Thursday, February 8, 2018

Youtube daily report Feb 8 2018

So it finally arrived my stylus for the Teclast f6 Pro laptop that I reviewed

approximately two weeks ago it's right here at the background so this one has a

hybrid screen on it because it's a convertible you can flip it right around

and convert this laptop into a tablet now this stylus here apparently has 1024

levels of pressure sensitivity now be really careful ordering it because I got

Express shipping with this one because I wanted to get it in time for my review

and it never arrived in time anyway but I had to pay with DHL a mass of 27 euros

tax on this and the cost of this stylus is only about 19 or 20 US dollars so it

did turn out to be very expensive so we'll take a look at it in this video

here see how it performs now I've got no means to test at 1024 levels of pressure

sensitivity but I'll have a look and see how it writes for people want to do a

lot of handwriting a couple of little sketches try and draw some lines and

things like that just so you get an idea of the performance you can expect out of

the stylus so good news is it does come with a quad a battery because those

batteries tend to be quite expensive and normally all Silas's that do have one of

those batteries will include it in the box at least so this here I think is

just probably a guide no it's just like a warranty guarantee card or something

but that's all in Chinese I don't read Chinese and here we have this stylus

which feels really light one if it's made out of plastic so this part here

that actually feels okay that's just made out of an alloy there so that's

very lightweight and of course we've got to put the battery in there and the tip

of it no not rubber that's just a hard plastic

unfortunately we're nice if that was rubber because it just feels a little

bit better and doesn't tend to scratch the screen protector so this has a

screen protector on it and I imagine it's going to probably end up scratching

that up quite a bit and then we have two buttons there is no button on the rear I

do like it when they have these statuses with an eraser on the end I find is a

lot more handy than having to use the buttons or go and select the eraser

function okay so when I first disc out the hover

feature of this stylus and I can see it does have it but okay you got to touch

the screen first I think to turn on activate that hover is only

approximately about three centimeters away now normally you actually see the

hover being a little further away from that it's already marking on there so

test out a little bit of the sensitivity so I press really lightly at the moment

and then a little harder there and it's a thicker line of course just try a

different pin there probably would work out better okay so that doesn't seem too

bad I'm trying droid us to some straight lines as straight as I can there doesn't

seem to be too much like that's relatively fast I'm in OneNote here of

course now right on the corners of the screen sometimes they don't work right

up to the corner but I can see that it it does actually right on to the edge

there so that is good right along the edge I love some of those other cheaper

styluses don't allow you to do that because they didn't have the digitizer

panel right up against the very edge but this I can see does now accuracy of that

