Monday, September 17, 2012

Panetta: US-Japan agree on new defense system

TOKYO (AP) ? U.S. Defense Secretary Leon Panetta said Monday that U.S. and Japanese officials have agreed to put a second defense system in Japan aimed at protecting the country from the threat of a missile attack from North Korea.

The exact location of the radar installation has not yet been determined. It will be in the south, U.S. officials said, but not in Okinawa.

Officials stressed that the system would be aimed at protecting the region against the threat from North Korea and is not directed at China.

The U.S. already has similar early warning radar systems on ships in the Asia-Pacific.

This second Japan-based system will allow the U.S. vessels to spread out and cover other parts of the Asia-Pacific region.

Panetta said the new installation would also be effective in protecting the U.S. homeland from a North Korea threat. He spoke during a press conference in Tokyo with the Japanese defense minister, Satoshi Morimoto.

Morimoto said it would not be appropriate at this time to specify a location for the new radar, and said a date for its deployment has not yet been set.

While officials insisted the radar system would not be aimed at China, the decision was sure to raise the ire of Beijing.

The radar will "enhance our ability to defend Japan," Panetta said, adding that he would talk to Chinese leaders about the system to assure them that this about protecting the U.S. and the region from North Korea's missile threat.

"We have made these concerns clear to the Chinese," he said. "For that reason ... we believe it is very important to move ahead" with the radar system.

Japan has worked closely with the U.S. for several years on missile defense, and has both land- and sea-based missile launchers.

North Korea's ballistic missiles are considered a threat to security in the Asia-Pacific region because of the risk of conflict erupting on the divided and heavily militarized Korean peninsula, and because of the secretive North's nuclear weapons program.

The long-range rockets it is developing have been test-fired over Japan and could potentially reach the U.S.

The North conducted its latest long-range rocket launch in April, defying a U.N. ban. Pyongyang said the launch was intended to send an observation satellite into space but it drew international condemnation as the rocket technology is similar to that used for ballistic missiles.

The launch was a failure and the rocket disintegrated shortly after takeoff.

Panetta is on his third trip to Asia in 11 months, reflecting the Pentagon's ongoing shift to put more military focus on the Asia-Pacific.

The defense chief is urging countries involved in territorial disputes in the region to find a way to peacefully resolve those problems before they spark provocations and violence.

Panetta's visit to Japan also included discussions with Morimoto about the deployment of V-22 Ospreys to the southwestern island of Okinawa. Tens of thousands of people have protested the hybrid aircraft's planned use, saying they are unsafe.

The U.S. had hoped to have the aircraft in place as early as next month, but Morimoto said no specific date has been set on that matter, either.

The Pentagon plans to deploy 12 of the aircraft, which take off and land like a helicopter, but fly like a plane. U.S. officials have assured Japanese leaders the Ospreys are safe.

Source: http://news.yahoo.com/panetta-us-japan-agree-defense-system-053927014.html

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Sunday, September 16, 2012

User:RegaladoPitchford581 - Kent Adventure Gaming Society Wiki

From Kent Adventure Gaming Society Wiki

Ice Skating via the Centuries


Ice skating has a extended history. In reality the origins of ice skating date back to the early ninth century. The purpose then was far a lot more practical, nevertheless, than recreational. Contractor Accountants Cornhill Private Wealth Cornhill Private Wealth cross country ski poles critique .The earliest ice skates are believed to have been discovered in London and produced of horse bone. It is believed that these skates served utilitarian purposes such as movement from spot to location in order to search or scavenge for food rather than the largely recreational purpose that most ice skates have in contemporary society.

Ice skating more than the centuries has turn into much more of a recreational activity and provides long hours of entertainment to both skaters and spectators alike. From figure skating to ice hockey all around the globe there is a fondness for this particular activity that transcends time and speaks volumes about each the complexity of this activity and the simplicity of it.

Ice skating is a sport that is both loved and hated by its practitioners. For some the whole sport is ice skating, for other individuals the actual act of skating on ice is simply a single aspect of a very complex and multifaceted activity. Secure Auto Finance rossignol cross country skis .And other individuals are simply content to skate. In and of itself ice skating offers a considerable challenge for those just mastering and becomes second nature to those who have been performing it for extended periods of time.

The difficulty of ice skating is much like that of roller skating. When you understand, you by no means really forget. You could have a couple of unsteady moments in the starting following a long absence but all in all it comes rushing back once you get out there and try once again. site preview .Whether you are an avid skater or simply a breathless spectator of the sport, Im certain youve discovered the dichotomy amongst the beauty of figure skating and the brutality of ice hockey fascinating. I know I definitely have.

Source: http://wiki.adventuregaming.co.uk/index.php/User%3ARegaladoPitchford581

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How does comprehensive insurance on your car work? ? eXtended ...

