text:
Someday You Will Be Loved
I remember the first time someone asked us how we fell in love.
“I fell into those eyes and didn’t want to find my way out again.” Mark responded, “Booger’s not so sure about all the love bullshit, though. But I’m going to keep going ’til he is sure.”
He was right, I wasn’t sure. To be clear, it wasn’t that I didn’t know if I loved him. It was that knowing him made me realize that I didn’t even understand what love was. I’d been in a beautiful, committed relationship with two wonderful men who I felt undeniable affection for. But after feeling what Mark brought to the table, it made me wonder if I’d ever felt love before, and the thought of it sent shockwaves of panic through my entire body.
We weren’t a match on paper. He loved heavy metal and rugby, I was into indie music and anything other than sports. I wasn’t even his type. He earned the nickname Beartrap for a reason. But something just worked when we were together. I still can’t explain it all these years later.
He made me feel comfortable baring my soul. I could tell him about all my brokenness and how I’d been raised to understand that I was unlovable, and all he would do is pull me close.
“They were either stupid or scared that you’d outgrow them if you knew the truth. They lied to you. You are loved and when you give yourself permission to feel it, god help anyone who gets in your path.”
The first time I told Mark I loved him, we were on the crowded subway headed back to my apartment. He gave me a Cheshire Cat grin and proceeded to rip the loudest, most obnoxious fart I’d ever heard. As the sound reverberated off the fiberglass seat and everyone in the car looked our way, Mark stood up.
“Oh my god Michael, you’re so disgusting! How could you do that in front of all these people? You’re so gross!”
When the doors opened at the next stop, I practically ran up the stairs and out to the street. It took him nearly a block to catch up to me. He was out of breath and still laughing hysterically when he draped his arm over my shoulder.
“You can punch me in the dick if you want.”
“Why would I do that? I like your dick. Your dick didn’t embarrass me in front of half of New York City. That was your mouth.”
“Don’t punch me in the mouth. Then it would hurt and we couldn’t kiss and make up.”
“The idea of making you hurt is not the deterrent you might think it is right now.”
“Ooooh! Hurt me, Boogerbear! Hurt me real good!”
I couldn’t hold out any longer. I laughed so hard I snorted. Mark leaned over and kissed the top of my head.
“See? You can’t stay mad at me, because you loooooooove meeeeee.”
I stopped in my tracks and looked up into his face and felt dizzy.
“I love you,’trap.”
We stood in the middle of the sidewalk and held each other for a minute before making our way home.
“But you’re still gonna hurt me, right? Grrrrrr and stuff.”


text:
The share price of Bank of Valletta plc tumbled 8.3% lower this morning to close at the €2.155 level thereby reversing most of the recent gains in this equity. Fourteen trades totalling 29,771 BOV shares were executed during this morning’s session. Following today’s downturn, the Bank’s equity moved back into negative territory with a year-to-date decline of 3%.
GO plc also reversed yesterday’s 5.8% jump with an equivalent decline of €0.049 to the €0.85 level on volumes of 37,150 shares. Shareholders now await the Directors’ decision on whether GO will participate in the upcoming €30 million rights issue of Forthnet.
Similarly, HSBC Bank Malta plc shares eased by 0.4% to close at the €2.74 level on low volumes of 3,600 shares.
Meanwhile, the share prices of Lombard Bank Malta plc and MaltaPost plc traded unchanged at their respective multi-year lows. Over 2,100 Lombard shares were exchanged at the €1.95 level whilst almost 12,000 MaltaPost shares traded at the €0.63 level.
On the bond market, the Rizzo Farrugia MGS Index dropped 0.1% to 994.881 points as the Central Bank of Malta Stockbroker revised its bid prices lower in line with the jump in Eurozone yields to above the 1.40% level. This turnaround materialised after the European Central Bank’s (ECB) President Mario Draghi was quoted as saying that the planned bond-buying programme by the Central Bank of the single currency is within the parameters of the union’s regulations. In turn, this ignited risk appetite amongst investors which switched their focus onto Spanish and Italian bonds pushing their respective yields lower.

domain: economics


MIAMI (CBSMiami) – When Miami Dolphins quarterback Matt Moore was leveled by a vicious hit during Sunday’s Wild Card loss in Pittsburgh, it was shocking to see him come back into the game after missing just one play.
Moore rolled out to his right and just as he released a pass downfield, Steelers linebacker Bud Dupree helmet went right into the quarterback’s chin.
Dupree was flagged for roughing the passer and Moore remained on the field, albeit sitting up, for several minutes while being attended to by trainers.
Backup quarterback T.J. Yates came into the game and Moore was placed in the NFL’s concussion protocol.
A process that usually takes several minutes and can include a trip to the locker room seemed to last only seconds as Moore was seen on the sideline with his helmet on talking to head coach Adam Gase.
One play later, Moore trotted back onto the field and resumed playing for Miami.
He seemed no worse for the wear and finished the game, completing 29 of 36 passes for 289 yards and a touchdown, though he did lose two fumbles and throw an interception.
The three turnovers came on consecutive drives which ended up being the turning point in the loss.
Following the game, Moore downplayed the hit.
“Yeah, I just got popped,” Moore said. “Needed a second there. So got checked out, felt fine, was really more my jaw than anything else. Felt god, came back in, was fine. But he got me pretty good.”
Moore may not be making much of the hit or his quick return to the game but the NFL has decided that the situation deserves a closer look.
On Monday the league initiated a review of the concussion protocol that was utilized after Moore was hit.
The league made sure to note that “initiation of this process does not mean that we have drawn conclusions as to whether the protocol was followed.”
The procedure now will be that the NFL, in consultation with the NFL, will review the video, interview any involved parties and review any relevant documents in order to determine whether the protocol was followed properly.
While Moore did struggle after the hit, Gase didn’t think that one had to do with the other.
“I didn’t think so,” Gase said. “The fumble he was trying to, he saw the guy, and we busted the protection. He saw him, he even came back and said ‘I should have just taken the sack’ and then the interception, the guy made a great play; he was in the line of scrimmage, we’re running an 18-yard crossing route and the guy goes flying back and makes a pick. He made a great play. So, when they told me he was coming back in, I started talking to him, he was good. They went through the league, did their deal, then our trainers and he cleared everything.”r


text:
The Zombie Apocalypse couldn’t be more boring.
For the last two years, Hendrix Parker’s life rotated in a constant routine of fighting Zombies, finding a place to spend the night and keeping his family safe. While all of those things were admirable pursuits, they had begun to blur together in monotonous gray lines and a haze inducing fog.
Reagan Willow and Haley Gable tumble into the Parker’s lives with helpless charm and sarcastic cynicism. The boys can’t help but feel the strong need to protect them.
Especially Hendrix, who can’t ignore the irresistible pull Reagan has on him. She’s everything he never thought he would find, and the shot of life that digs him out of the corpse-like stupor he’s fallen into.
She might not feel the same way, but that won’t deter Hendrix from pursuing her. Maybe there’s nothing more than friendship between them, but their futures are now entwined, one way or the other.
Just as long as they can escape the Zombie horde alive first.
Love and Decay, Boy Meets Girl, is the first episode in the Love and Decay, Novella Series told from Hendrix’s point of View; and a Dystopian Romance about Zombies, the end of the world and finding someone to share it with.
This story takes place over multiple episodes, with a release date every two weeks. Approximately 20,000 words.
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About the Author
I was born and raised in Nebraska, but spent my college years traveling the world. I fell in love with Eastern Europe, Paris, Indian Food and the beautiful beaches of Sri Lanka. But I came back home to marry my high school sweetheart and now I spend my days raising our growing family. In those few spare moments I have, I am either reading or writing Young Adult Fiction, because I am obsessed with it.
Five other things I'm obsessed with right now:
1. My Kuerig Coffee Machine. Genius.
2. 90's music. Oh man, the 90's speak right to my soul.
3. Chocolate smelling body wash. Who doesn't want to walk around smelling like a bakery?
4. Colored Chapstick. And if it's Dr. Pepper Flavored, that's kind of my nirvana.
5. Spotify. It's like the mixed-tape of this generation and I have probably three hundred hours of music on there. Can't get enough.
Most Helpful Customer Reviews
Love reading this from Hendrix's point of view.
Until an hour ago, I hadn’t realized what a state of undead I’d fallen into. Sure, I fought daily to kill real Zombies; but somewhere along the way I’d become one myself. *** Ever since the first episode of LOVE AND DECAY, I have always wondered what Hendrix's thoughts of Reagan was. To me he came off cold and insensitive when I read that scene of them actually meeting for the very first time. But now I understand that wasn't it at all. From the moment he lays eyes on her, he is overcome by her beauty and her fierceness. Reagan awakens something in him that has been dead for nearly two years. *** We had already experienced more loss than we ever should have. And I would never go through that again- I would never give up those I loved to this world and the evil creatures that haunted it again. *** Hendrix has always made his family priority one. No one will come between them and tear their family apart anymore than what has already been done. He will protect them at all cost. You gotta give it to him...the guy is devoted and dedicated to taking care of them at such a young age. Not many would do what he has done. A lot would have jumped ship along time ago. I can only imagine the stress he is under. Incredible story and a perfect addition to the series. I could definitely get used to more of Hendrix's POV. But really, who wouldn't want more Hendrix? Higginson, thank you once again for proving what an amazing author you are and giving us all this quick insight into Hendrix's head. I love him and I am thankful every time you publish one of these bad boys. Much love!
Worth buying the volume sets
I loved the retelling of the very first episode from Hendrix's perspective. We get to see everything that he is thinking. All the pressure and responsibility he feels for his family. All his worries for Reagan though they just met. I honestly loved it so much. I'm sure many of you are wondering if it is boring since it's the same story from Season 1 Episode 1. Well it isn't boring. It is wonderful! I loved it and I look forward to when we see another Hendrix POV in the future because I have no doubt we'll get more of him again.
I love this series. I think it is a great mix of romance, fantasy, and practicality. I am very excited to see more from Hendrix's POV.

