, and an Artist-in-Residence at Autodesk. He has two degrees from Stanford, neither of which have anything to do with politics. He created, and now leads design and development at BTB. Send him a punny message at

Yvonne Leow
YVONNE LEOW is a digital journalist by trade. She has worked at, Digital First Media, and the AP. She is currently the president of the AAJA and was a John S. Knight Journalism Fellow at Stanford. Yvonne leads editorial and partnerships at BTB. Send her a haiku at"
bayarea  sanfrancisco  sanjose  elections  votersguide  voting  politics  srg  edg  glvo  california  propositions 
november 2018 by robertogreco
California State Propositions – a nonpartisan guide [updates every election]
We're tired of fliers telling us how to vote. doesn't tell you what to do, instead we give you the facts and arguments about each proposition so you can come to your own conclusion. We cite all of our sources (try clicking this little circle
) and try to represent all relevant perspectives – that's what we mean by nonpartisan. But, we're human, and we don't know everything, so if you know something we didn't cover, email us at (with sources cited)

We've read the full text of the propositions, the official arguments of both sides, and many, many opinion articles so we can give you concise but comprehensive digests of what's on the ballot. These are real issues that affect real animals, and we hope these summaries get you interested in what's happening in CA and make you feel ready to vote.

a tool
We want you to feel good – amazing even – on Election Day, and we also hope that you'll want your friends to feel fantastic, because this site's only purpose is to get more folks voting. So do us a solid and tell your friends they get to vote on Daylight Saving Time this November.

About Amir & Erica
Amir & Erica (you know, like "America") was created by Jimmy Chion (a designer and engineer) and Yvonne Leow (a journalist) with the help and balance of many friends, left and right. We first made in 2016. It reached a million people in one month, and in 2017, we received a $75K grant from The John S. and James L. Knight Foundation to continue into 2018. The Knight Foundation promotes informed and engaged communities through funding in journalism, arts, and technology.

If you live in San Francisco or San Jose, we created By The Bay to cover those local propositions. [ ]"
votersguide  voting  california  propositions  politics  srg  edg  glvo  sanfrancisco  sanjose  bayarea  elections 
november 2018 by robertogreco
Should I Go to Trade School or College?
"High schoolers are weighing the benefits of blue-collar trades at a time when well-paying jobs—and no debt—are hard to pass up."

[See also:
"Generation Z Is Skipping College for Trade School
With the job market in flux, younger Americans are trying to avoid an education that comes with a massive amount of debt." ]
genz  education  srg  edg  highered  highereducation  colleges  universities  vocations  vocationalschools  generations  studentdebt  jobs  work  economics  2018  us  alternative  generationz 
november 2018 by robertogreco
Aperture On Sight

["Fundamentals of the Curriculum:
The curriculum combines art, visual and media literacy, and technology lessons.
Masterworks are shown side-by-side with student work during reviews and discussions.
Teachers lead hands-on activities in every class.

Visual literacy depends upon people feeling comfortable talking about visual images. In every lesson, students are encouraged to talk about photographs through an open inquiry process, which in turn encourages open dialogue among students while the teacher guides the discussion. Aperture’s teaching artists use Visual Thinking Strategies as a resource for engaging students. To read more about VTS, please visit the Visual Thinking Strategies website.

The twenty-week curriculum aligns with the New York City Blueprint for Teaching and Learning in Visual Arts, and can be adapted to fit after-school, summer, and museum programs."]

Lesson 1: Hello Photography!
Lesson 2: Form: This Equals That
Lesson 3: Form: Framing and Point of View
Lesson 4: Form: Composing the Photograph
Lesson 5: Content: Signs and Symbols
Lesson 6: Content: Metaphors
Lesson 7: Content: Photography and Truth
Lesson 8: Content: The Whole Picture
Lesson 9: Content: Collaborative Portraiture
Lesson 10: Content: Picturing the Street
Lesson 11: Context: Introduction
Lesson 12: Context: So Many Books!
Lesson 13: Context: Mind Mapping
Lesson 14: Context: Engaging the Subject
Lesson 15: Content: Extending the Project
Lesson 16: Context Case Study: Gordon Parks and The Making of an Argument
Lesson 17: Context: Book Dummies and Meeting an Editor
Lesson 18: Context: Words and Pictures
Lesson 19: Context: Digitizing Books
Lesson 20: Context: Finalizing Digital Versions of Books

[via: "A Range of Vision"
"Aperture’s free On Sight curriculum brings together students of different backgrounds in Los Angeles." ]
photography  education  aperturemagazine  classideas  lessons  edg  srg  curriculum  aliceproujansky 
august 2018 by robertogreco
Unravel Two - Wikipedia
[via: "Lovely game by Coldwood, which encourages collaborative play—really works if kids are roughly the same level (roughly). Beautiful setting, too. (Discovered via good games exhibition at Tekniska Museet in Stockholm, feat many Swedish games.)" ]

"Unravel Two is a puzzle platform video game developed by Swedish studio Coldwood Interactive and published by Electronic Arts under the EA Originals label. It was released on 9 June 2018 for Microsoft Windows, PlayStation 4, and Xbox One. The game centres on two Yarnys, small anthropomorphic creatures made of yarn.[2] It is the sequel to the 2016 game Unravel.

Unlike the first game, Unravel Two is both a single-player and a multiplayer game, though local co-op only. The game centres on two Yarnys, which can be controlled with either one player or two, which must work together in order to solve puzzles and manipulate the world. The game contains a main storyline, set on an island, as well as challenge levels, significantly more difficult levels.[3]"

[See also:

Trailers: ]
games  videogames  toplay  collaborative  srg  edg  glvo  yarn  puzzles  classideas  cooperativegames 
august 2018 by robertogreco
A Smith Family Vacation - YouTube
"If you're scared you can't beauty. Fear kills your ability to see beauty. You have to get beyond fear, back to a comfortable space before you can even start looking around. Fear ruins life.
willsmith  fear  beauty  learning  experience  2018  seeing  uschooling  edg 
august 2018 by robertogreco
Clayton Cubitt on Twitter: "Three step guide to photography: 01: be interesting. 02: find interesting people. 03: find interesting places. Nothing about cameras."
"Three step guide to photography: 01: be interesting. 02: find interesting people. 03: find interesting places. Nothing about cameras."
claytoncubitt  photography  edg  srg  glvo  classideas  howto  cameras  2013 
august 2018 by robertogreco
[Easy Chair] | Abolish High School, by Rebecca Solnit | Harper's Magazine
"I didn’t go to high school. This I think of as one of my proudest accomplishments and one of my greatest escapes, because everyone who grows up in the United States goes to high school. It’s such an inevitable experience that people often mishear me and think I dropped out.

I was a withdrawn, bookish kid all through elementary school, but the difficulty of being a misfit intensified when I started seventh grade. As I left campus at the end of my first day, people shouted insults that ensured I knew my clothes didn’t cut it. Then there was P.E., where I had to don a horrendous turquoise-striped polyester garment that looked like a baby’s onesie and follow orders to run or jump or play ball — which is hard to do when you’re deeply withdrawn — after which I had to get naked, in all my late-bloomer puniness, and take showers in front of strangers. In science class we were graded on crafting notebooks with many colors of pen; in home economics, which was only for girls — boys had shop — we learned to make a new kind of cake by combining pudding mix with cake mix; even in English class I can remember reading only one book: Dickens’s flattest novel, Hard Times. At least the old history teacher in the plaid mohair sweaters let me doze in the front row, so long as I knew the answers when asked.

In junior high, everything became a little more dangerous. Most of my peers seemed to be learning the elaborate dance between the sexes, sometimes literally, at school dances I never dreamed of attending, or in the form of the routines through which girls with pompoms ritually celebrated boys whose own role in that rite consisted of slamming into one another on the field.

I skipped my last year of traditional junior high school, detouring for ninth and tenth grade into a newly created alternative junior high. (The existing alternative high school only took eleventh and twelfth graders.) The district used this new school as a dumping ground for its most insubordinate kids, so I shared two adjoining classrooms with hard-partying teenage girls who dated adult drug dealers, boys who reeked of pot smoke, and other misfits like me. The wild kids impressed me because, unlike the timorous high achievers I’d often been grouped with at the mainstream school, they seemed fearless and free, skeptical about the systems around them.

There were only a few dozen students, and the adults treated us like colleagues. There was friendship and mild scorn but little cruelty, nothing that pitted us against one another or humiliated us, no violence, no clearly inculcated hierarchy. I didn’t gain much conventional knowledge, but I read voraciously and had good conversations. You can learn a lot that way. Besides, I hadn’t been gaining much in regular school either.

I was ravenous to learn. I’d waited for years for a proper chance at it, and the high school in my town didn’t seem like a place where I was going to get it. I passed the G.E.D. test at fifteen, started community college the following fall, and transferred after two semesters to a four-year college, where I began, at last, to get an education commensurate with my appetite.

What was it, I sometimes wonder, that I was supposed to have learned in the years of high school that I avoided? High school is often considered a definitive American experience, in two senses: an experience that nearly everyone shares, and one that can define who you are, for better or worse, for the rest of your life. I’m grateful I escaped the particular definition that high school would have imposed on me, and I wish everyone else who suffered could have escaped it, too.