When you are new with auto insurance, you might be new to the type of coverage as well. You should consider that there are three main types of coverage and one of them is comprehensive coverage. What is comprehensive auto insurance and how does it work?

A comprehensive auto policy will cover scenarios that damage your car aside from collision. This include unforeseen factors or calamities such as storm, typhoon, tornadoes and so on. This also involves vandalism, theft and many more. Basically, it is the auto insurance policy that protects your car when it is not driven or mobile and during certain conditions of accidents (totaled). With such insurance policy, you will be able to leave your car at ease. There are many instances you will need comprehensive auto insurance. However, bear in mind that the car insurance company has the last say on what they cover or not. So it is wise to look for auto insurance company that offers good coverage.

When your car is totaled

If your car is totaled, the comprehensive coverage will be able to reimburse you the book value of your vehicle. Without this type of insurance, you will receive nothing, especially if the accident to be your fault.

Fire

One common condition in the United States is when a house gets involved with a fire and the car is involved. This insurance policy covers the fees and replacement.

Vandalism

Everyone hates vandalism and there is not hold for this especially if you just park your car publicly. This coverage will easily help you with the repairs and clean ups of your car.

Theft

The chances of getting your car stolen are high if you have luxury cars. Most owners enroll their luxury cars with comprehensive coverage. Also, anti-theft alarms and other security measures may not be enough to keep your car off thefts.

Disasters

The top disasters that may cause damage to cars are storms, hurricanes and tornadoes.

Acts of God

Think about a tree falling on your car.

You may protect your car for any of these instances. Learn more about it with your auto insurance company.

Source: http://www.xmdr.org/auto/how-does-comprehensive-insurance-on-your-car-work/

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Saturday, September 15, 2012

Clouded Thinking | Gaming Business Review

Why Cloud Gaming is a Non-Category, and How Networked Games Really Work

The recent acquisition of Gakai by Sony Computer Entertainment could be the sign of an impending bonanza for cloud-based gaming services. As reported in?Engadget?and elsewhere, the consumer electronics giant paid $380M for the streaming game service in order to deliver new entertainment experiences for SCE?s network. Sony stands to gain big from the operational efficiencies that Gakai?s infrastructure and team bring to the mix, and Gakai?s team got a well-deserved payday for building a great platform. But is this deal the beginning of a trend in cloud gaming, or the end of the line?

Cloud Gaming: the Promise and the Reality

?

Other leading companies in cloud gaming haven?t fared as well as Gakai. OnLive has struggled mightily, with the company recently undergoing a?massive reorganization?culminating in founder Steve Perlman?s?exit from the company. OTOY is surviving, even thriving, but as a rendering and animation service for the enterprise, not a consumer games delivery platform.

At the same time, the industry is making new investments, such as AMD?s stake in cloud gaming platform company CiiNOW. As existing players retrench and new ones enter the space, let?s take a look at how the reality of cloud gaming matches up with the hype.

The promise of cloud gaming is to deliver high production value 3D games without a download. It seems like a great idea: run old-school 3D applications that were originally compiled for the desktop on high-end server machines in the cloud, then stream the applications to the end user, delivering input back to the server machine for processing. This would appear to solve two problems at once:

1) Relieve developers of the pain of porting complex, already-working applications to new and alien platforms and;

2) Deliver new game experiences on demand to consumers without requiring large downloads or purchasing high-end game hardware.

It sounds good on paper. In practice, there are several problems. First, this approach requires a reliable server infrastructure to deliver the video streams and user inputs back and forth in real time ? as opposed to the cheap and disposable wild-west setup that characterizes much of the back end powering today?s Internet. Such an infrastructure can get expensive to build out and operate. Second, the compute load is put entirely on the server side, running on powerful hardware capable of executing high-end games; more expense. This likely explains the massive capital investments made in this space thus far. Finally, all those costs ultimately have to get passed on to the consumer, the developer or both, creating friction on either end. Caught between these twin pincers of high up-front investment and slow customer uptake, something had to give: Gakai sold to someone who could make the formula work; OTOY went vertical, focusing on immediate revenue generation; OnLive went into a nosedive.

Maybe it?s just a sophomore slump. After all, this is not the first time an emerging technology has gone through growing pains. Gakai apparently was able to fit their operating costs into a working model; maybe others can figure it out, too. I wish these companies well and I hope they can make a go of it. But I am not very optimistic because in my opinion,?the?premise of cloud gaming is fundamentally flawed.

?