domain: artistic


Since the advent of modern computer-aided design software, engineers have been divorced from the highly collaborative environment previously enjoyed. Today's highly complex designs require modern software tools and the realities of a global economy often constrain engineers to remote collaboration. These conditions make it highly impractical to collaborate locally around physical models. Various approaches to creating new collaboration tools and software, which alleviate these issues, have been tried previously. However, past solutions either used expensive hardware, which is not widely available, or used standard two-dimensional (2D) monitors to share three-dimensional (3D) information. Recently, new low-cost virtual reality (VR) hardware has been introduced, which creates a highly immersive 3D experience at a tiny fraction of the cost of previous hardware. This work demonstrates an immersive collaborative environment built using a network of this hardware, which allows users to interact with gestures virtually and conducts a study to show its advantages over traditional video conferencing software.
As discussed by many researchers, communication during the engineering design process can be one of the biggest challenges faced by a design team . This problem is further compounded by the realities of a global economy, which may require the design team to work with team members of suppliers who are not always present physically . These distributed design teams rely heavily on a variety of modern communication tools to create a cohesive workable design; however, the collaborative environment that currently exists is much more limited compared to that of the 1960s and 1970s when designers could hold an impromptu meeting around a physical design artifact, such as a drawing or scale model, to share a new idea or address a problem. Today's design challenges have also become more complex, requiring more sophisticated tools to solve, and producing more complicated three-dimensional (3D) designs . However, these distributed design teams are often limited to communicating with remote members via modern video conferencing software such as skype or webex. At their best, these systems typically use a shared two-dimensional (2D) view of one participant's screen or application and a single mouse pointer for all the participants to share.
Virtual reality (VR) has been investigated as a solution to various engineering design problems as early as 1993 , and even to improve engineering communication and collaboration as early as 2000 . However, these early systems utilized technology, which is expensive and incurs high overhead costs to run making it prohibitively expensive for companies to provide their design teams with general access . Recently, new consumer grade VR hardware has been produced with much lower costs and fewer barriers to entry . This new hardware could pave the way for more general access to VR technology and hence VR tools for design teams. This work presents a VR collaboration tool built with new consumer-grade VR hardware as well as a study to compare the performance of the new VR tool against current video conferencing software. This paper will proceed as follows: Section 2 will review related research, Sec. 3 will provide an overview of system design and implementation, Sec. 4 will explain the methodology used in the comparative study, and Sec. 5 discusses the results and implications of the study.
The literature from the past 25 years records an array of investigations on using VR to improve various product and process design activities. The areas of virtual manufacturing, virtual assembly, and virtual disassembly have received some of the heaviest focus [7–10]; however, the use of VR as a communication tool has also long been a topic of interest and investigation . This is likely due to VR's advanced visualization capabilities.
An important underpinning of effective communication and collaboration is creating a shared understanding of the problem. Chellali et al. refer to this as a common frame of reference (COFOR) . Depending on the issues under discussion, language can sometimes be sufficient for establishing the COFOR. Sometimes, vocabulary must grow to provide finer distinctions. One example of this is that languages that developed in arctic areas have many more words for distinguishing snow and ice characteristics than do languages that developed in more temperate areas [13,14]. This trend is observed as well in many subdisciplines of engineering, often called jargon. However, as the engineering problems and solutions become more complex, language and lingo alone are not sufficient to fully establish a COFOR and collaborators turn to visual representations. Until the advent of modern computer-aided engineering (CAE) software in the 1980s , most visual representations were either 2D drawings or physical 3D models. Modern CAE tools allow designers to create digital 3D models of a particular design without having to build a physical model.
Unfortunately, these complex 3D designs are still most often viewed on a 2D computer screen, which requires advanced spatial reasoning skills to piece together a 3D mental model of the design . Past studies with VR have shown that people are able to understand these complex 3D designs faster and more completely in an immersive virtual environment (VE) where they can see the design in 3D. Satter and Butler showed that users in an immersive stereoscopic display were more adept at navigating the environment as well as finding and repairing errors inside the environment . Berg and Vance showed that a design team, using an immersive VR environment for three design reviews, was able to identify issues and propose solutions not found or solved with traditional CAE tools . In addition, the design team commented that the immersive environment encouraged and increased team engagement. Bochenek and Ragusa found that design reviews, which included stake holders, such as the end consumer, were more successful when held in an immersive VE than in a more traditional 2D presentation .
In 2000, General Motors in conjunction with HRL Laboratories created a system for Distributed Design Review in Virtual Environments termed DDRIVE in order to leverage the benefits of VR for remote collaboration . DDRIVE linked the cave automatic virtual environment (CAVE) at HRL with the CAVE at GM and the CAVE at the University of Illinois. It also allowed people to participate in the distributed design review via a more standard workstation, but only in a 2D manner. While this project proved successful, Daily et al. found that the network capacity of the time was a limiting factor . Bochenek and Ragusa also point out that given the high cost of traditional immersive VR hardware, careful cost/benefits analyses need to be performed for potential application .
Twenty-five years later, network bandwidth has improved significantly. However, traditional CAVE setups are still large capital investments for companies and hence have not seen widespread adoption or availability, limiting their potential impact. Recently, new consumer-grade VR hardware has been introduced to the market, which provides an immersive experience similar to a CAVE for a single person. However, unlike a traditional CAVE, this new hardware is significantly cheaper and easier to deploy requiring little to no modification to existing spaces .
Given the advantages, immersive VR has shown previously in the literature, this new low-cost consumer VR hardware could prove an important enabler for companies and design teams to begin leveraging VR CAE tools in more consistent daily tasks. However, in contrast to a traditional CAVE where a group can use the CAVE together and see each other, the currently available consumer VR hardware is in the form of a head-mounted display (HMD) which only a single participant can use at a time and their view of the outside world is blocked. This work demonstrates a system where multiple users can enter a shared immersive VE, with each participant in their own headset connected via a network. The VE also includes gesture support to create a collaborative environment similar to that of a CAVE. This work also presents a study that was performed on the system to evaluate the system's effectiveness as a communication tool compared to commonly used tools such as skype.
At a high level, the system is built on a client–server architecture as shown in Fig. 1. A client–server architecture was selected over peer-to-peer since it lends itself well to the security and data protection required by large companies with fewer complications. Each client is made up of a single VR hardware set (discussed in detail in Sec. 3.2) and a client program, which exchanges various data packets with the server. In this way, the server can distribute the local data from each client to the other clients in the session. A client can then use the information it receives from the server to update its local version of the VE and animate avatars for each participant. This architecture provides a way for creating a synchronized environment for each participant regardless of where the participant is located. Hence, all participants could be physically present (as would be required for a CAVE) or spread across the country.
While this architecture could support sending data from a variety of inputs (such as motion capture systems, controllers, HMDs, and position sensors), the hardware included in the implementation evaluated here was limited to VR HMDs and motion capture systems for the hands and fingers. The number of users and sensors that could be supported by this system is highly dependent on factors such as client and server processor power, network bandwidth, sensor sample rate, message send rate, etc. These factors would need to be evaluated on an application-by-application basis to determine the limits of the number of users and peripheral devices that could be supported. The hardware used in this system allows the software to create a set of virtual hands for each user as their avatar and send the appropriate data across the network to recreate each user's hands in the VE. This allowed participants in the VE to see the hands of every other participant and see where or what another participant might be pointing or gesturing to. An example of this is shown in Fig. 2. With a more complete motion capture system, more data about the user could be captured and used to create and animate higher fidelity avatars including items such as legs, arms, and a torso. Technology such as that demonstrated by Li et al. could be used to track facial expressions and animate the face of the avatar to match the human participant it represents .
While streaming audio through a network is also possible and has been solved many times, playing audio in virtual reality so that it feels like a cohesive part of the VE is a nontrivial issue, which has been the focus of much research. The main issue is the unique shape of each person's ears which alter the waveforms of the external sounds we hear and gives our brain additional clues to help deduce the location of the sound's origin . Currently, measuring the unique audio signature of each person's ear is a time-consuming task requiring specialized hardware. However, there are currently plans to commercialize a much quicker process, which would make the technology more accessible . Given the issues surrounding virtual audio and the fact that our implementation was set up such that users would be in close physical proximity, audio streaming was considered outside the scope and not implemented.
In addition to creating an avatar for each participant, design artifacts such as 3D models were added to the VE. In combination with the avatars, this allows a group of collaborators to meet around a 3D design artifact and see each collaborator's gestures (such as pointing to a location, indicating a size, or showing the movement of a mechanism) in relation to the model. Additionally, the system recognized special input gestures, which allowed a collaborator to draw and delete 3D free-form curves. This functionality provides collaborators a 3D sketch-pad to quickly communicate new ideas, modifications to a design, or even to highlight and annotate design artifacts in the VE.