For a long time I’ve thought that high school should be abolished. I don’t mean that people in their teens should not be educated at public expense. The question is what they are educated in. An abolitionist proposal should begin by acknowledging all the excellent schools and teachers and educations out there; the people who have a pleasant, useful time in high school; and the changes being wrought in the nature of secondary education today. It should also recognize the tremendous variety of schools, including charter and magnet schools in the public system and the private schools — religious, single-sex, military, and prep — that about 10 percent of American students attend, in which the values and pedagogical systems may be radically different. But despite the caveats and anomalies, the good schools and the students who thrive (or at least survive), high school is hell for too many Americans. If this is so, I wonder why people should be automatically consigned to it.

In 2010, Dan Savage began the It Gets Better Project, which has gathered and posted video testimonials from gay and lesbian adults and queer-positive supporters (tens of thousands of them, eventually, including professional sports stars and the president) to address the rash of suicides by young queer people. The testimonials reassure teenagers that there is life after high school, that before long they’ll be able to be who they are without persecution — able to find love, able to live with dignity, and able to get through each day without facing intense harassment. It’s a worthy project, but it implicitly accepts that non-straight kids must spend their formative years passing through a homophobic gauntlet before arriving at a less hostile adult world. Why should they have to wait?

Suicide is the third leading cause of death for teens, responsible for some 4,600 deaths per year. Federal studies report that for every suicide there are at least a hundred attempts — nearly half a million a year. Eight percent of high school students have attempted to kill themselves, and 16 percent have considered trying. That’s a lot of people crying out for something to change.

We tend to think that adolescence is inherently ridden with angst, but much of the misery comes from the cruelty of one’s peers. Twenty-eight percent of public school students and 21 percent of private school students report being bullied, and though inner-city kids are routinely portrayed in the press as menaces, the highest levels of bullying are reported among white kids and in nonurban areas. Victims of bullying are, according to a Yale study, somewhere between two and nine times more likely to attempt suicide. Why should children be confined to institutions in which these experiences are so common?

Antibullying programs have proliferated to such an extent that even the Southern Poverty Law Center has gotten involved, as though high school had joined its list of hate groups. An educational video produced by the S.P.L.C. focuses on the case of Jamie Nabozny, who successfully sued the administrators of his small-town Wisconsin school district for doing nothing to stop — and sometimes even blaming him for — the years of persecution he had suffered, including an attack that ruptured his spleen. As Catherine A. Lugg, an education scholar specializing in public school issues, later wrote, “The Nabozny case clearly illustrates the public school’s historic power as the enforcer of expected norms regarding gender, heteronormativity, and homophobia.”

I once heard Helena Norberg-Hodge, an economic analyst and linguist who studies the impact of globalization on nonindustrialized societies, say that generational segregation was one of the worst kinds of segregation in the United States. The remark made a lasting impression: that segregation was what I escaped all those years ago. My first friends were much older than I was, and then a little older; these days they are all ages. We think it’s natural to sort children into single-year age cohorts and then process them like Fords on an assembly line, but that may be a reflection of the industrialization that long ago sent parents to work away from their children for several hours every day.

Since the 1970s, Norberg-Hodge has been visiting the northern Indian region of Ladakh. When she first arrived such age segregation was unknown there. “Now children are split into different age groups at school,” Norberg-Hodge has written. “This sort of leveling has a very destructive effect. By artificially creating social units in which everyone is the same age, the ability of children to help and to learn from each other is greatly reduced.” Such units automatically create the conditions for competition, pressuring children to be as good as their peers. “In a group of ten children of quite different ages,” Norberg-Hodge argues, “there will naturally be much more cooperation than in a group of ten twelve-year-olds.”

When you are a teenager, your peers judge you by exacting and narrow criteria. But those going through the same life experiences at the same time often have little to teach one another about life. Most of us are safer in our youth in mixed-age groups, and the more time we spend outside our age cohort, the broader our sense of self. It’s not just that adults and children are good for adolescents. The reverse is also true. The freshness, inquisitiveness, and fierce idealism of a wide-awake teenager can be exhilarating, just as the stony apathy of a shut-down teenager can be dismal.

A teenager can act very differently outside his or her peer group than inside it. A large majority of hate crimes and gang rapes are committed by groups of boys and young men, and studies suggest that the perpetrators are more concerned with impressing one another and conforming to their group’s codes than with actual hatred toward outsiders. Attempts to address this issue usually focus on changing the social values to which such groups adhere, but dispersing or diluting these groups seems worth consideration, too.

High school in America is too often a place where one learns to conform or take punishment — and conformity is itself a kind of punishment, one that can flatten out your soul or estrange you from it.

High school, particularly the suburban and small-town varieties, can … [more]
rebeccasolnit  2015  highschool  education  schools  schooling  adolescence  unschooling  deschooling  oppression  teens  youth  hierarchy  agesegregation  internships  apprenticeships  mentoring  mentors  popularity  jockocracies  sports  rapeculture  us  society  peers  hatecrime  conformity  values  helenanorberg-hodge  lcproject  openstudioproject  cooperation  competition  segregation  bullying  bullies  splc  persecution  gender  sexuality  heteronormativity  homophobia  angst  cruelty  suicide  dances  prom  misfits  friendship  learning  howwelearn  srg  glvo  edg 
june 2018 by robertogreco
Juxtapoz Magazine - Red Bull Arts New York Produces “RAMMELLZEE: It’s Not Who But What,” Examining the Groundbreaking Artist
"Elaborating on the ornate and abstract visual language of wild style graffiti, Rammellzee decided to create his own Alphabet, arming the letter for assault against the tyranny of our information age. A visionary, polymath and autodidact, Rammellzee infused urban vernacular with a complex and hermeneutic meta-structure that was informed equally by the illuminated manuscripts of the Middle Ages, the history of military strategy and design, radical politics and semiotics.

A persistent and formidable figure in New York’s Downtown scene since he moved from his childhood home in the Rockaways and relocated to a studio in Tribeca in the late ’70s, Rammellzee garnered a legion of followers (notably including A-One, Toxic and Kool Koor) to his school of Gothic Futurism and stormed public consciousness with his performances in films like Charlie Ahearn’s Wild Style and Jim Jarmusch’s Stranger Than Paradise. His most famous collaboration, however, was with his one-time friend and life-long nemesis Jean-Michel Basquiat, who immortalized him in his masterwork Hollywood Africans and produced Rammellzee’s signature single “Beat Bop,” releasing it on his own label, Tar Town Records. To this day, it is considered one of the foundational records of hip hop. After enjoying much success in the art world in the ’80s, Rammellzee would turn his back on the gallery system and spend the rest of his life producing the Afrofuturist masterpiece The Battle Station, in his studio loft.

Guided by his treatise on “Ikonoklastik Panzerism,” the first manifesto he wrote while still a teen, Rammellzee was at once the high priest of hip hop and a profoundly Conceptual artist. In his expansive cosmology, born of b-boy dynamics, the wordplay of rap and the social trespass of graffiti, Rammellzee inhabited multiple personae in an ongoing performance art where identity and even gender became fluid and hybrid. Over the past two decades of his life, increasingly focused on his studio practice, he created a mind-blowing universe of Garbage Gods, Letter Racers, Monster Models and his surrogate form, the vengeful deity of Gasolier. Though his art, working with toxic materials, and lifestyle brought about an early death in 2010, his ideas and art remain a legacy we’ll be trying to figure out for generations to come. —Carlo McCormick"

[video on YouTube: ]

[See also:

"The Spectacular Personal Mythology of Rammellzee"

"The Rammellzee universe"

"Art Excavated From Battle Station Earth" (2012) ]
rammellzee  via:subtopes  nyc  history  art  music  1970s  artists  video  basquiat  afrofuturism  jimjarmusch  charlieahearn  gothicfuturism  autodidacts  polymaths  jean-michelbasquiat  middleages  illuminatedmanuscripts  streetart  graffiti  edg  costumes  performance  glvo 
june 2018 by robertogreco
Caves of Qud
"Caves of Qud is a science fantasy RPG & roguelike epic. It’s set in a far future that’s deeply simulated, richly cultured, and rife with sentient plants.

Now in Early Access.
Full release coming to PC, Linux, Mac, iOS, and Android in 2019.

Come inhabit an exotic world and chisel through a layer cake of thousand-year-old civilizations.

Play the role of a mutant from the salt-spangled jungles of Qud, or play as a true-kin descendant from one of the few remaining eco-domes: the toxic arboreta of Ekuemekiyye, the ice-sheathed arcology of Ibul, or the crustal mortars of Yawningmoon.

Do anything you can imagine.

• Dig a tunnel anywhere in the world.
• Purchase rare books from an albino ape mayor.
• Contract a fungal infection and grow glowing mushrooms on your hands.
• Charm a goat into joining you, then give him chain mail and a shotgun to equip.
• Clone yourself, mind-control the clone, hack off your own limbs, then eat them for sustenance."

"Caves of Qud weaves a handwritten narrative through rich physical, social, and historical simulations. The result is a hybrid handcrafted & procedurally-generated world where you can do just about anything.

• Assemble your character from over 70 mutations and defects, and 24 castes and kits — outfit yourself with wings, two heads, quills, four arms, flaming hands, or the power to clone yourself; it’s all the character diversity you could want.

