Laura Hickman

Laura Curtis Hickman (born December 7, 1956 in Long Beach, California) is an American fantasy author, best known for her works in game design and fantasy novels cowritten with her husband, Tracy Hickman.
Early life.
Laura Curtis was born in Long Beach, California to Clarence and Jenny Curtis. She grew up in Southern California until her parents moved to Provo, Utah just prior to her entering Junior High School. There while she was in 7th grade, she met Tracy Hickman in the lunch room of Farrer Junior High School. They dated off-and-on through their years at Provo High School until Tracy left to serve a church mission in Indonesia in 1975. Like her husband Tracy, Laura is a Latter-day Saint.
Tracy served two years of service as a missionary for The Church of Jesus Christ of Latter-day Saints. Hickman and Curtis were married in 1977.
Career.
Tracy and Laura Hickman wrote the original versions of the modules "Rahasia" and "Pharaoh" together, and privately published them. The Hickmans published "Pharaoh" through DayStar West Media in 1980. Tracy went into business, but his associate left the Hickmans with $30,000 in bad checks to cover. Driven into bankruptcy, Tracy sent "Rahasia" and "Pharaoh" to TSR, "literally so that I could buy shoes for my children". TSR wanted the modules, but hired Tracy as well: “They said it would be easier to publish my adventures if I was part of the company. So, we made the move from Utah to Wisconsin.” The Hickmans also designed "I6: Ravenloft" (1983) for TSR.
The Hickmans co-created Dragonlance and Laura was the inspiration for Laurana Kanan. They also wrote the adventure "Out in the Black" (2006) for the "Serenity Role Playing Game" for Margaret Weis Productions.
The Hickmans have been publishing game designs together for over twenty-five years, including the popular and innovative "Advanced Dungeons & Dragons" "Ravenloft" module in 1983. They published their first joint novel, "Mystic Warrior", in 2004. Tracy and Laura have been producing their DragonHearth podcast since December 2005.
In 2010, Tracy and Laura Hickman launched a direct-to-internet serialized fantasy series, "Dragon's Bard" which introduced the concept of "novel as souvenir" where subscribers could download periodical ebook chapters as the book was written and then receive a copy of the physical book upon the completion of the subscription.
References.
http://sojournertales.com/
Sojourner Tales, Kickstarter page


Kriti Malhotra

Kriti Malhotra is a Bollywood Actress and Costume Designer, who appeared in "Dhobi Ghat".
Early life.
Kriti Malhotra has graduated from Nowrosjee Wadia College, Pune in 2003 with a major in Geography, and also did a diploma in Fashion Apparel design.
Career.
Appeared in Roadies Season 1.
She has also worked in "Peddlers" which is a Hindi crime thriller directed by Vasan Bala. Kriti Malhotra has also worked as an assistant costume designer for many Hindi movies like Sarkar Raj, Delhi 6, Action Replay etc. Kriti has also designed for some of the TV Ads and promos.


Mule (shoe)

Mule is a style of shoe that has no back or constraint around the foot's heel. Mules have a history going as back as Ancient Rome, even though they were not popularly worn until sixteenth-century Europe. There, mules were bedroom slippers and not worn in public. Through the centuries, mules have changed in style and purpose and are no longer just boudoir shoes but are worn at any time, for any occasion. In addition to Western examples, mules come from cultures such as Turkey and Egypt, and appear in popular culture, from famous paintings to iconic celebrities' shoes.
History.
Etymology and original purpose.
Mule's etymology comes from Ancient Rome. In Ancient Rome, the phrase "mulleus calceus" was used to describe the red or purple shoe worn by the three Roman senators and later higher magistrates. In 16th century Europe and France, the Latin root word "mule" was used to refer to both backless shoes and slippers.
Mules of the 16th century to the 19th century were bedroom or boudoir slippers worn inside and not out in public. Accordingly, mules were worn with dressing gowns and typically matched the loose outfits by having the same comfort. The early mules did not have any distinguishable features. This style of shoe has a storied history: when Comtesse d’Olonne, the risqué society beauty, wore a soft red pair of mules to church in 1694 – daringly peeping from beneath her richly-embellished skirt – it paved the way for the style.
History of their popularity.
While mules have been worn since the 15th century to the present day, their popularity has not always been constant. They were typical indoor shoes for both men and women in the early 1700s. By the 1720s to the end of the century, mules were the most popular indoor slipper. Fashion plates that exist from the end of the 1790s describe women wearing mules but are not seen due to the long lengths of the contemporary petticoats. Therefore, they were popular by the end of the 1700 but not as visible. In the beginning of the 1800s mules went out of style. In the mid to early 1800s, they rose in popularity again. In the 1860s, prostitutes wore mules in the brothels while most others avoided wearing them. In the twentieth century, mules were again in fashion as they embraced the trends. They were especially popular during the end of the 1990s in the high-fashion as elite designers put their own touch on the mule. The twenty-first century has accepted and rejected the mule trend. Most recently, Elle magazine called mules the shoe of 2017.
Styles.
Mules have changed in style over time. In the fifteenth century mules from Venice were stilted and resembled chopines. Their toes were of all shapes: round, square and forked. The heel similarly was not constrained in height. Heels ranged from 1 5/8 inches to 2 ½ inches. Mules were embroidered across centuries from 1550 to 1700. For example, Florentine embroidery, which is a flame stitch of various lengths, was popular during the 18th century. Throughout the 1700s, mules were regularly heeled and worn by both men and women. Between 1720 and 1790 the shoe structure itself was relatively dull and boring not to distract from eye-catchy buckles. By 1850s, heeled mules were less frequent for men. From 1885 to 1910, the trend of large buckles and elaborate trims was replaced by less decorated low heeled leather and felt shoes.
In the twentieth century wartime mules of the 1940s were made of lino, oilcloth, felt, compounds of raffia, rattan, bark or synthetic hemp. 1950s mules were made from plastic and decorated with feathers. The marabou mule promoted the time periods "sex-kitten" ideals. The styles for mules in the 1960s and in the 1980s mirrored the shoe trends of their respective decades. For the 1960s, mules had angular shapes and pointy toes. In the 1980s, this meant that mules were colorful, opulent, and highly accessorized with jewels.
Mules for men.
Mules not only came in different styles and various decorations, but also can be categorized by distinct types. In the nineteenth century, two male slippers were very popular mules. In the late 1880s, a very popular version of the mule at the time in England was the Albert. In addition to the Albert, the Alfred was also a man's boudoir, or morning slipper. This name comes from Daniel Green and Company 1892's "Alfred Dolge's Felt Slippers and Shoes."
Mules in the East.
Mules also appear in eastern cultures. This history is similarly rich originating from the 800s and still present today. In eighth century Egypt, mules are depicted on gravestones and seem to be made of red kid. Iranian mules from 1800 to 1889 were made of velvet, leather, silk, metal thread. They are shaped like a fish. A mule from Turkey in the Metropolitan Museum's collection is made of wood, leather, metal, and silk. Mules from India were made from cow, buffalo or goat hide, fur, silk, wool, or cotton fiber, velvets, brocade and reeds and grass. Similar to the European examples, mules in India were embroidered and embellished with tassels and appliqué. In South Asia, a jutti is a type of shoe that is similar to the mule because it does not have backs. Sometimes, mules resemble Turkish babouche because of the use of Near Eastern fabrics. For example, Pierre Yantorny's mules designed for Rita de Acosta Lydig are made of an identical to other Near Eastern footwear. She potentially wore these shoes with a harem dress, further illustrating Eastern culture.
In popular culture.
 Mules have been associated with several celebrities. Queen Henrietta Maria, wife of Charles I famously wore an embroidered pair of mules in the 17th century. In Ḗdouard Manet's 1863 painting "Olympia," the central woman wears mules in bed. Her shoes connect to a type of slipper (chausson), which was slang for "old prostitute". During the 1950s, iconic actresses like Marilyn Monroe, Joan Fontaine, and Jayne Russel wore the marabou mules in their films and daily lives. For example, Marilyn Monroe wore them in The Seven Year Itch. Carrie Bradshaw from Sex and the City frequently wore mules. In Marie Claire's list of the top 32 Carrie Bradshaw shoes, six pairs are mules.
In 2017, many celebrities and models were sighted wearing versions of the mules. Gigi Hadid designed a mule for Stuart Weitzman's spring 2017 collection. Beyoncé's instagram post of her wearing Givenchy mules received over 2 million likes. Gucci's Princetown loafer is a version of a mule worn by both men and women. In 2015, a version of this shoe was lined with kangaroo fur, which stirred anti fur activists. These shoes were snapped on celebrities' social media platforms from Marc Jacobs to Leandra Medine of Man Repeller.


Blacksocks

Blacksocks is a European sock subscription service and online retailer. For an annual subscription price, customers receive three pairs of socks three times a year. The socks come in a limited variety of sizes and styles, with options such as calf socks, knee socks and silk cashmere socks. The socks are manufactured near Milan, Italy.
The company has also expanded into a line of underwear and t-shirts, as well as offering athletic and ski socks.
Blacksocks has 60,000 active customers, primarily in France, Germany and Switzerland, and, as of March, 2009, the company maintains a growing presence in the United States.
History.
The company was founded in 1999 by Marcel Roth and Samy Liechti as a general partnership. According to Liechti, he was inspired to form a sock subscription service after wearing worn and mismatched socks to a traditional Japanese tea ceremony for business clients. In 2001, the company changed its name to Blacksocks SA, a corporation based out of Zurich. Roth left the company in 2005.By 2009, Blacksocks had delivered over one million pairs of socks to Europe.
North American launch.
Blacksocks expanded its coverage when it launched in North America on March 19, 2009. The company's subscription offers three pairs of identical socks every four months for an annual "sockscription" of $89. Lori Rosen, founder of New York-based public relations firm The Rosen Group, serves as managing partner for U.S. operations. The Rosen Group also oversees the company’s public relations efforts. Rosen was selected for the position after she approached Liechti about marketing the concept in North America after she learned of the service during a European business trip.
Milestone.
In September 2008, Blacksocks celebrated its one millionth pair of calf socks sold.
Technology.
In September 2012, Blacksocks released its Smarter Socks, the first socks to use radio-frequency identification technology to facilitate sorting and to ensure that each sock is correctly matched to its pair after washing. Smarter Socks are implanted with RFID chips that communicate with the Sock Sorter, which allows iPhones to be RFID-compliant.
In addition, Blacksocks released an iPhone mobile application, which, when used in conjunction with the Sock Sorter, beeps once a single sock is brought next to its pair. The app also contains a scanner that determines the extent of color fading for any brand of sock, and provides data about the socks such as wash count, date of order, paired status, sock ID number, and whether the sock is left- or right-footed.
In April 2017, Blacksocks launched an order button for customers to order socks and other items directly from their closets.