At a minimum, each client needs a VR HMD and a computer with a network connection to power the HMD and connect to the sever. In this implementation, HTC Vive headsets were used in conjunction with upgraded Windows workstation computers (3.5 GHz, 8 GB RAM, NVidia Geforce 1060 GTX). The HTC Vive was chosen for its capability to precisely follow a user as they walk around a physical space and move them correspondingly in the VE. This functionality allows users to walk around a view within the VE while communicating from many angles. Additional sensors and inputs can be added to increase the fidelity and functionality of the VE. Since the system presented was primarily interested in adding hand gestures to existing communication, motion capture of the hands and fingers was deemed sufficient and a Leap Motion™ controller was used to provide this functionality. The Leap Motion controller was mounted to the HTC Vive HMD and connected to the computer via USB 3.0 as shown in Fig. 3.
The computer used for the server was a standard workstation computer (2.66 GHz, 12 GB RAM). Both the server and the client machines were connected through the local college network with 10 Mbps or greater network connection speeds.
Software development was done in unity (version 5.4) using standard assets and libraries where possible. Most notably, unity's built-in networking libraries and assets were leveraged to provide the backbone of the networking communication. Where standard libraries and assets were not sufficient, third-party libraries and assets were used. In particular, libraries, assets, and examples provided by Leap Motion were used to interface with the Leap Motion controller. The Orion V3 beta drivers were used for the Leap Motion controller, which provide enhanced tracking, reduced drop-out, and a larger tracking area than previous drivers.
Where standard and third-party libraries were insufficient, additional scripts were added or existing ones modified. For example, Leap Motion libraries were modified to expose the raw location and orientation of the constituent pieces of the local avatar. These data were then serialized, sent over the network, and used to create an identically located and oriented avatar on the remote clients. Additionally, assets were created to recognize the special gestures that would trigger input to the system. For example, the pointing gesture, shown in Fig. 4 (index finger extended, all other digits closed), would start drawing a 3D free-form curve and continue drawing the curve until the gesture was broken. A pinching gesture, shown in Fig. 5 (thumb and index finger touching, middle, ring, and pinky fingers extended), was used to delete a specific free-form curve across all connected clients. A gesture consisting of a double “thumbs-up,” shown in Fig. 6 (all eight fingers closed, both thumbs extended and pointed toward the ceiling), was used as a general clear, which would delete all the free-form curves across all connected clients. The appropriate data for each of these input gestures were also serialized and sent across the network to replicate the effect of the gesture on the remote clients. Hence, as a collaborator drew a free-form curve locally, the curve points were serialized and sent to the other clients through the server. Once the data reached the client they were reconstructed into a free-form curve matching the original. Each curve was also uniquely named such that it could be uniquely identified on each client. Thus, when a collaborator deleted a particular curve, messages were sent across the network deleting the curve from all clients keeping the VE consistent.
In order to test the hypothesis that the system described in Sec. 3 would improve communication against current video conferencing tools, an experimental study was conducted to assess the change in both communication time and accuracy when using the collaborative VE to communicate 3D geometry data. skype was used as the control to represent traditional collaborative software. It was hypothesized that a reduced amount of time to communicate would be required and that there would be increased accuracy of the information being communicated when the collaborators used the VE.
In order to test this hypothesis, participants were recruited and required to bring a friend or colleague with them to form a team of two. During the study, each team participated in a single session lasting approximately 1 h during which the two team members would be randomly assigned the roles of teacher and student. The teacher would be given a 3D printed model of the movement path of the tool head of a robotic arm (shown in Fig. 7). After learning the path, the teacher would use either skype or the collaborative VE described in Sec. 3 to teach their teammate the path. Once the teammates felt like they knew the path, the communication link between the team would be broken, and both team members would use the VE in a noncollaborative mode to record their understanding of the original path. The recorded data were used to analyze communication accuracy and were always recorded in the VE regardless of whether communication was done in skype or the VE. Additionally, the time that a teacher spent teaching the path to their teammate was recorded and used to analyze the amount of time required to communicate a path in skype versus in the VE.
Since this implementation of the collaborative VE does not include support for audio, the audio streaming support in skype was not used. Instead, the physical areas for each client were placed in close proximity such that participants could speak to each other normally as seen in Fig. 8. However, when communicating, the line of sight between participants was blocked such that all visual communication went through the collaboration tool for that test. This kept the audio communication in both environments comparatively similar and eliminated confounding factors in the analysis. In addition, the tests were conducted in a quite area in order to minimize confounding background noise.
Six unique paths were created with varying degrees of geometric complexity such as lines versus curves, dimensionality, number of segments, and patterned versus free form. The 3D printed models that were given to the teacher to memorize are shown in Fig. 7. Path 1 was one-dimensional consisting of a straight line. Path 2 was 3D consisting of three straight lines. Path 3 was 3D consisting of one straight line and three similar arcs. Path 4 was 2D consisting of one “S” shaped curve. Path 5 was 3D consisting of one long free-form curve. Path 6 was 3D consisting of one stylized spiral. The tutorial path was also 3D consisting of five straight line segments. The tutorial path was used for explanation and training purposes.
Of those six paths, each team was assigned to teach four paths: two in the VE and two in skype. The order and collaboration environment were randomly assigned such that each model was taught by 24 teams, 12 times in the VE and 12 times in skype. In addition, the order in which the environments were used was also randomized such that half of the teams used the VE first and half of the teams used skype first. The roles of teacher and student were also randomized such that each participant taught once in skype and once in the VE.
Each team was asked to participate in a single 1-h session. When a team arrived, they were given an overview of the experiment and signed the appropriate waivers. After signing the waivers, the participants were given an overview of the Skype collaboration environment and the tools available. After explaining skype, the team was given an overview of the VE, how the headsets and motion capture worked, and the tools available for collaboration in the VE. After the team had been familiarized with both systems, they were given time to practice with the VE and the input gestures to draw and delete free-form curves.
After the familiarization phase, participants were given a tutorial on how their final input would be recorded for accuracy analysis. During the tutorial, the tutorial path was placed in the VE and participants were asked to trace it. Each participant's trace of the tutorial path was recorded and used as baseline accuracy data. An example is shown in Fig. 9.
After participants had completed familiarization and the tutorial, the experimental task began. One teammate was randomly assigned to be the teacher and given a model to memorize. After memorization, both teammates were set up in the randomly assigned collaboration environment. A timer was started when the teacher began the explanation, and was stopped once the student felt they could reproduce the path. After the timer was stopped, no further communication or clarification was allowed. In order to keep experimental sessions to be less than 1 h, the teaching time was limited to 4 min. After the explanation, participants used the VE in a noncollaborative mode to record their understanding of the path. The full experimental task (starting with random teacher selection) was repeated until the team had taught all four of their assigned paths.
After teaching all four paths both team members were asked to complete a short survey about their experience with the tool. This survey completed an experimental session.
In order to more closely approximate a real-life collaboration situation, participants had access to a 3D model of the robotic arm and tool head in both skype and the VE. In skype, they had access to the model through the Autodesk A360 viewer. This application provides standard viewing controls such as pan, rotate, and zoom. Using skype, participants were able to share their screen and show their teammate their view of the model and indicate locations they were referencing with their mouse. For the skype environment, webcams were also provided so that participants could also video chat and use their hands and arms to demonstrate the path if preferred. A model of the robotic arm and tool head were placed in the VE as well, scaled to full size. In the VE, participants were able to use their hands (as virtual avatars) to point, touch, and indicate locations on the model. In addition, participants could use the drawing tools to also mark, highlight, and draw in the VE.
Seventy four participants were recruited from Brigham Young University's School of Engineering and Technology to form 37 teams. Thirty six datasets were collected with the 37th team used to replace a corrupted dataset from an earlier team. Participants ranged from college freshmen to graduate students. Of the 74 participants, 58 had less than 5 h previous experience with VR and only six had more than 10 h of previous experience. In order to encourage participation, each participant was compensated $10 for completing the 1-h session. In order to encourage participants to explain the path clearly and quickly, participants were measured on the speed of their teaching and the accuracy of their response paths. To incentivize quick, high quality work, the two top performing teams were awarded VR headsets and gift cards. Although participants were allowed to terminate their participation early for any reason, none did.
Results and Discussion
where A–B is either teacher model, student model, or student–teacher model and is the nth measurement point on the curve.