nib there I think I need to configure this it seems to be right in the middle

I can see it's not too bad because we've got a non laminated screen of course

that pointer is going to be about 101.5 millimeters away from the screen so

that's accounting for some of that inaccuracy there a little bit but it

doesn't seem to be too bad that point if you have a look is quite close to the

nib I'll just zoom in here to try and show you that accuracy you can see where

the point is right now and if I touch see where it is that's actually quite a

little bit away from a bit of course it depends on the way you have it angled at

the moment I don't have that angled I would sort of straight up there's what

you need to do and there it is having said that once it's writing it seems to

be okay but it is off a little bit there if you see approximately about a

millimeter half a millimeter so but it comes and goes doesn't it with that

accuracy so you probably just need to configure like right there now it's to

the right of it the pointer and there it's just lagging a little bit but

overall I don't feel that is too bad considering that the screen is non

laminated this is definitely not an intrigue stylus the surface stylus which

is probably a lot better than this one in fact no it is a lot better of course

than this particular stylus I've converted the laptop now into

tablet mode so the screens lying down most people would probably be using the

stylus like this so let's test out now just doing a little bit of handwriting

here check out the palm rejection rejection that it's got so I'll just

right here hello there that is some messy handwriting now holding down the

button at the top that should allow me to just erase the strokes which I can as

you can see and I'll just select a different color here if the accuracy is

going to let me I've got a double tap I'll hold down so just getting select

another color and we'll check out that palm rejection so touching now as long

as the stylus is there nothing's gonna happen lift that up and then yeah lets

you move it around okay so raise that again do a little bit more handwriting

Oh what just happened then so right there writing that T it shifted so the

accuracy of the pointer shifted right to the right then distress split second I

don't know whether that was probably actually me moving with my palms so you

try to have two we're gonna have to try to keep the stylus touching the screen a

little bit more than it went normally otherwise you risk moving things around

there which is a little bit of a problem so now there's to some screwball I did

before I haven't actually and raised all of that just testing it out so

definitely a bit of a learning curve here to try and and get their best

performance with the stylus so just try and draw in our little cartoon I'm not

an artist by the way so prepare for the worst

just try and draw something very simple a very simple and ugly looking what's

going on that's not detecting just then a couple of times the stroke so I mean

so far well it looks more like home actually not bad some sent there you go

that is very poor and this stylus isn't exactly amazing to kind of think this is

a little bit of pores well what's going on is just sometimes writing there it

doesn't want to work it's either the poem rejection or it really doesn't me I

need to get used to doing this properly so

okay no actually how many doesn't have a lot of here so what am i doing so

there's ears you've got those two but two here at the top and store his body

there for a second and what is he gonna say hey man all right that doesn't seem

too bad this time around so it's gonna take a lot of practice to get used to

using this particular stylus but their performance at least on one note here

yeah that is very fast but then again look it just missed us bit then why is

that happening is that the pressure levels not just sure about that I can

see to that looking at it an angle that the tip because it's plastic and I have

the screen protector on it is leaving these tiny little faint scratches there

so let's have a look now at Photoshop performance with the stylus okay so this

is just going to be a quick test of pressure sensitivity really just to see

if it's gonna be working in here now I'm doing this very lightning I can see it's

just leaving a mark there so at least that's good and if I press down here

looks like it's gonna leave yes it does leave more of a mark when the TV you

start to press and gain more scratches on that screen protector so you probably

want to go for a tempered glass screen protector there if you intend to use

this a lot but the problem with that is because the non laminated screen the

adding more you lating like a millimeter more so there's probably gonna make the

stylus even less accurate and perhaps affect its performance so you might just

be better off risking not even using a screen protector so that seems to be

working okay it is the pressure sensitivity in Photoshop seems to be

quite a bit more sensitive than it does in one night one no doesn't really seem

to support it well it does support it but it doesn't seem to be as sensitive

but it's good to see that as least working here okay guys so that is the

stylus there for the f6 Pro and overall I don't find it to be a particularly

good stylus okay we do have the pressure sensitivity and it does seem to work

okay there but what I'm not happy with is the accuracy of the pointer like

right now in Photoshop that is quite accurate the problem is that when I was

writing at least sketching and trying to write right here in OneNote that the

problem was that the Knibb where it was registering would

shift to the left or right about two millimeters and I believe the culprit is

probably down to the fact that this is a non laminated screen so the gap in it so

we've got a d-- IPS panel and then we've got the digitizer glass which is

soda-lime glass there's a gap of around two millimeters now on premium tablets

something like a surface pro for that gap is non-existent and it looks a lot

more accurate definitely when you use it the tip of it of course being plastic

means it's going to scratch up the screen protector and overall if you're

an artist or you're quite serious about your sketches drawing and you need a

good stylus you like to write a lot of notes you will get quite frustrated and

you will be disappointed with this stylus I feel so if you really need a

tablet or a notebook a convertible like this look for more premium options look

at something like the Microsoft Surface pro three or four perhaps a used one and

just hunt around even a surface book - it's better

something with a Wacom or intrigue stylus is ten times better than this one

thanks a lot for watching this little overview and quick demonstration quite a

poor demonstration because I'm not an artist of the f6 stylus

For more infomation >> Teclast F6 Pro Active Stylus Unboxing & Review - Duration: 10:10.

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GTA SA DYOM [Sakadenik, Mikołajek451] The Day Of Apocalypse, Robbing The Casino #304, #305 - Duration: 15:20.

Welcome guys in next episode of "GTA SA DYOM Viewers Missions"

Today missions is "The day of the apocalypse" By Sakadenik, and "Robbing The Casino" By Mikołajek451

Ryder: What's going on? Where's everybody?