Arthur Wesley Dow

Arthur Wesley Dow (1857 – December 13, 1922) was an American painter, printmaker, photographer and influential arts educator.
Life and career.
Dow went to Paris for his early art education, studying at the Académie Julian under the supervision of the academic artists, Gustave Boulanger and Jules Joseph Lefebvre, between 1880 and 1888. He accepted commissions for posters and other commercial work. In 1895, he designed the poster to advertise the "Journal of Modern Art" and in 1896, he designed the poster for an exhibition of Japanese prints.
After his return to the United States, over the course of his career Dow taught at three major American arts training institutions, beginning with the Pratt Institute from 1896 to 1903. He also taught at the New York Art Students League from 1898 to 1903. In 1900, Dow founded and served as the director of the Ipswich Summer School of Art in Ipswich, Massachusetts. From 1904 to 1922, he was a professor of fine arts at Columbia University Teachers College.
Ideas on teaching art.
His ideas were quite revolutionary for the period; Dow taught that rather than copying nature, individuals should create art through elements of the composition, such as line, mass and color. He wanted leaders of the public to see art is a living force for all in everyday life, not as a sort of traditional ornament for the few. Dow suggested that the American lack of interest in art would improve if art was presented as a means of self-expression. He wanted people to be able to include personal experience in creating art.
His ideas on art were published in his 1899 book "Composition: A Series of Exercises in Art Structure for the Use of Students and Teachers". The following extracts are from the prefatory chapter "Beginnings" to the second edition of this book (1912):
Composition ... expresses the idea upon which the method here presented is founded - the "putting together" of lines, masses and colors to make a harmony. ... Composition, building up of harmony, is the fundamental process in all the fine arts. ... A natural method is of exercises in progressive order, first building up very simple harmonies ... Such a method of study includes all kinds of drawing, design and painting. It offers a means of training for the creative artist, the teacher or one who studies art for the sake of culture.
Influences.
Fenollosa.
In "Beginnings", he acknowledges his debt to Ernest Fenollosa:
The history of this structural system of art teaching may be stated in a few words; and here I am given the opportunity to express my indebtedness to [Fenollosa].
An experience of five years in the French schools left me thoroughly dissatisfied with academic theory. In a search for something more vital I began a comparative study of the art of all nations and epochs. While pursuing an investigation of Oriental painting and design at the Boston Museum of Fine Arts I met the late Professor Ernest F. Fenollosa.
After detailing some of Fenollosa's attributes and history, he continues:
He at once gave me cordial support in my quest, for he also felt the inadequacy of modern art teaching. He vigorously advocated a radically different idea, based as in music, upon synthetic principles. He believed music to be, in a sense, the key to the other fine arts, since its essence is pure beauty; that space art may be called "visual music", and may be studied and criticised from this point of view.
He continues:
Convinced that this new conception was a more reasonable approach to art, I gave much time to preparing with Professor Fenollosa a progressive series of synthetic exercises. My first experiment in applying these in teaching was made in 1889 in my Boston classes, with Professor Fenollosa as lecturer on the philosophy and history of art.
Influence on others.
Dow taught many of America's leading artists and craftspeople, including: Georgia O'Keeffe, Shirley Williamson, Charles Sheeler, Charles J. Martin, two of the Overbeck Sisters, Delle Miller, Charles Burchfield, Isabelle Percy West. Dow had influence at the Byrdcliffe Colony.
Biography.
The significance of Arthur Wesley Dow as an artist and teacher is becoming increasingly apparent. A champion of fine craftsmanship in a wide variety of art media, Dow was a leading figure in the Arts and Crafts revival that became prominent in America in the late nineteenth and early twentieth centuries. He advocated principles of pure design and promoted the creation of handmade rather than machine made objects. Dow also played an important role in American art as his work bridged the gap between Eastern and Western art.
Applying principles of Oriental design to depictions of commonplace locales, Dow created works that were ahead of their time, anticipating the East/West synthesis that would be sought by modernist artists as the twentieth century progressed.
Born in Ipswich, Massachusetts into an old, established New England family, Dow received his first art training in 1880 from Anna K. Freeland of Worcester, Massachusetts. The following year, Dow continued his studies in Boston with James M. Stone, a former student of Frank Duveneck and Gustave Bouguereau. In October 1884, Dow followed the path of many native painters of his era, and departed for Paris.
In the French capital, he enrolled at the Académie Julian where his instructors were Gustave Boulanger and Jules-Joseph Lefebvre. Among his fellow students were John Henry Twachtman, Willard Metcalf, and Edmund Tarbell. While abroad, Dow spent his summers in Pont-Aven, Brittany, in the company of the Americans, Benjamin Harrison, Arthur Hoeber and Charles Lazar.
Dow returned to America in 1887. A year later, the first solo exhibition of his work was held at the J. Eastman Chase Gallery in Boston. After spending another summer in Pont-Aven, Dow settled in Ipswich in 1889 and began to hold private art classes. Soon, however, he moved to Boston, where he became interested in Egyptian and Aztec artifacts, which he saw at the Boston Public Library and the Museum of Fine Arts.
At the same time, he began to study the prints of the Japanese artist, Hokusai. He sought out the curator of Japanese art at the Museum, Ernest Fenollosa, who shared his view that art should be both pictorial and decorative and introduced him to the other masters of Sumi ink painting and woodblock techniques. Soon after meeting Fenellosa, Dow developed a method for making woodcuts that reflected his study of Japanese techniques. He found the subjects for his prints mainly on Boston's North Shore, which he felt were well suited to the Japanese-inspired appreciation of nature that he sought to express.
In 1893, Dow was appointed assistant curator of the Japanese collection at the Museum of Fine Arts under Fenellosa. Two years later, he gave a lecture outlining his ideas on Japanese art, which became the basis for his popular teaching manual, entitled "Composition," which was published in 1899. As this text was used by public schools, it served to disseminate Dow's ideas broadly.
Dow later wrote additional books on design including "Theory and Practice of Teaching Art and Constructive Art Teaching." Dow also had an active teaching career. He taught first at the Pratt Institute in Brooklyn, then at the Art Students League in New York and, finally, at Columbia University's Teachers College. In his teaching, Dow emphasized abstract concepts of line, notan and color in order to arrive at a synthesis of eastern and western thought. His famous pupils, Max Weber and Georgia O'Keeffe, carried his methods even further into abstraction. One of his most influential pupils, the respected educator and printmaker Pedro Joseph de Lemos, adapted and widely disseminated Dow's theories in dozens of theoretical and instructional publications (1918-1950) for art schools.
After 1900, Dow maintained a studio in his native Ipswich and conducted summer classes there. The nearby marshes and the area of Bayberry Hill were frequent subjects of his landscapes. His work in print mediums took up most of his time during the first decade of the century but, when he returned to oils in 1907, he began to experiment with a brighter palette and more expressive brushwork.
Dow died in New York on December 13, 1922. His work is represented in the Amon-Carter Museum, Fort Worth, Texas; the Metropolitan Museum of Art, New York; Museum of Fine Arts, Boston; Wadsworth Athenaeum, Hartford, Connecticut; Herbert F. Johnson Museum of Art, Cornell University, Ithaca, New York; the San Diego Museum of Art; the Fine Arts Museums of San Francisco; Achenbach Foundation for Graphic Arts, Boston; the National Museum of American Art, Washington, D.C.; Columbia University, New York; Ipswich Historical Society; The Two Red Roses Foundation/ Museum of the American Arts and Crafts Movement; the Ipswich Public Schools and many other public and private collection—Spanierman Galleries.


Kaisa Sere

Kaisa Sere (3 June 1954 – 5 December 2012) was a Finnish computer scientist, specialising in research into formal methods.
Kaisa Sere was born 3 June 1954 in Gamlakarleby (present-day Kokkola, Finland). She received an MSc in mathematics in 1979 and a PhD in computer science in 1990, both from Åbo Akademi University in Turku, southern Finland. She undertook formal methods research in action systems, distributed systems, hardware design, neural networks, and program refinement. She undertook joint research with Ralph-Johan Back and was involved in many collaborative European research projects. She also supervised 19 PhD students.
During 1984–5, Sere was a lecturer at Ohio State University in the United States. During 1991–2, she was a post-doctoral researcher in the Department of Computer Science at the Utrecht University in the Netherlands. During 1993–8, she held an Associate Professorship at the Department of Computer Science and Applied Mathematics in the University of Kuopio in Finland. In 1997, she became a Docent of Computer Science in the same department in 1997. During 1998–9, she held a senior research professorship funded by the Academy of Finland. In 1998, she became a full professor of Computer Science and Engineering in the Department of Information Technology at Åbo Akademi University. She held a senior researcher position from the Academy of Finland during 2010–11. Sere was also affiliated with the Turku Center for Computer Science (TUCS) and a member of the Research Council for Natural Sciences and Engineering for the Academy of Finland.
Publications.
Sere's books included:


Anne Fogarty

Anne Fogarty (February 2, 1919 – January 15, 1980) was an American fashion designer, active 1940–80, who was noted for her understated, ladylike designs that were accessible to American women on a limited income. She started out as a model in New York in 1939, working for Harvey Berin on Seventh Avenue, before studying fashion design. She eventually secured a full-time design job in 1948, and became well-known for full-skirted designs with fitted bodices, inspired by Dior's New Look.
Fogarty's clothes were easy to wear, practical, and made with casual fabrics, following the American sportswear tradition. She ran her own label from 1962 to 1974, and worked as a freelance designer until her death. In 1959, Fogarty published a style manual, "Wife Dressing: The Fine Art of Being a Well-Dressed Wife", which emphasized femininity, neatness, and always being suitably dressed as desirable qualities. "Wife Dressing" was rediscovered in the early 21st century, and has become a key resource for designers and fashion historians looking to explore the 1950s ideology of ultra-feminine dressing.
Early life.
Anne Fogarty was born in Pittsburgh, Pennsylvania, to Robert and Marion Whitney, who had immigrated from Cape Town, South Africa, in 1908. Her eldest sister, Lillian, would become better known as the food writer Poppy Cannon, and there were a sister and a brother in between. While in South Africa, Anne's parents had been called Robert and Henrietta Gruskin, but had apparently changed their names at the time of their immigration. Anne was passed her older sisters' outgrown and cast-off clothes, which she remodeled to suit herself. She graduated from high school and entered Allegheny College in 1936. The following year, she transferred to the Carnegie Institute of Technology to study drama, as she wanted to be an actress. In 1939, after Poppy moved to New York City, Anne decided to follow her sister. While looking for acting work, she became a model for Harvey Berin, a Seventh Avenue-based womenswear manufacturer. Berin recognized Anne's talent after seeing her responses to the clothes that his designers made using her as a model, and offered to subsidize her training to be a fashion designer. Anne went to the East Hartman School of Design, although she paid her own way.
After Harvey Berin, Anne worked as a model and designer for the "Sheila Lynn" company. In 1940, she married the artist Thomas E. Fogarty. Although the marriage eventually ended in divorce, Anne retained his surname professionally. She modeled and worked as a stylist and publicist, including styling Rolls-Royce advertisements, until, in 1948, she secured a design job for "Youth Guild", a new company that specialized in teenage fashion.
Career.
While at "Youth Guild", Fogarty developed one of her signature looks, the tight-bodied dress with a very full skirt worn over a stiffened nylon petticoat, influenced by Dior's New Look. As Fogarty was a junior size 7, with her small 22-inch waist and modeling experience, she was able to wear and show her own designs to advantage. Some of her dresses were featured in a double-page spread in "Harper's Bazaar". In 1950, Fogarty was offered a design job at "Margot Dresses", a company specializing in junior fashion. She worked there for seven years, designing not just dresses, but accessories, lingerie and outerwear. In 1957, Fogarty moved to Saks Fifth Avenue, where she was one of the main designers. She launched her own firm, "Anne Fogarty Inc.", in 1962, and in the mid-1960s, launched several spin-off labels including "A.F. Boutique", "Collector's Items by Anne Fogarty", and "Clothes Circuit". She retired in 1974 and closed her business. Despite this, she worked up until her death as a free-lance designer, with her last collection created for "Shariella Fashions" in 1980.
Fogarty did not follow the latest fashion fads, but focused on staple, stylish designs. She was a disciplined designer whose clothes were designed to be versatile and easy to wear. Her designs were rarely trimmed as she focused instead on good cut and silhouette, and she favored casual fabrics such as flannel, velveteen, printed cotton, denim and linen, which appealed to a younger audience. In 1954, she designed her first shirtdress, a combination of a masculine shirt extending into a full skirt worn over multiple petticoats. This became one of her favorite designs. One of her most successful designs, a high-waisted dress with a full skirt and scooped neckline, has been described as the "Paper Doll" dress and was available in both day and evening versions. However, the fashion historian Caroline Rennolds Milbank states that the "paper-doll" silhouette describes Fogarty's earliest full-skirted designs. In the mid-1950s, in addition to her full-skirted designs, which always had separate crinoline petticoats for ease of movement and traveling, Fogarty developed new slimline designs such as the fitted sheath dress. She is also credited with being one of the first American fashion designers to market the bikini.
In 1960, Fogarty offered casual sportswear including dresses with removable waistcoats to alter their look, and coat-and-dress sets in boldly contrasting colors. During the 1960s she produced A-line dresses and, after the miniskirt became established, designed peasant-inspired dresses in both mini- and maxi-lengths. Her new favorite silhouette, replacing full skirts, was the straight-skirted, high-waisted Empire line dress with tiny puff sleeves and low neckline. Her designs in the later 1960s and 1970s became quite adventurous, including trouser suits and caftans. In 1971 she designed midriff tops paired with wrap skirts, and knickerbockers paired with pinafores, alongside more conservative designs such as flounced maxi dresses and taffeta and satin shirtdresses. She also offered hotpants ensembles with long skirts and ruffled blouses.
Fogarty won a number of awards for her design work. In 1951 she was awarded a Merit Award from "Mademoiselle" magazine and a Bonwit Teller award, and received a special Coty Award for the "prettiest dresses". The following year, Fogarty won a Neiman Marcus Fashion Award and received an award from the Philadelphia Fashion Group. In 1955 she received an honor from the International Silk Association and in 1957, won a Cotton Fashion Award. Following the Cotton Fashion Award ceremony, a fashion show showing Fogarty's Summer collection for that year was held. Called "Goldfish Safari," it presented cotton daywear, activewear, cocktail and evening wear in goldfish colors designed especially for travel and holiday wear. At the time, Fogarty said of her work:
Her clients included Tricia Nixon and the journalist and television personality Dorothy Kilgallen. Kilgallen's last public appearance, on a live network telecast of "What's My Line?" approximately four hours before her death, was in one of Fogarty's chiffon cocktail dresses.
Personal life and death.
Fogarty had two children with her first husband, Tom Fogarty. They were married for over 17 years. Tom Fogarty worked as an art teacher at Pratt Institute in Brooklyn, New York. The marriage ended in divorce.
In 1967, Anne Fogarty married Richard Kollmar, Dorothy Kilgallen's widower. According to a 1971 interview Fogarty did with the syndicated newspaper columnist Marian Christy, Kollmar broke his shoulder in an accident at home on New Year's Day 1971, which caused a blood clot to develop, and he died "a month later" on Anne's birthday, which was February 2. "The New York Times", "The Washington Post" and other newspapers, however, ran obituaries for Kollmar on January 9 and 10 of that year. "The Washington Post" reported on January 10 that Kollmar had "died in his sleep late Thursday [January 7]."
Fogarty was married a third time in 1977, to Wade O'Hara, but this marriage ended in divorce. On January 15, 1980, she died of a heart attack in her apartment in the high-rise building at 200 East 64th Street in Manhattan. She is buried, not next to any of her husbands, at Green-Wood Cemetery in Brooklyn, New York.
"Wife Dressing".
"Wife Dressing: The Fine Art of being a Well-Dressed Wife" was first published in 1959. It is considered Fogarty's best known work. In 2008, Rosemary Feitenberg (a writer for Women's Wear Daily) rediscovered the book and had it republished. A facsimile reprint was issued in 2011 by the Victoria and Albert Museum. This latter was enthusiastically reviewed by the "Belfast Telegraph" who declared it "prim, dated and anachronistic, but still a delight".
Fogarty's principles continue to be cited by designers and historians such as Valerie Steele who has explained how they informed the costuming of "Mad Men". In reference to Fogarty and "Wife Dressing", Steele had earlier stated that the 1950s "ideology of ultra-feminine fashion was most clearly defined by a woman."


GQ Thailand

GQ Thailand is the Thai edition of the international monthly men's magazine "GQ." It was launched in September 2014. The first issue had a triple fold-out cover, with pictures of eight well-known Thai men.


LAb(au)

LAb[au] is an artist group founded 1997 in Brussels, Belgium with the aim to examine the influence of advanced technologies in the forms, methods and content of art. Members are: Manuel Abendroth, Jérôme Decock, and Els Vermang. Former members were: co-founder Naziha Mestaoui (until 2000), Grégoire Verhaegen (until 2003), Pieter Heremans (until 2006) and Alexandre Plennevaux (until 2009).
From the name 'LAb[au]' one can read in ‘LAB’ (standing for an experimental approach) and ‘BAU’ (ger. = construction / providing a link to Bauhaus) both a reference to the group's approach to work.
Laboratory for Architecture and Urbanism.
With a background in architecture its members and projects are concerned with the construct of ‘space’ and the way it can be planned, experienced and conceptualised in an information age. The attention lies in the relation between architecture, light and advanced technologies.
The projects of LAb[au] deal with processes and systems based on different rules. This method is determined by the technological and artistic parameters and qualified by the artists as metadesign.
MediaRuimte.
This alliance between theory and practice motivated the group to found the gallery 'MediaRuimte' in the city centre of Brussels in 2003. The gallery work stands for LAb[au]'s typical function as a collaborative art agency as for a trans-disciplinary work, being expressed through a program ranging not only over exhibitions, screenings and audiovisual performances, but also to conferences, artist-residencies and workshops. Featured artists range from Manfred Mohr to Nicolas Schöffer, Casey Reas, Limiteazero and Frank Bretschneider to Mika Vainio.