• Explore procedurally-generated regions with some familiar locations — each world is nearly 1 million maps large.

• Dig through everything — don’t like the wall blocking your way? Dig through it with a pickaxe, or eat through it with your corrosive gas mutation, or melt it to lava. Yes, every wall has a melting point.

• Hack the limbs off monsters — every monster and NPC is as fully simulated as the player. That means they have levels, skills, equipment, faction allegiances, and body parts. So if you have a mutation that lets you, say, psionically dominate a spider, you can traipse through the world as a spider, laying webs and eating things.

• Pursue allegiances with over 60 factions — apes, crabs, robots, and highly entropic beings, just to name a few.

• Follow the plot to Barathrum the Old, a sentient cave bear who leads a sect of tinkers intent on restoring technological splendor to Qud.

• Learn the lore — there’s a story in every nook, from legendary items with fabled pasts to in-game history books written by plant historians. A novel’s worth of handwritten lore is knit into a procedurally-generated history that’s unique each game.

• Die — Caves of Qud is brutally difficult and deaths are permanent. Don’t worry, though — you can always roll a new character."
games  gaming  via:tealtan  videogames  roguelike  toplay  2019  android  ios  mac  osx  steam  windows  linux  edg 
may 2018 by robertogreco
The 18-year-old rapper bold enough to just be MIKE - YouTube
"MIKE and the sLUms crew are changing the model for internet-bred rappers.

Listen to MIKE’s music here: "

[See also:
"The 18-Year-Old Rapper Bold Enough to Just Be MIKE: MIKE and the sLUms crew are changing the model for internet-bred rappers."

"The rapper MIKE [ ] is carving a different kind of path for himself as an internet rapper [ ]. While many Soundcloud [ ]and Youtube musicians are focused on chasing fast fame, MIKE, whose given name is Michael Jordan Bonema, says he’s more interested in creating a lasting community where he, his collective of friends (which goes by sLUms [ ]), and his fans can communicate and feel comfortable. After his well-received full length album from earlier this year, May God Bless Your Hustle [ ], MIKE is poised to blow up and he plans to bring everyone along for the ride." ]


MIKE's YouTube channel

sLUms YouTube channel

"MIKE - 40 STOPS (PROD SIXPRESS)" (from the Outline video)

"MIKE Should Be Your New Favourite Teen Rapper"

MIKE on Instagram

MIKE's music: ]
music  oddfuture  mike  edg  soundcloud  bandcamp  thirdculturekids  earlsweatshirt  identity  communication  nyc  michaeljordanbonema  internet  web  rap  ofwgkta  2017  hiphop  thebenerudakgositsile 
october 2017 by robertogreco
air mail by rubna
"aerial delivery service is a hard business"
games  gaming  videogames  edg  ludumdare  ludumdare39  rubna 
august 2017 by robertogreco
Peer Resources | San Francisco
"Our Mission

Peer Resources creates just change in our schools and communities through the leadership of young people supporting, training, and advocating for each other.

Our Values

• Leadership opportunities for youth who do not normally get the chance to lead
• Increasing youth voice
• Peer to peer support, training and advocacy
• Just change*
• Institutional change
• Restorative practices
• Putting love in action

*We define “just change” as action toward justice; transformative resistance

Our Goals

Students are empowered as agents of change
Schools are transformed institutions"
sanfrancisco  education  socialjustice  restorativepractices  leadership  change  youth  edg 
june 2017 by robertogreco
The Good Thief by Ian Caldwell | On Being
"I lasted two or three months on my college team before the lesson took full root: I was not the one. I stayed on the varsity squad just long enough to attend one particular team meeting, overseen by the head coach in one of the training rooms by the pool, that turned out to be a proselytizing session by a campus Christian group, Athletes in Action. At the end of it, we were asked to sign up for Bible study. We freshmen, in the spirit of compliance, agreed.

I had arrived at Princeton a confident atheist. Now, twice a week, I was visited by a former college wrestler named Brian, who came to my dorm room with Bible in hand to discuss scripture in an Evangelical framework, teasing the sense from passages in Paul and then recommending books by C.S. Lewis that would help me understand the general thrust. All of this was odious in a way I couldn’t quite put my finger on. To be mistaken for a person who would commit so deeply to something so dubious, on the basis of conversations so superficial, seemed patronizing, except that it was obviously the honest mistake of someone who happened to be such a person himself. Out of fellowship and charity, Brian was offering to me what had meant so much to him. He was capable of looking at me and seeing a younger version of himself.

This was my first taste of the loss. My demotion from student-athlete to mere student came with a great sense of abandonment. So many years, so much struggle and sacrifice: How could it now be invisible? What I had done in the swimming pool, year after year, was surely one of the most important testaments I had written about myself, and, even if it had ended, it remained a guidepost to more invisible, more abiding qualities in me. I felt angry and afraid that a fellow athlete — who must have understood what it meant to be relentless and striving, never satisfied, intent on the hard way — could think I would be persuaded by a hasty reading of a few haphazard Bible verses. I felt compelled to show him his mistake."

"It was my wife who decided the time had come for swimming lessons. The class at the rec center was for parents to stand in the shallow end and raise and lower their infants into the water. This was silly, but I agreed. In parenting a baby, as in training for a distance race, the sets and intervals are really just illusions. They create a tolerable reality out of what is really a long, undifferentiated test of will. Swimming classes are not for the drowning child. They are for the drowning parent."

"Matthew and Luke are believed to have been written around the same time, and both by the same process: weaving together the earlier Gospel of Mark with a second document that recorded Jesus’s teachings. Considering this, the differences between them seemed stark. Matthew had placed so much stress on comparing Jesus to Moses; Luke placed very little. Luke’s audience must have been Gentile, since, in addition to this lack of emphasis on Moses, Luke simplifies or has to explain his “Jewish” material, as if his readers are not familiar with it. Perhaps for this same reason, Matthew’s bitterness and frustration — the gall of abandonment felt by a Jewish Christian toward fellow Jews who refused Jesus — is much harder to find in Luke.

Instead, Luke radiates love. His theme, more than that of any other gospel, is the innate goodness of people, a subject he is able to find everywhere. Eleven of Jesus’s parables exist in no other gospel but Luke, including two of the most famous: the Good Samaritan, about the unexpected mercy of our presumed enemies; and the Prodigal Son, about a wayward young man who returns home in shame, having wasted his inheritance, only to find that his father’s love and forgiveness are bottomless. This optimism and generosity are pervasive in Luke. It is hard not to feel that, in this author, Jesus has found the ideal messenger, a man able to see past misfortunes in order to keep heartfelt faith in a radical, transformative love.

The contrast between Matthew and Luke hits hardest at the end, where Matthew’s love of Jesus, and anger at Jesus’s death, leads him to those words seemingly bereft of redemption or forgiveness: “His blood be upon us and upon our children.” Matthew does not even change the devastating final words of Jesus on the cross, as reported by the Gospel of Mark: “My God, my God, why have you forsaken me?” Rather, it is Luke who changes them. And it is in Luke’s improbable version of the crucifixion that I see Jesus most vividly: as the hero of mercy and embodiment of love; as the man intent on seeing the goodness in us even when we give him no reason.

I see, also, Luke himself: his own mercy and love, his capacity to overlook the horror Matthew could not. As Jesus dies on the cross, crucified with two thieves, Luke adds a final story found in no other gospel:
“Now one of the criminals hanging there reviled Jesus, saying, ‘Are you not the Messiah? Save yourself and us.’ The other, however, rebuking him, said in reply, ‘Have you no fear of God, for you are subject to the same condemnation? And indeed, we have been condemned justly, for the sentence we received corresponds to our crimes, but this man has done nothing criminal.’ Then he said, ‘Jesus, remember me when you come into your kingdom.’ Jesus replied to him, ‘Amen, I say to you, today you will be with me in Paradise.'”

Today I have three sons. The oldest are nine and seven. They are competitive swimmers.

At one of their practices, I recently discovered a group of adults training in the adjacent lane. So I bought a new suit and joined them. For the first time in two decades, I have a practice group.

These days I swim side by side with my boys, separated only by a lane rope. When the old feeling returns, that the pool is infinite and the lap endless, I peer through the murk of the next lane and I wait for a glimpse of them.

How hard they work for every yard. How desperately they want air but force themselves not to breathe. Every once in a while, they catch me watching. And when they do, they try to keep up. Their arms spin faster, their kicks start to beat the water white. Unconsciously, as if they have inherited this instinct, they veer over toward the lane rope between us. They draft off me.

The final words of Jesus on the cross, according to the Gospel of Luke, are: “Father, into your hands I commit my spirit.” I push forward. Stroke on stroke, I try to part the water."
iancaldwell  swimming  srg  edg  education  bible  hypoxictraining  parenting  2017  abandonment  atheism 
april 2017 by robertogreco
Check This Box if You’re a Good Person - The New York Times
"HANOVER, N.H. — When I give college information sessions at high schools, I’m used to being swarmed by students. Usually, as soon as my lecture ends, they run up to hand me their résumés, fighting for my attention so that they can tell me about their internships or summer science programs.