Ryder: Oh no, I'm splashed.

Kill Zombie!

Ryder: Hm... This is zombie apocalypse! I need to find, what's going on.

I'll go to Sweet.

Ryder: He's not the house. Damn.

Ryder: Wait! He's standing right here!

Sweet Zombie: I'll kill you!

To be continued

For more infomation >> GTA SA DYOM [Sakadenik, Mikołajek451] The Day Of Apocalypse, Robbing The Casino #304, #305 - Duration: 15:20.

-------------------------------------------

スバル「インプレッサ」等、無資格者の不正検査により2万台超えのリコール - Duration: 1:40.

For more infomation >> スバル「インプレッサ」等、無資格者の不正検査により2万台超えのリコール - Duration: 1:40.

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Splatoon & Colonialism // Explorations of Colonialism (LudicRyan) - Duration: 13:24.

Hi, I'm LudicRyan.

Welcome to a new series on games and colonialism.

In this we'll explore how colonialism can manifest within the medium of games.

We'll talk about space, mechanics, genre, narrative context and a variety of other aspects

that will help us explore the concepts of colonialism and postcolonialism in games.

To identify the mechanics of colonialism and adopt a postcolonial lens on games this series

takes inspiration from the work of Souvik Mukherjee who notes that

"Just as in earlier narrative media such as the novel, postcolonial readings are important

for videogames - not least because they challenge the centrality and fixity of readings and

offer a multiplicity of perspectives.

Meaning, instead of being the preserve of imperial 'centres,' is in play"

So today we're going to do something different.

We're going to ask a question in which the answer is no.

But we're going to continue exploring the issue because it is the question itself which

is important.

Can the mechanics of Splatoon in the 'Turf War' game mode be equated with practices of

colonialism?

To repeat, the answer is no.

It would be wrong to use that question as a form of clickbait or to frame it with an

air of mystery, because the answer is self-evident.

Let me first justify why it can be important to explore a question even though we know

the answer is negative.

It's important to remind ourselves that the analytical questions we might have about a

piece of media can be wrong, but if conducted with full consideration for why that is the

case, we can end up with a series of interesting questions going forward: and in this case

it is important that we do so, because colonialism and postcolonialism are topics not often talked

about in regards to games.

I want to give an unintentional example of this taking place.

In April of last year Ian Bogost wrote an article after playing What Remains of Edith

Finch.

He came to the conclusion that games operate better as simulations and should give up with

narrative aspirations because other media like film and television do it better . This

piece inspired a backlash of articles reminding us of the importance of narrative in games

which could seem self-evident, but it's important to evaluate and reaffirm these truths in light

of opposition.

The question of Splatoon and colonialism remains important not for the analysis on the individual

game, but for the reflections of the videogame form itself and the application of colonial

and postcolonial lenses.

It is obvious where we might observe colonial practices in games.

But the first step should be to understand the abstracted practices of spatial dominance

in games and their relation to colonialism.

Though colonialism is a more complex issue than can be represented by just its spatial

element, it's important to use Splatoon as a foil against which we might advance the

discourse on colonialism and games.

First, we'll look at understandings of colonialism and postcolonialism.

We'll give a short description of what they are how they have manifested.

Next we'll interrogate the form of the videogame medium itself looking particularly at its

existence as a predominantly spatial format.

From this we can then look at Splatoon for its mechanics of spatial dominance and a wider

understanding of colonialism in games.

Whilst it is beyond the scope of this video to provide a comprehensive understanding of

colonialism and postcolonialism, it will serve our purposes here to construct a working definition

which can be built upon in subsequent videos in this series.

To start, we'll follow Ania Loomba's definitions of and distinctions between the concepts of

colonialism and postcolonialism . She first outlines colonialism as the conquest and control

of other people's land and goods.

Examples of this span all of human history from the Roman Empire to the Mongols, to the

European exploits from the 16th century onwards.

But modern postcolonial studies focus on these latter examples of European dominance around

the globe.

This is because these examples of colonialism changed the world in a way that previous colonial

exploits did not.

