Ugo da Carpi

Ugo da Carpi ( – ) was an Italian printmaker active between 1502 and 1532 in the cities of Venice, Rome and Bologna. He is known for his technical and stylistic contributions to the chiaroscuro woodcut, a printmaking technique using blocks of different colours. Ugo claimed to be the first to use this technique, seeking a copyright first from the Venetian senate, and later from Pope Leo X. Although he did not create the chiaroscuro woodcut technique, he was one of the first Italian practitioners. He contributed to its development through his powerful style, focus on tonality and interpretive skills. One of his most famous works is a print of Diogenes. In addition to his numerous prints, he produced a writing book, and is also known to have produced at least one painting, the altarpiece of Saint Veronica in Saint Peter's Basilica in Rome.
Biography.
Early life.
Ugo da Carpi’s exact birth date is unknown. Some scholars estimate it to be as early as 1450, although others claim it is closer to 1480. He was the 10th of the 13 children of Count Astolfo da Panico and Elisabetta da Dallo. He was born in Carpi, a town in the province of Modena. He was known as Ugo Panico early in his life, only becoming Ugo da Carpi, which literally translates to "Ugo from Carpi", when he moved away from Carpi later in his life. The first historical evidence of Ugo is in the last will and testament of his father in 1490. There are records of Ugo buying and selling land in Carpi in 1495, 1496, and 1503. In 1509, records cite that his older brother carried out a land transaction for him, leading scholars to believe that Ugo left Carpi for Venice between 1503 and 1509. His wife, Cassandra Solieri, and two daughters stayed behind in Carpi.
Artistic career.
There is no evidence that Ugo received any formal training. He was most likely self-taught or possibly taught by local painters. His first work as a carver was in 1502, when he signed a contract with the Modenese typographers Benedetto Dolcibelli and Niccolo Bissoli to carve characters and punches. In 1503, records refer to "Ugo's pupils" and reference him as a "maestro" for the first time, indicating he may have started a workshop. There is also evidence that before Ugo left Carpi he may have been commissioned to complete some paintings, since he hired Saccacino as a "painting assistant." Carpi went through a period of cultural and urban development in the late 1400s and early 1500s. Although there are no records of Ugo's involvement, scholars believe he may have helped in the production of some pieces during this time.
Ugo lived in Venice from 1509 to 1517, mostly working as a blockcutter for woodcut book illustrations. Venice was a leading publishing centre, particularly the printing of illustrated books. In 1511, a number of woodcut book illustrations bearing the signature “Ugo” were published in Venice. In July 1516, Ugo requested a patent from the Venetian senate for what he claimed to be his unique "chiaroscuro" technique. In his request he described the process as a "new manner of printing light and dark." He requested the copyright for an undefined period of time, and for all designs and woodcuts he had made and would make. Although Ugo was an early Italian practitioner of "chiaroscuro," there is evidence that this method had been previously used by German and Venetian printers. Ugo moved to Rome in 1517. There was a large printmaking circle in Rome and high demand for prints of Raphael’s work. There was a circle of engravers working around Raphael, whose prints were issued by a professional publisher, il Baviera, Raphael's former assistant, who had gained control of his plates at his death. Due to il Baviera's tight control on the original copper plates used to print Raphael's engravings, creating pirated copies of Raphael's work became a common activity amongst engravers and printers in Rome. Ugo settled in Rome near Raphael's studio, but he worked independently of il Baviera.
He set up a workshop in his house and printed and published blocks in his own shop. In 1518, he received a copyright from Pope Leo X for his four-block print "The Death of the Ananias." This work, along with many more of Ugo's "chiaroscuro" works from this time period, are considered by scholars to be the best examples of "truly reproductive prints." Although Ugo was focused on reproducing and replicating sketches, engravings, and prints by other artists while in Rome, he began to develop his own unique style. An early example of this is present in Ugo's replications of Raphael's sketches, where he chose colours for his prints dissimilar to the ones used by Raphael.
In 1527 the sack of Rome forced Ugo to flee to Bologna. It is believed he may have run a workshop in Bologna due to the existence of numerous prints that are technically and stylistically similar to Ugo's work, yet also have some notable differences. He is known to have worked with the famous carvers Antonio da Trento, Arrighi and . Ugo also produced a writing-book while in Bologna. Writing books were common in Italy in the 16th and 17th centuries and contained pages of letters printed using woodcuts. These books were manuals and attempted to teach others how to write in a similar way to Renaissance humanist manuscripts.
Death.
There remains no consensus about the date of Ugo da Carpi's death. Some scholars cite his year of death as 1523, since that year he was described as “fu Ugone” in a testimony by his daughter. However, a few months later, a different document claimed Ugo was alive, indicating his family may have mistakenly thought he was dead. In January 1532, Ugo was referenced in attendee records from his daughter’s baptism, but in October of that year he was again described as deceased.
Works.
One of Ugo's important early commissions, about 1515, was the "Sacrifice of Abraham" from the Venetian publisher Bernardino Benalius. It was a large black and white print on four joined sheets. As framed, it measures 110.5 x 138.4 x 1.9 cm (43 1/2 x 54 1/2 x 3/4 in.). It is thought to be one of only a few prints designed by Ugo himself, and contains stylistic elements borrowed from Dürer and Titian. It was following this first commission that he requested a patent for his technique.
Over the years Ugo reproduced designs by numerous artists, including Raphael, Baldassare Peruzzi, and Parmigianino. According to Vasari, Ugo da Carpi even taught the print-making process to Parmigianino. The majority of Ugo's carvings are copies or reproductions of other works. Although Ugo's works are interpretations and not exact copies, it is unlikely that Ugo invented the design for many of his woodcuts. In all surviving prints and inscriptions, Ugo has signed the work as "the cutter" or "the printer," speaking to his focus on copying other works. However, this was not uncommon, since replicating other artistis' work was the focus of the engraving and printing communities at this time.
Ugo's prints were probably often used as wall decorations, serving as inexpensive substitutes for paintings. This is suggested by the variety of their sizes and the fact that they were printed on thick paper designed to sustain heavy wear. Despite this, few prints have survived in good condition.
"Diogenes".
It is believed that Ugo carved "Diogenes" in Bologna between 1527 and 1530. The initial design for this print came from Parmigianino, who Vasari incorrectly reported also created the woodcut. Caraglio, who often created engravings for Parmigianino, produced an engraving based on his sketch. Although the majority of scholars agree that Ugo's woodcut was based on Caraglio's engraving, some experts, such as David Laundau, believe that Ugo worked directly with Parmigianino to produce his woodcut. There are three reasons scholars believe this is a possibility. First, Caraglio's engraving (287 mm x 218 mm) is significantly smaller than Ugo's woodcut (490 mm x 354 mm). Most copies in Rome at this time were almost identical in size, and Ugo's woodcuts always corresponded in size to the models. Therefore, Ugo may have copied this image from a sketch closer in size to his final work. Additionally, whenever Ugo's models can be identified, he never omits, adds or changes important details, as he does in "Diogenes". This also makes it more likely that Ugo was working more closely with Parmigianino than often believed. Finally, as Landau describes it "There is no precedent for Ugo making what can only be called a powerful image from so weak a model. This is Ugo's masterpiece and he must have had Parmigianino's hand very close to his woodblock when he produced it."
When comparing Caraglio's engraving and Ugo's woodcut, there are notable differences in both content and style. Caraglio's engraving includes additional details, such as landscape elements and a lantern. Ugo substantially reduced these details, keeping the barrel, the fowl, the book, the movement and the swirling cloth. Parmigianino scholar Florence Kossof notes: "He has reduced and simplified Caraglio's wealth of detail but has managed to increase the sense of vigor and energy."
"Diogenes" was highly renowned in Renaissance Italy. In "Lives of the Artist," Vasari praises it as a “most beautiful print.” The print consists of a sophisticated four block design and intricate carving. In the print, the design is built up through areas of colour instead of detailed line work, making it look more like a painting than a print.
"David Slaying Goliath".
This woodcut is thought to have been carved around 1552 and is based on a design by Raphael. Marcantonio Raimondi also created an engraving based on this print. It is unclear if the woodcut is based on the engraving, the engraving is based on the woodcut, or if they are both based on a sketch by Raphael. This engraving is notable because Ugo reversed the composition of the initial painting, which speaks to his interpretive skills as a carver. He used four blocks to create this print.
"Raphael and His Mistress" or "Penelope and Odysseus".
Ugo collaborated directly with Raphael to create this print. It is one of Ugo's smaller prints, at only 181 mm by 144 mm. Given its small size and intimate subject detail, this print has been the subject of much study and speculation, with some scholars considering it to be one of Ugo's most daring and original works. The quiet and intimate setting is reminiscent of Raphael's drawings of "Mother and Child", and the title of "Raphael and his Mistress" given by Bartsch likely arose from Ugo's access to Raphael's workshop. More recently, however, Peter Parshall has proposed that the woodcut represents the scene from "The Odyssey" in which Odysseus is finally reunited with his wife Penelope. In this context, the ball on which the seated female figure rests her foot has been identified as the ball of yarn that represented Penelope's fidelity and cunning, while the depiction of Odysseus can be compared with his description in "The Odyssey" as lit by the light of a fire and silhouetted against a wall.
Saint Veronica Altarpiece.
The Saint Veronica Altarpiece is the only painting known to be Ugo's work. It is thought to have been finished between 1524 and 1527, and was originally located in Saint Peter's Basilica in Rome. The painting was placed on an altar directly below the chamber that housed the Veil of Veronica, one of the most important relics in Saint Peter's. The Veil of Veronica is one of the most famous "achierpoita," or Christian relics which bear a likeness of Christ not made by human hand. According to the Bible of Argenteuil, this "acheiropoetos" was produced when Veronica wiped the sweat and blood from Christ's face with a linen cloth and Christ's face left an imprint on this cloth. It is still debated among scholars why Ugo, who was not a well-known or especially talented painter, was chosen to create the altar painting for such a famous relic.
The painting itself was likely based on a sketch produced by Parmigianino. Vasari reported that Ugo painted this work using his hands, due to the fact that Ugo signed the painting: ‘Per Vgo / da Carpi Intaiatore / fata senza / penello" or "Ugo da Carpi, woodcut engraver, made without the brush." Ugo's signature is misleading, as he did use brushes to produce the altarpiece, but also has an interesting double meaning. The vera icon was considered an "acheiropoetos", an image ‘made without human hands.’ Ugo's signature ‘made without the brush’ plays on the creation and understanding of the relic itself. The signature is also a deliberate nod to his identity as a carver. Up until this point, he hadn’t worked with a brush, but with his hands. Although Ugo used brushes in the painting's production, the altarpiece also has fingernail and finger marks. Scholars speculate that due to Ugo's lack of painting experience he used his fingers and fingernails to fix mistakes.
Style.
In the "chiaroscuro" technique, multiple blocks were cut and inked with different colours so the resulting print resembles a pen-and-ink sketch. The paper served as the middle tone, and then highlights ("chiara)" were added with white gouache, and darkness ("scuro") and shadow was created by adding crosshatching in pen or a dark wash with a brush. Woodcuts would consist of a key, or line block, which consisted of the contours and crosshatching and a varying number of tone blocks. The key block sometimes stood alone as a black and white print. The more blocks, the more tones the final product contained, and the more complex the printing and carving process became.
Ugo quickly progressed from the basic two block print to working with three blocks. In three different prints of Hercules over the course of 1515, his development is evident. He uses increasingly flexible lines and more complex and nuanced shading. "The Massacre of the Innocents" was his first work that contained 4 different blocks and he utilized between 3 and 5 blocks for the rest of his prints. Ugo didn't rely on the key blocks to define his prints' composition. Instead, Ugo built his images using multiple blocks with different variations on one tone.
Ugo's own printings of his woodcuts use a distinctive palette of soft blues and greens. Ugo utilized translucent inks in similar colours, which created nuanced and fluid transitions between one block and the next. Ugo's striking "Diogenes" carving was printed in green and gold.
One of the most distinctive features of Ugo’s carvings, and why he is much better known than other carvers of this time, is that he signed his work. Ugo’s signature is often cleverly incorporated into his prints, as can be seen in the "Diogenes" print. Diogenes grips a stick in his right hand, directing the viewers’ attention to an open book where the names of both the designer and the printmaker are inscribed. His signatures often acknowledge his identity as an engraver, a printer or a copier.