But last spring, after I spoke at a New Jersey public school, I ran into an entirely different kind of student.

When the bell rang, I stuffed my leftover pamphlets into a bag and began to navigate the human tsunami that is a high school hallway at lunchtime.

Just before I reached the parking lot, someone tapped me on the shoulder.

“Excuse me, ma’am,” a student said, smiling through a set of braces. “You dropped a granola bar on the floor in the cafeteria. I chased you down since I thought you’d want your snack.” Before I could even thank him, he handed me the bar and dissolved into the sea of teenagers.

Working in undergraduate admissions at Dartmouth College has introduced me to many talented young people. I used to be the director of international admissions and am now working part time after having a baby. Every year I’d read over 2,000 college applications from students all over the world. The applicants are always intellectually curious and talented. They climb mountains, head extracurricular clubs and develop new technologies. They’re the next generation’s leaders. Their accomplishments stack up quickly.

The problem is that in a deluge of promising candidates, many remarkable students become indistinguishable from one another, at least on paper. It is incredibly difficult to choose whom to admit. Yet in the chaos of SAT scores, extracurriculars and recommendations, one quality is always irresistible in a candidate: kindness. It’s a trait that would be hard to pinpoint on applications even if colleges asked the right questions. Every so often, though, it can’t help shining through.

The most surprising indication of kindness I’ve ever come across in my admissions career came from a student who went to a large public school in New England. He was clearly bright, as evidenced by his class rank and teachers’ praise. He had a supportive recommendation from his college counselor and an impressive list of extracurriculars. Even with these qualifications, he might not have stood out. But one letter of recommendation caught my eye. It was from a school custodian.

Letters of recommendation are typically superfluous, written by people who the applicant thinks will impress a school. We regularly receive letters from former presidents, celebrities, trustee relatives and Olympic athletes. But they generally fail to provide us with another angle on who the student is, or could be as a member of our community.

This letter was different.

The custodian wrote that he was compelled to support this student’s candidacy because of his thoughtfulness. This young man was the only person in the school who knew the names of every member of the janitorial staff. He turned off lights in empty rooms, consistently thanked the hallway monitor each morning and tidied up after his peers even if nobody was watching. This student, the custodian wrote, had a refreshing respect for every person at the school, regardless of position, popularity or clout.

Over 15 years and 30,000 applications in my admissions career, I had never seen a recommendation from a school custodian. It gave us a window onto a student’s life in the moments when nothing “counted.” That student was admitted by unanimous vote of the admissions committee.

There are so many talented applicants and precious few spots. We know how painful this must be for students. As someone who was rejected by the school where I ended up as a director of admissions, I know firsthand how devastating the words “we regret to inform you” can be.

Until admissions committees figure out a way to effectively recognize the genuine but intangible personal qualities of applicants, we must rely on little things to make the difference. Sometimes an inappropriate email address is more telling than a personal essay. The way a student acts toward his parents on a campus tour can mean as much as a standardized test score. And, as I learned from that custodian, a sincere character evaluation from someone unexpected will mean more to us than any boilerplate recommendation from a former president or famous golfer.

Next year there might be a flood of custodian recommendations thanks to this essay. But if it means students will start paying as much attention to the people who clean their classrooms as they do to their principals and teachers, I’m happy to help start that trend.

Colleges should foster the growth of individuals who show promise not just in leadership and academics, but also in generosity of spirit. Since becoming a mom, I’ve also been looking at applications differently. I can’t help anticipating my son’s own dive into the college admissions frenzy 17 years from now.

Whether or not he even decides to go to college when the time is right, I want him to resemble a person thoughtful enough to return a granola bar, and gracious enough to respect every person in his community."
colleges  universities  admissions  kindness  sfsh  small  slow  2017  rebeccasabky  recommendations  edg  srg 
april 2017 by robertogreco
Not Leadership Material? Good. The World Needs Followers. - The New York Times
"The glorification of leadership skills, especially in college admissions, has emptied leadership of its meaning."

"In 1934, a young woman named Sara Pollard applied to Vassar College. In those days, parents were asked to fill out a questionnaire, and Sara’s father described her, truthfully, as “more a follower type than a leader.”

The school accepted Sara, explaining that it had enough leaders.

It’s hard to imagine this happening today. No father in his right mind (if the admissions office happened to ask him!) would admit that his child was a natural follower; few colleges would welcome one with open arms. Today we prize leadership skills above all, and nowhere more than in college admissions. As Penny Bach Evins, the head of St. Paul’s School for Girls, an independent school in Maryland, told me, “It seems as if higher ed is looking for alphas, but the doers and thinkers in our schools are not always in front leading.”

Harvard’s application informs students that its mission is “to educate our students to be citizens and citizen-leaders for society.” Yale’s website advises applicants that it seeks “the leaders of their generation”; on Princeton’s site, “leadership activities” are first among equals on a list of characteristics for would-be students to showcase. Even Wesleyan, known for its artistic culture, was found by one study to evaluate applicants based on leadership potential.

If college admissions offices show us whom and what we value, then we seem to think that the ideal society is composed of Type A’s. This is perhaps unsurprising, even if these examples come from highly competitive institutions. It’s part of the American DNA to celebrate those who rise above the crowd. And in recent decades, the meteoric path to leadership of youthful garage- and dorm-dwellers, from Steve Jobs to Mark Zuckerberg, has made king of the hill status seem possible for every 19-year-old. So now we have high school students vying to be president of as many clubs as they can. It’s no longer enough to be a member of the student council; now you have to run the school.

Yet a well-functioning student body — not to mention polity — also needs followers. It needs team players. And it needs those who go their own way.

It needs leaders who are called to service rather than to status.

Admissions officers will tell you that their quest for tomorrow’s leaders is based on a desire for positive impact, to make the world a better place. I think they mean what they say.

But many students I’ve spoken with read “leadership skills” as a code for authority and dominance and define leaders as those who “can order other people around.” And according to one prominent Ivy League professor, those students aren’t wrong; leadership, as defined by the admissions process, too often “seems to be restricted to political or business power.” She says admissions officers fail to define leadership as “making advances in solving mathematical problems” or “being the best poet of the century.”

Whatever the colleges’ intentions, the pressure to lead now defines and constricts our children’s adolescence. One young woman told me about her childhood as a happy and enthusiastic reader, student and cellist — until freshman year of high school, when “college applications loomed on the horizon, and suddenly, my every activity was held up against the holy grail of ‘leadership,’ ” she recalled. “And everyone knew,” she added, “that it was not the smart people, not the creative people, not the thoughtful people or decent human beings that scored the application letters and the scholarships, but the leaders. It seemed no activity or accomplishment meant squat unless it was somehow connected to leadership.”

This young woman tried to overhaul her personality so she would be selected for a prestigious leadership role as a “freshman mentor.” She made the cut, but was later kicked out of the program because she wasn’t outgoing enough. At the time, she was devastated. But it turned out that she’d been set free to discover her true calling, science. She started working after school with her genetics teacher, another behind-the-scenes soul. She published her first scientific paper when she was 18, and won the highest scholarship her university has to offer, majoring in biomedical engineering and cello.

Our elite schools overemphasize leadership partly because they’re preparing students for the corporate world, and they assume that this is what businesses need. But a discipline in organizational psychology, called “followership,” is gaining in popularity. Robert Kelley, a professor of management and organizational behavior, defined the term in a 1988 Harvard Business Review article, in which he listed the qualities of a good follower, including being committed to “a purpose, principle or person outside themselves” and being “courageous, honest and credible.” It’s an idea that the military has long taught.

Recently, other business thinkers have taken up this mantle. Some focus on the “romance of leadership” theory, which causes us to inaccurately attribute all of an organization’s success and failure to its leader, ignoring its legions of followers. Adam Grant, who has written several books on what drives people to succeed, says that the most frequent question he gets from readers is how to contribute when they’re not in charge but have a suggestion and want to be heard. “These are not questions asked by leaders,” he told me. “They’re fundamental questions of followership.”

Team players are also crucial. My sons are avid soccer players, so I spend a lot of time watching the “beautiful game.” The thing that makes it beautiful is not leadership, though an excellent coach is essential. Nor is it the swoosh of the ball in the goal, though winning is noisily celebrated. It is instead the intricate ballet of patterns and passes, of each player anticipating the other’s strengths and needs, each shining for the brief instant that he has the ball before passing it to a teammate or losing it to an opponent.

We also rely as a society, much more deeply than we realize, on the soloists who forge their own paths. We see those figures in all kinds of pursuits: in the sciences; in sports like tennis, track and figure skating; and in the arts. Art and science are about many things that make life worth living, but they are not, at their core, about leadership. Helen Vendler, a professor of English at Harvard, published an essay in which she encouraged the university to attract more artists and not expect them “to become leaders.” Some of those students will become leaders in the arts, she wrote — conducting an orchestra, working to reinstate the arts in schools — “but one can’t quite picture Baudelaire pursuing public service.”

Perhaps the biggest disservice done by the outsize glorification of “leadership skills” is to the practice of leadership itself — it hollows it out, it empties it of meaning. It attracts those who are motivated by the spotlight rather than by the ideas and people they serve. It teaches students to be a leader for the sake of being in charge, rather than in the name of a cause or idea they care about deeply. The difference between the two states of mind is profound. The latter belongs to transformative leaders like the Rev. Dr. Martin Luther King Jr. and Gandhi; the former to — well, we’ve all seen examples of this kind of leadership lately.