That is because the European exploits of the 16th century were inextricably linked with

the development of capitalism:

"Modern colonialism did more than extract tribute, goods and wealth from the countries

that it conquered - it restructured the economics of the latter, drawing them into a complex

relationship with their own so that there was a flow of human and natural resources

between colonised and colonial countries."

Loomba gives an example of this as raw cotton was taken from India back to England and made

into cloth which was then sold back to India hindering its own cloth production.

Modern colonialism involved the claiming of territories and restructured the economic

systems of the colonised so that European capitalism and industry continued to grow.

The concept of postcolonialism then is not to be understood as the chronological follow

up to colonialism, nor does it indicate that the effects of colonialism are over.

The methods and legacies left behind each colonial endeavour are so complex that the

term postcolonial should be used with caution:

"the word postcolonial is useful as a generalisation to the extent that it refers to a process

of disengagement from the whole colonial syndrome, which takes many forms and is probably inescapable

for all those whose worlds have been marked by that set of phenomena: 'postcolonial' is

(or should be) a descriptive not an evaluative term"

Postcolonial studies engage in a wide variety of topics in relation to the legacies left

by colonial exploits such as anticolonial movements in Algeria ; notions of identity

and the framing of the oriental as the other ; or the decolonisation of language in relation

to African Literature.

Going forward it's important to distinguish between these terms.

Though for our purposes in this video postcolonial issues will not be addressed, the distinction

between it and colonialism is important to make so that we can move forward knowing where

this video essay exists in the wider discourse.

To talk about the potential mechanics of colonialism in games, it becomes important to explore

one of their fundamental aspects: space.

The following statement about games is not an all-encompassing explanation of what they

are nor is it necessarily true in all cases, but it should be thought of as a tool with

which we can understand the medium.

Just like stripping down a car engine, you don't just use the one tool, you use several.

But for the purposes of talking about colonialism in games we can identify that "a fundamental

aspect of games is movement through and/or the manipulation of (perceived) space".

From non-digital games like football and Carcassonne, to digital games like Overwatch and Superflight,

space is a vital component whether it is traversed through or influenced by a player's actions.

The importance of space is shown across objectives and affordances here: as we can see in Celeste

the player is tasked with getting to a particular point in the level, and in Krautscape the

space is being manipulated and generated by the player as they drive through the track.

Regardless of the manipulation of affordances or traversal through the space, when in pursuit

of the objective a part of the player's optimal strategy is to understand and master the space

in which they play.

This can be recognised in the relational space between players in Street Fighter as they

calculate hitbox distances, or in understanding the level structure of Deadcore as the player

optimises the quickest pathway through the level: a player's mastery of the space can

be important for their pursuit of the objective.

Of course, not all games concern space: the board game Dixit involves deducing the narrative

predispositions of your friends; another board game resistance involves reading the social

dynamics of the group to root out deceivers; and Reigns: Her Majesty is a videogame in

which the player must balance the attitudes of four social groups in a binary, choose

your own adventure format.

These games involve traversing through and manipulating systems and social spheres instead

of space.

What is necessary is that we combine our understandings of both colonialism and the importance of

space in the videogame to recognise that a game is more than a representation of settings

and stories, but involves the practice of forms of interaction which can mirror spatial

practices of colonialism.

Before we even look at postcolonial issues in games, it is pertinent that we understand

how actual practices of colonialism manifest in game systems.

Splatoon was released for the WiiU in 2015 with its sequel releasing in 2017 for the

Switch.

In addition to its colourful aesthetic the mechanics stand out from other shooter games.

It's a multiplayer game for two teams of four where in the 'Turf War' mode which we are

analysing today the objective is to cover the map in your team's colour of paint At

the end of the time period the percentage of territory for each team is tallied and

the winner declared.

Players can equip a variety of weapons to cover the ground and their opponents in paint.

The player's ink is refilled by immersing themselves in their own paint.

Whilst immersed they can also move faster and become harder to detect like the fog of

war mechanic in RTS games.

Players walk slower on the opposing teams territory than on their own.

Players can also be temporarily eliminated if they are sprayed with the opposing team's

paint.