Charles Lisanby

Charles Alvin Lisanby (January 22, 1924 – August 23, 2013) was an American Production Designer who helped define scenic design in early color television.
During his career, he was nominated for sixteen Emmys and won three. In January 2010, Charles was inducted into the Academy of Television Arts and Sciences Hall of Fame at the nineteenth annual ceremony alongside Don Pardo, the Smothers Brothers, Bob Stewart, and Gene Roddenberry. Aside from his success in the entertainment industry, Charles is known for his close friendship with the artist Andy Warhol, which lasted for about ten years beginning in 1955.
Background.
Charles was born to Rebecca Hollingsworth Lisanby and Charles Alvin Lisanby, Sr. in Princeton, Kentucky.
He graduated high school in 1940, at age 16, and was drafted into the United States Army the following year after the entry of the United States into World War II. Receiving an early discharge due to meningitis, Charles ignored his father's wishes for him to become a doctor and instead went to New York to attend art school.
His brother was retired United States Navy Rear Admiral James Lisanby ( 1928-2012), a former Chief of Engineers.
Influences in early color television.
Charles Lisanby is currently the first and only Production Designer ever inducted into the Academy of Television Arts and Sciences Hall of Fame. As well as contributing spectacular scenes and set piece design for countless television shows and movies, Charles helped pioneer several key recognizable features of television. As color television developed, experimentation with colorful scenes and costumes was needed and developed. One key feature Charles directly mastered was the use of neon lighting for shows. Early experiments with neon lights created a buzzing sound through the microphone system which was severe enough it could not be used. After working with engineers, lighting, and sound experts Charles was able to incorporate neon lights for the first time in television history. Charles also invented lighted steps as a feature of shows, and was the first to implement large block letters which actors could sit on as a part of the set.
As well as influencing scenic design as it is known today, Charles designed the first ever mini-series on television in 1973–1974 with his Emmy-winning Ben Franklin mini-series. He took scenic design to new heights with monumental set pieces such as his Parisian street set which created buzz across Hollywood and within the profession. Throughout his nearly 50-year career, Lisanby became arguably the most influential scenic designer.
Career.
Charles' first professional commission was given to him in 1947 when the Friars Club in New York City commissioned him to paint a mural in the dining room of their headquarters. Coincidentally Ralph Levy, who at the time worked for CBS, saw Charles' work and asked him to design the experimental made-for-television ballet "Billy the Kid". His work gained the attention of the Theatrical Stage Designers Union who demanded he cease working for CBS until he took a test to gain entrance into the Union. Charles passed the test with the highest marks and met the influential stage designer Oliver Messel who offered him a job as his assistant working on the Broadway show Romeo and Juliet starring Olivia de Havilland in 1951.
After Romeo and Juliet, Charles continued to work in the same scene shop for a year until he was offered a job by Jim McNaughton at ABC. In 1954 CBS offered him a job for twice the salary which he immediately took and worked on The Jane Froman Show. Charles' then worked for CBS for a number of years on such shows as the infamous $64,000 Question and Camera Three where he met Lewis Freedman, the future head of PBS and director of the National Endowment for the Arts.
In 1958 Charles was asked to work with Ralph Levy and Bob Banner on the Gary Moore Show where he worked for six years on 234 shows and helped give Carol Burnett her television debut. After the series ended Charles went on to work on the Kraft Music Hall for Smith/Hemion; and in 1973 and 1974 he designed the Ben Franklin miniseries and received his first Emmy. Starting in 1979 he began annually working on Radio City Music Hall's Christmas Spectacular which he continued designing until 1996.
Working on everything from made-for-television movies, musicals, ballets and Broadway shows, Lisanby influenced nearly every aspect of scenic design in all mediums which he worked.
Friendship with Andy Warhol.
Charles met Andy Warhol at a party thrown by Bill Cecil in the mid-1950s in New York. At the party Andy was sitting alone in the corner not socializing with anyone so Charles approached him to help him meet people. The two began conversing and ended up leaving the party at the same time. That particular night it was raining so Charles and Andy stood under the awning of a taxidermy shop where Charles pointed out that he liked a stuffed peacock in the window. The next day the peacock was delivered to Charles' door and their great friendship began.
The two became nearly inseparable and met every Sunday to do figure drawings and studies which influence both artists greatly as they matured in their respective careers. Warhol created an entire gallery exhibit (DETAILS) of the drawings he had done of Charles. Although Charles' work had him travelling between the east and west coasts he and Andy kept in contact with regular phone calls.
In 1956 Charles and Andy took a month-long trip around the world which greatly influenced both of their work and directly inspired Warhol's Golden Shoes. Charles came up with the title to Warhol's book "25 Cats Name Sam and One Blue Pussy" and both artists frequently exchanged art and ideas into the early 1960s.
As Warhol began his famous pop-art movement, the two began to separate in their friendship as Charles did not wish to be a part of it. Lisanby was in favor of much more realistic art and he decided that Warhol's famous The Factory was not his scene. Towards the end of the period where they were friends, Warhol bought a house and tried to get Charles to move in with him, and Andy even tried to give Charles one of his famous Marilyn Monroe prints that he made specifically for him. Lisanby refused the Marilyn even though Warhol famously said, "Wrap it up in brown paper. Put it in the back of a closet. One day it'll be worth a million dollars."
As Warhol gained more fame, he recognized the Pop Art movement that he was creating and the incredible fame he would achieve. Andy asked Charles to join him in the movement and become a famous Pop artist as well, but Charles declined due to the work he was doing in his career in television.
The Charles Lisanby Collection.
Charles donated his life's work to James Madison University in 2010. Two years later the new James and Gladys Kemp Lisanby Museum in Festival Conference and Student Center held an exhibit to highlight Lisanby's most important contributions to the arts of television and scenic design, as well as introduce his relationship with Andy Warhol. "Mentor to an Icon: A Charles Lisanby and Andy Warhol Exhibit" was on view from January 23, 2012 – March 2, 2012. The exhibit was accompanied by a free iPad app that allowed visitors to interact with and learn more about the individual works exhibited as well as view interviews with and videos of and about Lisanby.
Death.
Linasby died on August 23, 2013 at his Los Angeles, California home of complication following a fall at the age of 89.


6th Hum Awards

The 6th Hum Awards is an upcoming ceremony, presented by Hum Network Limited (HNL), honoring the best in fashion, music, and Hum Television Dramas of 2017. It took place on July 28, 2018, at the FirstOntario Centre in Bay Street, Hamilton, Ontario at 8:00 p.m. EST. During the ceremony, HNL will present Hum Awards in 25 categories, The ceremony will be televised in Pakistan by Hum TV.
Nominees.
On June 26, 2018 the nominees for public voting were announced in six categories for Television segment through HNL website.
Dramas With Multiple awards.
The following Five dramas received multiple awards:


Craig Besinque

Craig Besinque (born 1946) is a wargame designer from British Columbia, Canada, who grew up in Arcadia, California. Most of his games are block wargames which have World War II as a theme. In 1991, his game East Front, co-designed with Tom Dalgliesh, won the Charles S. Roberts Award for Best World War Two Game, a James F. Dunnigan Award for playability and design, and the Origins Award for best Modern-era wargame. His game Triumph & Tragedy was the runner-up for the best 2015 Golden Geek Wargame. His other popular games have included Rommel in the Desert and Hellenes: Campaigns of the Peloponnesian War.


Thomas Lynch (set designer)

Thomas Lynch is a professor at the University of Washington School of Drama. He teaches graduate students exclusively in opera scenery design.
Education.
Lynch completed his MFA at Yale under the supervision of Chinese American theatrical set designer Ming Cho Lee.
Career.
Before joining the University of Washington, Lynch worked as a freelance set designer in New York City for about 30 years. He has produced over 250 designs in major American theaters. He was previously a lecturer at NYU's Tisch School of the Arts.


Alvira Khan Agnihotri

Alvira Khan Agnihotri is an Indian film producer and fashion designer. In 2016, she received a Stardust Award for Best Costume Design for her work on "Sultan".
Career and collaborations.
Agnihotri co-produced the 2011 Hindi film "Bodyguard".
Her father, Salim Khan, is a Hindi film screenplay writer. Her elder brother is actor Salman Khan and she has designed outfits for him for his movie appearances.
Following their successful collaboration on "Bodyguard", Agnihotri made plans with her brother and husband for a film called "Sultan" following their successful collaboration on "Bodyguard". She shared a Stardust Award in 2016 for Best Costume Design with Ashley Rebello for their work on "Sultan".
Personal life.
Agnihotri is married to actor-producer Atul Agnihotri. They have two children named Alizeh and Ayaan.


Ted Marshall

Ted Marshall was a British art director. He was nominated for two Academy Awards in the category Best Art Direction.


Kevin Zucker (game designer)

Kevin S. Zucker (born June 26, 1952) is a prolific wargame designer, historian, author, and musician from Baltimore, Maryland. Zucker is credited as the designer of over 40 board games or game items. He mostly designs Napoleonic wargames. His game "Napoleon at Leipzig" won the 1979 Charles S. Roberts award for Best Pre-Twentieth Century Game.
He has run the company Operational Studies Group and has been a former managing editor for Simulations Publications, Inc. (SPI). Zucker helped found "Conflict" magazine with Dana Lombardy in the early 1970s. In 2003, he was elected to the Charles Roberts Awards Hall of Fame.
Bibliography.
PUBLISHED GAMES

Bloody Ridge (in Island War Quad), 1974, SPI

Napoleon’s Last Battles, 1975, SPI; reprint 1984, TSR; reprint 1995, DG

Napoleon at Bay, 1978, OSG; reprint 1983, AH; reprint 1997, OSG

Battles of the Hundred Days, 1979, OSG; reprint 1983, AH

Arcola, 1979, OSG; reprint (as Battle for Italy), 1983, AH

Napoleon at Leipzig, 1979, OSG; reprint 1989, COA; reprint 1994, COA

Bonaparte in Italy, 1980, OSG; reprint 2000, OSG

Struggle of Nations, 1982, AH

1809: Napoleon on the Danube, 1984, VG

The Emperor Returns, 1986, COA

1807: The Eagles Turn East, 1994, COA

1806: Rossbach Avenged, 1998, OSG

La Guerre de l'Empereur (The Emperor's War) 1998, OSG

Last Days of the Grande Armée, 1999, OSG

Highway to the Kremlin, 2001, OSG

The Sun of Austerlitz, 2003, OSG

Seven Days of 1809, 2004, OSG

Four Lost Battles, 2005, OSG

Napoleon at the Crossroads, 2006, OSG

The Habit of Victory, 2007, OSG

The Coming Storm, 2010, OSG

The Last Success, 2012, OSG

Napoleon at Leipzig, 5th Edition, 2013, OSG

La Patrie en Danger, 2014, OSG

Napoleon Against Russia, 2015, OSG

Napoleon’s Last Gamble, 2016, OSG

Napoleon’s Quagmire, 2017, OSG

Napoleon’s Resurgence, 2018, OSG

Napoleon Retreats, 2019, OSG

Napoleon's Wheel, 2020, OSG
Unpublished Hex-and-Counter Prototypes

The Solomons Naval Campaign, 1942

PQ17: The Knight’s Move—The Murmansk Convoys

The Battle of Britain
SPECIAL STUDIES (Historical Research Series)

Nr. 1, 1813: The Year That Doomed the Empire, 2007; Second Edition, 2016

Nr. 2, 1806: The Autumn of No Return, 2008

Nr. 3, 1807: Stalemate in the Snow, 2008

Nr. 4, 1807: Triumph Without Victory, 2008

Nr. 5, 1806: The Coming Storm, 2009

Nr. 6, 1809: A Fatal Necessity, 2012

Nr. 7, 1814: The Fall of Empire, 2016 (with Louis Bélanger)

PUBLISHING

Conflict Magazine, Founding Editor, 1971-72

Simulations Publications Inc., Production Managing Editor, 1972-76

Operational Studies Group, President & Founder, 1978-79 & 1997-

The Avalon Hill Game Company, Staff Designer, 1980-81

PUBLISHER ABBREVIATIONS

AH. The Avalon Hill Game Co.

COA. Clash of Arms Games

DG. Decision Games

OSG. Operational Studies Group

SPI. Simulations Publications Inc.

TSR. Tactical Studies Rules

VG. Victory Games.