If this seems idealistic, consider the status quo: students jockeying for leadership positions as résumé padders. “They all want to be president of 50 clubs,” a faculty adviser at a New Jersey school told me. “They don’t even know what they’re running for.”

It doesn’t have to be this way.

What if we said to college applicants that the qualities we’re looking for are not leadership skills, but excellence, passion and a desire to contribute beyond the self? This framework would encompass exceptional team captains and class presidents. But it wouldn’t make leadership the be-all and end-all.

What if we said to our would-be leaders, “Take this role only if you care desperately about the issue at hand”?

And what if we were honest with ourselves about what we value? If we’re looking for the students and citizens most likely to attain wealth and power, let’s admit it. Then we can have a frank debate about whether that is a good idea.

But if instead we seek a society of caring, creative and committed people, and leaders who feel called to service rather than to stature, then we need to do a better job of making that clear."
susancain  leadership  leaders  sfsh  followers  community  courage  honesty  purpose  2017  colleges  universities  admissions  canon  small  slow  helenvendler  arts  art  artists  followership  soccer  football  us  values  credibility  military  authority  power  dominance  ivyleague  admission  capitalism  politics  elitism  adamgrant  introverts  extroverts  allsorts  attention  edg  srg  care  caring  maintenance  futbol  sports 
april 2017 by robertogreco
Future Unfolding – An action adventure all about exploration
"Future Unfolding is an action adventure that is all about exploration. Your goal is to unfold the mysteries and solve the puzzles hidden in the beautiful landscapes around you. There are no tutorials, and no one is telling you what to do."

[Update: an essay regarding Future Unfolding ]
games  gaming  videogames  edg  srg  exploration  landscape  multispecies  morethanhuman 
march 2017 by robertogreco
Sandberg Instituut: Shadow Channel
A new temporary two-year master programme in film, design and propaganda.

In recent years, high-definition video has democratised as a medium. Online platforms have lowered the cost of uploading and distributing films to zero. Social media are dominated by streaming video. Today, anyone with a smartphone has a movie camera at their disposal. It is now completely natural to think, sketch, and communicate in video. HD is the new A4.

Tutors and students at the Sandberg Instituut’s Design department have, since the department’s inception in the 1990s, been at the forefront of this development. The department’s new and radical approaches to moving image began to eat away at the edges of film and cinema. Many experimental graphic designers—including Shadow Channel tutors Rob Schröder and Daniel van der Velden—started to present their ideas via moving image installations, online videos, and, eventually, feature films.

To channel the momentum of an emerging movement of makers who embrace new approaches to filmmaking, we will launch the temporary two-year master SHADOW CHANNEL in September 2017. It is an independent master programme with close ties to the Design department. We are looking for applicants with specific interest in, experience with, and ambition for making radical forms of moving image, design and film.

SHADOW CHANNEL is a utopian platform commissioning, streaming, and distributing counter information created by underrepresented voices in response to platform capitalism, post-truth politics and the rise of neo-fascism. Participants will operate as a renegade production studio, running a ghost channel that streams short-and-long-form documentaries, music videos, and live feeds across multiple platforms. Responding in real-time to real-world issues, revealing and reflecting on the dominance of design and video in shaping the human condition.

The curriculum will be divided into backend and frontend. The backend will dissect the technological apparatus of ubiquitous video, updating skills and creating a deep understanding of the infrastructure. The frontend will amplify visual direction and critical storytelling, opening up a landscape of languages for maximum impact.

During the two-year programme, the channel will travel to cinemas, galleries, clubs, and festivals across Europe. Participants of SHADOW CHANNEL will curate, promote, and present (at) radical events that hack public discourse around journalism, politics, and the role of art."
film  design  propaganda  sandberginstituut  education  altgdp  socialmedia  video  hd  robschröder  danielvandervelden  filmmaking  edg  srg  technology  storytelling  juhavan'tzelfde 
january 2017 by robertogreco
"An unconventional encounter between maths, art and skateboarding.

This film documents a series of performances at the Palais de Tokyo in Paris, as well as the Institute of Contemporary Art Singapore and Sainte-Croix Museum in Poitiers.

The project originated after Carhartt WIP approached Isle skateboards to work on a collaborative
collection.ISLE, which started in 2013, has always prided itself on artist led conceptually driven ideas. Carhartt WIP and ISLE could think of no one better than artist and fellow skateboarder, Raphaël Zarka to work with. When they approached Zarka, he had been researching the work of 19th Century mathematician Arthur Moritz Schoenflies.

Schoenflies was a master of geometry and crystallography. He had developed his own three dimensional models that specifically captivated Zarka’s attention, after he was inspired with their sculptural potential.

This film invites you to view Zarka’s large scale reconstructions of Schoenflies’ models, re-appropriated in a way never imagined before.

Featured skaters :
Sylvain Tognelli / Nick Jensen / Casper Brooker / Jan Kliewer / Joseph Biais / Rémy Taveira / Josh Pall / Chris Jones / Armand Vaucher

Filmed, Edited and Directed by Dan Magee.
Technical motion design by Fabian Fuchs & Location intro animations by Andrew Khosravani.
Music composed and performed by Joel Curtis with contributing scoring by ADSL Camels."
skating  skateboarding  skateboards  danmagee  film  art  math  mathematics  arthurmoritzchoenflies  raphaëlzarka  sculpture  3d  tessellations  edg  video 
january 2017 by robertogreco
Void&Meddler | Nobody likes the smell of reality
[via: "#Top2016: Void&Meddler - episode 2 (by @NO_cvt ) for its musical and visual intensity. Let's vanish together in the night loop..." ]

[See also: ]
games  videogames  gaming  illustration  edg  srg  2016 
january 2017 by robertogreco
"Explore and exploit distant worlds in ASTRONEER – A game of aerospace industry and interplanetary exploration.

Astroneer is set during a 25th century gold rush where players must explore the frontiers of outer space, risking their lives and resources in harsh environments for the chance of striking it rich.

On this adventure, a player’s most useful tool is their ability to shape their world, altering the terrain and extracting valuable resources from planets, and moons. Resources can be traded or crafted into new tools, vehicles, and modules to create everything from massive industrial bases to mobile rover bases."

[via: ]
games  videogames  edg  space  xbox  windows  steam  gaming 
december 2016 by robertogreco
42: Tuition Free Coding University in the Silicon Valley
[See also: ]


According to The Boston Consulting Group, the United States is the leading economic power in the world and the sixth in terms of the digital economy. The quality of a country’s digital environment helps to support strong economic growth. If the United States wishes to maintain its place, it will need to continue developing its digital economy.

The future economic growth of the United States is specifically related to its innovative capacity and to the digital transformation of its businesses. The shortage of competent developers delays the transformation of these projects, which may also become the sources of other jobs.

On top of this, studies in the United States are very expensive and do not allow everyone to receive an education. 42 is a high quality, computer-programming training program, which provides its curriculum completely free-of-charge to its students.

The United States has always been the country of entrepreneurship and innovation. Thanks to the prevailing open-minded spirit, Americans allow for differing solutions and for innovative thought, notably in the field of education."


Since its creation in France in 2013, 42 has received more than 150,000 applications worldwide. Today, 42 welcomes 2,500 students that train themselves every day to become the best developers of tomorrow.

Thus far, we have welcomed international students hailing from a wide array of countries around the globe:

– from the Americas: (United States, Mexico, Bolivia, Ecuador and Brazil)
– from Asia: (Singapore, China, and Japan)
– from the Middle East: (Israel),
– from Europe: (Belgium, Switzerland, Italy, and Sweden)
– from Africa: (Morocco, Senegal, and South Africa).

These students come to 42’s French and American campuses in order to have access to a free, top-level training in computer programming.

42 allows students who have successfully completed the selection tests to continue their training at the Paris or Silicon Valley campuses (provided that they have the necessary immigration visa for their campus choice. Please note: All visa formalities must be completed by the student. For any applicants in need of visas: 42 is prevented by law from providing you with this service, so please do not request it. (This would include any paperwork pertaining to verification of attendance.)

42‘s Paris campus offers students nothing but the best in terms of pedagogy, technical resources (the best infrastructure in Europe), as well as top-notch logistical resources. We feature an attractive and sizable physical plant— with a 4,242 m² building called “the Heart of Code.” The facility is open to our students 24/7.

The American site, situated in the Silicon Valley city of Fremont, includes a state-of-the-art coder development training facility, featuring a space of approximately 10,960m² building called “the Soul of Code” housing 1024 workstations. As with our Paris campus, this campus is open to our students 24/7. The nearby dormitory facility and cafeteria support 42’s goal of delivering high-quality living & learning experiences to our diverse, international student population."

"Tuition Free

An NPO and contrary to nearly all other universities in the United States, 42 proposes a unique training program, which is completely free-of-charge for all of its students.

Tuition fees are neither required before, during nor after attending 42. All of the student tuition fees are covered up-front by the private investment of Xavier Niel for a combined total of $100 million.

University studies in the United States are very expensive and prevent some students from receiving a top-rate education.