Table 1 presents student's t-tests which indicate that less time was required to teach a path for paths 2–5 in the VE compared to SKYPE. The time reduction for path 4 is interesting since path 4 is two-dimensional and hence an environment such as skype should be sufficient to fully convey the information. Also of interest is the fact that, despite being a 3D path, the time to teach path 6 was not statistically different. This result may in part be explained by the fact that path 6 is a spiral and hence it was easy to describe the general shape of the path verbally. Finally, although not statistically significant, it is also interesting to note that, on average, path 1 took longer to explain in the VE than in skype. This result likely stems from the relative simplicity of teaching path 1 and the fact that in the VE, participants had trouble with the sensor not picking up an input gesture. Hence, they would spend several seconds adjusting their pose until the sensor recognized the gesture. Although these delays existed in all the VE time measurements, only path 1 showed a negative effect due to the extremely short time required to teach it.
In Table 2, the mean accuracy values are calculated as described in Sec. 5.1 as well as p-values from a student's t-test means comparison. From Table 2, it can be seen that there was a statistically significant improvement in accuracy of the student's recording to the teacher's recording of paths 1, 3, and 5. Paths 1, 3, and 4 also had statistically significant improvements in the accuracy of the student's recording to the original model (which the students never saw). It is interesting to note that path 4 shows a statistically significant improvement in the teacher's accuracy to the original model, and in general (though not statistically significant with the current amount of data), this trend holds for most of the paths. This could potentially be explained by the teachers who taught in the VE having additional practice drawing the path in the VE, the fact that teachers who taught in the VE did not have to fit their mental model to 2D views of the 3D model, the fact that teachers in the VE had a shorter time between memorizing the model and recording their answer, or by some combination of these factors. Path 5 is also interesting due to the student's accuracy to the original not being significantly different, while their accuracy to the teacher is better. This is likely caused by the difficulty of memorizing path 5. During the study, it was observed that parts of path 5 were frequently forgotten or taught incorrectly regardless of the system being used for collaboration.
Figure 11 shows the frequency of participants' responses to the question of how suitable each environment was for communicating complex 3D information. As shown in Fig. 11, skype was typically rated as somewhat suitable while the VE was typically rated as ideal or very suitable. Table 3 shows the frequency of various positive and negative reasons given when asked why they assigned each environment a particular suitability rating. The most common reason for rating skype's suitability lower than the VEs was that using skype only provided a 2D view of the 3D information requiring the student to extrapolate 3D position and shape from multiple 2D views, whereas the VE allows native 3D viewing. Additional common reasons for rating the VE as more suitable included the ability to draw and annotate the 3D model in the VE and the ability to gesture (point, sweep, demarcate, etc.) with their hands in 3D instead of using a 2D mouse pointer in skype. Reasons for marking skype higher on the suitability scale included the ability to see the other person's face in skype and the high precision of the mouse input. The most common reason for marking the VE lower on the suitability scale was the difficulty some participants had getting the VE to recognize their input gestures to draw or delete curves.
Additionally, it was noted that while there was a high amount of gesturing in both systems, there were significant qualitative differences. In skype, participants usually used the mouse to demonstrate the locations of key points (such as major direction changes) and how they were connected. Often, this information was repeated from multiple angles and any additional detail was either described verbally or left out altogether. In contrast, when using the VE, participants would often quickly draw a rough sketch of the path and then use gestures to communicate refining information such as curvature and more specific locations. In addition, the verbal communication in the VE typically centered on the gestures being made. For example: “this high,” “looks like this,” and “curves more like this” (with specific actions corresponding to the adjective or pronoun).
Figure 12 shows the frequency of responses of how effective participants felt either mouse gestures in skype or hand gestures in the VE were for conveying the path information. Responses are also broken out by the effectiveness of the participant's own gestures versus the effectiveness of the partner's gestures. It is interesting to note that participants typically rated their own gestures as less effective than their partner's regardless of the system. However, despite this self-deprecation, participants felt their own hand gestures were significantly more effective at communicating the path to their partner then their partner's mouse gestures in skype.
Figure 13 shows participants' environment preferences for communicating complex 3D data. From their responses, we see that 69 out of the 74 respondents (93%) prefer the VE, 1 (1%) prefer skype, and 4 (5%) said they would prefer something else such as showing in person on a physical model or drawing with pen and paper.
Taking together the results presented above, in many cases, a collaborative VE that allows for gestures and communication tools can provide significant collaboration benefits over current video conferencing systems, and at much more reasonable costs than similarly capable CAVE systems. In many situations, even when the information is only 2D, there are improvements to both the amount of time required to communicate and the accuracy of communication. From the participants' feedback, this appears to be due to 3D viewing instead of 2D, communication tools such as drawing, and support for communication gestures such as pointing and waving. In addition to the results presented above, 96% of participants stated that they enjoyed using the VE, 90% believed that VR tools could improve their engineering work, and 86% of participants stated they would like to have access to VR tools in their future workplace. While these survey responses may not be representative of the larger population due to the volunteer nature of the participants, the results are sufficiently congruous as to provide compelling motivation for further study of the wider applicability of these techniques. Furthermore, these results concur with some of the findings of recent research into communication in VE regarding the novel benefits of drawing in 3D, and both advantages and shortcomings of collaborating in VR . Likewise, the teacher–student model presented herein supports elements of a meta-analysis that VEs are promising tools for students to learn certain tasks and principles . Finally, as human–computer interfaces improve and VR gestural support becomes faster and more precise, the training potential of professionals through VE systems will expand, as has already been observed in doctors acquiring laparoscopic skills through virtual training .
There are two significant limitations to this work. First and foremost, as mentioned previously, the participants in this study were recruited on a volunteer basis and were teamed with someone with whom they were familiar. This means that the sample is not well representative of the general population, and may have a higher predisposition to prefer VR. However, given the more wide-spread interest and commercial competition in VR and augmented reality products, this predisposition likely does not differ significantly from the general population of a similar age. In addition, it is this younger population that forms the future of the engineering workforce. Also, working with a familiar teammate may not be fully representative of a real work environment since there are often collaborators from outside a person's circle of contacts. However, this familiarity could be both advantageous and disadvantageous since familiarity may increase understanding and reduce the time needed to communicate, but it may also lead to excessive socialization, which reduces focus on the task.
Further, we found very little to no cybersickness in our participant group. We hypothesize that this in due to a number of factors such as the quality of the tracking provided by the Vive, the low speed dynamics of the environment (i.e., not a rollercoaster, flight simulator, or similar), and the population used in this study (early adopters, interested in VR), which may not be the case in all experiments as observed in other VR studies .
Second, this work did not include audio streaming. Before a collaborative VE could fully support a physically distributed workforce, audio streaming would need to be implemented and tested. Depending on the specifics of the network connecting the system, a noticeable delay could be introduced, which could hamper collaboration effectiveness. However, this delay would be present regardless of whether the collaborators were using a video conference or a collaborative VE. In addition, since more of the information needed to be conveyed verbally in the video-call environment, network audio delays may be more detrimental to the video-call environment than to a collaborative VE.
Conclusions and Future Work
As discussed in Sec. 2, the literature is replete with potential applications and proven benefits to VR systems especially as collaborative tools. However, until the recent release of low-cost consumer-grade VR hardware, VR setups were prohibitively expensive and hence use of the hardware was limited to the most important tasks. Now, VR hardware has reached a tipping point where deploying VR hardware to large portions of a company's workforce is more feasible. In turn, this higher availability would make a collaborative VE, such as the one presented here, not just feasible, but beneficial by improving communication, collaboration, and design understanding. These improvements could reduce the number of costly turn backs and design changes required after a design freeze. Long term, distributed collaborative VEs could lay the foundation for a globally distributed workforce, which is strengthened by talents, values, and expertise of many cultures and countries but allows them all to work together as if they were located locally. In fact, widespread availability of VR and the related technologies of augmented reality could produce as monumental of changes to our global society as the invention of the airplane, the computer, the Internet, and smart devices, all of which have significantly changed and improved how humans communicate, collaborate, design, engineer, and manufacture.
While this work has demonstrated the feasibility and benefits of a collaborative VE using low-cost consumer-grade hardware, additional needed investigations remain. When asked what improvements and changes participants would like to see in the VE, the most common request was improved hand tracking for gestural input such as drawing or deleting curves. Additional common requests included an expanded toolbox such as color selection, points, straight lines, grid snapping, and shape primitives, the ability to modify and delete portions of previously created curves, the use of a more precise input such as the HTC Vive controllers for drawing curves, the ability to more actively control your viewpoint such as zooming in and out, and improved graphics.
Additional future work also includes the integration of additional sensors to create a richer more immersive experience. Additional sensors to integrate include full body motion capture, which could be used to create full body avatars, real-time facial capture, which would allow animation of the avatar's face to convey an additional depth of communication, and as mentioned previously, integration of 3D audio streaming to allow the system to be distributed.
Division of Computer and Network Systems (Grant No. 1067940).