Sjaak Brinkkemper

Jacobus Nicolaas (Sjaak) Brinkkemper (born Monnickendam, 18 January 1958) is a Dutch computer scientist, and Full Professor of organisation and information at the Department of Information and Computing Sciences of Utrecht University.
Biography.
Brinkkemper received a BA from the University of Amsterdam in 1980 and an MSc from the Radboud University Nijmegen in 1984, both in Mathematics. In 1990 he received a PhD at the same university with his thesis "Formalisation of information systems modelling", supervised by Eckhard Falkenberg and Alex Verrijn Stuart.
In 1984 he became an Assistant Professor at the department of Informatics at the Radboud University. In 1992 he became Associate Professor at the University of Twente. In addition, he has been a process architect at Baan from 1996 to 2002 and a consultant at Emendas for another year. Since 2004 Brinkkemper is Full Professor at Utrecht University, where he leads a group of about twenty researchers specialized in product software development and entrepreneurship.
He is a member of the editorial boards of the journals "Business Informatics", "European Journal of Information Systems", "Journal of Database Management", "Journal on Information Systems and e-Business Management", and "Management Information Systems Quarterly". Since 1989 he is a member of the International Federation for Information Processing IFIP WG 8.1 working group on information systems design and evaluation.
Work.
Brinkkemper's research interests are methodology of product software development, software implementation, methods, requirements management, method engineering, information systems methodology, CASE-tools, and system development tools.
Publications.
Brinkkemper has published several books, papers, and articles. Books:
Articles, a selection:


Item (game terminology)

In pencil and paper games and computer and video games, an item is an object within the game world that can be collected by a player or, occasionally, a non-player character. These items are sometimes called pick-ups.
Items are most often beneficial to the player character. Some games contain detrimental items, such as cursed pieces of armor that confers a negative bonus to the wearer and cannot be removed until the curse itself is lifted; the means to do this may be costly or require a special item. Some items may also be of absolutely no value to the player. Items are especially prevalent in role-playing games, as they are usually necessary for the completion of quests or to advance through the story.
Sometimes certain items may be unique, and only appear once at a specific location, often after completing a particular task. Other items may appear frequently, and not give a big bonus alone, but when many are collected. Games may differ on how the player uses an item. Some games, many in the Mario and Sonic series, an item is automatically used when the player character comes into contact with it. There are also games, such as those in the Streets of Rage series, and the first Prince of Persia games where the player character may walk over an item without collecting it, if they do not need it yet, and the player must push a particular button for the character to collect it, but it still used immediately, when the button is pressed. Other times, some games, like many role playing games, an item can be collected either automatically or manually, but will not be used immediately, the item can be carried around and used manually either straight away if they wish or at a later time when the player needs it.
Types.
Items often come in various types and in most games where items are collected, they are sorted by these types. In RPGs, an item inventory is a common UI feature where one can view all the items that have been collected thus far. Often, these are sorted by categories, such as "equipment" or "potions." In other game genres, the items may take effect as soon as they are obtained.
In platform games.
In many platformers, like "Sonic the Hedgehog" and "Super Mario Bros"., items are scattered throughout the level in item boxes or on their own. Many video game items are common to all games.
1-ups or continues give the player character "extra lives" and allow them to continue after being killed. 1-ups usually come in the form of the main character's face (or the text "1UP," though this is less common in modern games.) In some games, they can also be obtained in special stages and by collecting a large number of minor treasure items (i.e., collect 100 rings in "Sonic" games to gain one extra life.), by finishing levels in a certain amount of time, or by getting a certain number of points.
Treasure such as coins, rings, gems or jewelry are another common item. These are often used to determine the player's score. In some games, particularly those with an overworld map, players can take these items to a shop-like place and exchange them for new abilities or equipment. Usually, such treasure items are found in small quantities as one progresses through a level. However, by exploring, players can often find secret areas containing a large number of them.
In some platformers, particularly those with a hit counter such as the "Kirby" games, medicine, food or energy containers are found, which give the player extra health or defensive ability. These are normally very rare, so as to make the player watch their hit counter carefully. In some games, such as the "Sonic" series, the treasure items (rings) double as a method of enabling extra hits.
Quest items (also known as plot items or key items) are required to complete several games or stages. In platformers, these are not always required, but may be optional goals to get a better ending. The "Sonic the Hedgehog series" has a recurring side goal being the collection of the Chaos Emeralds.
In adventure games.
Often in adventure games there are many puzzles that need to be completed in order for the player to advance through the dungeons or levels. Usually, this can be done through the use of specific items gathered while exploring the dungeon. This is a very common element in the "Legend of Zelda" series, where items like the hookshot are necessary to pass specific obstacles, or games like the Metroid series, where items like the gravity suit or power bombs are required to pass to another area. Other important items for navigating puzzles are bombs, which can open new paths, and the boomerang, which can retrieve items from a great distance. In Minecraft, items range from weapons to tools to miscellaneous things like music discs or spawn eggs. While no items are required for completion of puzzles or to access certain areas, they are mandatory for progression in the game and for defeating the bosses.
Another generic item needed to progress through dungeons in adventure games is the key. Sometimes there can be several keys within a dungeon, or just one skeleton key which is good enough to open all locked doors.
In shooting games.
Items in shooter games are not as common as in other genres, however, they still play a major role in the gameplay. The most common items are the health pack, similar to a potion in RPGs, and the ammunition pack, a generic box of ammo that will work with whatever gun the player character has equipped at that time. Sometimes, in games with large amounts of different weapons, there will also be specialized ammo packs, like napalm canisters or rockets/grenades for rocket and grenade launchers, respectively.
In most games, new weapons can be obtained, normally from defeated enemy soldiers but also from machines or robots depending on the game's setting. Generally, more powerful weapons (such as the aforementioned rocket launchers and flamethrowers) tend to be found later in the game. In some games that cross genres, like "Twisted Metal", the weapons come in the form of powerups that have very limited duration.
In fighting games.
In fighting games, items are far less common, however they still appear in many titles. In wrestling games, things like folding chairs and other innocuous items are often used as makeshift weapons, sometimes with a limited number of "uses" before the item breaks. In the "Super Smash Bros." series, items play an important role in the combat, and the timely arrival of a certain item, like invincibility or the hammer, can completely alter the course of the fight.
In sports games.
Popular sports games generally convey their items in a similar form to trading cards, with the items composing of players, staff (managers/medical specialists/skill coaches), consumable items and stadiums. One of the most popular sports game FIFA Ultimate Team evaluates real world sports athletes performances with scouts that watch the athletes perform at games and then applies their performance statistics unto the cards (in game) with different colours and versions of cards to display their hierarchy in skill level. As with trading cards the rarity of cards are based on how accomplished the athlete is along with their level of performance and current form.


Merle M. Rasmussen

Merle Martin Rasmussen is an American game designer and writer known for creating the espionage role-playing game "Top Secret".
Education.
Merle Rasmussen graduated from high school in Underwood, Iowa in 1975 and began classes to become a civil engineer (later a pre-professional medicine major) at Iowa State University that same year.
Career.
In his Iowa State dormitory in 1975, Rasmussen began to develop and playtest an espionage simulation with his friends, and the next year he wrote to TSR to see if the game could be published; he received a response letter from Mike Carr wishing to review the game, and by the next year the simulation had the working title of "Top Secret", which was eventually accepted for publication in 1978. Allen Hammack is assigned to the project as an editor, and Hammack worked with Rasmussen on rules clarifications and editing, and the game saw print by the end of February 1980. He also continued to work on the graveyard shift as an orderly in a Council Bluffs hospital and as a production technician in the Media Production Department of an educational agency in Southwest Iowa. He was also the President of Game Room Productions, Ltd., in Minden, Iowa since June 1979. Rasmussen's "Top Secret" (1980) was TSR's sixth role-playing game, and the first espionage RPG. Jackie and Merle Rasmussen wrote a two-part adventure, "Tortles of the Purple Sage", featured in "Dungeon" #6 (July/August 1987) and #7 (September/October 1987).
Rasmussen has also authored several other role-playing game related titles such as "Ghost of Lion Castle", "Midnight on Dagger Alley", "Quagmire!", "The Savage Coast" and "Top Secret Companion".