The Assumptions Behind Cloud Gaming

There are several assumptions underlying cloud gaming. The first is that developers don?t want to port their games to a new platform. On the face of it, that?s true. Nobody wants to do extra work if they don?t have to, so the idea that a game could instantly be made available on a new platform and reach new users at little or no additional cost is clearly seductive. But the issue here is hidden cost. All that computation and rendering power formerly running on a consumer?s PC is now pushed up to the cloud, and the resulting expense must be passed on to the developer, the consumer or both. So while there may be little upfront investment, the developer is potentially paying for it on the back end and needs to factor that into the cost/benefit calculation.

A second assumption is that downloading software is a barrier to consumer adoption. Obviously this is true in some genres of gaming, especially social and casual. But it is most decidedly untrue with core gaming audiences, who routinely and ritually download gigabytes of games, patches, mods and expansion packs. The advent of mobile devices and app stores has also muddied this picture: in the mobile world, no-download is not an option. There are no ?casual game portals? per se, only apps and various channels for downloading and installing them. This model has changed the consumer mindset so much in the last few years that even the desktop/web world has embraced it in the form of desktop- and browser-based app stores from Apple, Google and others. In short, the idea that end users aren?t comfortable downloading and installing software might have been valid back when OnLive was originally courting investors; these days it?s not nearly as important.

The final assumption behind cloud gaming is that the average consumer?s hardware is not capable of powering a quality game experience. This is also likely a holdover from an earlier time. Nearly every device in a consumer?s possession is quite capable of powering a high production value immersive experience. For desktop and web, the no-download in-browser technologies now available are capable of powering a quality game experience. Between WebGL, Adobe Stage3D (in Flash 11) and Google Native Client, there are several options open to developers. As for devices, even the lowliest phones have accelerated 3D graphics and a native code stack that can run game engine logic at high speed. Not small enough? Apparently even a $25 Raspberry Pi?can run Quake 3.

So, if developers are willing to port, audiences are willing to download, and most consumers have gaming-capable machines, what advantages, if any, does cloud gaming confer? None that I can think of.

?

A Place in the Cloud

In the near-decade since cloud gaming was first conceived, Apple, Google and Amazon have reshaped the media technology landscape. Most consumers today have gaming-ready devices, and the modern cloud has lowered barriers to entry and leveled the playing field for back-end service providers. So does this mean there is no longer a need for cloud gaming services? Not at all. The idea of dividing up the processing work between client and server is a good one; it?s just a question of where you make the cut. Up to now, cloud gaming has done it in the wrong place. It?s time for the industry to rethink cloud gaming to match the new reality.

Part of the confusion around cloud gaming is a lack of understanding about how games actually work. It?s tempting to think of video games as similar to streaming video: they are entertainment products with high production value content, and, well, the word ?video? is right there in the name. But games aren?t streaming media; games are applications,?interactive?media, vs. passive media types such as video and audio. With streaming media, user input is minimal and infrequent, and a certain amount of delayed response is tolerated; with games, input comes several times per second and the application must react in real time or risk user wrath.

From a technical standpoint, streaming media can employ dumb client and server machines, specialized at delivering and decoding large amounts of uniform and predictable data. Games, on the other hand, require smart clients and servers, a general-purpose computer on each end of the pipe. The infrastructure for a cloud-based game system needs to reflect these realities. What the industry could really use is a cloud computing fabric capable of supporting powerful client-server applications. Good news, we already have one:?it?s called the cloud.

The modern computing cloud provides a cost-effective means for deploying applications by exploiting economies of scale. The reason the cloud can work so cheaply and flexibly is that it is primarily based on commodity hardware and, often, virtualized machines that allow computing resources to be shared among several customers. This setup is great for running operations that range from large-scale consumer web sites to high-end compute jobs; it?s not so great for running applications that need to respond to the user several times a second ? in other words, video games.

Instead of executing entire games on a high-powered server, cloud games should be split between client-side rendering and interaction, and server-side game and business logic. This is not a radical idea; online and multiplayer games have been designed this way for years, well before the emergence of cloud computing. It?s just good client-server system design, putting the computation load where it belongs.

The latest incarnation of online games from Zynga and other large developers already take full advantage of the cloud in this way to reduce operating costs. However, they rely on homegrown software stacks built on top of basic cloud services. Even using the cloud, it?s still an expensive endeavor to develop and operate the back end for an online game, implementing game logic, missions, user data, virtual economies, transaction processing, lobbies, chat rooms and multiplayer messaging. For small shops and developers just getting started, this cost can be prohibitive. For more established developers, offloading these chores to an outside service may be more economical. To me,?this is where the real cloud gaming opportunity lies.

Game developers want to focus on design, production and game programming. They don?t want to build complex back end logic, large databases or transaction servers, nor do they want to deal with managing the intricacies of AWS or Rackspace hosting and CDNs.

I believe we are going to see good market uptake for cloud-based solutions that tackle these kinds of problems. San Francisco?start-up?Roar?offers a cloud-hosted platform for rapid back end development of social and casual games.