text:
Every driver and every car has differing insurance needs. For example, all new cars are required to have comprehensive coverage until they are fully paid off. This makes sense considering the value and the fact that money is still owed on a given vehicle. Insurance like this definitely costs much more than liability alone but it is well worth it considering the alternative when the need arises.
You should work with a local insurance broker to decide what policy will be best for you and your circumstances. It is lovely to drive along in the Florida sunshine but it is not without risks. Cover your vehicle as much as you will cover yourself with insurance. When you depend on a vehicle, it needs to be protected fully in the event of an accident or unexpected breakdown.
With the most comprehensive coverage, you can get many good perks. For example, when you do end up with a breakdown or an accident, a rental car is immediately made available to you at the cost of the insurance company. Of course, all of this will have to be detailed in the policy in order to be sure you have the full coverage you are looking for.
With car insurance orlando fl firms are offering, you are bound to find the policy to fit your needs. Tell the broker you meet with exactly what it is you want for the policy. Do the math and all of the numbers to make sure the rates are worth the time and money it will take for certain coverage types. All in all, you want the most comprehensive coverage you can get for a new vehicle.
On the other hand, if you have a well-used vehicle that probably is barely worth the cost of repairs, all you really need is liability insurance.

domain: finance


text:
Over the last couple of years, the line between “real” and “virtual” friends has blurred with apps like TikTok and Facebook Chat encouraging users to self-isolate and connect with people who aren’t actually near them.
While social distancing has undoubtedly benefited humanity, the ramifications for musicians and creators have been significant. With fans unable to attend concerts or buy albums in person, music makers have had to adjust their business models. However, as the music industry adjusts to life in the digital age, some are skeptical about the future of copyright and traditional distribution models.
The Future Of Music Distribution And Copyright
In the past, fans would attend concerts, buy albums, and/or subscribe to music magazines to get the latest songs and news. In the age of social distancing, music makers have shifted towards digital sales and streaming, partly due to the ease and convenience of these platforms, but also because they allow for more targeted marketing and sales, as well as promote more innovative and creative ways of bringing songs to life.
For example, streaming services allow musicians to upload their work and gain immediate (and sometimes, instant) feedback from their audience. Creators can curate their own playlists of songs, set fan-favorite songs as their ringtone, and interact with their audience through videos, stories, and more.
While these platforms have undoubtedly benefited music makers (and us as a whole), they have also become breeding grounds for copyright infringement. Whether it’s through unlicensed copies of songs shared through social media channels or downloaded and shared through file-sharing networks, this has become a significant issue, especially for artists and creators whose entire income depends on their music.
In light of this, many are wondering if the fight against copyright infringement is worth it. After all, with so much content being created and shared online, will consumers ever need to buy music again? And if they do, where will they download it from?
The Benefits Of Copyrights And Offline Distribution
Although all forms of media are shifting to a digital sphere, there are still significant benefits to be had from having copyrights and trademarks. Whether you’re a visual or sound artist, a band, or solo artist, having your work registered gives you the confidence to sell your work everywhere, and to keep creating new art while being paid for what you do.
Additionally, having offline distribution channels, whether through CD or vinyl releases, allows for more creative control over the type of music you make and how you present it to the world. You can put out an album and not worry about whether or not your fans will actually be able to listen to it. You can also ensure they hear your music the way you intended them to, through mastering and pressing.
While there are definitely significant benefits to having both online and offline distribution channels, it is important to keep in mind that not everything can be downloaded or streamed. For example, if you’re a band that only performs in-person, gathering together a collection of songs and pressing them on vinyl is the only way to ensure your fans get to hear your music. Similarly, if you’re an individual artist or creator, licensing your artwork or finding the right venue for your performance are both necessary if you want to ensure your work is represented accurately.
Who Is Maintaining The Copyright Monopoly?
Although copyright infringement occurs on a massive scale across all industries and platforms, it is a significant issue in the music industry. Whether it’s a member of a file-sharing network illegally sharing songs, a YouTube user posting an unlicensed version of a song, or a creator uploading a fan-made song and falsely claiming it as their own, maintaining a monopoly on copyrighted material is not an easy task. Especially when traditional ways of generating revenue are being upended by the very industries they were built upon.
The music industry is one of the most effective examples of a content creator going broke. In fact, musicians and creators alike are struggling to make a living, with many turning to day jobs to supplement their income. While some are adjusting and learning to thrive in the digital sphere, many are concerned about the ramifications this might have for music as a whole.
The Growing Concern Over Music Piracy
With the benefits of copyright maintenance coming from both sides – increased access to music as well as increased revenue streams – some are wondering if the fight against music piracy is worth it. Especially since many of the issues surrounding music piracy can be addressed through better copyright enforcement. Whether or not you agree that music piracy is a problem, there is no denying that it exists. And until the conditions that make it attractive to pirate are no longer available, it will continue to be a problem. Additionally, many are concerned about the effect that music piracy has on the popularity of original content.
For example, many fans are finding ways to get unofficial releases of their favorite artists, while also supporting the creators they love with their pirated downloads. It would be easy to assume that a market for pirated material would make creators and bands less interested in pursuing traditional distribution models, especially since many of the biggest names in music have effectively indefinitely postponed or canceled their tours. However, as these platforms continue to evolve, it is becoming clearer that music makers have benefited immensely from the rise of the digital sphere. Even those that are concerned about copyright infringement are finding creative ways to work in the digital sphere and use these platforms to their advantage.
The Rise Of The Conscious Consumer
In the near future, it is inevitable that all forms of media will be consumed online. However, this does not mean that those who love traditional forms of collecting and listening to music will disappear. In fact, many are discovering the joys of offline listening through streaming services and audio files shared through social media.
For example, many have shifted towards vinyl records as a more tangible way to experience music, as well as a way to display their support for certain bands, artists, and songs. Additionally, the stigma that surrounded CDs and MP3s in the early 2000s is no longer present, as many are CD baby converts, happily purchasing CDs and MP3s filled with the unapologetic pop and rock music they love. And what’s more, many are reaping the benefits of digital marketing and content curation, using the power of SEO and social media to gain popularity for their bands, solo artists, and individual songs. With more people turning to digital platforms for their music, it is clear that this is a space that can no longer be neglected.


Wasatch Constructors will shut down segments of northbound and southbound I-15 through Salt Lake County overnight Tuesday.
Northbound I-15 will be closed from 4500 to 2100 South. Southbound I-15 will be closed between I-80 East and 5300 South.The closures begin at 10 p.m. Tuesday. Both sides of the freeway should reopen by 6 a.m.
The I-15 contractor will work on the 3900 South overpass while the freeway is closed.
Also, parts of U-201 will be closed Wednesday at 9 p.m. until Thursday at 6 a.m. Westbound U-201 will be closed between 900 West and Redwood Road. The eastbound freeway will be closed between Redwood Road and I-15.
The planned work is subject to change.
For the latest information about the I-15 reconstruction project, call 1-888-INFO-I15 or consult (www.I-15.com).


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Exploring the Hidden Gems of Cairo This Season
Witness the treasures of Cairo with unique experiences
Book Top Experiences and Tours in Cairo:If youʻre booking your trip to Cairo last minute, we have you covered. Below are some of the top tours and experiences!
- From Cairo: Fayoum Oasis and Wadi Al Rayan Guided Tour
- Cairo: Egyptian Heritage Tanoura Dancing Troupe Show
- Cairo: Best Kept Secrets Night Tour
- Hurghada: Full-Day Trip to Cairo by Plane
- Cairo: Dinner Cruise on the Nile River with Entertainment
1. Al-Azhar Park
Escape the bustling city and discover the serene beauty of Al-Azhar Park. Located in the heart of Cairo, this green oasis is a haven of tranquility with beautifully landscaped gardens, a lake, and stunning views of the city's skyline. Take a leisurely stroll, have a picnic, or simply relax and enjoy the peaceful surroundings.
2. Khan El-Khalili Market
Step into a maze of narrow streets in Cairo's oldest bazaar, Khan El-Khalili Market. This vibrant marketplace offers a unique shopping experience, where you can find traditional handicrafts, jewelry, spices, and exotic souvenirs. Get lost in its bustling atmosphere, sample local street food, and enjoy bargaining for the perfect keepsake of your trip.
3. Coptic Cairo
Immerse yourself in Cairo's rich Christian heritage by visiting Coptic Cairo. Explore ancient churches, such as the Hanging Church and the Church of Saint Sergius, which stand as testaments to Egypt's early Christian history. Discover the fascinating Coptic Museum, showcasing a remarkable collection of religious artifacts, manuscripts, and artwork.
4. Egyptian Museum
Uncover the treasures of ancient Egypt at the Egyptian Museum. Marvel at the vast collection of pharaonic artifacts, including the world-famous Tutankhamun's golden mask. Delve into the fascinating history and mythology of this ancient civilization through the museum's carefully curated exhibits, providing a comprehensive overview of Egypt's rich heritage.
5. Nile River Cruise
Embark on a scenic Nile River Cruise and witness the beauty of Cairo from a different perspective. Glide along the tranquil waters, passing iconic landmarks like the Cairo Tower, the Abdeen Palace, and the stunning illuminated bridges. Indulge in a delicious dinner while enjoying traditional entertainment on board, creating a memorable evening experience.
6. Salah El-Din Citadel
Visit the historic Salah El-Din Citadel, an architectural masterpiece that has stood for centuries. Explore the impressive medieval fortifications, grand mosques, and picturesque gardens within the citadel's walls. Don't miss the chance to capture breathtaking panoramic views of Cairo from the citadel's strategic hilltop location.
7. Al-Azhar Mosque
Experience the beauty and serenity of Al-Azhar Mosque, one of Cairo's oldest Islamic landmarks. Marvel at the intricate architecture, delicate marble carvings, and stunning minarets as you explore the mosque's interior. Take a moment to appreciate the peaceful ambiance and observe worshippers immersed in their prayers.
8. Old Cairo
Step back in time and wander through the narrow alleys of Old Cairo, also known as Masr El-Qadima. Explore its historic churches, mosques, and synagogues, witnessing the harmonious coexistence of different religious communities. Discover hidden gems like the Ben Ezra Synagogue and the Church of St. Sergius and Bacchus.
9. Islamic Art Museum
Delve into the world of Islamic art at the Islamic Art Museum in Cairo. Marvel at the extensive collection of ceramics, textiles, calligraphy, and metalwork spanning centuries of artistic excellence. Learn about the diverse cultural influences and artistic styles that have shaped Islamic art throughout history.
10. Azhar Park's Music Fountain
Experience a mesmerizing display of light, water, and music at Azhar Park's Music Fountain. This captivating spectacle combines dazzling water jets choreographed to the beat of music, creating a magical ambiance. Take a seat on the park's lush green lawn and enjoy this unique fusion of art and technology.

domain: geography


Nayib Bukele’s plans for cryptocurrencies in El Salvador are still ongoing, and Now the president is asking a geothermal company to make certain facilities available to bitcoin miners.
In a Wednesday tweet from Bukele, The president said he will instruct Mynor Gil, president of the state-run LaGeo, to facilitate mining of Bitcoin (BTC) “using very cheap, 100% clean, 100% renewable, zero-emission energy” from the country’s volcanoes. The company operates the Central American country’s only two geothermal power plants, based in the Ahuachapé and Berlin regions, and announced plans to build new facilities in San Vicente and Chinameca.
I just got the president of @LaGeoSV (our state-owned geothermal electricity company) to develop a plan to build facilities for #Bitcoin Mining with very cheap, 100% clean, 100% renewable, emission-free energy from our volcanoes
That will develop quickly! pic.twitter.com/1316DV4YwT
to???? Nayib bukele (@nayibbukele) June 9, 2021
I have just instructed the president of LaGeo (our state-owned geothermal energy company) to come up with a plan to offer bitcoin mining facilities with very cheap energy, 100% clean, 100% renewable and zero emissions for our volcanoes.
That will develop quickly!
More than half of the country’s energy comes from renewable sources, with an installed geothermal capacity (El Salvador has 23 active volcanoes) of more than 200 MW. However, according to reports, El Salvador’s geothermal energy potential is closer to 644 MW, which means that LaGeo currently uses about 31% of the available electricity generation. According to data from the Cambridge Bitcoin Electricity Consumption Index, Bitcoin consumes more than 116.7 TWh of electricity annually.
The solution to mining lies amid a long list of cryptocurrency actions that Bukele has taken over the past few days. At the Bitcoin 2021 conference in Miami last weekend, the President of El Salvador informed attendees through a recorded message that he would table a bill to introduce Bitcoin as legal tender in the country. a suggestion that was passed with a super majority today in the Legislative Assembly of the Nation.
At the time of this story, the price of Bitcoin is $ 36,021 and has increased more than 10% in the past 24 hours.