Kotaro Uchikoshi

 is a Japanese video game director and writer. He is known for his work on visual novel games, including the "Infinity" and "Zero Escape" series. His writing style often incorporates elements of science fiction with various scientific and philosophical themes, and makes heavy use of plot twists.
Interested in narrative based games from a young age, Uchikoshi studied video game development at a vocational school. His first job in game development was at KID in 1998, where he primarily wrote scenarios for "bishōjo" games and other visual novels. These included "Memories Off" (1999) and "" (2000). In 2001, he left KID to become a freelance writer, and continued to work on visual novels. Uchikoshi joined Chunsoft in 2007, where he came up with the idea of integrating puzzles into a visual novel for the player to solve. He implemented this idea in "Nine Hours, Nine Persons, Nine Doors" (2009), the first game in which he served as the director.
Both "Nine Hours, Nine Persons, Nine Doors" and its sequel ' (2012) were commercial failures in Japan. When Chunsoft put the "Zero Escape" series on hiatus, Uchikoshi returned to freelance work, and wrote his first anime series, "Punch Line" (2015). He also worked on a manga and video game adaptation of "Punch Line". A large fan presence helped revive the "Zero Escape" series, and Uchikoshi returned to write and direct the concluding installment, "Zero Time Dilemma" (2016). In 2017, he left Spike Chunsoft and formed the video game developer Too Kyo Games together with "Danganronpa" series staff members and his "Infinity" co-writer Takumi Nakazawa. Shortly after, he wrote the concept for the anime series "The Girl in Twilight" (2018), and directed and wrote the adventure game ' (2019).
Life.
Uchikoshi was born on November 17, 1973, in Higashimurayama, Tokyo. Almost immediately after birth, he began choking on amniotic fluid, and claims he would have died had his doctor not held him upside down and "hit his backside". Uchikoshi was born with torticollis, which required surgery when he was three years old. While in middle school, he read gamebooks written by Steve Jackson, which instilled an interest in narrative-based games.
He studied management engineering in college, but dropped out and spent a year without a job. Uchikoshi then enrolled in the vocational school Vantan Design Institute, where he studied video game planning, 3D modelling, 2D art, sound, and programming. Vantan was founded as a school for clothes design, and only branched into game development later; according to Uchikoshi, the teachers were not well versed in video games, which led to uninteresting courses and many students dropping out. Eventually, only Uchikoshi and a few others attended classes, which resulted in the teachers being able to better focus and take care of the smaller group of students who still attended; because of this, Uchikoshi says that he and the other remaining students were able to achieve a higher level of proficiency.
Career.
Uchikoshi's first job in game development was in 1998 when he joined KID, a company known for "bishōjo" games. At the time, KID was also developing video game adaptations of board games; he originally joined KID because of these board game projects, as he was interested in making simple games that a lot of people would be able to enjoy. His first project at KID however was designing 3D models for the action game "Pepsiman" (1999). Sometime after the release of "Pepsiman", a producer at KID asked him to write a scenario for an upcoming "bishōjo" game. Uchikoshi believes he was chosen because of his personality and experience with writing. The first "bishōjo" game he worked on was the visual novel "Memories Off" (1999), followed by "", "Memories Off Pure" and "Memories Off 2nd" (all 2000). While writing "Never 7: The End of Infinity", Uchikoshi wanted to include science fiction themes, but was instructed by his superiors to instead focus on the romantic relationships between the game's characters.
In 2001, Uchikoshi left KID to become a freelance writer and developer; this was the result of a need for independence, and the ability to work for other companies besides KID. Over the next few years, he worked on several games, including "Close To: Inori no Oka" (2001), ' (2002), and ' (2004). He also wrote two erotic visual novels, the first was a 2003 game which he was uncredited for and whose title he does not remember, and the second was "Eve: New Generation" (2006).
While working as a freelance writer, Uchikoshi was contacted by the game development company Chunsoft about a possible job offering. Looking to provide a stable income for his wife and daughter, he accepted the company's offer in 2007. Chunsoft had developed several mystery visual novels in the past, such as "Kamaitachi no Yoru" (1994), but wanted to create a new type of visual novel that could appeal to a wider audience. Uchikoshi came up with the idea to include puzzles that are integrated within the story, and need to be solved in order for the player to make progress. He began implementing and expanding upon these ideas in "Nine Hours, Nine Persons, Nine Doors" (2009), in which he served as the game director, planner, and scenario writer. Although the game was a commercial failure in Japan, its unexpected critical success in North America prompted Uchikoshi to continue the series.
The sequel to "Nine Hours, Nine Persons, Nine Doors" was "" (2012). In an attempt to reduce costs, Uchikoshi asked Chunsoft if he could develop "Virtue's Last Reward" and its eventual sequel simultaneously, as both games would use the same game engine and digital assets; Chunsoft agreed to the proposal. Uchikoshi maintained his duties as the director, planner, and scenario writer. Despite positive international reviews, "Virtue's Last Reward" was another commercial failure in Japan. As a result, Chunsoft placed the game's sequel on indefinite hiatus, effectively concluding the "Zero Escape" series. Uchikoshi examined the possibility of financing the development through the use of crowdfunding on a website like Kickstarter, but felt that the idea was "not quite persuasive enough".
After "Virtue's Last Reward", Uchikoshi returned to freelance work. He wrote a scenario for "" (2013) before working on his first non-game related project, the anime series "Punch Line" (2015). Uchikoshi wrote the episode scripts, which he noted were more cinematic in tone than most of his previous projects. The series ran on Japanese television from April to June 2015. Uchikoshi also wrote a "Punch Line" manga, which began serialization in September, and a video game adaptation, released in 2016.
Meanwhile, fans of the "Zero Escape" series created an online campaign to raise awareness and support the development of a sequel to "Virtue's Last Reward". Uchikoshi noted that the fan presence was a key factor for the sequel's reevaluation. While delivering the pitch for the game, he used a fan-made vocal rendition of the series theme song; Spike Chunsoft agreed to the proposal, and green-lit production of "Zero Time Dilemma" (2016). With "Zero Time Dilemma", Uchikoshi intended to resolve all mysteries left from the previous two games in the series, as well as those introduced in the third. Following the game's release, he remarked that having devoted the last decade of his life to the series, he was saddened to see it finally come to an end. His next two projects were announced in 2017: the escape room game "The Pop Star's Room of Doom", and the video game "". Another anime project, "The Girl in Twilight", was announced in 2018, for which Uchikoshi wrote the original concept.
In 2018, it was announced that Uchikoshi had left Spike Chunsoft and formed a new, independent video game developer, Too Kyo Games, together with writer Kazutaka Kodaka and composer Masafumi Takada, both of whom previously worked on the "Danganronpa" series at Spike Chunsoft. Other "Danganronpa" staff members, and Uchikoshi's fellow "Infinity" writer Takumi Nakazawa, also joined the company. At Too Kyo Games, Uchikoshi has the role of scenario writer and game director, and is writing two video games: "Project #1", co-written by Kodaka; and "World's End Club", an action-adventure game involving children playing a death game.
Writing style and philosophy.
As a writer, Uchikoshi prioritizes storylines over characters, with the goal to write a story that people will remember regardless of the overall quality. He first writes the basic outline of a story. With plot twist heavy stories, he will typically work on the ending first and continue backwards, in order to not get confused when writing the plot. This method of writing, referred to by Uchikoshi as the "deductive composition method", was not used in his earlier works; "Ever 17: The Out of Infinity" was written using the "inductive composition method", where a setting is created first, and a story is created to support the setting, something he described as a gamble, with the risk of an uninteresting story. He also likes to work non-sequentially, writing multiple scenes in parallel.
After crafting a story, Uchikoshi attempts to create a balanced cast of characters with regards to genders, personalities, and ages. He used the Enneagram of Personality as a reference while creating the characters for "Nine Hours, Nine Persons, Nine Doors" and "Virtue's Last Reward". He purposefully does not give the main character of the story a strong personality in order for the player to more easily empathize with them. Although the character dialogue is usually written with an international audience in mind, Uchikoshi will sometimes incorporate humorous or important lines aimed towards Japanese audiences. This style of writing can be seen in "Nine Hours, Nine Persons, Nine Doors", as a vital plot point hinged on a Japanese pun, which forced the localization team to play through the entire game again to determine if the story still made sense in English.
Uchikoshi believes the most important aspect of writing visual novels is to envision what the player will think about in each scene, saying that he always has "a conversation with an imaginary player" when writing stories. Uchikoshi's works often deal with scientific and philosophical themes, including idealism,
Rupert Sheldrake's theory of morphic resonance, and the prisoner's dilemma. When asked about this, he noted that he often has them in mind before writing a story, and collects web pages related to the topics. Once he has completed the final preparations for a story, he will choose which topics interest him and conduct further research. Among his influences are science fiction writers Isaac Asimov and Kurt Vonnegut. Uchikoshi believes ninety percent of any creative work consists of pieces from others' works, and that the remaining ten percent is creativity, with the result hinging on how well a writer can incorporate their influences with their own ideas.


Sissel (Ghost Trick)