Justin Townes Earle

Justin Townes Earle (January 4, 1982August 20, 2020) was an American singer-songwriter and musician. After his debut, EP "Yuma" (2007), he released eight full-length albums. He was recognized with an Americana Music Award for Emerging Artist of the Year in 2009 and for Song of the Year in 2011 for "Harlem River Blues". His father is alternative country artist Steve Earle.
Early life.
Earle grew up in South Nashville, Tennessee, with his mother, Carol Ann Hunter Earle. His father, Steve Earle, gave him his middle name in honor of his own mentor, singer and songwriter Townes van Zandt. At the age of two, his father left his family, but after Steve Earle became sober in 1994 he returned. He dropped out of school, occasionally touring with and working for his father, eventually moving to eastern Tennessee with other songwriters. Like his father, Earle battled addiction beginning in his early teens.
Career.
Earle played in two Nashville bands: the rock band the Distributors and the ragtime and bluegrass combo the Swindlers. He spent some time as guitarist and keyboardist for his father's touring band the Dukes. He developed a hybrid style of music mixing folk, blues and country.
Albums.
In 2007, Earle released a six-song EP called "Yuma". He signed a contract with Chicago's Bloodshot Records and released an album called "The Good Life" in 2008. In 2009, he released the album "Midnight at the Movies". In 2010, he released the album "Harlem River Blues", followed by the album "Nothing's Gonna Change the Way You Feel About Me Now" in 2012. From 2014 to 2017, Earle released a "family trilogy" of albums, comprising "Single Mothers" (2014), "Absent Fathers" (2015), and "Kids in the Street" (2017). His last album, "The Saint of Lost Causes", was released in May 2019. Earle produced Wanda Jackson's album "Unfinished Business" in 2012.
Appearances.
Earle played the Grand Ole Opry in 2008, Historical WSM, South By Southwest (2008–2010, 2012), the historic Beacon Theater (May 2009), Bristol Rhythm and Roots Reunion (September 2009), Bonnaroo (2009) Bumbershoot (2010), the East Coast Blues & Roots Music Festival (Byron Bay, Australia) in 2012, the Bowery Ballroom (March 2010), the Winnipeg Folk Festival (July 2008), and the Nelsonville Music Festival (2008 and 2011).
In 2009, Earle co-billed The Big Surprise Tour with Gillian Welch and David Rawlings, Old Crow Medicine Show, and The Felice Brothers.
In 2012, he appeared in an episode of the HBO television series "Treme" with his father.
Honors, awards, distinctions.
In September 2009, Earle received an Americana Music Award for New and Emerging Artist of the Year.
In 2011, Earle received the Americana Music Award in the Song of the Year category for "Harlem River Blues". His album of the same name has been described as having a "gently flowing, urban Americana sound, with horns, organ and tangy electric guitar". That year he also contributed a cover of "Maybe Baby" on the 2011 tribute album "Rave on Buddy Holly", and played Newport Folk Festival and the Hardly Strictly Bluegrass Festival.
"Nothing's Gonna Change the Way You Feel About Me Now" was listed at album number 37 on "Rolling Stone's" list of the top 50 albums of 2012, with the annotation as follows: "The son of country-rock renegade Steve Earle has grown into a songwriter to rival his dad."
Personal life.
Earle began using drugs at age 12 and continued for many years. In his words, "I discovered very fast that my way of doing things was going to get me in trouble, and I kept going with it, because I believed the myth for a long time, and I believed I had to destroy myself to make great art."
He went to rehabilitation clinics nine times followed by periods of sobriety. He relapsed in September 2010 when he was involved in a fight with an Indianapolis club owner. He relapsed again in 2016.
Earle moved to New York City in 2009. He returned to Nashville for several years. He married Jenn Marie Maynard in 2013 and he and his wife lived on the West Coast. Their only child, a daughter named Etta, was born in June 2017.
Earle died on August 20, 2020, in Nashville, Tennessee, at the age of 38. His death was announced by his label on social media on August 23. The cause of death was not immediately announced, but Nashville police said they were investigating the death as a probable drug overdose. On December 1, 2020, Earle's family announced that he died from an accidental overdose of fentanyl-laced cocaine.


Atom Zombie Smasher

Atom Zombie Smasher is a real-time strategy game developed by independent developer Blendo Games. In it, the player attempts to rescue as many citizens as possible from an oncoming zombie horde using helicopter rescue units and an array of military units to protect the citizens and defeat the zombies.
Gameplay.
The player is responsible for saving as many citizens as possible from the various regions of Nuevos Aires, a large fictional city being invaded by zombies, by deploying and directing a range of military units. The city regions and events in the game are compiled through procedural generation, making each playthrough unique.
On each mission, the player is tasked with rescuing civilians from zombie hordes through helicopter airlifts. Civilians and zombies are represented by colored dots on a top-down map of a region of Nuevos Aires. Prior to starting the mission, the player chooses the airlift rescue zone and places any other military units they have been given. Once the player starts the mission, the game processes in real-time; Zombies will start to flood in from the sides of the map; any civilians touched by a zombie become zombies themselves, and as day progresses into night, zombies will start to appear in increasing numbers, emphasizing the need to rescue civilians in an efficient manner. Certain military units can be re-positioned or reoriented at this time, as well as activating certain abilities such as mortar fire or zombie lures. The player must rescue a minimum number of civilians on each map to win that mission; failing to do so allows the player to retry that mission or forfeit the territory but move onto the next mission.
Regardless of whether the player wins or accepts defeat on a mission, this will affect the larger world map, which displays the entire city divided up into territories. If the player is able to destroy all the zombies before nightfall, the territory comes under the control of the player and zombies cannot retake it. If the player fails to rescue enough civilians, the territory falls under zombie control and is considered lost. Winning a mission may also unlock one of several military units that can be used on future missions. Military units gain experience from missions, rescues and kills, this experience can be used to upgrade their effectiveness, such as increasing the frequency of helicopter rescues.
The game also features a "Victory Track", where after each mission both the player and zombie side are awarded points based on mission performance and the number of territories controlled. As each side passes certain scoring milestones, they gain new abilities. Between missions new zombie outbreaks are randomly generated in the city, potentially increasing the size of the zombie horde already there. If an area achieves too large of a zombie outbreak, it will spread to adjoining regions. At this point, the player has the opportunity to select the next mission, and is given a random assortment of their current military units to select from to bring into that mission. The ultimate goal of the player is to achieve a target score on the world map before the zombie side achieves theirs, or eradicate the zombie side altogether.
Development.
Atom Zombie Smasher is based on Simple and Fast Multimedia Library. Brendon Chung, the sole developer behind Blendo Games, stated that development of "Atom Zombie Smasher" took about seven months of full-time work following a few months of prototyping. Chung's goal was to make a game where, in the processes of winning the game, the player would have to make sacrificial choices; the scenario of a zombie attack on a populated city fit this concept well. In the creation of "Atom Zombie Smasher", Chung's focus was on procedural generation, including the layout of the city and each zone, the events that affected the larger game, and what resources would be available to the player. He desired to avoid any detailed modeling of the people, and found that his original simple dot representation during development was sufficient, with players able to easily surmise what the humans and zombies were doing at a glance.
Reception.
Rock, Paper, Shotgun gave a positive review, noting how the game felt "fresh and clever and oh-so-PC-gaming-in-2011: no rules but its own". "Edge" considered the overall game a "wonderful urban chaos laboratory to muddle around inside" and a good reason why "we did need one more zombie game after all".
"Atom Zombie Smasher" was one of ten independently developed games that was featured at the 2011 Penny Arcade Expo. The game was also added to the third Humble Indie Bundle midway through its sale. Gamasutra named the title the 10th best indie game and their fourth best PC-exclusive game of 2011. The title was named as one of finalists for the "Excellence in Design" award for the 2012 Independent Games Festival, and one of ten finalists for the 2012 Indie Game Challenge by the Academy of Interactive Arts & Sciences.
At the 2012 Game Developers Conference Chung revealed that outside of the Humble Indie Bundle, he has sold nearly 100,000 copies of the game through December 2011, with more than 95% of the sales through the Steam software platform.


Van Nest Polglase

Van Nest Polglase (August 25, 1898 – December 20, 1968) was an American art director. He was nominated for six Academy Awards in the category Best Art Direction. Best remembered as head of the design department at RKO Pictures, he worked on 333 films between 1925 and 1957.
He was born in Brooklyn, New York and died in Los Angeles, California. His death notice noted that he was "survived by his son Dr. Van Nest Polglase and 2 grandchildren", his wife, Helen, having predeceased him six months earlier.
Education and early career.
Polglase studied Beaux-Arts architecture and interior design in New York City where he entered practice with the architectural firm of Berg and Orchard, before moving to Havana in 1917 where he was an associate designer on the Presidential Palace. On his return to New York City in 1919, he signed with Famous Players-Lasky (later reorganised as Paramount) whose art director Wiard Ihnen had recommended him as a draftsman, but Polglase turned his hand to design and soon relocated to Hollywood where he designed one of the first American Art Déco sets for "The Magnificent Flirt" (1928) and worked for MGM until 1932 when Polglase was recruited to RKO by David O. Selznick.
Selected filmography.
Polglase was nominated for six Academy Awards for Best Art Direction:


Jeremiah Slaczka

Jeremiah Slaczka, also known by his nickname Miah, is a video game designer/creative director and co-founder of 5TH Cell, a video game developer in Bellevue, Washington. He is best known for being the concept creator and Director of "Scribblenauts" as well as the million-seller hit video game "Drawn to Life" and 5TH Cell's critically acclaimed "Lock's Quest", all for the Nintendo DS. Jeremiah is credited as the Director, Lead Designer, Story Writer, Original Concept Creator and Art Director for both "Drawn to Life" and "Lock's Quest".
"Scribblenauts" was the first handheld game ever to win a "Best of Show Overall" award (across all platforms) at E3 from IGN, GameSpot and GameSpy.
"Drawn to Life" has since gone on to spawn a franchise involving two sequels, accompanied by a Wii console version, all three titles published by THQ. His previous works for 5th Cell were in mobile games, using both original and licensed work.
In 2000, Jeremiah, along with Joseph M. Tringali (co-founder and General Manager of 5TH Cell), co-founded Epix Interactive Studios, a video game developer, in Chicago, Illinois, that was developing "Fate", the first announced MMORPG for Microsoft's original Xbox. The project was canceled and the studio shut down in late 2001.
Works.
Credited as Director and/or Lead Designer