text:
Call of Duty®: Warzone - Combat Pack (Season Three)
This is an exclusive PlayStation®Plus offer.
Grab an Operator Skin, Weapon Blueprint, and other in-game accessories to show off your style, inspired by the mountains of Verdansk.
This pack includes:
- Epic Operator Skin for Wyatt
- Epic Sniper Rifle Blueprint
- Epic Pistol Blueprint
- Epic Tactical Knife
- Epic Weapon Charm
- Epic Animated Calling Card
- Rare Spray
- 60-minute 2x Weapon XP Token
Network Players 2-20 - Full game requires PlayStation®Plus membership to access online multiplayer
Online Play (Required)
Timed exclusive for PlayStation®Plus members until October 1, 2020.
Call of Duty®: Modern Warfare® (or free-to-play Warzone) required. Sold separately.
For more information, please visit www.callofduty.com.
© 2019-2020 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, and MODERN WARFARE are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners.

domain: entertainment


text:
Turn your Instant Pot to the saute setting. (See your manufacturer's guide for detailed instructions on how to use your instant pot.)
Add the butter and olive oil to the instant pot and cook and until the butter has melted. Add the ground beef and break it up with a wooden spoon. Cook the beef for about 3 minutes or until the meat is no longer pink.
Add the onion, garlic and mushrooms and stir. Season with salt and pepper to your taste.
Add the paprika, white wine and flour and stir well.
Add the egg noodles to the Instant Pot, and cover them with the beef broth. Close the lid (follow the manufacturer's guide for instructions on how to close the instant pot lid). Cook on high pressure (Manual setting) for 3 minutes.
Once the Instant Pot cycle is complete, wait until the natural release cycle is complete, should take about 10 minutes. Follow the manufacturer's guide for quick release, if in a rush. Carefully unlock and remove the lid from the instant pot.
Stir in the sour cream and taste for seasoning. Adjust with salt or pepper if necessary. Garnish with fresh parsley and serve.

domain: food


text:
American childhood obesity has soared in the past 30 years, and that's bad for people's sex lives—particularly women's, according to a new book. In XL Love, health-policy journalist Sarah Varney talks to experts about how obesity affects females as girls and adults, the New York Post reports. First off, obesity is causing children to reach puberty faster (five years faster than 100 years ago, the Telegraph reports) and girls who experience early puberty are more likely to experience a host of problems, from depression to substance abuse to "riskier sexual adventures," writes Varney. That also makes them more prone to teen pregnancy and STDs.
What's more, obese teen girls are likely to either avoid romantic relationships or accept more advances for fear that few will come along. The latter girls are "three times as likely as healthy-weight girls to have had sex by the age of 13," said a South Carolina assistant professor in a 2010 study. It's not much better for overweight boys, however, 80% of whom become overweight in adulthood and find their penis actually shrinking an inch for every 50 pounds of extra weight (because the organ is attached to the abdominal wall). "There are plenty of reasons for America to lose weight," notes the Post, but Varney's book "shows us one of the saddest." (Read more obesity stories.)

domain: medical


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.always stretching even as a little girl
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Dance is an art
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#pointe #studio #barre #weheartit #ballet #dance #dancer #ballerina #perfection #beauty #feet I love ballet and I especially love beautiful feet! This is a favourite ballet shoe pic! Follow me www.pinterest.com/carjhb for more pointe shoe pins, ballet tutus, costumes and bling! Lastly, if you'd like to be a patron of a the ballet and keep this art form alive in Africa, head over to www.facebook.com/mogaleballet like us and send me a message!
Dancer's Leg - There was a time when this was a natural movement for me!
Dancer's Legs are so strong! I love my dancers legs <3
Dancer's Legs, I have um but hate um
"dancer's leg" | kirsten levisen
Dance, dance, dance...
Dancer's Leg extension
ballet dancer's leg
...and my college English professor tried to tell me that rosin is only for bows...HA!
Dancing, En Pointe, Ballerinas, Art, Rosin Box, Ballet Dance, Beauty
katherinekaran: #ballet #Swan #swan lake #ballerina #pointe shoes #dance #dancer #Backstage
Dancers are the athletes of God @Milan De Vito De Vito Pressley
In the rosin box! Beautiful legs and feet going on stage :)
Dancers are the athletes of God @Milan Pressley
En Pointe Sometimes I wish I was a ballerina
I miss dancing in the rosin box!
.#ballet #dance #pointe #tutu
♫♪ Music Dance ♪♫ ballet
Beauty of the arts
Cupid Costume, Costume Inspiration, Dance Costumes Clothes, Ballet Costumes, Ballet Design, Dance Costumes Tutus, Costumes Idea, Cupid Variation
This is one of my favorites on dancewearbypatricia.com: Cupid Variation
Cupid Variation - Dancewear by Patricia
ballet cupid costume - Google 검색
This is one of my favorites on dancewearbypatric...: Flower Festival in Genzano
Ballet Costumes 4, Dance Style, Bournonville S Dance, Dance Costumes, Festivals, Costumes 2015 16, National Costumes, Ballet Tutu
dancewearbypatricia.com: Flower Festival in Genzano
Costume for Flower festival in Genzano
Flower Festival in Genzano
Royal Ballet dancer in rehearsal
Dance Movement, Ballet Dancers, Dance Dance, Royal Opera, Dance Ballet Opera, The Royal Ballet, Dancers Beautiful, The Royals
In rehearsals with Merrill Ashley and dancers of The Royal Ballet by Royal Opera House Covent Garden, via Flickr
Royal Ballet dancer in rehearsal and Yumiko leotard! ♥ Wonderful! www.thewonderfulworldofdance.com #dance
In rehearsals with Merrill Ashley and dancers of The Royal Ballet by Royal Opera House Covent Garden, via Flickr In rehearsals with Merrill Ash..
Royal Ballet dancer in rehearsal. Epaulement! Want to see this piece the whole body resonates the dance.
In rehearsals with Merrill Ashley and dancers of The Royal Ballet | Flickr - Photo Sharing!
In rehearsals with Merrill Ashley and dancers of the Royal Ballet
Royal Ballet dancer in rehearsal and Yumiko leotard! <3
Royal Ballet dancer in rehearsal- beautiful!
Ballet Dancers c. 1940’s
Dressing Rooms, 1940 S, Ballet Dancers, Inspiration, Vintage Ballerina, Ballerinas, 1940S, Art, Photography
Beautiful vintage tinted photograph of Ballerinas in the dressing room 1930s 1940s 1950s
Blue bettys. Xk #kellywearstler #myvibemylife #color #blue #inspiration
vintagechampagnefever: Ballet dancers perfecting their look (1940s)
Ballerina's dressing room, c. 1940., some things never change....
ballerina's dressing room, 1940s.
Art Ballerinas interesting
Ballet dancers, 1940s
The days of pointe... I will remember you forever. Maybe one day I will even return...
Dancing, Dancers, Ballerinas, Art, Beautiful, Black White, Photography
Ballet, Photography, Photographer, Photographie, Fotógrafo, Fotografía, балет, Ballett, Ballerina, Балерина, Ballarina, Dancer, Bailarina, Dance, Danza, Danse, Dansa, Танцуйте, Dancing
I wasn't a fan of ballet when I had to do it to dance competitively. Now... As an adult it's one of the most beautiful forms of expression on this planet. #dance #inspiration
Ballet, Ballett, Dance, Danse, Dansa, Danza, Bailarina, Ballarina, Ballerina | For all the gloom couldn't suppress her glow.
"A dancers passion for dance is more important than her skills, because without passion she will never feel truly accomplished with even the greatest talent or parts in a recital." -unknown
There are few things in this world that are as simply beautiful as a ballerina.
Dance is beauty and power and so many other things at the same time.
#dance #movement #ballet #art #control #prima #ballerina
#graceful #ballerina #beautiful photography
beautiful B&W ballet dancer
The dancer's mental checklist
Dance Stuff, Dancers, Dance Teacher, Dance Quotes, So True, Dance Life, Dance 3
Might seem rough, but it's so true. This is exactly what's always running through a ballerina's head at barre. This is why ballet dancers are often also very intelligent people. ;)
Shoulders back, long neck, stomach in, head- tilt, elbows up, arms our, legs straight....Ballet dancers do ALL of these at the same time! #dancelife HAHA except my dance teacher would say "seat muscles in" :)
Just a Dance Quote!! Since Derek is a dancer I thought it should post it on this board
Ballet dancers do ALL of these AT THE SAME TIME! ... the dance life
What ballet dancers have to do..and more!! Hiehiehie! So true.
Ballet dancers. This is so true.
Ballerina / Bailarina / Балерина / Dancer / Dance / Ballet
Ballet Dancers, Art, Ballerina, Dance Life, Ballet Stretch, Dance 3, Dance Ballet
Ballerina / Bailarina / Балерина / Dancer / Dance / Ballet by Joao.Almeida.d.Eca
Ballerina / Bailarina / Балерина / Dancer / Dance / Ballet- its crazy
this silly ballerina is not using the barre correctly!!!
this silly ballerina is using the barre wrong
Ballerina / Bailarina / Балерина / Dancer....
Ballerina - I used to be able to do that.
Ballet stretch with the ballet bars
The Art of a Smile
I can't explain what I feel before I go out on stage but it's the best feeling in the world!