- As of the end of 2014, the total of U.S. student loans amounts to 1,160 billion dollars (6.6% of the U.S. GDP), which is greater than the collective American credit card debt. (source: New York Federal Reserve)

- Approximately 40 million Americans have contracted a student loan for an average sum of $30,000; this staggering figure is resulting from the dramatic increase in higher education tuition costs. (These costs overall are up more than 440% in 25 years/an increase of more than 1,225% since 1978). (source: U.S. Department of Education)

- Almost three quarters of all college graduates have had to contract a loan. (source: Forbes magazine)

The increase of the student debt bears a huge percentage of the financial burden of these students and on their credit capabilities. It can have negative consequences on their spending abilities and on their housing budgets. Consequently, this debt can also have a delaying influence on some of these students who seek to start new families."

"Pedagogical Innovation

42’s directors have proven that a rigorous, open curriculum, one that actively involves students in passionate and collaborative projects, is the type of training method that forms the most inspired developers and computer scientists.

42 implements a particular training method that is different than most traditional educational institutions. Our commitment to this unique pedagogy stems from twenty plus years of research and experimentation in France in the field of programming education by Nicolas Sadirac and his team. 42’s pedagogy represents the quintessence of this peer-to-peer methodology and the integration of our determined and continuous efforts to perfect it over time.

42 attracts and accepts the best-of-the-best students who acquire a variety of abilities, while inventing new solutions when faced with new obstacles. Students practice and learn to work efficiently in teams as well as individually. Acquiring programming and problem-solving skills, which are highly in-demand in today’s technology-driven workplace, allows these students to be fully prepared for their careers upon completion of their studies.

There are no classes and no professors: at 42, the students are the ones in charge of their success and the success of their classmates. In order to progress on the projects that are offered to them, they must rely on the strength of the group, giving and receiving information while alternating between training and learning. This dynamic, removes the subordinate relationship of students as each student within the group is responsible for a part of the project’s completion and success within the group just as it would be in the workplace.

Collecting grades has never been the best form of motivation. Progress at 42 is accounted for using experience points, (which was inspired by the way this happens in video games). Students develop their competencies through each of the proposed projects and receive experience in exchange for this. Each completed project unlocks the next project(s); each successive project is increasingly more substantial and more highly-rewarded. This gamification mindset allows all learning to be fun, while enhancing students’ passion, persistence, and motivation to get to the next level.

Each student advances at his or her own pace. Some concepts are instinctively easier to develop, while others will require additional effort. Based on these observation, the education received at 42 is nearly void of time barriers. This means that each students are not restricted to progressing at the same rhythm as the rest of their graduating class where the student who is the furthest behind slows down the rest of the group; rather, they are able to proceed at their own pace.

When following 42’s educational curriculum, it is difficult to fall behind because the pace of the curriculum is adaptable and individualized to the extreme."
education  computerscience  free  edg  srg  programming  coding  fremont  paris  peerlearning  siliconvalley 
december 2016 by robertogreco
Overland First Access
"Make the most of a terrible situation. See things no one was meant to see. Survive - barely. Play Overland before anyone else, then help us make the end of the world even better."
games  gaming  videogames  edg  srg 
december 2016 by robertogreco
Stardew Valley
"Stardew Valley is an open-ended country-life RPG, coming to PC on February 26th, 2016!

You’ve inherited your grandfather’s old farm plot in Stardew Valley. Armed with hand-me-down tools and a few coins, you set out to begin your new life. Can you learn to live off the land and turn these overgrown fields into a thriving home? It won’t be easy. Ever since Joja Corporation came to town, the old ways of life have all but disappeared. The community center, once the town’s most vibrant hub of activity, now lies in shambles. But the valley seems full of opportunity. With a little dedication, you might just be the one to restore Stardew Valley to greatness!


• Turn your overgrown field into a lively farm! Raise animals, grow crops, start an orchard, craft useful machines, and more! You’ll have plenty of space to create the farm of your dreams.

• Improve your skills over time. As you make your way from a struggling greenhorn to a master farmer, you’ll level up in 5 different areas: farming, mining, combat, fishing, and foraging. As you progress, you’ll learn new cooking and crafting recipes, unlock new areas to explore, and customize your skills by choosing from a variety of professions.

• Become part of the local community. With over 30 unique characters living in Stardew Valley, you won’t have a problem finding new friends! Each person has their own daily schedule, birthday, unique mini-cutscenes, and new things to say throughout the week and year. As you make friends with them, they will open up to you, ask you for help with their personal troubles, or tell you their secrets! Take part in seasonal festivals such as the luau, haunted maze, and feast of the winter star.

• Explore a vast, mysterious cave. As you travel deeper underground, you’ll encounter new and dangerous monsters, powerful weapons, new environments, valuable gemstones, raw materials for crafting and upgrading tools, and mysteries to be uncovered.

• Breathe new life into the valley. Since JojaMart opened, the old way of life in Stardew Valley has changed. Much of the town’s infrastructure has fallen into disrepair. Help restore Stardew Valley to it’s former glory by repairing the old community center, or take the alternate route and join forces with Joja Corporation.

• Court and marry a partner to share your life on the farm with. There are 10 available bachelors and bachelorettes to woo, each with unique character progression cutscenes. Once married, your partner will live on the farm with you. Who knows, maybe you’ll have kids and start a family?

• Spend a relaxing afternoon at one of the local fishing spots. The waters are teeming with seasonal varieties of delicious fish. Craft bait, bobbers, and crab pots to help you in your journey toward catching every fish and becoming a local legend!

• Donate artifacts and minerals to the local museum.

• Cook delicious meals and craft useful items to help you out. With over 100 cooking and crafting recipes, you’ll have a wide variety of items to create. Some dishes you cook will even give you temporary boosts to skills, running speed, or combat prowess. Craft useful objects like scarecrows, oil makers, furnaces, or even the rare and expensive crystalarium.

• Customize the appearance of your character and house. With hundreds of decorative items to choose from, you’ll have no trouble creating the home of your dreams!

• Over two hours of original music."
games  gaming  videogames  edg  srg  sailormoon  animalcrossing 
december 2016 by robertogreco
How video game makers build a better SF, pixel by pixel - San Francisco Chronicle
"The new hacker-activist video game “Watch Dogs 2” features a nearly photo-realistic version of San Francisco, so detailed that the graffitied walls of Clarion Alley in the Mission District are included. After an in-real-life visit to canine-friendly Dolores Park, the developers decided to include more dogs in the game.

But if you want to drive from Golden Gate Park to the Presidio, you won’t have to deal with traffic in the Richmond District. In fact, the Richmond District doesn’t exist. In the game, both parks blend into a single open space.

“We had to make some tough choices. At some point we realized we had to condense the world a little,” says Dominic Guay, producer of Ubisoft’s “Watch Dogs 2,” released last month. “We kept a lot of the things that are iconic about those (parks), but we kind of merged them into one.”

A generation ago, video game developers couldn’t create much more than a blocky 16-bit version of the Golden Gate Bridge. Now God-playing designers can replicate a freely explorable San Francisco down to the street signs and manhole covers.

The city’s topography, recognizable landmarks and swashbuckling history make it a good fit for game developers looking for a recognizable setting — even when they choose to alter San Francisco because of legal issues, design preferences or just to make the city a little more fun.

“Is there a better setting for a game?” says Shawn Livernoche, who co-owns the High Scores arcade museums in Alameda and Hayward. “Think about how many different rich geographic locations there are to really express. You could set (the game) now, or you could set it right after the (1906) earthquake. You could set it right after the Gold Rush. … Do you know how amazing Chinatown is to someone who has never been to Chinatown?”

The first use of San Francisco as a setting in arcade and console games dates back more than three decades. Livernoche points out that early designs for the landmark 1980 arcade game “Missile Command” had San Francisco clearly marked as one of the cities targeted for nuclear annihilation.

As 3-D graphics advanced in the 1990s, San Francisco became a popular virtual racetrack for driving games, including the “Crazy Taxi” and “San Francisco Rush” arcade series. “Tony Hawk’s Pro Skater” and “Pro Skater 4,” released in 1999 and 2002 respectively, featured Alcatraz and the Embarcadero; players could execute skateboard tricks on the blocky twists and turns of the Vaillancourt Fountain.

But later in the 2000s, as the technology developed to allow a more realistic “sandbox”-style San Francisco that could be freely explored, designers began altering reality.

The 2011 Ubisoft game “Driver: San Francisco” resurrected the failed plans of the Central Freeway, allowing uninterrupted Autobahn-like passage heading west off the Bay Bridge, north past City Hall and northwest toward the Golden Gate Bridge.

The designers of San Fierro, the second fictional city encountered in the 2004 game “Grand Theft Auto: San Andreas,” decided to keep a version of Foster City in their satirical mock version of the Bay Area, while removing most of the Marina and the Richmond District. (The Richmond, sadly, is almost always a casualty in San Francisco games.) In one of the city’s many throwback moves, San Fierro’s baseball park was moved from China Basin back to the Mission District, where the Seals and Giants played until the late 1950s.

When the coin-operated arcade game “San Francisco Rush” was released by Atari in 1996, producer John Ray says the Milpitas team debated things like whether to include fog or Sutro Tower. But there was never a question that realism would take a backseat to entertainment value.