John Galbraith Graham

The Reverend John Galbraith Graham MBE (16 February 1921 – 26 November 2013) was a British crossword compiler, best known as Araucaria of "The Guardian". He was also, like his father Eric Graham, a Church of England priest.
Career.
Graham was born in Oxford, where his father, Eric Graham, held the post of dean of Oriel College. The family moved to a country rectory in Wiltshire.
After attending St Edward's School, Oxford, he obtained a place to read classics at King's College, Cambridge, leaving to join the RAF when the Second World War began. After the war he returned to King's to read theology. In 1949 he joined the staff of St Chad's College, Durham as Chaplain and Tutor where he worked until 1952. On Graham's departure the Principal, Theo Wetherall, paying tribute to his good nature, wrote that "he squandered his sensitive taste and knowledge of Classics on 1B Greek with unfailing patience enlivened by rare expressions of nausea". He later became a vicar in Huntingdonshire.
Writing his first puzzle for "The Guardian" in July 1958, he eventually took to compiling crosswords full-time when his divorce in the late 1970s lost him his living as a clergyman (he was reinstated after the death of his first wife). In December 1970, "The Guardian" began publishing its crosswords under the pseudonyms of their compilers, at which point Graham selected the name "Araucaria".
Besides Araucaria's cryptic crosswords in "The Guardian", of which he produced around six per month, he also set around a third of the quick crosswords for "The Guardian", cryptic crosswords as Cinephile in the "Financial Times" and puzzles for other publications. In 1984, he founded 1 Across magazine as a way of providing more of his puzzles to subscribers who wanted them; the magazine still publishes five crosswords monthly: four new puzzles by various setters, and one by Araucaria taken from the extensive 1 Across archive.
He took his pseudonym from the monkey-puzzle tree, whose Latin name is "Araucaria araucana". Another name for this tree is the "Chile Pine", of which "Cinephile" is an anagram, demonstrating his love for film.
Graham lived in Somersham, Cambridgeshire. He was made a Member of the Order of the British Empire in the 2005 New Year's Honours, for services to the newspaper industry. In July 2011 Graham was the subject of the BBC radio programme "Desert Island Discs", in which he revealed that he always used "Scrabble" tiles as an aid when compiling.
The December 2012 issue of "1 Across" magazine printed an Araucaria puzzle which revealed that Graham had oesophageal cancer. The puzzle was reprinted as "Guardian" cryptic No. 25,842 on 11 January 2013. The puzzle had a supplementary narrative beginning "Araucaria has 18 down of the 19, which is being treated with 13 15". Those who solved the puzzle found the answer to 18 down was "cancer", to 19 "oesophagus", and to 13 and 15 "palliative" and "care". Other clues had answers such as "Macmillan Nurse", "stent", "chemotherapy", "endoscopy" and "sunset". Araucaria said this particular puzzle had not taken him very long, adding that a crossword had seemed the most fitting way to make the announcement. "It seemed the natural thing to do somehow," he said. "It just seemed right."
The last Araucaria puzzle published before Graham's death also had some hidden meanings: it included answers such as "cottage hospital", "nil by mouth" and "time to go". Fellow Guardian crossword compiler and friend Sandy Balfour was with Graham on the night of his death, reading to him. A year after his death, on 27 November 2014, The Guardian published a crossword with the grid and some clues compiled by him but completed by his friend and fellow compiler 'Philistine'. He was described as having a "mischievous erudition, humility and courage."
Style.
Graham's clue-writing style made him one of the best-loved of all setters. His style falls into a grouping sometimes referred to as "Araucarian". This style, of which "The Guardian"'s Bunthorne was another notable exponent, has influenced most of the current crop of Guardian setters and contrasts with the more rigid "Ximenean" style favoured by "The Times".
Widely admired for his clever use of cross-references and special themes, he was usually called upon to produce the extra-large puzzles printed in "The Guardian" on bank holidays; these sometimes even included two grids, with complicated rules governing the placing of answers in each.
He is also credited with creating a new format of crossword, the "alphabetical jigsaw" in which the clues are labelled with letters rather than numbers, and the grid has no markers to indicate the placement of solutions. Instead the clues are arranged in alphabetical order of their answer – usually labelled with the beginning letter, with either one or two clues for each letter. The answers are to be placed "jigsaw-wise, however they may fit," though of course only one arrangement will work. These puzzles have been christened 'araubeticals' by fans on the crossword website www.fifteensquared.net. Araucaria's clues to the alphabetical jigsaws are often in the form of rhyming couplets in iambic pentameter. In a few puzzles, an additional clue is given which describes a phrase or set of words placed around the edge of the grid (alternate squares of the perimeter being black) to give a starting point for placing some of the answers.
His clues often included long anagrams, with his favourite appearing in a Christmas puzzle:
an anagram of "While shepherds watched their flocks by night, all seated on the ground".
Another much-quoted example of his brilliance in clue-setting is the following:
which yields "The Old Vicarage, Grantchester". This is the title of a poem by Rupert Brooke. The anagram was a topical reference to Jeffrey Archer who was the vicarage's current owner and was lying low there at the time following a sex scandal.
Books.
Several collections of his crosswords have been published. His crosswords have also been included in many other compilations, not listed here.


Clay Dreslough

Clay Dreslough is the creator of the "Baseball Mogul" and "Football Mogul" computer sports games, and is the co-founder and President of Sports Mogul, Inc. He was born in Boston, Massachusetts (USA) and graduated from Wesleyan University.
Professional life.
Dreslough's design and programming credits include the "Tony La Russa Baseball" series, "Pennant Fever", "Microsoft Baseball", "Madden", "Baseball Mogul", "Baseball Mogul Online", "Football Mogul", and "MLB Slugfest Loaded". His production credits include "NBA: Phenom" and "MLB: Road To The Show". According to MobyGames, Clay has more published baseball and football titles than any other member of the game industry. As a successful computer game developer and publisher, Dreslough is rare in his outspoken stance against digital rights management and other forms of copy protection.
According to MobyGames, Dreslough has been credited as a programmer, designer or video game producer on 17 computer game titles; the most recently credited one on that site being in 2013.
Baseball research.
Clay Dreslough has been a member of 'SABR', the Society for American Baseball Research, since 1995. He is the first baseball researcher to invent and publish a statistic used to measure defense-independent pitching performance. His other contributions to baseball research include the SABR style manual, an article on the fluctuating effectiveness (aka "streakiness") of major league pitchers, and the creation of a 'DICE' (Defense-Independent Component ERA).
In 1999, Dreslough invented and popularized a new format for the MLB postseason. After an organized letter-writing campaign to the baseball commissioner, this format was adopted for the 2012 season.
Personal life.
Dreslough created his first baseball simulation game at the age of 5. It used three six-sided dice to determine the batting results for each of 9 different types of players. In high school, Dreslough created a baseball simulation game called "Pennant Race" and a "sperm simulation game" entitled "Emission: Impossible". Both were distributed as shareware. He also co-wrote and published "One Step Beyond", a tabletop role-playing game.
His wife, Dee Dreslough, is a writer and digital artist who has released some of her works under an open license. She is the creator of the fictional world of Dimar, featuring dragon-like creatures and their interactions with humans and other sentient species. The name Dreslough (pronounced DRESS-lock) is a unique name, created by blending the surnames Dresser and McLoughlin.


Robert Angel

Robert Angel invented the popular word guessing game Pictionary, which was self published in his tiny apartment in 1985. Since selling Pictionary, he has gone on to invent board games and products. Most of his life is spent drawing fruit and surfing the Pacific Angel currently lives in Seattle and is involved in multiple non profit companies.
Early life.
Angel was born in Vancouver, Canada in 1958. He moved to the US at the age of 5 with his family, they lived in Spokane, WA. Angel attended Joel E Ferris High School, graduating in 1976. He then went on to Western Washington University and graduated in 1981 with a 2.9 GPA (he pioneered the idea of grades don't matter).
In 1982, he spent 5 months backpacking/hitchhiking throughout Europe. Upon his return to Spokane he moved in with 3 high school friends, which is when Pictionary was first conceived.
Career.
In 1982, following his graduation from Western Washington University with a degree in Business Administration and while working as a waiter, Angel invented Pictionary. After work, Angel would gather with friends to play a version of the game that required each player to randomly locate a word in the dictionary, then sketch it for his teammates.
Two years later in 1984, Angel moved to Seattle and found his old notes on the game. After a few positive play tests with family he decided to go for it. Knowing the words for the game were critical, he went into his back yard and read the entire dictionary to compile the original word list. Two others then joined the company and they produced the first 1,000 games in Angel's apartment.
Angel and his business partners Terry Langston and Gary Everson first published Pictionary in 1985 through Angel Games, they managed to sell 6,000 copies in one year at $35 each.
They licensed the game in 1986 in a joint venture between The Games Gang and Western Publishing. Then in 1994, Hasbro took over publishing after acquiring the games business of Western Publishing.
In 2001, Pictionary was sold to Mattel. At that time they were in 60 countries and 45 languages, with 11 versions just in the US and a total of 32,000,000 games sold worldwide.
Angel developed another game adult board game called ThinkBlot. While the game was not as successful as Pictionary, it was still a hit for 2 years.
Angel has also worked as a producer, known for "Finding Hillywood" (2013) (aka "Film Festival: Rwanda"), the 1997 game show Pictionary, and "It Snows All the Time" in 2015.
Personal life.
Angel has two children, Samantha and Benjamin. He currently lives in Seattle and is the Board President for Inspire Youth Project, an organization that provides emotional support programs and stability for children and teens affected by HIV/AIDS.