text:
“Motorin’ ” is Night Ranger’s best-known metaphor and founding member Brad Gillis kept his figurative pedal to the metal during a conversation with Tahoe Onstage.
“It’s still in our blood to go out and kick ass and play great shows and go on tour,” he said. “So as long as the machine’s still rolling, we’ll put 100 percent into it.”
Bassist Jack Blades, drummer Kelly Keagy and Gillis are Night Ranger’s remaining founding members.
The rock band’s roll began in the 1980s with a series of hit tracks. Night Ranger’s unique sound with dual lead guitars and Blades and Keagy sharing lead vocals still resonates with music lovers today.
The most iconic hit was one of three singles from the 1983 multi-platinum album “Midnight Madness.” The power ballad “Sister Christian” was rated No. 32 on VH1’s 100 Greatest Songs of the 1980s. Drummer Kelly Keagy wrote the song about his sister’s search for “Mr. Right,” swapping the term ‘motorin’ ” for“cruising.’ ”
The quintet recently released its 10th studio album, “High Road,” and it revs up for its 2015 concert season with appearances Friday and Saturday, March 27-28 in the Hard Rock Hotel & Casino Lake Tahoe.
“We are literally taking the high road through the mountains to see you,” Gillis said. “We’re just gearing up for this year and we are looking forward to playing a couple of smaller shows at the Hard Rock to showcase some of the new material and all the big hits.”
The Tahoe shows are like baseball’s spring training as Night Ranger prepares, as it has for the past couple of years, to play about 90 shows. TOUR
“We haven’t played much this year so were pretty antsy to get up there and do some gigs, then things get pretty heavy in the next month or two when we’re pretty much gone every weekend and doing little tours here and there,” he said. “We’re looking forward to gearing up and playing out again.”
Night Ranger, which toured Japan last year, recently returned from England. In the upcoming weeks it will play on a Caribbean Monsters of Rock Cruise. Then it will appear in Puerto Rico with Sammy Hagar and Poison’s Bret Michaels before returning for runs through the United States.
Gillis’ guitar partner on “High Road,” Joel Hoekstra, is now playing with Whitesnake, which opened the door for the return of Keri Kelli, who played seven years with Alice Cooper’s band which continues to include South Lake Tahoe’s Chuck Garric. Eric Levy plays keyboards.
With the compartmentalization of music nowadays, there are fewer successful straight-ahead rock bands. However, Gillis said Night Ranger still has the opportunity to keep driving because there is “a big resurgence of the 80s going on.”
“I guess our advantage is the good old music of the ’80s, where it was fun and it was good listening,” he said. “All the Baby Boomers are still digging the rock and roll, keeping us working and putting out new records every year or two.”
- Night Ranger
When: Friday and Saturday, March 27-28
Where: Vinyl, inside Hard Rock Hotel & Casino Lake Tahoe
Tickets: $55 (first 12 rows) and $45


text:
Book : The full circle
Author : Namrata Gupta
Purchased at : Amazon
Aditya and Zinnia are polar opposites, having nothing in common. Aditya is a traveler who likes to collect souvenirs from every place he visits. He is not a tourist but an explorer, he prefers spending his time with locals and to help them in any way he can. Whereas, Zinnia prefers stability, the sense of belonging to one place and is a tenant at her mother’s place. Twinkles and sparks fly when these path cross but doesn’t last for long. Aditya learns a secret about Zinnia which is will alter both of them forever.
This book is a perfect example of “Chota Packet Bada Dhamaka” The entire story evokes thrill and excitement. You will want to finish the full story in one go for sure. The transitions between chapters are effortless and the very distinct characteristics of Aditya and Zinnia are clearly seen. Although the book cover is in sync with the plot perfectly. The back cover is vibrant as ever. The narration is easy to read and understand. All in all, “The full circle” makes a very good read.

domain: library


Both UCLA and Indiana played poorly in the first round and lost badly. But then they played well in round 2, with both teams being in the game until the last few minutes. Each team lost by 8 points in round 2.
UCLA’s inability to control the ball led to 7 turnovers in the first 5 minutes of play allowing Indiana to take an 11-6 lead. UCLA’s errant hands continued and led to 16 first half turnovers. Indiana wasn’t much better, turning the ball over 9 times. But the Hoosiers outshot the Bruins 57% to 42%, although UCLA hit 4 of 5 from beyond the arc. Indiana made just 1 of 8 from the free throw line. The half ended with Indiana up 35-28. Leading the Hoosiers offensively were PG Kadjo Branch with 9 points and C Christ Mitchell with 8 points. UCLA’s SF Ernest Blackmon was their top scorer with 7 points. C Dan Davis pulled down 8 rebounds for the Bruins.
Indiana extended their lead to 17 points early in the 2nd half as UCLA’s shooting went ice cold. But the Bruins made a run midway through the half and with 6:08 remaining trailed 58-53. With 1:31 to go, UCLA cut the lead to 67-63 and got the ball on an Indiana turnover. But UCLA’s poor shooting from the field kept them from making a final run. Indiana’s final margin of victory increased to 10 points, 76-66.
UCLA was +3 in rebounds but had 5 more turnovers than Indiana. Ultimately though, Indiana won the game by hitting 48% of their shots while UCLA could only manage to connect on 39% of theirs.
Indiana was led by PG Kwadjo Branch’s 24 points, C Chris Mitchells 15 points and 8 rebounds, and SF Neil Whitehead’s 14 points, 4 rebounds, and 4 assists.
UCLA’s double digit scorers were PG Russ Eidson with 14, SG Ernest Blackmon with 12, and reserve PF/C Reginald Cox with 10. C Dan Davis scored 7 and grabbed 15 rebounds.


text:
Decision type: Key
Decision status: For Determination
Notice of proposed decision first published: 22/05/2023
Anticipated restriction: Part exempt - View reasons
Decision due: Between 22 Jul 2023 and 30 Aug 2023 by Cabinet Member Signing
To enable existing Construction Contracts with Contractor A on Sites 1 and 2 to be terminated by mutual consent and simultaneous Construction Management Contracts entered in to between the same Parties.
Lead member: Cabinet Member for Council Housebuilding, Placemaking, and Local Economy
Lead director: Assistant Director for Housing
Contact: Director of Placemaking and Housing.

domain: law


text:
Just $126,847. That's all. In these years of $200-billion federal deficits, that's peanuts, right? For a change, Pentagon auditors thought the charge for at least that much in political contributions was "questionable' ' and "unallowable." The Defense Department refused to pay it.
And the Boeing Co., which added the cost to the price of weapons systems it built for the Pentagon, then said it would withdraw the charge. Boeing spokesman Harold Carr said there had been "no intention of charging this to the government," that the contributions "inadvertently had been placed in the wrong account."
The "watchdogs" at the Pentagon are questioning "public relations" costs totaling $350,729 charged to Defense Department contracts by Boeing in 1982. It's a good thing they are.
It's a good thing they are because we taxpayers are footing the bill. Why should we?
In all, Pentagon auditors told the House Government Operations Committee, military contractors were "incurring over $140 million annually in public relations costs under defense contracts."
Earlier, Boeing's Carr had said: "The rules say certain things on and look at other sections and you see a lot of gray areas."
If there are "gray areas," they must be eliminated, and Rep. Fortney H. "Pete" Stark, D-Calif., proposes to do just that. He didn't challenge the legality of the contributions, but he said:
"The contractors either take us for fools or they're incapable of understanding what constitutes a legitimate bill. If the Pentagon won't take real action to stop this, I'm willing to bet Congress and the IRS will."
Talk of "gray areas," "no intention" and "the wrong account" raises the question of just how long and how many defense contractors have been billing us how much for "public relations" like exhibits, entertainment, receptions, contributions and the like.

domain: news


As the rising costs of land, labor, and construction materials continues to stall residential housing projects, the City of San José must explore options to reduce taxes and fees in order to improve the feasibility of housing projects.
We remain firm in our opposition of commercial linkage fees, as the fee structure could create disincentives for employers to add jobs and would worsen San Jose’s already poor “jobs-to-housing” imbalance. We still believe that the key systemic solution to addressing our unprecedented housing crisis is to drastically increase housing supply at all income levels throughout the region.
We have reviewed the policy nominations put forward in the staff memorandum and we believe that the following policies should be prioritized, in the following order, to support economic growth in the City of San José
For many decades, the City of San Jose has aspired to secure a jobs and tax base in the North Coyote Valley. Given that only 15% of San Jose’s land is zoned for employment uses and the North Coyote Valley represents nearly 1/6th of all employment lands, it is incumbent upon the Mayor and Council to consider how any potential general plan amendments could potentially worsen San Jose’s already poor “jobs-to-housing” imbalance.