 is a fictional character and lead character of the Nintendo DS video game ". Beginning the game as an amnesiac ghost, he must figure out what caused his death before the dawn breaks and his soul dissolves forever, solely by using his poltergeist-like ability to move objects. He was praised by critics for being a well-written and relatable character.
Appearances.
Sissel's first appearance was in the video game ", where he is an amnesiac ghost who is attempting to recover his memories. Initially, he sees a woman being held at gunpoint by an assassin, with the corpse of a man in red in between them, which Sissel deduces to be his own. While the woman is moments from being shot, he is met by a fellow ghost who inhabits a lamp, nicknaming himself as "Ray of light," who convinces Sissel to help her, saying that it will help him recover his memories. Ray teaches him how to use his "ghost tricks," which include the ability to manipulate objects as well as the ability to rewind time to four minutes before a person's death to reverse it. Additionally, Ray warns Sissel that his soul will disappear by dawn. He winds up saving the girl and killing the man, learning that the girl's name is Lynne. He learns that she is investigating something significant, and teams up with her, with Sissel trusting her due to her honesty. Throughout the game, Sissel saves several people, including a girl named Kamila who was tied up, a dog named Missile who was shot, and Lynne, who dies several times. Sissel eventually learns that Lynne was apparently the one who killed him.
After agreeing to help Lynne delay the execution of a man named Jowd, Sissel travels to a prison in order to somehow stop it. He eventually manages this by destroying the electric chair that was to be used for Jowd, though in the process, he learns that his own face had been painted by Jowd while in prison. Sissel then has to rescue Kamila, the daughter of Jowd, who was kidnapped to force the justice minister to not cancel the execution. While attempting to rescue her from her kidnapper, he learns that she had died at some point, and was saved by Missile who also died yet again. At this point, Sissel and Missile work together on several occasions to save people, with Missile able to swap objects of the same shape. Sissel discovers eventually that his corpse has been moving around, making Sissel question whether he is this person.
He also discovers that this man was involved in the case 10 years ago, where he held Lynne hostage. While Jowd claims to be responsible for his death back then, he was actually hit by a meteor fragment from the Temsik meteorite, making him effectively immortal. Sissel, Missile, and Lynne go to a submarine housing the people who arranged the assassination of Lynne, among everyone else who was involved in the event of 10 years ago. The man who used Sissel's apparent body possessed the kidnapped Kamila and attempts to kill Lynne, but is unsuccessful. After realizing he had been betrayed and left behind in a sinking submarine,(His body had been taken by the assassins) he helps Sissel and Missile rescue Lynne and Kamila, and reveals his name to be Yomiel.
Sissel, Missile, and Yomiel travel back to 10 years ago after realizing that since Yomiel's body was only truly dead when he lost the meteorite, they could still save him. Through various manipulations, the three of them work together to prevent the meteorite piece from entering Yomiel's body, though Yomiel is forced to possess his own unconscious body to rescue Lynne, injuring himself. At this point, Yomiel reveals to Sissel the latter's true identity - that he was actually a cat that was at both the event of 10 years ago and the event at the beginning of the night. Ten years ago, when Yomiel discovered the abilities given to him by the meteorite, he took care of Sissel, keeping him up until the events of the beginning of the game. Yomiel possessed Lynne and had her shoot his body, though Lynne fought against this possession and missed in the first shot. However, Sissel died as a result of this bullet, when Lynne accidentally shot Sissel through the suitcase that Yomiel was carrying him in. He also learns that Ray was actually Missile from an alternate timeline, where he went back 10 years into the past and waited until someone could help him save Lynne and Kamila. In the end, changing the past caused all of the events to become undone, with only the ones present at Yomiel's fate change - namely Yomiel (who have just finish serving jail time), Missile, Jowd, and Sissel (who becomes Jowd and Kamila's pet cat) - retaining their memories. Sissel also retains his abilities in the end.
He would later appear as an alternate costume color swap for Phoenix Wright in "Ultimate Marvel vs. Capcom 3", and in the licensed webcomic "The Adventures of Dr. McNinja".
Concept and creation.
Sissel was designed by Shu Takumi, who also designed the game ', which he stars in. He is tall and lithe, with light skin and blonde hair. His attire consists of black sunglasses, red pants, a red jacket, a black undershirt, a white tie, a white belt, and a white pair of shoes. Sissel was made a ghost due to Takumi's desire to make a game where the protagonist could interact more and have control over other characters. "Unlike a human," Takumi says, "a ghost can interact with everything around him." Takumi specifically designed Sissel to not have the ability to possess humans because it would be "uninteresting"; instead, he gave Sissel the ability to control objects, since it would be too simple to be able to control humans directly. He adds that with this ability, Sissel could see the "mysteries, lives, puzzles, and challenges" of characters. Because ' focuses on attempting to recover Sissel's memory, every aspect of the character is designed to be a secret to players. Before they decided to make him a detective, the game was titled "Ghost Spy", where he acted in the capacity of a spy.
He shares a similarity in design to "" protagonist Phoenix Wright, with GamesRadar citing his "snappy dress sense and angled haircut." Takumi cites this as being due to his belief that a character is more interesting if they can make a good silhouette. Takumi designed Sissel with the intention of having a "lasting impact", citing the striking colours of his design. Sissel, like other protagonists designed by Takumi, is designed to be identifiable, which is accomplished by having him think what the player is thinking. He adds that when designing characters, he likes to put a bit of himself in them. Sissel was given sunglasses in order to make him seem mysterious, and signifying his amnesia.
Reception.
Since appearing in "Ghost Trick", Sissel has received generally positive reception. Eurogamer noted the similarity between Sissel and other video game characters due to his amnesia. In spite of this, "Game Informer"s Joe Juba criticized him as "falling flat as a hero", specifically criticizing the game for using his amnesia as a "constant crutch." However, "The Telegraph" praised "Ghost Trick" for making players connect with Sissel due to how well-designed his amnesia was, describing it as more than a "tired narrative crutch", and added that this results in Sissel becoming more enduring. Game Revolution noted that without the interaction between Sissel and the other characters, the animation would not be enough to carry the game for him. He did, however, criticize Sissel for being "lame and lacking in personality at times". Adventure Gamers commented that in spite of his amnesia, he is "visually striking in his bright red suit and sunglasses, with hair swept back to form a single huge blonde spike." He added that he has a complex personality, and without a good writer, he and other characters could have been solely defined by the "exaggerated traits" found in their design. Video Gamer compared Sissel's design to that of Jedward's, an Irish pop rap duo consisting of identical twins. He additionally gave note to designer Shu Takumi for making an amnesiac character more interesting than others in the video game medium. "The A.V. Club" described his appearance as resembling a 1980s-era Tom Cruise.


Kavinsky

Vincent Belorgey (born July 31, 1975), known professionally as Kavinsky, is a French musician, producer, DJ and actor. His production style is reminiscent of the electropop film soundtracks of the 1980s. Kavinsky claimed that his music is inspired by thousands of movies he watched as a young boy and that he has cherry-picked the best parts from them, consolidating them into one concept. Kavinsky has been compared to many similar French house artists including Daft Punk and Danger. He achieved greater mainstream recognition after his song "Nightcall" was featured in the 2011 film "Drive". His debut studio album, "OutRun", was released in 2013.
Biography.
After many years as an actor, Kavinsky's musical career started in 2005 after being inspired by his close friends Jackson Fourgeaud and Quentin Dupieux, the latter director also including Kavinsky's music in his film "Steak". During this period Kavinsky produced his first single "Testarossa Autodrive" which was inspired by the Testarossa model of Ferrari (one of which Vincent drives in real life). Kavinsky presented the single to Quentin, who in turn presented it to a record label he had access to because of his filming career, and Kavinsky signed with Record Makers.
Subsequently, Kavinsky went on to release three EPs on the Record Makers label: "Teddy Boy" in 2006, "1986" a year later, and "Nightcall" with Lovefoxxx of CSS in 2010. During this period, Kavinsky's fellow producer Surkin jokingly claimed in an interview that Kavinsky was his father. Kavinsky has since toured alongside Daft Punk, The Rapture, Justice, and SebastiAn in 2007. He has also been remixed by SebastiAn and other notable electro artists.
The SebastiAn remix of "Testarossa Autodrive" off the "1986" EP is featured in the video games "Grand Theft Auto IV" and "Gran Turismo 5 Prologue". Kavinsky's single "Nightcall" was featured in the opening credits of the film "Drive", and became a major hit soon after.
In December 2012 he released "ProtoVision" and on 25 February 2013 released the studio album "OutRun".
Character history.
Kavinsky is a character made by Vincent Belorgey that has a striking resemblance to Vincent himself but the backstory does not follow anything in Belorgey's history. Kavinsky's story is that after crashing his Testarossa in 1986, he reappeared as a zombie in 2006 to make his own electronic music. Kavinsky's songs help tell his story; Vincent claims in an interview, "'Night Call' is just about the zombie guy [who] goes to his girlfriend's house and says okay I'm not the same, we need to talk", referring to Kavinsky going back to find his girlfriend after the crash who has already moved on with her life.
Equipment.
In interview, Kavinsky stated that the entirety of "Teddy Boy" was written and recorded on a Yamaha DX7, which was famous and notable for the synth-pop sound of the 1980s. Kavinsky originally started making music on an old Apple computer given to him by his friend Mr. Oizo.


SANKYO

 is a Japanese company, and one of the three major pachinko machine manufacturers in Japan. Headquartered in Shibuya-ku, Tokyo, their corporate slogan is "Good luck, Good life".
It was founded by Kunio Busujima. His son Hideyuki Busujima has been the chairman and CEO since 2008.


Rick Britton

Richard H. "Rick" Britton is a historian and former game publishing executive in Charlottesville, Virginia.
Career.
In 1980, after graduating from the University of Virginia, Britton and nine fellow alums founded Iron Crown Enterprises (ICE), a publisher of roleplaying games. As Pete Fenlon commuted from law school for two years, Britton ran the company. Britton's Civil War era wargame "Manassas" was set in ICE's home state of Virginia. Britton served as vice-president in charge of operations. While most of the games produced by the company were set in fantasy worlds, the company also published Britton's creation "Manassas" in 1981. The game reenacts the eponymous Civil War battle.
By 1992, Britton had left ICE, and has since written books about local history. He is a former board director of the Albemarle Charlottesville Historical Society and former editor of "The Magazine of Albemarle County History". He guides tours of Virginia historical sites, including Civil War battlefields and Jefferson's architectural masterpieces, Monticello and the University of Virginia. He also frequently speaks about local history on WINA, a Charlottesville radio station.
Britton's collection of essays, "Jefferson, A Monticello Sampler," published by Mariner Publishing, won the 2009 "IPPY" Award in National and Regional Book Competition.
He is also a cartographer, photographer, and book illustrator.