Air-Sea Battle

Air-Sea Battle is a game developed by Atari, Inc. for the Atari VCS (renamed to the Atari 2600 in 1982), and was one of the nine original launch titles for that system when it was released in September 1977. It was published by Sears as Target Fun and was the pack-in game with the original Sears Tele-Games version of the Atari VCS.
Gameplay.
There are six basic types of games available in "Air-Sea Battle" and, for each type, there are one or two groups of three games, for a total of twenty-seven game variants. Within each group, variant one is the standard game, variant two features guided missiles which can be directed left or right after being fired, and variant three pits a single player (using the right gun) against a computer opponent, which simply fires continuously at the default angle or speed. In every game, players shoot targets (enemy planes or ships, shooting gallery targets, or each other, depending on the game chosen) competing to get a higher score. Each round lasts two minutes and sixteen seconds; the player with the higher score after time expires is the winner, unless one player wins (and ends the game) by reaching 99 points before the time is up.
Anti-aircraft games.
Variants 1–6 are anti-aircraft games, in which the player uses a stationary anti-aircraft gun that can be positioned at a 30, 60, or 90-degree angle to shoot down four different types of aircraft. The planes typically appear in groups of three to five, and once every plane in a formation has been destroyed, a new formation appears. There are two groups of anti-aircraft games: in variants 1–3, each target hit is worth 1 point, while in 4–6, the various types of aircraft have different point values. Additionally, zero-point blimps are added as obstacles in games 4–6.
Torpedo games.
The torpedo games (7–12) are similar to the anti-aircraft games, except that each player mans a submarine that can move left and right and fires at a 90 degree angle. The targets are ships instead of planes. As with the anti-aircraft games, in games 7–9, all targets are worth one point, while games 10–12 have variable point values for targets and additional zero-point obstacles.
Shooting gallery games.
The shooting gallery games (13–15) differ from the previous variants in that the player can both set the angle of the gun and move the gun left and right. Instead of planes or ships, clowns, ducks, and rabbits are the targets, with point values of 1, 2, and 3 respectively.
Polaris games.
The polaris games (16–18) put the player in control of a boat which moves back and forth across the bottom of the screen automatically. Instead of controlling the gun angle, the player controls the speed at which the ship moves, attempting to shoot the same fleets of planes as in the anti-aircraft variants, with the point values of games 4–6.
Bomber games.
In the bomber games (19–21), the player-controlled vehicle is a plane flying near the top of the screen dropping bombs on the ships from the torpedo games. As in the polaris games, the plane's speed is controlled by the player, and the point values are identical to those in games 10–12.
Polaris vs. bomber games.
In the polaris vs. bomber games (22–27), one player controls the ship from the polaris games while the other controls the plane from the bomber games, with the goal being to destroy the other player's craft. Games 25–27 feature zero-point mines as obstacles.
Reception.
The cartridge was reviewed by "Video" magazine in its "Arcade Alley" column where it was praised as "the ultimate game for people who enjoy blowing things up". Torpedo variant #11 was noted in particular as the best game on the cartridge, with "addiction to this one [being] common". The most significant criticism was in regard to the computer's inability to handle guided missile controls in solo-play, and the authors recommended playing the normally 2-player Torpedo variant #11 as a solo game if the player wished to experience a solitaire guided missile game.
Legacy.
"Air-Sea Battle" appears on the "Atari Anthology" collection for Xbox and PlayStation 2 and the Atari Flashback dedicated console.


Super Sunset

Super Sunset is the fourth extended play (EP) by Canadian singer and songwriter Alexandra Hughes, known professionally as Allie X. It was released on October 29, 2018, by Twin Music. The EP follows the release of her debut studio album "CollXtion II" (2017), and was inspired by Hughes' tumultuous experiences since moving to Los Angeles. The concept was illustrated by three archetypes: "Sci-Fi Girl", the "Hollywood Starlet", and the "Nun".
Singles.
All of the tracks featured on "Super Sunset", except for the intro and interlude, were released as singles; Hughes explained that she "felt a very close connection to each song" and wanted them "to have their own moments."
Critical reception.
Julian Baldsing of "The Line of Best Fit" praised Hughes' songwriting and vocals, and said ""Super Sunset" excels by proving that regardless of how much of Allie X the human is revealed, there’s so much more to the artist that has yet to be discovered.".
The EP was included on "GQ"s list of the best albums of 2018, "Idolator"s list of the best EPs of 2018 at number 5, and "Paper" listed it as the 18th best album of 2018.
Track listing.
Notes


Tex McGuire

Tex McGuire (February 29, 1909 – August 2, 1992) was an old-time music and hillbilly musician who played the guitar, banjo and dobro. He was born Marshall Everette McGuire in Monroe County, West Virginia and died in Low Moor, Virginia at the age of 83.
Biography.
Tex McGuire left his home in Gap Mills, West Virginia at age 14 and went on the road for 51 years, traveling the vaudeville circuit. When he was 14, he worked at the Jordan Taxi Stand in Charleston, West Virginia, carrying suitcases for tips. The manager of a local radio station heard him playing guitar in the hotel lobby and asked him to audition. Tex got the job of playing and singing 15 minutes each day for three dollars. He went to Texas at age 15 and played on Station XERA for Doc Brinkley, a patent medicine man. Tex played a song every 15 minutes between Brinkley's pitches. After the program, Tex would make deliveries on horseback. He was a member of the Del Rio Cowboys, a hillbilly singing group named after the Texas town where he once performed. The group broke up because of World War II, two members were killed in the war. Tex also had played with Bob Wills in the 1930s and 1940s.
He played music at WHIS radio station in Bluefield, West Virginia with the Joe Woods Harmony Band and played duets with Charles "Rex" Parker. Tex also worked with country singer Buddy Starcher at a Harrisonburg, Virginia radio station with Starcher's wife Mary Ann Estes. Buddy Starcher starred on his own show on WCHS-TV from 1960 to 1966.
Later in life, Tex continued to play music while living in Pickaway, West Virginia. He also served as an instructor at the Mountain Heritage School in Union, West Virginia, which was a state and federal financed program designed to preserve Appalachian culture. In 1976, Tex was one of the musicians at the Vandalia Gathering in central West Virginia which was inaugurated by the West Virginia Department of Culture and History headed by Norman Fagan. Many black and white traditional musicians as well as bluegrass bands were featured at the gathering. When folk musician Bob Martin moved to West Virginia in the 1970s he became good friends with Tex and worked on a documentary film on Tex's life directed by Boston filmmaker Bo Zabierek, which premiered at the 1990 Virginia Festival of American Film where the theme of the festival was "Music in the Movies." Singer-songwriter Sarah White had also become familiar with Tex's music when her family moved to Monroe County, West Virginia when she was a child.


Jiant

Jiant was a British record production and songwriting team, headed by Tim Hawes and Pete Kirtley, working in the genres of pop, R&B and dance. Following their formation in 1999, the team expanded to a maximum of seven writers, including Dave Valler and Tim Hart.
In 2002, they received an Ivor Novello Award for their work on "Pure and Simple", the fastest-selling UK single of 2001.


F. O. Alexander

Franklin Osborne Alexander (November 3, 1897 – January 17, 1993), known professionally as F. O. Alexander, was a comic strip artist and editorial cartoonist. He is credited for having designed the board game Monopoly, including the iconic mascots and characters.
Biography.
A native of St. Louis, Missouri, Alexander studied at the Chicago Academy of Fine Arts, taking several courses in cartooning and also attended Northwestern University. In World War I he served with the Camouflage Engineers in Europe.
During the mid-1920s, Alexander launched two comic strips, "Finney of the Force" (1925–31) and "The Featherheads" (1926–36), but he is best known for the comic strip "Hairbreadth Harry", which he took over in 1931 after the death of its creator, C. W. Kahles. Alexander did this strip for eight years and then dropped it in 1939. Alexander also drew editorial cartoons for United Features Syndicate and, in 1941, he became the staff political cartoonist for the "Philadelphia Bulletin". Alexander's career at the "Bulletin" spanned 26 years.
According to "Smithsonian Magazine", Alexander designed the famous board game Monopoly for Parker Brothers in 1935, including creating the "Go to Jail" Officer Edgar Mallory, Jake the Jailbird, and mascot Milburn Pennybags characters.
Alexander was the designer of the 1952 U.S. commemorative postage stamp honoring newspaper boys.
In 1966, Alexander donated more than 1000 of his cartoon originals to Syracuse University. The art is housed in the University's Special Collections Research Center.
F. O. Alexander retired in 1967.
Awards.
His work was recognized by the Freedoms Foundation and the National Safety Council. In 1945 he received a National Headliners Award.
External links.
The Ohio State University Billy Ireland Cartoon Library & Museum Art Database


Lawrence Paulson

Lawrence Charles Paulson (born 1955) is an American computer scientist. He is a Professor of Computational Logic at the University of Cambridge Computer Laboratory and a Fellow of Clare College, Cambridge.
Education.
Paulson graduated from the California Institute of Technology in 1977, and obtained his PhD in Computer Science from Stanford University in 1981 for research on programming languages and compiler-compilers supervised by John L. Hennessy.
Research.
Paulson came to the University of Cambridge in 1983 and became a Fellow of Clare College, Cambridge in 1987. He is best known for the cornerstone text on the programming language ML, "ML for the Working Programmer". His research is based around the interactive theorem prover Isabelle, which he introduced in 1986. He has worked on the verification of cryptographic protocols using inductive definitions, and he has also formalised the constructible universe of Kurt Gödel. Recently he has built a new theorem prover, MetiTarski, for real-valued special functions.
Paulson teaches an undergraduate lecture course in the Computer Science Tripos, entitled "Logic and Proof" which covers automated theorem proving and related methods. (He used to teach "Foundations of Computer Science" which introduces functional programming, but this course was taken over by Alan Mycroft and Amanda Prorok in 2017, and then Anil Madhavapeddy and Amanda Prorok in 2019. )
Awards and honours.
Paulson was elected a Fellow of the Royal Society (FRS) in 2017, a Fellow of the Association for Computing Machinery in 2008 and a Distinguished Affiliated Professor for Logic in Informatics at the Technical University of Munich.
Personal life.
Paulson has two children by his first wife, Dr Susan Mary Paulson, who died in 2010. Since 2012, he has been married to Dr Elena Tchougounova.