Tevez faces FA Cup final heartbreak if he does not prove his fitness, admits Mancini
City skipper Tevez is undergoing treatment for a hamstring injury from the Argentina team doctor in Milan and, surprisingly, missed Saturday's semi-final win over Manchester United.
It increased speculation that Tevez is set to leave Eastlands this summer, with Inter Milan among the clubs linked to the striker.
Mancini hopes his top scorer can still recover in time for Wembley, but asked if Tevez or defender Jerome Boateng would miss out if they had not played at least one game before May 14, the City boss said: 'Yes. It's important for Carlos or Jerome to play one game before the final, for sure.'
The main man: Tevez is set to return to first-team action in time for City's FA Cup showdown with Stoke
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Minister for Health and Family Welfare Sheikh Fazlul Karim Selim said this while taking part in the discussion at Jatiya Sangsad yesterday, reports BSS.
That the opposition is staying away from the parliament is a clear manifestation of their disregard towards the institution of President and an embarrassment to the nation as well, he said.
The Minister described the address of President in Jatiya Sangsad as a realistic document of the government's development programmes carried out since 1996.
Speaking about the politics of opposition, Sheikh Fazlul Karim Selim said they were creating disorder in the country through bombing, hartal and anarchy to grab power in an unconstitutional way.
He also said that the opposition have been placing different kinds of demands including resignation of the government as well as the Chief Election Commissioner, which was not only irrational but also undemocratic in nature.
"Election is the only way to change a government," he said adding that there is no other alternative.
Sheikh Selim said they are now demanding release of their workers who were arrested on specific charges.
"What kind of demand is this that an opposition worker cannot be arrested even if he is involved in a crime," he asked saying, "law is equal for all and none is above law."
Dispelling another demand of the Opposition, he said Jatiya Sangsad election would be held under a caretaker government as per the constitutional provision and the local government elections would be held under an elected government.
He said that the present government would remain in power for the entire tenure of five years as has been given mandate by the people and there was no question of its stepping down in the face of any pressure beyond the constitutional provision.
Referring to the so-called anti-government movement he said the people of this country had brought down the Ayub regime, Yahya regime, Ershad regime and Khaleda regime because of their anti people roles.
"The present government is a government for the people, by the people and of the people. So, no question arises to dislodge it from power through such a movement," he told the House.


Game Fix is full of video game reviews, news, comedy, and interviews of people actually in the gaming industry. Watch the taping of the podcast live every Monday night at 9:00p ET on Facebook.com/gamefixshow.
Well, it's definitely a thing! This week we introduce a brand new segment called "Thing or Not a Thing?" where we rapid-fire video game news, including Pokemon Go, new info on the Mini-NES, and nex-gen price drop just in time for the holidays. Plus a Game Fix top 3, this time we reveal our top 3 most badass video game characters of all time. Also, all of the new Overwatch updates for the month of December and does the new movie Spiderman: Homecoming look like it's worth it?
Give us your top 3 most badass video game characters of all time on our Twitter @GameFixShow


text:
The one-day conference for women was built around growing and nurturing women leaders. Featuring 25+ speakers, 35+ exhibitors, keynote luncheon and networking reception.
Join in for one-night-only performance of Practically Perfect, An Evening with Ashley Brown, Broadway’s original Mary Poppins. Ms. Brown is an Outer Critics, Drama League, and Drama Desk nominee. She portrayed Belle in Disney’s Beauty and the Beast on Broadway, and is best known as the “practically perfect” Mary Poppins! General admission: $55. VIP + Meet & Greet: $75. Showtime is 7pm at Orlando Repertory Theatre, 1001 E. Princeton St., Orlando. For tickets: http://www.orlandorep.com/event/practically-perfect-an-evening-with-ashley-brown/


This year's United States squad is absolutely loaded with Dustin Johnson, Jordan Spieth, Justin Thomas, Brooks Koepka, Rickie Fowler, Phil Mickelson and Tiger Woods leading the way. Finau, who has one career PGA Tour victory, said he was ready for the pressure of the Ryder Cup.
Finau will be competing in his first Ryder Cup, becoming the third rookie on the USA team, joining Justin Thomas, the 2017 PGA champion, and Bryson DeChambeau.
Finau had been expected to get the 12th and final spot on the Ryder Cup team based on his overall play, particularly of late. According to the Billy Horschel rule, however, Furyk still has one more pick to make this week.
Finau was always a clear favourite to go to Le Golf National at the end of the month after a consistent display of results over the summer, including finishing in the top 10 in three of the four major championships. I'm excited to add him to the team. The team dominated the Ryder Cup last time around and might even be deeper this year, making the team a worthwhile play on the betting lines.Читайте также: Russians accused over Salisbury poisoning were in city 'as tourists'
Eight other USA players made the roster after last month's PGA Championship after a two-year qualifying period - Dustin Johnson, Brooks Koepka, Patrick Reed, Justin Thomas, Jordan Spieth, Webb Simpson, Rickie Fowler and Bubba Watson.
"I liked what I saw", Furyk said of Finau's play on the French host layout. He turned professional right out of high school in 2007, but it took him seven years to earn his PGA Tour card. Finau was raised in a tough section of Salt Lake City known as Rose Park.
"Hey guys, Tony Finau here". "To me, to be a member of the Ryder Cup team - a dream of mine - is really humbling and satisfying". It's been a long time.При любом использовании материалов сайта и дочерних проектов, гиперссылка на обязательна.
«» 2007 - 2019 Copyright.
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Код для вставки в блог


text:
Jason Aronson, Inc., March 1997. Hardcover. Used - Very Good / Very Good. Item #191238
This is a book of quotations about the Holocaust. In this collection - spanning from early anti-Semitic teachings to post-Holocaust observations, and arranged chronologically - Howard Langer attempts to untangle the complexities of the Holocaust through the words of its perpetrators, victims, survivors, rescuers, and diplomats. The History of the Holocaust: A Chronology of Quotations is unlike most books on the subject for several reasons. First, its writings are culled from a wide variety of sources, including speeches, laws, public opinion polls, diplomatic conferences, and firsthand accounts. In using such a wide variety of source material, Langer portrays the Holocaust from several perspectives and provides a well-rounded portrait of the Final Solution, as well as of the reactions of those involved and those who chose to be uninvolved. Excerpts also document the rise of the Nazi movement in Germany, beginning in 1919 with the formation of the German Workers Party - later to change its name to the National Socialist Party - through the end of the war and the Nuremberg and Eichmann trials. Party propaganda, official government documents, and media reports are drawn upon to verify the doctrines and methods of Hitler, his cohorts, and supporters. This compilation is also unique in that it does not begin with the year World War II started, or the year Hitler came to power in Germany. It provides references from many earlier sources of anti-Semitism that helped create an atmosphere in which the Holocaust could occur. Included in the first section, titled "Prelude, " are citations from early religious teachings, background on the blood libel superstition and the Inquisition, and reportsfrom several anti-Semitically motivated criminal trials, such as the Dreyfus case in France, the Beilis case in Russia, and the Leo Frank case in the United States. In the "Aftermath" section, quotes are gathered from prominent Holocaust writers and commentators, responses of the wo.

domain: history


text:
She peels back the plastic and gets out of the water, a little clumsy with her limbs not moving right and her blue-black blood slow shot through them. She hasn’t even opened her eyes yet, they’ve been closed that long she has to pry them with thick fingers, prop them open a while, practice her blinks. Her eyes see well, and if there were anyone here, they’d see eyes of a glorious brightness, clear like something raised on fish and chilled glacial water. God, she needs a cigarette. Clothes first.
She climbs out of the TV into an unoccupied room with a battered tartan sofa covered in pillows, a TV table sprawled with sweet wrappers and old bills. She leaves the room for the hall, for the bathroom and a big old towel for her body and one for her blonde hair. She should probably take a shower and rinse it clean of scum from the lake, but you can have enough contact with water, you know? In the little bedroom she finds a drawer full of plaid shirts and another with sweats. She gets into the clothes and, if she can’t really feel warm, being dead, she at least feels something new, more going on than ‘body’, ‘dead’, ‘girl’.
The dead girl makes herself a coffee in the wood-panelled kitchenette and stirs four teaspoons of sugar in, plus cream, and it’s the best thing she’s ever tasted and she licks the lid of the cream pot before putting it back on. There’s a packet of cigarettes on the table under a cable bill, but it’s not a brand she likes and there’s no lighter. Well, whatever. She lights it on the stove and comes back to the sofa with her coffee and her smoke.
What’s on the TV? Two detectives in a car, two men, eloquently snarling at each other. Countryside rolls past, low and humid and green, like a summer dying from oversaturation, or it’s a City-side bleak in February. Her death is always about things other than her death. The girl puffs on her cigarette, slurps her coffee. Not long now. She mashes the butt on the table. There’s the sugarcane field. There’s the alley. She gets out of her clothes. Always naked. She flicks her hair back from her eyes. Takes a drag and holds her breath, which she can hold forever. Back into the TV. Here’s nothing but a wide desolate space, green or stony. She picks her way shoeless across the ground, arms bound at her back. Against her throat a delicate bruise. He’s killed her already, so at least there’s that. And there’s the spot where she’s been left, right up against that tree. Right behind that wall. There’s the spot where she’ll be found.
Car engine in the distance. Those men, talking already. They don’t ever shut up. She lies down and faces the sky, letting out one last long mouthful of smoke.
Helen McClory is a writer from Scotland. All her flash and longer fiction is this strange and concerned with the inner lives of girls, dead or otherwise.

domain: literature


RODOLFO MEDINA Star Light Sleeveless Midi Dress
Star Light Sleeveless Midi Dress - A classy dress style for all the ladies who like to keep it simple and elegant. Unique pattern design with stars and stripes .
- Made from 90% Polyester, 10% Spandex
- Soft, stretchy, lightweight and quick drying fabric
- Regular fit
- Machine wash
The previewed image is only an approximated display of the final product.