Earlier this year Zynga announced a?third party platform?that provides a scalable back end and leverages their massive installed base to help developers reach new players. In the coming years I expect to see more platform services like these emerge to take the handle the heavy lifting of game back end development, deployment and hosting. As for the current crop of cloud gaming companies? I?d say it?s time to get with the program.

?________________________________________________________

Tony Parisi is an entrepreneur and career CTO/architect. He has developed international standards and protocols, created noteworthy software products, and started and sold technology companies. Tony?s passion for innovating is exceeded only by his desire to bring coolness and fun to the broadest possible audience.

Tony is perhaps best known for his work as a pioneer of 3D standards for the web. He is the co-creator of VRML and X3D, ISO standards for networked 3D graphics. Tony continues to build community around innovations in 3D as the co-chair of the WebGL Meetup (www.meetup.com/WebGL-Developers-Meetup) and a founder of the Rest3D working group (http://www.rest3d.org/). Tony is also the author of the upcoming O?Reilly Media book, WebGL Up and Running.

Tony is currently a partner in a stealth online gaming startup and has a consulting practice developing social games, virtual worlds and location-based services for San Francisco Bay Area clients.

Visit Tony?s blog at:?blog site, http://www.tonyparisi.com/

?

Source: http://gamingbusinessreview.com/pc/clouded-thinking

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Video: Henderson: Romney is surrounded by Bush-era neocons

Dodging decay: Dentist praises fluoride vote

Pediatric dentist Michael Biermann was at work Wednesday when Portland, Ore., city council members voted to add fluoride to the city?s drinking water. But his thoughts immediately turned to two severe cases of decay he treated recently.

Source: http://www.msnbc.msn.com/id/3036697/vp/49024886#49024886

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Hollywood's Digital Domain reaches funding agreement with lenders

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A Payday Loan Might Help With Debt In A Post-Bankruptcy Emergency

Bankruptcy is a word that incites fear in the hearts and bank accounts of many Americans. Often viewed as the last step into financial mayhem, most people take precautions to avoid facing the bankruptcy judge, fearing?not only the social stigma associated with bankruptcy but also the financial ruin that can stem from it. Yet, even for the most financially cautious individuals, bankruptcy cannot always be avoided. Statistics show that two of the most common reasons for bankruptcy are medical expenses and divorce, both of which can spontaneously occur and accrue substantial costs, devastating the lives and finances of individuals and families alike. It is revealing, then, that divorce and medical expenses are also common motivations for people to secure a payday loan.

When faced with the decision of whether or not to file for bankruptcy, many questions may come to one?s mind: How is this going to affect my credit? Will I ever be able to borrow again? Can I keep my house and other assets? The answers to these questions aren?t always black and white.

While bankruptcy certainly affects your credit, damaging your FICO score for up to ten years, it can actually help individuals in dire credit circumstances to get back on their feet. Prior to filing bankruptcy, many people max out their credit cards and stop making important payments on loans, allowing their credit to slip before they even consider seeking a bankruptcy lawyer. A high debt ratio combined with late or non-payments can be nearly as damaging to one?s credit as a bankruptcy itself. In fact, a bankruptcy might help stop the cycle of debt by putting an end to certain overwhelming recurrent loan payments and credit card bills, allowing the bankrupted individual a chance to reestablish credit?but this rebuilding takes a lot of time and disciple.

It is highly unlikely that a recently bankrupted individual will be able to secure a low-interest credit card or take out a fair loan. However, other borrowing options exist. If the bankrupted person has consistent employment, he/she may be able to obtain a payday loan to cover unexpected costs. Yet, these loans do accrue substantial interest and fees when not treated responsibly. Surely, an individual who has recently gone through a bankruptcy should avoid acquiring new debt unless absolutely necessary; a payday loan should only be utilized in cases of emergencies and should be paid back immediately to avoid getting one? self into another sticky situation.

For the most part, when filing a Chapter 7 bankruptcy individuals can keep certain assets, such as furniture, their vehicle, and their home, so long as they continue paying the mortgage and/or automotive loan. While this might not be an easy feat to accomplish when financially strapped, it is often the best option, as securing living accommodations or a car loan post-bankruptcy is incredibly challenging. Before walking away from one?s home or car, an individual should consider what options lie beyond the court, reasonably assessing their needs in order to make the best decision possible. One should surrender their home to the court only after other accommodations are secured, and only if paying the mortgage is truly impossible.

While bankruptcy is often considered the final step in financial decay, it doesn?t have to be. However, anybody considering bankruptcy should consult an attorney to make sure that it is the right choice.

Source: http://blog.ebusinessdebtrelief.com/debt/a-payday-loan-might-help-with-debt-in-a-post-bankruptcy-emergency

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