Don Everhart

Donald Nelson Everhart II (born August 19, 1949 in York, Pennsylvania) is an American coin and medal engraver-medalist, and sculptor who has worked for the private Franklin Mint, as a freelance designer, and since 2004 has worked for the United States Mint in Philadelphia. With over 1,000 models for coins and medals attributed to him as of 2008, he is still at the prime of his career creating the bas-relief models for these and similar sculptural objects. His coin designs are in the pockets of American citizens, and despite his late arrival to the series of the popular U.S. Statehood Quarters, he has designed and modeled three State's unique reverse designs, modeled three others, and six U.S. commemorative coins. His portrait of President William Clinton was chosen for Clinton's second term Inaugural Medal. Among his other medal creations are six Congressional Gold Medals for the U.S. Mint, seven Society of Medalists issues, twelve calendar medals, and other models for private medal makers, as well as cast art medals.
Coin models for mints.
Everhart modeled coins of realm for foreign governments at the Franklin Mint for coin sets sold to collectors. Countries he did work for include Guyana, The Philippine Islands, Panama, Jamaica, The Netherlands Antilles, Papua New Guinea, Barbados, and Cook Islands.
For the United States Mint, (2004 – present), he created (designed and modeled) Statehood Quarter reverses for Nevada, Hawaii, New Mexico, and has modeled California, Montana and Idaho designed by other artists. Other circulating coins include the 2005 nickel obverse profile of Thomas Jefferson, the first new obverse design on the nickel in 67 years.
For the new U.S. Presidential Dollar series, beginning in 2007, he designed and modeled the Statue of Liberty reverse to appear on all issues. He designed and modeled John Quincy Adams, the sixth coin in the series, and modeled the fourth, a James Madison obverse. He designed and modeled Dolly Madison obverse for the First Spouse gold coin, 2007, Elizabeth Monroe obverse, 2008, and modeled the Martha Washington reverse.
U.S. commemorative coins he has designed or modeled include the obverse portrait of the Benjamin Franklin Founding Father silver dollar, 2006; Little Rock Central High School Desegregation silver dollar reverse, 2007; Jamestown 400th Anniversary silver dollar obverse, 2007; the Bald Eagle Silver Dollar obverse, 2008 the $5 Gold Bald Eagle reverse.
As a freelance commission he designed and modeled a series of 25 Marshall Islands coins for the British Royal Mint, 1990–91. Each coin bore a legendary World War II aircraft. He also modeled a commemorative coin for the Royal Norwegian Mint.
Medals of national importance.
Everhart's medallic portrait of President William Clinton was chosen over other artists portraits for Clinton's Second Inaugural Medal, 1997. Clinton himself choose Everhart's portrait over two other finalists’ models.
For the U.S. Mint he prepared six Congressional Medals. He designed and modeled both sides of the Michael E. Debakey Medal, 2007; and one side for each of the following, Norman Borlaug Medal, 2006, Byron Nelson Medal, 2006, Dali Lama Medal, 2006, and the Tuskegee Airman Medal, 2006. He modeled the reverse of the Jackie Robinson Gold Medal, 2003. As of May, 2019, he has designed parts of 37 Congressional Gold Medals.
He is one of only four sculptors who were asked to prepare more than one medal for the 70-year-old medal series, The Society of Medalists, all struck by Medallic Art Company. Everhart has done seven. His first, Dance of the Dolphins, Issue #106 for 1992, was followed by The Fossil Record, Issue #125, then a set of five – all dinosaurs in freeform shape, forming a series within a series.
Calendar and medals with nature themes.
A favorite theme of Everhart's is nature. In the 1990s he choose natural themes to create a series of cast art medals: Chameleon (1991), Crocodile Rock (1993), Sprint Finish (1992) and Leapfrog (1993). Natural themes were also utilized in privately commissioned calendar medals such as Dance of the Dolphins (1984) and Sea Otters (1993). Medallic Art Company commissioned him for other calendar medals: Sea Life (1993), Jungle Life (1994), Mountain Life (1995), and Pond Life (1996). In addition he created seven calendar medals for the Franklin Mint.
His nature theme is best illustrated by the Hermit Crab Medal (1991) as part of the Brookgreen Gardens Membership Medal Series. It was the series' first non-round, freestanding medal.
In addition to the U.S. Mint, Medallic Art Company and Franklin Mint, his medallic creations of many themes and subjects have also been produced by Northwest Territorial Mint, Hamilton Mint, Medal Craft, Hoffman Mint, Royal British Mint and the Royal Norwegian Mint.
Everhart also made the Dance of the Dolphin, which has a 1984 calendar on the back. He is said to have a special connection to dolphins, which is why he made such a medallion.
Sculpture work.
For the Walt Disney Company he created many figurines of Disney characters in addition to giftware items for Lenox, Tiffany & Co, the Hamilton Collection, Bradford Exchange, Enesco, and Schmid. For Georgetown University he created a life size bulldog, the school mascot, a pair of bronze relief seals for the university's front gates, a relief plaque of basketball coach John Thompson, a portrait medal of the university's founder John Carroll, and 24 piece Sports Hall of Fame installation of bronze bas-relief plaques honoring great athletes from the school's past.
Awards.
American Numismatic Association Sculptor of the Year, 1994.
National Sculpture Society First Prize for Reliefs, Medals (SoM #106 Dance Dolphins) 1985.
Krause Publications Coin Of The Year (COTY) finalists for U.S. Nevada Quarter, 2006; and Benjamin Franklin Founding Father Silver Dollar, 2006.
Memberships.
Sculptor member:


EAR (file format)

EAR ("E"nterprise "A"pplication a"R"chive) is a file format used by Java EE for packaging one or more modules into a single archive so that the deployment of the various modules onto an application server happens simultaneously and coherently. It also contains XML files called deployment descriptors which describe how to deploy the modules.
Ant, Maven, or Gradle can be used to build EAR files.
File structure.
An EAR file is a standard JAR file (and therefore a Zip file) with an .ear extension, with one or more entries representing the modules of the application, and a metadata directory called codice_1 which contains one or more deployment descriptors.
Module.
Developers can embed various artifacts within an EAR file for deployment by application servers:
Class isolation.
Most application servers load classes from a deployed EAR file as an isolated tree of Java classloaders, isolating the application from other applications, but sharing classes between deployed modules. For example, a deployed WAR file would be able to create instances of classes defined in a JAR file that was also included in the containing EAR file, but not necessarily those in JAR files in other EAR files. One key reason for this behavior is to allow complete separation between applications which use static singletons (e.g. Log4J), which would otherwise confuse the configuration between separate applications. This also enables different versions of applications and libraries to be deployed side by side.
The JBoss application servers before Version 5 were notable in that it does not isolate deployed components. A web application deployed in one EAR file would have access to classes in other EAR and WAR files. This is a somewhat controversial policy. The "Unified Classloader" design reduces communications overhead between running applications, as class data can be shared by reference or simple copies. It also allows developers to avoid having to understand the problems that a tree of classloaders can create. However, it prevents different versions of dependent libraries from being deployed in separate applications. JBoss 4.0.2 switched to a hierarchical classloader, but in version 4.0.3 it reverted to a Unified Classloader for backwards compatibility reasons. There is now a configuration option to change this behavior. JBoss 5.x, 6.x and 7.x no longer use Unified Classloading.
META-INF directory.
The codice_1 directory contains at least the codice_4 deployment descriptor, known as the "Java EE Deployment Descriptor". It contains the following XML entities:
Each codice_10 element contains an codice_13, codice_14 or codice_15 element which describes the individual modules within the application. Web modules also provide a codice_16 which identifies the web module by its URL.
Next to the Java EE deployment descriptor there can be zero or more "runtime deployment descriptors". These are used to configure implementation-specific Java EE parameters.


Food of War

Food of war is a multidisciplinary, open, and non-profit artist collective based in London, England. It was founded in  2010; the artist collective brings out, the relationships of power and the political and social implications that exist in a plate of food through different artistic expressions such as performance, sculpture, painting and video.
The work of the collective Food of War has been exhibited in eight different countries, namely the United Kingdom, Ukraine, (Germany), Mexico, Peru, Brazil, Spain, and Colombia.
Members.
Food of War, as an open artist collective, gathers artists from different disciplines and collaborates with external artists in projects related to the relationship "violence – conflict."
The collective has two directors: Hernan Barros, who has worked in cinema, television, and visual effects in the United Kingdom and Omar Castañeda, graduated from Central Saint Martins – University of the Arts London (UAL), who has vast experience in fine arts.
They are joined by three artists who have been involved in different projects according to the country where the collective exhibits their work. Among them are Simone Mattar from São Paulo, Brazil, an artist, gastro performer, food designer, and architect; Quintina Valero,  a German, a photojournalist with studies in economy and a long career in journalism in Spain, currently rooted in London; and lastly, Zinaïda, a fine artist from Ukraine.
Exhibitions.
The first massive exhibition of "Food of War" was the "Clouded Lands", held in the National Art and Culture Museum Complex "Mystetskyi Arsenal" of Kyiv in Ukraine in 2016. Then, the exhibition was moved to Berlin to participate in the Congress Disarm! For a Climate of Peace, and the Centro de Arte Caja de Burgos in Spain, and finally in London. In each country, the artist collective worked closely with local artists to address the Chernobyl disaster and how this event changed the way Europeans eat.


Snowpack Park

Snowpack Park, known in Japan as , is a life simulation game developed by Skip Ltd. and published by Nintendo for the Wii's WiiWare digital distribution service. It was released in North America on November 22, 2010 and on December 21, 2010 in Japan.
Story.
The player has arrived at the Snowpack Park hoping to hang out with some of the local penguins and learn how to take care of them. However, a recent storm has just sent the residents of the park fleeing to various islands throughout the area, and there are only a few penguins to be found. The player sets out to gather back all the penguins at the various islands, and bring them back to the Snowpack Park. They are accompanied by Sam the penguin, who teaches them everything they need to know about caring for the penguins.
Gameplay.
"Snowpack Park" is a slow-paced life simulation game. Players take control over either a Mii character or one of the characters already prepared. The game revolves around gathering penguins and interacting with them by feeding, petting and playing different minigames with them. players brave various terrain and unexpected obstacles as they travel from island to island, finding penguins and bringing them back safely to the park. But getting them back is just the beginning. The penguins have different moods, which go up and down depending on how much interaction they have with the player, and if a penguin's mood gets too bad, it will leave the park. To prevent that from happening, players must learn how to feed, pet, and play games with the penguins in order to keep them happy.
At the end of the day, players receive friend points depending on their friendship with the penguins. These points can be used to buy balloons, that help them travel to new islands where they can gather more penguins. Players can also find new items and items, accessories and head wear they can equip their penguins with. They can also fish at special locations, where they can catch e.g. tuna, blowfish and even more items. There are various minigames players can play around the park, such as Free-Throw Follies, Blowfish Bowling, and Chuck-a-Chowfish. There are also several minigames they can unlock by tracking down keys to igloos located throughout the park. The penguins play an important role in the minigames. An example of this is the basketball minigame, where players throw penguins instead of basketballs.
Reception.
"Snowpack Park" received mixed reviews after its launch. Reviewers criticised the game for being too aimless and shallow, but praised it for having a calm and relaxing mood. NintendoLife.com rewarded the game 6/10 and noted that the game had some good qualities, but was hard to recommend. They also said that it was slow and aimless. TheBitBlock.com was more positive in their and rewarded the game 8/10. They claimed it to be "one of the best experiences they've had on WiiWare".