“If you were going fast enough, you could jump over all of Lombard Street in our game,” Ray says. “Sure, you could drive down Lombard really slow if you wanted, but isn’t it more fun the other way?”

The Palace of Fine Arts was moved a little bit west of its current location in “San Francisco Rush,” and a secret tunnel was built underneath Cow Hollow and the Tenderloin. The half-built Embarcadero Freeway, demolished while the game was in production, was retained for its benefits as a launching point for sweet “Dukes of Hazzard”-style jumps."
videogames  games  gaming  srg  edg  sanfrancisco  2016  history  watchdogs2 
december 2016 by robertogreco
Youth Art Exchange
"Youth Art Exchange sparks a shared creative practice between professional artists and public high school students, furthering youth as leaders, thinkers, and artists in San Francisco. To accomplish this, Youth Art Exchange offers citywide arts, high quality education programming, field trips, events, and more including:

Our current disciplines include Architecture + Construction, Black + White Photography, Digital Beatmaking, Fashion Design, Dance, and Printmaking."
sanfrancisco  youth  art  glvo  edg  srg 
december 2016 by robertogreco
International Games Day @ your library
"International Games Day is an initiative run by volunteers from around the world and supported by the American Library Association's Games and Gaming Round Table, in collaboration with Nordic Game Day and the Australian Library and Information Association, to reconnect communities through their libraries around the educational, recreational, and social value of all types of games.

It is completely free to participate! In fact, it is cheaper than free, because after registering you stand a chance to get free donations for your library, and this site hosts a free press kit with press release templates and posters.

You can register for IGD 2016 here.

In the 21st century, libraries are about much more than books. On Saturday, November 19, 2016, more than two thousand libraries around the world will showcase gaming programs and services in support of IGD16.

This year marks our 9th annual event!

Gaming of all types at the library encourages young patrons to interact with a diverse group of peers, share their expertise with others (including adults), and develop new strategies for gaming and learning. Plus, it's a way for traditionally underserved groups to have fun in the library and interact with other members of the community. International Games Day @ Your Library is a great opportunity for families to get out of the house and play together in the one community institution that welcomes everyone.

Libraries that want to participate in this year's event need to register online in order to participate in the international events (Minecraft Hunger Games and/or Global Gossip Game), receive free donations (while available), and appear on the international map of participating locations.

Who creates this event each year?
International Games Day is run by volunteers from the three following organizations.

American Library Association
The American Library Association is the oldest and largest library association in the world, with more than 55,000 members. Its mission is to promote the highest quality library and information services and public access to information. For more information on the American Library Association please visit

Games and Gaming Round Table (GameRT)
The Games and Gaming Round Table (GameRT) of the American Library Association provides a venue for librarians interested in the use of games and gaming in libraries of all types a place to gather and share. GameRT was formed in 2011, replacing and extending the pre-existing gaming member interest group. As a round table, GameRT is built around our shared passion for games and the use of gaming within libraries. With members from all types of libraries, GameRT encompasses a wide variety of viewpoints, situations, and user types.

Australian Library and Information Association
The Australian Library and Information Association is the national professional organisation for the Australian library and information services sector. Together we seek to empower the profession through the development, promotion and delivery of quality library and information services to the nation, through leadership, advocacy, and mutual professional support. For more information on the Australian Library and Information Association please visit

Nordic Game Day
Nordic Game Day 2015 is a cooperation between the Nordic Libraries working with computer games and the Nordic Game Institute. The goal is to have public libraries all over the Nordic region put extra focus on games as a medium – both physical board games and digital games – for just one day. This is to show the patrons and the world that games are an established medium that belongs in the libraries now and in the future. For more information about Nordic Game Day please visit

L’Associazione Italiana Biblioteche
The Italian professional librarian association with the goal of promoting library services and recognition of the library profession in Italy.
International Games Day Italia"
games  gaming  events  ala  videogames  libraries  edg 
november 2016 by robertogreco
UCLA Game Lab UCLA Game Lab

We are an experimental research and development lab that fosters the production of computer games and game-related research. The lab supports exploration of these areas of focus: Game Aesthetics through experimentation in the look, sound, language and tactility of games; Game Context through development of games that involve the body, new interfaces, physical space and performance in new ways; and Game Genres through examination of the socio-historic-political discourse around games and the development of new game genres that challenge the presently accepted boundaries of what games are about.

The UCLA Game Lab differs from more traditional game development contexts through an emphasis on conceptual risk-taking and development of new modes of expression and form through gaming. The lab supports projects that will establish new paradigms for gaming that emphasize the self-reliance and personal expression of the gaming artist.

The UCLA Game Lab’s primary function is as a research and production space for collaborative teams to pursue focused work on gaming projects, while benefiting from the technological infrastructure and expertise provided by the lab staff and faculty. This type of incubation space creates a context of community, interdisciplinary exchange, privacy, focus and continuity that is vitally conducive toward the completion of ambitious game projects.

In addition to producing games and research the lab also functions as a center that develops public programing around critical issues in gaming. Including: public lectures, workshops, exhibitions, a visiting artist program, and an annual public festival at the Hammer Museum.

At UCLA, the Game Lab encourages the development of organic relationships across a multitude of disciplines. Game production and research brings together individuals from diverse disciplines such as visual art, design, media art, animation, music, theater, film, dance, creative writing, architecture, sociology, philosophy, psychology, history, computer science, and engineering; the possibilities for synergy between these disciplines and gaming at UCLA are tremendous.

The Game Lab is housed within the Design Media Arts department at UCLA. For more information about the DMA program, visit the website here. We are supported by the School of Arts and Architecture and the School of Theater, Film, and Television."
games  gaming  play  ucla  videogames  research  edg  srg 
november 2016 by robertogreco
"“MASTERPIECE! Inside is a 2D puzzle platformer that builds upon what made Limbo great, and in fact builds something greater.” - 0/10 — IGN

“Inside expands on the concepts and scope of its predecessor in wildly creative ways, and it's so immaculately designed and constructed from top to bottom that it almost feels suitable for display in an art museum. This is one hell of a followup.” - 5/5 —Giant Bomb

“Gorgeous art and animations, devious puzzle design and a pitch-black sense of humor. A perfectly paced series of escalating "holy shit" moments.” —Kotaku"

[via: "I cannot think of any other game that gets as close to perfection as Playdead's Inside. A real masterpiece 👏👏👏" ]
videogames  toplay  games  gaming  srg  edg 
september 2016 by robertogreco
Eyeo 2016 – Patricio Gonzalez Vivo on Vimeo
"What Are The Chances? – This talk investigates the relationships between chaos and chance, cause and effect. It is built from volcanoes, ashes, wind, love, and new life. Along the way Patricio talks about The Book of Shaders, mapping at Mapzen, and other recent collaborations and works in progress.

Many of these slides are interactive: "

[The Book of Shaders: ]
expressivearttherapy  lygiaclark  mapzen  processing  code  coding  arttherapy  psychology  2016  eyeo  eyeo2016  psychoanalysis  freud  carljung  dreams  collectiveunconscious  caseyreas  shaders  nightmares  community  opensource  maps  mapping  openframeworks  fragility  jenlowe  thebookofshaders  mandalas  synchronicity  interconnectedness  patriciogonzalezvivo  edg  raspberrypi  classideas  interconnected  interconnectivity 
august 2016 by robertogreco
Mu Cartographer on Steam
"Colourful sandbox toy - Experimental treasure hunt. Manipulate an abstract machine to shape and explore colourful landscapes, and find the mysteries hidden in a shifting world."
steam  maps  mapping  cartography  edg  srg  videogames  landscapes 
august 2016 by robertogreco
Vulpine: Be a Fox with a Sword by Clockwork Giant Games — Kickstarter
"Vulpine is a charming open-world game where you survive as ridiculously well-armed animals."
games  gaming  videogames  edg  animals  multispecies  2016  low-polygon  low-polyart  low-polygonart 
august 2016 by robertogreco
Insular by Joshua Kingsbury
"Relax. Find nearly invisible flocks of boxes.
7 stages to reach paradise. Watch out.

Touch a color you shouldn't and the game will reset.

Press P or ESC to bring up the in-game menu. This will display your progress and available settings.

If you desire accompanying sound, I recommend playing some music that you find relaxing before you begin. The game gets a bit tense the farther you go. ;)

This was an exercise in silent game design.
Over a dozen color schemes to choose from!!
(Both for accessibility, and conversely, varied difficulty)"
silent  games  gaming  videogames  edg  srg  windows  mac  osx  linux  joshuakingsbury  free 
august 2016 by robertogreco
ULTRAWORLD by James Beech
""Incites you to reconsider the difference between the real and virtual."
Kill Screen Daily

"ULTRAWORLD boasts vibrant, fantastical environments that are sometimes difficult not to marvel at."
Game Skinny

"Ultraworld is a surreal and beautiful first-person exploration adventure" PCGamer

Welcome to ULTRAWORLD; a lush, low-poly reality inside your computer! Experience Vacation Mode where you roam the vastness of this space, take lots of pretty pictures, and then print out your work. No really: put a frame on almost any view you capture and it makes for a stunning landscape painting. Every object was hand-placed to maximize this effect; every view should be worthy of your attention. If you don't like what you see then change it up: you have control over the color schemes, and screen filters. Like any good vacation, you'll be trekking all over, camera in hand, trying to find the spaces that capture your imagination!