Online game

An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.
The design of online games can range from simple text-based environments to the incorporation of complex graphics and virtual worlds. The existence of online components within a game can range from being minor features, such as an online leaderboard, to being part of core gameplay, such as directly playing against other players. Many online games create their own online communities, while other games, especially social games, integrate the players' existing real-life communities.
Online gaming has drastically increased the scope and size of video game culture. Online games have attracted players from a variety of ages, nationalities, and occupations. The online game content can also be studied in the scientific field, especially gamers' interactions within virtual societies in relation to the behavior and social phenomena of everyday life. As in other cultures, the community has developed a gamut of slang words or phrases that can be used for communication in or outside of games. Due to their growing online nature, modern video game slang overlaps heavily with internet slang, as well as leetspeak, with many words such "pwn" and "noob". Another term that was popularized by the video game community is the abbreviation "AFK" to refer to people who are not at the computer or paying attention. Other common abbreviations include "GL HF" which stands for "good luck, have fun," which is often said at the beginning of a match to show good sportsmanship. Likewise, at the end of a game, "GG" or "GG WP" may be said to congratulate the opponent, win or lose, on a "good game, well played". The culture of online gaming sometimes faces criticisms for an environment that can promote cyberbullying, violence, and xenophobia. Some are also concerned about gaming addiction or social stigma. However, it has been argued that, since the players of an online game are strangers to each other and have limited communication, the individual player's experience in an online game is not necessarily different from playing with artificial intelligence players.
History.
The history of online games dates back to the early days of packet-based computer networking in the 1970s, An early example of online games are MUDs, including the first, "MUD1", which was created in 1978 and originally confined to an internal network before becoming connected to ARPANet in 1980. Commercial games followed in the next decade, with "Islands of Kesmai", the first commercial online role-playing game, debuting in 1984, as well as more graphical games, such as the MSX LINKS action games in 1986, the flight simulator "Air Warrior" in 1987, and the Famicom Modem's online Go game in 1987.
The rapid availability of the Internet in the 1990s led to an expansion of online games, with notable titles including "" (1996), "Quakeworld" (1996), "Ultima Online" (1997), "Lineage" (1998), "Starcraft" (1998), "Counter-Strike" (1999) and "EverQuest" (1999). Video game consoles also began to receive online networking features, such as the Famicom Modem (1987), Sega Meganet (1990), Satellaview (1995), SegaNet (2000), PlayStation 2 (2000) and Xbox (2001). Following improvements in connection speeds, more recent developments include the popularization of new genres, such as social games, and new platforms, such as mobile games.
Entering into the 2000s, the cost of technology, servers and the Internet has dropped so far that fast Internet was commonplace, which led to previously unknown genres like massively multiplayer online games (MMOs) becoming well-known. For example, "World of Warcraft" (2004) dominated much of the decade. Several other MMOs attempted to follow in "Warcraft"s footsteps, such as "Star Wars Galaxies", "City of Heroes", "Wildstar", "Warhammer Online", "Guild Wars 2", and "", but failed to make a significant impact in "Warcraft"s market share. Over time, the MMORPG community has developed a sub-culture with its own slang and metaphors, as well as an unwritten list of social rules and taboos.
Separately, a new type of online game came to popularity alongside "World of Warcraft", "Defense of the Ancients" (2003) which introduced the multiplayer online battle arena (MOBA) format. "DotA", a community mod based on "", gained in popularity as interest in "World of Warcraft" waned, but since the format was tied to the "Warcraft" property, others began to develop their own MOBAs, including "Heroes of Newerth" (2009), "League of Legends" (2010), and "Dota 2" (2013). Blizzard Entertainment, the owner of "Warcraft" property, released their own take on the MOBA genre with "Heroes of the Storm" (2015), emphasizing on numerous original heroes from "Warcraft III" and other Blizzard's franchises. By the early 2010s, the genre has become a big part of the esports category.
In the late 2010s, the battle royale game format became widely popular with the release of "PlayerUnknown's Battlegrounds" (2017), "Fortnite Battle Royale" (2017), and "Apex Legends" (2019). Popularity of the genre continued in 2020s with the release of the "" (2020). Each game has received tens of millions of players within months of their releases.
Demographics.
The assumption that online games in general are populated mostly by males has remained somewhat accurate for years. Recent statistics begin to diminish the male domination myth in gaming culture. Although a worldwide number of male gamers still dominates over female (52% by 48%), women accounted for more than half of the players of certain games. As of 2019, the average gamer is 33 years old.
The report Online Game Market Forecasts estimates worldwide revenue from online games to reach $35 billion by 2017, up from $19 billion in 2011.
Platforms.
Console gaming.
Xbox Live was launched in November 2002. Initially the console only used a feature called system link, where players could connect two consoles using an Ethernet cable, or multiple consoles through a router. With the original Xbox Microsoft launched Xbox Live, allowing shared play over the internet. A similar feature exists on the PlayStation 3 in the form of the PlayStation Network, and the Wii also supports a limited amount of online gaming. Nintendo also has a network, dubbed "Nintendo Network", that fully supports online gaming with the Wii U and Nintendo 3DS.
Browser games.
As the World Wide Web developed and browsers became more sophisticated, people started creating browser games that used a web browser as a client. Simple single player games were made that could be played using a web browser via HTML and HTML scripting technologies (most commonly JavaScript, ASP, PHP and MySQL).
The development of web-based graphics technologies such as Flash and Java allowed browser games to become more complex. These games, also known by their related technology as "Flash games" or "Java games", became increasingly popular. Browser-based pet games are popular among the younger generation of online gamers. These games range from gigantic games with millions of users, such as "Neopets", to smaller and more community-based pet games.
More recent browser-based games use web technologies like Ajax to make more complicated multiplayer interactions possible and WebGL to generate hardware-accelerated 3D graphics without the need for plugins.
Types of interactions.
Player versus environment (PvE).
PvE is a term used in online games, particularly MMORPGs and other role-playing video games, to refer to fighting computer-controlled opponents.
Player versus player (PvP).
PvP is a term broadly used to describe any game, or aspect of a game, where players compete against each other rather than against computer-controlled opponents.
Online games.
First-person shooter game (FPS).
During the 1990s, online games started to move from a wide variety of LAN protocols (such as IPX) and onto the Internet using the TCP/IP protocol. "Doom" popularized the concept of a deathmatch, where multiple players battle each other head-to-head, as a new form of online game. Since Doom, many first-person shooter games contain online components to allow deathmatch or arena style play. And by popularity, first person shooter games are becoming more and more widespread around the world. As games became more realistic and competitive, an e-sports community was born. Games like "Counter-Strike", "Halo", "", "Quake Live" and "Unreal Tournament" are popular with these tournaments"." These tournaments have a range of winnings from money to hardware.
Expansion of hero shooters, a sub-genre of shooter games, happened in 2016 when several developers released or announced their hero shooter multiplayer online game ("Battleborn", "Overwatch", and "").
Real-time strategy game (RTS).
Early real-time strategy games often allowed multiplayer play over a modem or local network. As the Internet started to grow during the 1990s, software was developed that would allow players to tunnel the LAN protocols used by the games over the Internet. By the late 1990s, most RTS games had native Internet support, allowing players from all over the globe to play with each other. Popular RTS games with online communities have included "Age of Empires", "Sins of a Solar Empire", "StarCraft" and "".
Massively multiplayer online game (MMO).
Massively multiplayer online games were made possible with the growth of broadband Internet access in many developed countries, using the Internet to allow hundreds of thousands of players to play the same game together. Many different styles of massively multiplayer games are available, such as:
Multiplayer online battle arena game (MOBA).
A specific subgenre of strategy video games referred to as multiplayer online battle arena (MOBA) gained popularity in the 2010s as a form of electronic sports, encompassing games such as the "Defense of the Ancients" mod for "Warcraft III", "League of Legends", "Dota 2", "Smite," and "Heroes of the Storm." Major esports professional tournaments are held in venues that can hold tens of thousands of spectators and are streamed online to millions more. A strong fanbase has opened up the opportunity for sponsorship and advertising, eventually leading the genre to become a global cultural phenomenon.
Battle Royale games.
A battle royale game is a genre that blends the survival, exploration and scavenging elements of a survival game with last-man-standing gameplay. Dozens to hundreds of players are involved in each match, with the winner being the last player or team alive. Some notable examples include "PlayerUnknown's Battlegrounds", "Fortnite Battle Royale", "Apex Legends," and "," each having received tens of millions of players within months of their releases. The genre is designed exclusively for multiplayer gameplay over the Internet.
MUD.
MUD are a class of multi-user real-time virtual worlds, usually but not exclusively text-based, with a history extending back to the creation of "MUD1" by Richard Bartle in 1978. MUD were the direct predecessors of MMORPG.
Online game governance.
Online gamers must agree to an End-user license agreement (EULA) when they first install the game application or an update. EULA is a legal contract between the producer or distributor and the end-user of an application or software, which is to prevent the program from being copied, redistributed or hacked. The consequences of breaking the agreement vary according to the contract. Players could receive warnings to termination, or direct termination without warning. In the 3D immersive world "Second Life" where a breach of contract will append the player warnings, suspension and termination depending on the offense.
Where online games supports an in-game chat feature, it is not uncommon to encounter hate speech, sexual harassment and cyberbullying. Players, developers, gaming companies, and professional observers are discussing and developing tools which discourage antisocial behavior.
There are also sometimes Moderators present, who attempt to prevent anti-Social behavior.
Recent development of gaming governance requires all video games (including online games) to hold a rating label. The voluntary rating system was established by the Entertainment Software Rating Board (ESRB). A scale can range from "E" (stands for Everyone) inferring games that are suitable for both children and adults, to "M" (stands for Mature) recommending games that are restricted to age above 17. Some explicit online games can be rated "AO" (stands for Adult Only), identifying games that have content suitable for only adults over the age of 18. Furthermore, online games must also carry an ESRB notice that warns that any "online interactions are not rated by the ESRB".


Reinhold Wittig

Reinhold Wittig (born 1937) is a prolific award-winning board game designer and geologist from Germany. He is credited as the designer of over 125 board games or game items.


Comparison of data modeling tools

This article is a comparison of data modeling tools which are notable, including standalone, conventional data modeling tools and modeling tools supporting data modeling as part of a larger modeling environment.