Yasumi Matsuno

 is a Japanese video game designer. Matsuno was first introduced to video games in arcades while waiting for the train, and first played "Space Invaders" and "Xevious" there. He attended Hosei University for foreign policy but dropped out, and after working for a time as an economic reporter, he joined Quest Corporation.
As an employee at video game companies Quest in 1989 and later Square in 1995, Matsuno became well known for his work in the tactical role-playing game genre, specifically the "Ogre Battle" (1993) and "Final Fantasy Tactics" (1997) series, in addition to "Vagrant Story" (2000) and "Final Fantasy XII" (2006). After disruptions from staff leaving his development team, he resigned from Square Enix due to prolonged illness. During a freelance period he worked on games for Nintendo’s Wii such as "MadWorld" (2009). He joined Level-5 in 2011 where he helped create "Crimson Shroud" for the Nintendo 3DS.
In 2016, he created his own company called Algebra Factory, and during this period was asked by Square Enix to create a scenario for "Final Fantasy XIV" expansion "Stormblood" (2017). He created a raid called "Return to Ivalice", the land of Ivalice being a setting from previous "Final Fantasy" games he had worked on. It was well received and Matsuno was subsequently asked to create another scenario, which was titled "Save the Queen: Blades of Gunnhildr" and included in "Shadowbringers", another expansion for the game.
Early life.
Matsuno grew up in a rural area, where he felt his only entertainment were movies, television, and books. His hobbies included making dioramas. He was particularly fond of World War II dioramas, that he used to make by researching at the local library. He would incorporate story elements into each of his creation.
His introduction to video games was playing "Space Invaders" and "Xevious" at the arcades while waiting for the train. He was fond of "The Legend of Zelda" and "Dragon Quest" on the Nintendo Entertainment System, and played heavily on the Amiga and PC, including "Ultima Online". He attended Hosei University for foreign policy but dropped out after three years. Shortly thereafter he found work as an economic reporter but found the work unfulfilling. In 1989 Matsuno left his job as a reporter to work at Quest Corporation.
Career.
Quest.
Matsuno began his career at the Japanese video game developer Quest Corporation. In 1993, he served as the director of ' for the Super Famicom. It is the first installment of an episodic series of tactical role-playing games. On naming the game, Matsuno was inspired by rock band Queen's second album, which contained two songs titled "Ogre Battle" and "The March Of The Black Queen". Even the Rhyan Sea, a location in the "Ogre Battle" world, is named after "Seven Seas of Rhye". The next game he worked on was ', released in 1995 for the Super Famicom in Japan. The dark political narrative of the game revolving around the reality of war was inspired by Matsuno's outside perspective on events that unfolded during the Yugoslav Wars in the early 1990s, including the Bosnian Genocide.
Although "Let Us Cling Together" is the second entry released in the "Ogre Battle" franchise, it featured dramatically different gameplay than its predecessor. While "Ogre Battle: The March of the Black Queen" was more akin to a grand strategy role-playing game (RPG), "Let Us Cling Together" was a more intimate, squad-based, isometric tactical RPG. "Let Us Cling Together" then launched a sub-series within the franchise with "Tactics Ogre" being used to distinguish the two forms of gameplay in later sequels (notably ""). "Let Us Cling Together" has since been well received and in March 2006, readers of the Japanese magazine "Famitsu" voted it number seven among their 100 all-time favorite games.
Square and Square Enix.
In 1995, Matsuno joined Square after quitting Quest. At Square, Matsuno directed and wrote "Final Fantasy Tactics" for the PlayStation. Similar in design and gameplay to "Tactics Ogre", it was lauded for its highly intricate story. After the game's release, Matsuno and his team began development on "Vagrant Story". Smaller in scope than "Final Fantasy Tactics", it was highly regarded by critics and has gained somewhat of a cult following since its release. Matsuno supervised PlayOnline, Square’s online multiplayer gaming software prior to its first beta release in 2001. He then served as producer for "Final Fantasy Tactics Advance" for the Game Boy Advance system, which shares the "Final Fantasy Tactics" system but has an entirely different storyline.
In 2001, Matsuno was assigned to work on "Final Fantasy XII" as director together with Hiroyuki Ito. He came up with the game's original concept and plot. Matsuno reportedly was temperamental and refused to come to work for a month after part of the "Final Fantasy XII" team had left Square Enix to join Hironobu Sakaguchi's new company Mistwalker. In August 2005, it was officially announced that he had stepped down from his position on the project due to a prolonged illness.
Freelance period and Level-5.
In 2006, Matsuno expressed his interest for Nintendo's Wii console in a promotional video, stating that he was impressed with the intuitive functionality provided by the remote controller. He was approached by his friend, the PlatinumGames producer Atsushi Inaba, to work on the scenario for the Wii game "MadWorld". While developing the setting, story and script, Matsuno often consulted with the development team and received conflicting orders from the staff members: the game designers wanted to emphasize extreme violence but the producers wished to tone it down instead. Matsuno's ideas and writing for the game were influenced by the necessity to balance these two different points of view. In October 2007, composer and longtime collaborator Hitoshi Sakimoto mentioned that he was working with Matsuno on "some stuff". When the original developers of "" were assembled to work on a reimagined port for the PlayStation Portable, Matsuno was called upon to handle the game design and new story elements.
Soon after the port was finished, Level-5 president Akihiro Hino entered talks with him to convince him of joining the company. In June 2011, it was announced that Matsuno had entered Level-5 based on his impression of the "Professor Layton" and "Inazuma Eleven" series and in order to create the games he wanted to. During his stay there, he developed the fantasy RPG "Crimson Shroud" for the Nintendo 3DS, which is part of the collaborative project "Guild 01" of Grasshopper Manufacture's Goichi Suda, Sega's Yoot Saito and comedian Yoshiyuki Hirai. Matsuno left Level-5 in October 2012 and explained "With my work done on the domestic and overseas version of my latest 3DSWare game, it was good timing for me to step down and take a short break in order to recharge for my next project." In September 2013, he announced a partnership with the American company Playdek to develop "Unsung Story", a strategy game similar to Matsuno's previous titles and set in a medieval fantasy world.
Algebra Factory.
Matsuno founded a "planning, screenplay, and production" oriented company named Algebra Factory in 2016. During the Algebra Factory era, he was hired by Square Enix to produce the "Return to Ivalice" raid for the MMORPG 's expansion "" and once more for the "Save the Queen: Blades of Gunnhildr" storyline for the "Shadowbringers" expansion, and by Cygames Corporation for game drafts and management for the mobile game "Lost Order".
Game design.
Matsuno stated that he is heavily influenced by Western games. He is also influenced by films, particularly the original trilogy of "Star Wars" films. He has described the development culture at Quest as having been a "kind dictatorship" while Square's was more "democratic", and is not personally fond of other team members having input on his narrative work.


Cipe Pineles

Cipe Pineles (June 23, 1908 – January 3, 1991) was an Austrian-born graphic designer and art director who made her career in New York at such magazines as "Seventeen", "Charm", "Glamour", "House & Garden", "Vanity Fair" and "Vogue". She was known for her trailblazing as the first female art director of many major magazines, as well as being credited as the first person to bring fine art into mainstream mass-produced media. She married two prominent designers, twice widowed, and had two children and two grandchildren.
Biography.
Pineles was born June 23, 1908 in Vienna. She immigrated to the United States with her mother and sisters at the age of 13. She attended Bay Ridge High School in Brooklyn and won a Tiffany Foundation Scholarship to Pratt Institute from 1927-1931. She continued her education in 1930 at the Louis Comfort Tiffany Foundation.
Pineles was married to two notable designers. She and William Golden were married from 1939 until his death in 1959. She and Will Burtin were married from 1961 until his death in 1972. Pineles died in 1991. Pineles had a son, Thomas Pineles Golden, with William Golden and a daughter, Carol Burtin Fripp, with Will Burtin, along with two grandchildren. She suffered from kidney disease and ultimately died of a heart attack.
Career.
Pineles had a nearly 60-year-long career in design.
In 1929, Pineles first position was teaching as an instructor in watercolor paintings at the Newark Public School of Fine and Industrial Art in New Jersey. After her graduation and post Great Depression, Pineles also began work at Green Mansions, an adult resort/summer camp in the Adirondacks. Her work at Green Mansions continued into the 1950s, where she designed the resort's annual brochure, stationery, and mailings for events and special holidays.
She started her career at the age of 23 at Contempora after struggling to enter the work force due to sexism in the industry. She worked there from 1931-1933 until Condé Nast’s wife noticed Pineles’ work at Contempora. In 1932 (to 1936) she became an assistant to Dr. M. F. Agha, the art director of Condé Nast Publications. Agha, testing new ideas with photography and layout, allowed Pineles great independence, therefore she designed a considerable number of projects on her own. She soon became the art director for "Glamour", a publication directed at young women. This is where her style as a playful modernist developed through various uses of image and type.
She worked for "Vogue" in New York and London (1932–38) and "Overseas Woman" in Paris (1945–46). She continued to develop her distinct style throughout her career, and in 1942, she became art director of "Glamour." She went on to become the art director at "Seventeen" (1947-1950), then "Charm" (1950–59), and moved in 1961 to become art director of "Mademoiselle" in New York. From 1961 to 1972, she worked as a graphic design consultant for the Lincoln Center for the Performing Arts in New York, supervising the creation of branding and marketing materials for this institution of the arts.
At "Seventeen", Pineles worked alongside Helen Valentine, a writer for the magazine, and Estelle Ellis, a marketer for the magazine. She started the art/illustration program that would distinguish "Seventeen" from other publications. She was also credited with being the first person to bring fine art into mainstream, mass-produced media. She commissioned fine artists such as Ad Reinhardt and Andy Warhol to illustrate articles during her time at "Seventeen". Pineles rejected the standard that women should be mindless and focused on finding a husband, and considered her readers thoughtful and serious.
After finishing her work at "Seventeen", she began her career at "Charm", a magazine subtitled "the magazine for women who work." The magazine recognized that women held two jobs: one in the workplace and one at home. Pineles described "Charm" as "...the first feminist magazine. There would have been no room for "Ms." magazine if "Charm" had not been dropped." Similar to her work at "Seventeen", Pineles worked her interests into elements of "Charm". She planned the number of four-color pages, two-color pages, and the general pattern for the issue itself. When "Charm" was soon folded into "Glamour" magazine, Cipe Pineles stayed on with the new owners of Condé Nast, then moved on to "Mademoiselle" magazine when "Charm" discontinued publishing in 1959.
“We tried to make the prosaic attractive without using the tired clichés of false glamour,” she said in an interview. “You might say we tried to convey the attractiveness of reality, as opposed to the glitter of a never-never land.” Her work contributed to the effort to redefine the style of women’s magazines. Her efforts also contributed to the feminist movement by helping to continue to change women's roles in society.
Pineles joined the faculty of Parsons School of Design in 1963 and was also its director of publication design. Positions as Andrew Mellon Professor at Cooper Union for the Advancement of Science and Art (in 1977) and on the visiting committee for Harvard Graduate School of Design (in 1978) followed.
Achievements and Awards.
Pineles' essay about her journey from Austria immigrating to the United States won an award from "The Atlantic Monthly".
Pineles repeatedly broke the glass ceiling in the design field. She became the first female member of the Art Directors Club in 1943 after being nominated for 10 years and was the first woman inducted into Art Directors Club Hall of Fame in 1975. In 1955, she became the first and, until 1968, only female member of the Alliance Graphique Internationale.
In 1984, she was honored by the Society of Publication Designers with Herb Lubalin Award. Pineles received the AIGA Medal in 1996.
"Leave Me Alone with the Recipes".
As a personal project, Pineles wrote and illustrated a sketchbook of Eastern European Jewish recipes, completing a manuscript in 1945. According to Pineles, most of the recipes in the book were passed down by her mother, Bertha Pineles, who appears as a gray-haired woman in several illustrations. "I think it was a way of celebrating the background of the family... bringing with them some of what they had had in Europe," said Carol Burtin Fripp, Pineles' daughter. The manuscript was bought by a collector at an estate sale and was eventually found by illustrator Wendy MacNaughton at an antiquarian book fair in San Francisco. MacNaughton and magazine editor Sarah Rich purchased the manuscript with writer Maria Popova and design writer Debbie Millman and spent three years researching Pineles, interviewing old colleagues and members of Pineles' family, searching Pineles' archives at the Rochester Institute of Technology, and recreating all of the recipes. The book was published as "Leave Me Alone with the Recipes" by Bloomsbury USA on October 17, 2017.
The published version (edited by MacNaughton, Rich, Popova and Millman) contains all of Pineles' hand-lettered and hand-painted recipes and includes essays of Pineles' life and career, with contributions from food critic Mimi Sheraton (who worked with Pineles at "Seventeen"), design writer Steven Heller, graphic designer Paula Scher (who knew Pineles), and Maira Kalman. While researching, Rich recreated all of the written recipes and, with cook Christian Reynoso, modernized some of the recipes presented in the final section of the book. The modernized recipes are meant to be more accessible to modern cooking methods and ingredients and to fill in for the experience cooks were expected to know with the original recipes. On the book, Rich said, "The aim was to tell her story, show her artwork, and emphasize the food."