If you want a more directed experience, ULTRAWORLD also features a trippy Story Mode. Here you'll meet a curious individual who's absolutely certain the virtual world it lives in is more real than our own. It'll guide you on a relaxing journey through this world as it continues to ask you, (and itself), countless questions, most of which have no easy answers, including the ultimate question: does ULTRAWORLD exist?

Note from the Creator – Story mode is very divisive: some love it, some hate it, and other are confused by it's unusual style. Of course, I hope you like it, but if you're not a fan of installation/conceptual Art, then it might rub you the wrong way. Sounds pretentious, I know, but I wanted to be as honest as possible since most game descriptions are full of sh*t. At the end of the day, I made this game 100% solo, (visuals, story, music); so all the cool things and all the lame things are my fault. Feel free to send your praise/blame my way!

exploring, relaxing, and thinking

jumping, shooting, crafting, survival, Nazis, zombies, space marines, fetch quests, high scores, multiplayer, or micro-transactions

This game uses the CRYENGINE which has high minimum requirements to run. You'll need a 64bit Windows Operating system, 4GB of RAM, and a DirectX 11 graphics card."
low-polygon  low-polyart  low-polygonart  games  gaming  videogames  edg  srg  indie  windows  jamesbeech 
august 2016 by robertogreco
Fruits of a Feather by Samurai Punk
"Fly around an island collecting fruit in this relaxing, dream-like exploration game.

Played best with gamepad, but also supports keyboard controls."
low-polygon  low-polyart  low-polygonart  games  gaming  videogames  edg  srg  indie  samuraipunk  free  windows  mac  osx  linux 
august 2016 by robertogreco
OASES by Armel Gibson, Dziff
"My grandfather's plane was reported lost in 1960 during the Algeria Independence War, days before the birth of his first child.

This is what I like to think happened to him."
low-polygon  low-polyart  low-polygonart  games  gaming  videogames  armelgibson  edg  srg  dziff  indie 
august 2016 by robertogreco
morphê (Official Release) by Pixelfoot Games
"morphê - Official Release

morphê is a small art game/musical toy that allows you to spend an afternoon relaxing on a mountaintop, creating your own ambient music.

Update 8/9/2016: Pushed version 1.01, with performance fixes.

For bug reports, questions or comments, get in touch with us on twitter @pixelfootgames or email us at pixelfootgames [at] gmail [dot] com. Enjoy!"
games  gaming  videogames  edg  srg  low-polyart  2016  indies  music  low-polygon  low-polygonart 
august 2016 by robertogreco
Inside the Void by 3D Methods
"Alien structures have been sighted on a remote planet. Several spacecraft have been sent to investigate the structures, but all communication with the crew has been lost.

Your mission is to investigate the planet and search for the lost crew.

Inside the Void is a first-person exploration game in which you search an alien planet and its seven structures. Each structure is a gateway to a void. You will encounter log entries that offer a glimpse into the fate of the lost crew members.

Inside the Void is free, but any donations are greatly appreciated.

Controls: Mouse and WASD / E to interact / Shift to Sprint

Update 1.01 - Added option for invert vertical mouse. Added sprint.
Update 1.02 - Minor gameplay fixes

Developed by Jacob A. Medina "

[via: ]
games  gaming  videogames  indie  jacobmedina  2016  edg  srg  windows  mac  osx  linux  free 
august 2016 by robertogreco
Indigo Child by Metkis
"Play as the mystical Indigo Child and save some souls while wandering through the forest. The game is designed to work with both keyboard and 360 controller. It is a gamejam style experience. If you pay more than $2.99, you get access to the Unity3D source files.

Press mouse or "A" to call, hold to sing."

[via: ]
games  gaming  videogames  edg  srg  jameshostetler  indie  2016  windows  mac  osx  free 
august 2016 by robertogreco
Frog Pets: FEMICOM Game Jam #3 Submission by alienmelon
"Keep your Frog Pets alive by managing their needs!

Frog Pets are the ideal virtual companion. They crave attention, unlike other virtual pet software. Frog Pets are superior in every way! (for the most part)

Frog Pets offers a total of three frogs. In the event that any one of them die, you can learn from your mistakes, and be a better friend to the ones left.

Frog Pets are small, lightweight, and can be kept running while you work or play video games. It is recommended to have them running while you engage in your daily tasks, as this is the purpose of a desktop pet.


The app is hidden in a folder. You will have to find Frog Pets before being able to run it. This is to offer them protection, and deter virtual predators aiming to prey off (eat) Frog Pets."

[See also: ]

[via: ]
via:tealtan  games  gaming  videogames  edg  srg  frogs  animals  virtualpets  nathalielawhead  windows  mac  osx  free 
august 2016 by robertogreco
How Racism Kept The World's Fastest Swim Stroke Out Of The Pool | Atlas Obscura
"We've known since 1844 that freestyle is a superior stroke."

"On April 20, 1844, two men from North America jumped into the Bath in High Holborn, a 130-foot pool in London. They were there to show how fast they could go.

The British Swimming Society had invited the two men, Wenishkaweabee and Sahma, Ojibwe people from Canada, to compete against each other for a silver medal. Both times that the two swimmers raced the length of the pool, Wenishkaweabee won; in the first race, he was seven feet ahead. But the contest between the two men was less significant than the speed with which they both crossed the pool, in under 30 seconds.

Far from being wowed by this very impressive time, though, the British press found the two swimmers’ movements “grotesque.” The Ojibwe men hit the water “violently,” one paper reported, with their arms thrashing, “like the sails of a windmill,” as they “beat downward with their feet.”

The real contest that day was not between the two swimmers, but between their style of swimming—what we now call front crawl, or freestyle—and the breaststroke favored by the British.

There’s no clear beginning to the history of swimming: art going back millennia shows people moving through the water. But from the earliest representations of swimming, there has been a clear contest between two major swimming strokes. Either people are doing a dog-style paddle or the front crawl.

Today, there are just four competitive swim strokes—breaststroke, front crawl, back stroke, and butterfly. In the past, swimmers sometimes used sidestroke to race, too. Although the breaststroke and front crawl have probably been around since prehistoric times, they are changing as elite athletes and their coaches study how bodies move through the water.

"The breaststroke and the freestyle that you see today are different than 100 years ago," says George Edelman, a physical therapist, who's worked with the USA Swimming Sports Medicine and Science Network for 16 years.

Breaststroke, in particular, keeps being refined. The butterfly stroke was originally an innovation in breaststroke, and earlier in the 20th century, breaststroke swimmers tried to spend as much time as possible under the surface of the water, before competitive rules were changed to require the swimmer's head to poke out of the water periodically. More recently, says Edelman, breaststroke swimmers figured out how to swim higher in the water, reducing drag.

But in essence these strokes have stayed the same. The task of a swimmer is twofold—maximize propulsion forward, minimize drag against the body—and while tweaks in design can improve efficiency on the margins, there are a limited number of ways to send the human body quickly through water.

Just as cars retain more or less the same, most efficient aerodynamic shape, so do swim strokes. Humans' breaststroke is essentially just a refinement of the basic survival paddle that we learned from animals—it keeps your body moving and your head above water. Front crawl, though, is designed to move fast.

When using a front crawl stroke, a swimmer constantly has one arm pulling against the water, propelling the body forward. Most of the forward motion comes from that work in the arms, but a freestyle swimmer can kick constantly, too. The swimmer is buoyant on the surface of the water and their body streamlined—limbs and torso stay in one straight line.

Breaststroke, by contrast, is wide. The swimmer’s hips are dropped lower into the water, and the arms move not just forward but out, on a horizontal plane. The kick, too, brings the swimmer’s thighs forwards, increasing the surface area of the body that’s moving against the water. All that adds up to increased drag—and slower movement.

Plus, in an efficient breaststroke, the swimmer is neither constantly pulling nor constantly kicking. "It’s pull, kick, pull, kick," says Edelman. The nature and mechanics of the stroke make it slower.

One of the earliest depictions of Europeans swimming, found in Greece, shows the breaststroke. But by 500 B.C. or so, artistic images of swimming indicate that Greek people had learned to front crawl. By the 19th century, though, Europeans had lost that skill.

The British were just starting to swim for sport, using the breaststroke, backstroke, and sidestroke, and they were amazed at reports coming from around the world of people in the Americas and the South Pacific moving quickly through the water using an entirely different technique.

In 1844, the British were not ready to admit that an “un-European” style of swimming could beat theirs. After the second race between Wenishkaweabee and Sahma, a British competitor, Harold Kenworthy, challenged them to another race, the third in 10 minutes. He won—but probably only because his competitors were tired out."
swimming  history  srg  edg  2016  1844  racism  ojibwe  race  olympics 
august 2016 by robertogreco
The Long Dark on Steam
"The Long Dark is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness in the aftermath of a geomagnetic disaster. There are no zombies -- only you, the cold, and all the threats Mother Nature can muster."
games  gaming  videogames  2016  edg  steam  thelongdark 
august 2016 by robertogreco
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