Anthony E. Pratt

Anthony Ernest Pratt (10 August 1903 – 9 April 1994) was an English musician and the inventor of the English detective-themed board game Cluedo, currently owned and marketed by American entertainment company Hasbro.
Early years.
Pratt was born at 13 Brighton Road in the Balsall Heath area of Birmingham, England. He received his secondary education at St. Philip's School in Edgbaston. His favourite subject was chemistry, but he suffered from poor eyesight, which affected his education. Pratt was a gifted musician and a proficient pianist from an early age. When he left school at 15, he wanted to pursue a career in chemistry and was apprenticed to a local chemical manufacturer. But with no formal qualifications in chemistry and a growing interest in music, he went on to pursue a musical career.
Career.
During the interwar years, Pratt became a musician and earned a living playing piano recitals in country hotels and on cruise ships, where he travelled to places like New York and Iceland. Also an aspiring composer (he was a huge fan of Edward Elgar), he was at one time accompanist to the renowned soprano Kirsten Flagstad.
During the Second World War, Pratt worked in an engineering factory in Birmingham that manufactured components for tanks. Working on a drilling machine, he found the work tedious, but it gave him time to think, including about the ideas behind Cluedo.
Cluedo – or Murder at Tudor Close.
It was during the Second World War that Pratt had the idea for a murder mystery board game. The idea for Cluedo came from his days spent playing musical concerts in country hotels where part of the evening's entertainment would have been murder mystery games. These would involve both actors and hotel guests playing the characters in a plot which involved the murder of one or more of the guests. The setting was a country house with its many sprawling rooms, with guests gathered for an evening's dining and socialising, but a body was found murdered and all the guests fell under suspicion. By putting clues together, the hotel guests must solve the mystery. These were very popular games at the time, and given this along with Pratt's love of detective fiction including that of his favourites Raymond Chandler and Agatha Christie, the spark for Cluedo was created. At the time books like "And Then There Were None" and "The Body in the Library" were also enormously popular. Hence, in 1943, Anthony and his wife Elva (1913-1990) began designing a murder mystery board game. The original game was called "Murder!", with the artwork for the board itself designed by Elva.
Pratt filed his original patent application on 1 December 1944. He had spoken to a close friend, Geoffrey Bull (who had invented the board game Buccaneer), and it was Bull who introduced him to Norman Watson, managing director of games manufacturer Waddingtons. In February 1945, Pratt demonstrated the game to Watson, who immediately saw the winning formula of the game and, after a few minor modifications, decided to go ahead and manufacture it. It was Waddingtons who renamed the game Cluedo (a combination of "Clue" and "Ludo", a Latin word meaning "I play"). But material shortages in post-war Britain meant the game did not go into production until 1949.
Pratt was granted patent GB586817 'Improvements in Board Games' on 1 April 1947.
Later years.
After the end of the Second World War, Pratt entered the British Civil Service working for the Ministry of Labour to help demobbed servicemen and women to return to peacetime work.
In 1953, four years after Cluedo first went on sale, Waddingtons told Pratt that the game was not selling very well, particularly in America, and offered him a cheque for £5,000 (equivalent to £105,800) for the overseas rights to Cluedo. This was a considerable sum and, with their daughter Marcia newly born, he accepted the money. Such a large sum of money meant it was no longer vital for him to work, and the money enabled him and his wife to buy a sweets and tobacco shop in Warwickshire where they settled for a while. However Elva was frequently ill and disliked her time there, and this prompted a move to Bournemouth, where they lived for over twenty years, initially letting holiday flats. It was early in this time that Pratt worked as a solicitor's clerk, an occupation he held for about three years before retiring around 1962 (aged 59).
Eventually the Cluedo patent lapsed, and in 1980 Anthony and Elva moved back to Birmingham, where they both enjoyed their retirement years. He continued to play and enjoy music and indulged his love of books, including detective fiction.
Anthony Pratt developed Alzheimer's disease towards the end of his life and moved into a nursing home, where he died at the age of 90. He is buried in Bromsgrove Cemetery.


Anamika Khanna

Anamika Khanna (born in Jodhpur, 19 July 1971) is an Indian fashion designer who operates from her studio situated in Kolkata. She has been covered by the Business of Fashion (BOF) for being the Indian designer who has blended traditional Indian textiles and techniques with Western silhouette and tailoring. She is the first Indian designer to have an International label: "Ana mika". Her creations are sold online and offline stores across India and abroad. Before entering the fashion industry, Anamika was a classical dancer and painter.
Career.
Khanna's career started in the year 1998. In 2003, she was invited to Pakistan to show her bridal collections as a part of Bridal Asia. In 2004, she launched her international label: Ana mika, and showcased her collections at the Lakme Fashion Week's Grand Finale. In 2005, she displayed her collection "The Botanist" at the Will's Fashion Wee Spring/Summer edition, and took part in the London Fashion Week. She got exclusive contracts from British department store Harrods and was covered by the magazines: Glamour (Paris), Vogue (October 2005 edition in UK) and Vogue Best Buy.
In 2007, she participated at the Paris Fashion Week along with Manish Arora and in 2008 in the HDIL India Couture Week, presenting her signature cowl-shaped dresses that closely resembled the dhoti worn by Mahatma Gandhi. Sonam Kapoor walked the ramp for the first time and she was wearing a golden cowl-shaped gown embellished with zardosi with a top adorned with Mukesh work. She also participated in the Will's Lifestyle Fashion Week Grand Finale Autumn/Winter edition.
In 2009, she became the finale designer at the Lakme Fashion Week (LFW) Fall/Winter edition. In 2010, she took part in The India Premier London Fashion Week's Autumn/Winter collection. In 2011, she showcased her creations at the Lakme Summer Resort. In 2012, at the Delhi Couture Week she showcased her signature dhoti-pants together with sari drapes and floor-length jackets. In 2013, at the PCJ Delhi Couture Week, her collection had shararas, capes, gilets, vests and coats with a color combination of black, white and gold. Tribal jewellery designed by Suhani Pittie, Anamika's sister, was also a part of the collection.
Khanna showcased her collection at Bvlgari’s India launch in 2014. She is also associated with Bvlgari Singapore. She also introduced a number of trends in adorning oneself at the Lakme Fashion Week Summer, 2015. Some examples include lip colours like dark burgundy and geometric shapes in the form of golden leaves starting from the temples and ending at the inner side of the cheekbones. In 2016, for her show at India Couture Week she associated with Amrapali Jewellers, Jaipur to debut her jewellery collection. The line-up included everything from traditional naths to timeless polki.
Celebrity associations.
Sonam Kapoor was seen wearing Khanna's creations at various red carpet events, including Cannes red-carpet gala in 2013, Cannes 2014 and Cannes 2016. Kareena Kapoor had worn Khanna's creation at Lakme Fashion Week 2015 and at various red carpet events. Kapoor's sister, Karishma was also seen donning Khanna's label. Jacqueline Fernandez was seen on the red carpet at Jio MAMI 18th Mumbai Film Festival. Mira Rajput chose to wear Anamika Khanna lehenga at her wedding, she chose not just one but four outfits from the designer at her wedding.
Sonakshi Sinha's curves are a beautiful platform to flaunt Anamika's creation. The most popular look of Sonakshi in Anamika's couture so far is her appearance at the IIFA awards in a lungi styled skirt paired with a short embellished jacket. Getting together for an event with Madhuri Dixit, Deepika Padukone looked suave beyond words in an Anamika Khanna off-white netted saree with a long cape jacket.
Deepika Padukone wore an Anamika Khanna saree at the Time 100 Gala in New York in 2018. Shilpa Shetty, Sridevi, Madhuri Dixit, Alia Bhatt and Shraddha Kapoor have at least once graced an event in an Anamika Khanna's ensemble. Singer Kanika Kapoor recently hosted a Diwali bash for delegates of Dolce & Gabbana, she chose to wear Anamika Khanna at the special occasion.
Anamika Khanna designed the 10 kg velvet lehenga that was studded with pearls, gold and silver and was given as a gift by Simi Garewal to Lady Gaga – her celebrity guest at her talk show: ‘Simi Selects: India’s Most Desirable. Recently, Sonam Kapoor along with sister Rhea Kapoor wore outfits from Anamika's collection of Everything is AK-OK.
Oprah donned Khanna's outfits at various occasions, from the Women in the World Summit to special reception at the Black Panther Other celebrities including Deepika Padukone, Nita Ambani, Katrina Kaif, Neha Dhupia are seen wearing her creations at various occasions.
Influence in Bollywood.
Khanna has designed collections for a number of Bollywood movies like "Mausam", "Fashion", "Aisha", and "Bhaag Milkha Bhaag". She was the costume designer for the lead actress of the movie "Prem Ratan Dhan Payo" released in 2015. Khanna has designed the outfits that Simi Garewal wore in her talk show: ‘Simi Selects: India’s Most Desirable’.
Style.
Khanna has modernised Indian craft through her collections featuring the usage of zardosi, dhoti-pants, shararas, and lehengas. Her collections can be termed as decorously Indian but Goth, Punk and Bohemian at the same time. She has set forth a new trend in draping saris through three different drapes: The tulip drape, the wavy drape and the two-pallu in dhoti-style drape.
Khanna has been instrumental towards the modernisation of Indian craft through her modern wear made from Indian textiles. She has reinterpreted the Maharashtrian nine-yard sari to create dhoti-pants. They are actually dhoti style saris and have become the signature creations of Anamika Khanna. They have been worn by leading Bollywood superstars like Sonam Kapoor on multiple occasions. Anamika Khanna has set a new trend through her draped saris. She is well known for introducing the tulip drape, the wavy drape, and the two-pallu-in-dhoti drape.
Her collections featuring Trousseau, Prêt and Couture have been worn by Bollywood superstars to International Celebrities, including the likes of Oprah Winfrey, Arianna Huffington, Natalia Vodianova, Zadie Smith and even Sophia, the first social humanoid robot
Awards & achievements.
She is also the first female Indian fashion designer to display her collections at the Paris Fashion Week held in 2007. Ana mika was offered an exclusive contract by British Retail Giant Harrod's after her participation in the London Fashion Week, 2010.
Her philanthropist side was evident when she helped raise large amounts for the Tata cancer hospitals children's wing and for the Akshay Patra Foundation, with a show in London.
Anamika Khanna was one of the three designers who presented their collections in Khadi at the fashion show held by Fashion Design Council of India (FDCI) in coordination with Gujarat State Khadi and Village Industries for Narendra Modi’s made in India project. She is among the first Indian fashion designers to present their collections in Pakistan as part of the Bridal Asia event.
She collaborated with the brand Bvlgari to launch them in New Delhi and did a private event with them in Singapore.
Featured in Business of Fashion for five consecutive years, Khanna has been listed by BOF500 as a crucial part in shaping the $2.4 trillion fashion industry. She was yet again awarded as the most stylish designer by the "Hindustan Times" and bestowed with the title at The Hindustan Times India's Most Stylish Awards, 2019
In 2006, she was selected by the Elle magazine as one of the 50 Style Icons of the Year. Verve Magazine included her in its 2006 Verve Power Issue as well as in its list of 50 Powerful Women in 2010. She was also featured in the Verve Perennial Stylish People list. India Today selected her as one of India’s 25 most powerful women in 2011 while Femina included her in its list of 50 Most Powerful Women in India as well as in the list of 100 People Impacting India the Most. Anamika Khanna was also included in the list of 25 most beautiful people by the Hi! Blitz magazine.
Khanna has been recently nominated for the Swachh Bharat Abhiyan. She has been listed in the Business of Fashion elite list of 500 people shaping the global fashion industry. She was invited as a Speaker at a Panel Discussion in a student-run conference held at Harvard Business School & Harvard Kennedy School. For five consecutive years she has been featured in the BOF500, the definitive professional index of the people shaping the $2.4 trillion fashion industry, hand-selected by the editors of The Business of Fashion, based on hundreds of nominations received from current BoF 500 members, extensive data analysis and research.
Invited by the Royals! At the official start of UK-India Year of Culture, the couturier was invited by the Queen of the United Kingdom and The Duke of Edinburgh at Buckingham Palace to grace the occasion.