Sinoy Joseph

Sinoy Joseph (born 31 July 1981) is an Indian film sound mixer and sound designer. He won the 60th National Film Awards for the best Re-recordist of the Final Mixed Track for the film "Gangs of Wasseypur". He also won the best sound mixing at the 49th Kerala State Film Awards for the Film Carbon. He has worked on more than 350 feature films in almost 20 languages, which includes English, Hindi, Malayalam, Tamil and Marathi cinemas.
Early life.
Joseph was born into a middle-class family in Kudavechoor near Vaikom in Kottayam, Kerala. He was the youngest of four children. His father worked as a school teacher at St. Michael's HSS, Kudavechoor. Sinoy did his schooling in the same school. Apart from his studies, Sinoy was active in other extracurricular activities which included painting, singing and, dancing. He was conferred with the Kalaprathibha in the Kerala Sub-District Youth Festival for three years. He went to St. Xaviers College to pursue his pre-degree. He earned a bachelor's degree in Electronics and Computer Hardware from Mahatma Gandhi University, Kerala.
Career.
Sinoy moved to Mumbai in 2005. He started his career as a recordist in Quality Cine Labs, Mumbai. After a few months of working he got an opportunity to work as Assistant Re-Recording Mixer under Pramod Thomas and Deepan Chatterji. He became an independent Re-Recording Sound Mixer in the year of 2008. Within three years, he became widely recognized in the Bollywood film industry as a Sound Re-recordist in the Indian film industry. He won the 60th National Film Awards for the best Re-recordist of the Final Mixed Track for the film "Gangs of Wasseypur" in 2012. He has worked on more than 350 feature films in almost 20 languages in a span of 10 years of his career till date. His major works include English Vinglish, Piku, Pink, Nanban, Lai Bhaari, Rajkahini, Masaan, Sairat, Trapped, Carbon, October, and Neerali.
Personal life.
He is married to Asha Sinoy. They have a daughter.


Girolamo Parabosco

Girolamo Parabosco (c. 1524 – April 21, 1557) was an Italian writer, composer, organist, and poet of the Renaissance.
He was born in Piacenza, the son of a famous organist, Vincenzo Parabosco. Little is known of his childhood, but he went to Venice early for his musical education and is mentioned as a student of Adrian Willaert, the founder of the Venetian School, near the end of 1541. In 1546 he visited Florence as a guest of Francesco Corteccia, musician to the Medici and the leading musician of that city. After a period of travels, during which he visited other cities in northern Italy, he returned to Venice and became first organist at St. Mark's, which was at that time becoming one of the most distinguished musical institutions in Italy. He remained employed by St. Mark's for the rest of his life, and died in Venice in 1557.
He wrote "Rime" and prose comedies, but he is best known by "I Diporti", a collection of stories after the model of Boccaccio's "Decameron" supposed to be told by a fowling-party weatherbound on an island in the Venetian lagoons.
Of his compositions, a book of madrigals for five voices, published in Venice in 1546, remains, as well as four other madrigals published in 1541 and 1544, and some instrumental music. The style of the madrigals is similar to that of Willaert, but even more densely polyphonic than that of his teacher; they are more akin to motets than to most of the madrigals being written in Italy in the early 1540s. One of his instrumental works is a ricercar based on "Da Pacem", the antiphon for peace; it may have been written for the end of the war in 1540 between Venice and the Ottoman Turks.


Diane Gilman (clothing designer)

Diane Gilman is an American clothing designer and shopping channel television personality on HSN, where she is known as the "Jean Queen". May 2014 marked her 20th anniversary on the retail network, where she built her $150 million jeans empire. She is the number one selling fashion brand on HSN, and also appears regularly on TSC, QVCItaly, and QVCuk.
She began specializing in jeans after noticing the denim industry's void in catering to baby boomer women like herself. Since then, she has expanded her offerings to a highly successful line of tops and separates
In 2013, Diane authored a book called "Good Jeans: 10 Simple Truths about Feeling Great, Staying Sexy, & Aging Agelessly". While her book is largely biographical in nature, she uses her story to encourage and inspire women to go after their dreams and regain a greater sense of self-entitlement that may have been withered by societal expectations and pressures placed upon women past a certain age.
She was interviewed by Cathy Horyn of The New York Times and CBS This Morning. She also regularly blogs for The Huffington Post.
Diane has received multiple awards for her success in the fashion industry, as well as for her inspirational voice.


Andreas Seyfarth

Andreas Seyfarth (born November 6, 1962) is a German-style board game designer, who is most famous for creating "Puerto Rico", which is rated #16 on BoardGameGeek. In 2002, the game was awarded first place for the prestigious Deutscher Spiele Preis (German for "German Game Prize"). Seyfarth also received the crown jewel of German-style board-game awards, the Spiel des Jahres (German for "Game of the Year") in 1994 and 2006 for his games "Manhattan" and "Thurn and Taxis" respectively.
Seyfarth married his wife Karen in 1988. He credits her with playtesting and helping design most of his games. Additionally, she is the co-author of "Thurn and Taxis". Seyfarth works as a financial controller at Deutsche Telekom.


Pasquale (crossword compiler)


Nusret Suman

Mustafa Nusret Suman (21 March 1905, Veria – 15 August 1978, İzmit) was a Turkish sculptor and painter.
He worked especially on portraits and monuments. His last work is the Hittite Sun Course Monument, which was the symbol of the city of Ankara in the past.
Life.
Suman was born in Veria close to Selanik in 1905. His father, İsmail Hakkı Bey, was an officer in the Ottoman Army. His mother, Naciye Hanım, was the first Turkish photographer. After the Ottoman defeat in the Balkan War his family moved to İstanbul. His interest in the arts started with him watching his father make watercolor paintings.
In 1922, he entered the Sanayi Nefise Mektebi, and was educated in painting in the ateliers of Hikmet Onat and İbrahim Çallı. In 1925 he moved on to İhsan Özsoys sculpture atelier. In 1929 he graduated from the mektebis sculpture faculty. In the exam that started right after his graduation he won the European learning award with his work: "Tayyareci Fethi ve Sadık Anıtı". This is how he became one of the Turkish Republics first students to be sent abroad to Europe with a scholarship. First going to Munich for painting and then followed by Paris for sculpture.
In 1934, he returned home; he joined the efforts in creating the Müstakil Ressamlar ve Heykeltıraşlar Birliği (Private Artists Union); In 1941 he joined the artists group known as the D Grubu (Group D). In 1943 he was appointed to the Güzel Sanatlar Akademisi (Fine Arts Academy) as teaching staff, and educated many students there. In the contest for sculptures and reliefs to be included in the Anıtkabir complex he won first place in the divisions for the "İnkılap Kulesi" (Revolutions Tower), "Barış Kulesi" (Peace Tower), "Müdafaa-i Hukuk Kulesi" (Defense of Law Tower), "Misak-ı Millî Kulesi" reliefs. In 1969 after receiving his professor title he retired. For three years he continued his art in the USA.
Suman, who in his life created monuments many of them honoring Atatürk, in 1978, for Ankaras Sıhhiye Square, made the Hittite Sun Course Monument. While going to check on his last work before the grand opening of the monument Suman was in a traffic accident which he did not survive.