These simple mechanics created one of the most interesting developments in competitive

shooter videogames.

But they also parallel a joke about British colonialism made by Eddie Izzard where countries

were colonised with the simple use of flags being planted on the colonised countries with

their effects enforced by superior firepower . The objective in regular Splatoon matches

is to spatially dominate the map.

A higher percentage of your team's paint colour on the map is the win condition and so it

becomes a race for who can claim the territory for their own.

By temporarily eliminating members of the opposing team, players can continue to claim

the territory for their own without full opposition.

Laying paint on the map establishes spatial and economic dominance over that area: more

territory for the player means more places to refill their ink storage which in turn

can help them capture more territory.

This cyclical economic system is established for the very purpose of helping the player

take more territory.

The mechanics of Splatoon display elements of colonial practices, from spatial and economic

dominance over a territory to eliminating opposing forces so that the colonial process

can continue unabated.

However, displaying elements of colonial practices is not the same as the game being colonialist.

There are several reasons why this is the case.

The paint colour of the player changes on every map so there is no one identity or 'nation

state' that the player is tied to.

A team's paint colour can be washed over easily, erasing any knowledge that they owned the

territory and prevents harmful colonial legacies to take root.

Though there is an establishment of economic superiority by claiming more territory and

thus more areas to refill the player's ink, it does not completely rewrite the economic

system of the other team because of the paint's impermanence.

Both teams start on a neutral ground, a blank canvas not seemingly owned by any entity.

And the teams in Splatoon are symmetrically balanced in terms of numbers whereas in European

colonialism there was typically a technological and military asymmetry at play, in addition

to an economic system in the colonising country that was built for that continued expansion.

The most interesting element is that the narrative context teeters on the edge of supporting

the idea that the mechanics are colonialist.

The game takes place in a post-apocalyptic world where sea levels have risen and squid

have evolved into Inklings which are the player-character with their opposite number found in the Octarians.

A war broke out between the inklings and octarians for control, which the inklings won.

The octarians return in the first Splatoon game to steal the main energy source of the

inklings which the player-character must recover.

Patricia Hernandez observes that:

"The whole game is technically about children who are taught to fight and maintain their

status as the dominant species, even if it means destroying a civilization that is already

on its last legs...Surely the Octarians view the Inklings as their oppressors, no?"

This might bring to mind the eradication of Carthage by the Romans, but we might note

that the initial conflict between the Inklings and Octarians was over neutral, abandoned

ground with the two forces being equal in strength.

The conflict has more in common with a civil war than the oppressive exploits of colonial

empires.

However, this does not make the implications of the player's actions towards the Octarians

any less oppressive given the latter's current situation.

But it must be remembered however, that this narrative is secondary to the content at the

forefront; of paintball guns, fashion, and popstars which dominate the main plaza of

the game: the narrative context supports the fun aesthetic of kids covering an abandoned

city in paint.

Doubtless there are postcolonial lessons we can learn from Splatoon, it is first important

to clarify what it asks the player to practice.

Splatoon is of course a shooter game with a twist, containing bright colours and plenty

of imagination.

But in using it as foil against which we can look at spatial dominance in games, we can

move closer to establishing the limits of what constitutes colonial mechanics.

Mastering space in the game can be crucial to fulfilling the objectives, and when the

mechanics are framed in such a way that they can be construed even slightly with colonialism,

an analysis is necessary.

From this exploration it is hoped that the concepts of colonialism and postcolonialism

are better understood and that more questions have been provoked that will create a vibrant

discourse on colonialism and games.

Thanks so much for watching.

I would love to hear your own colonial analyses and takes on Splatoon.

For instance do you think the Octarians are akin to colonised peoples and that the actions

of the player enforce that?

Is the Salmon Run game mode in Splatoon 2 comparable to a form of corporate imperialism?

Is there anything that can be said about the other game modes?

Perhaps these will be the topics of later videos.

If you'd like be notified when the next video is released then click on the subscribe button.

You can watch my last video on the limits of interpretation and authorial intention

in Luftrausers by clicking the link in the video.

For more infomation >> Splatoon & Colonialism // Explorations of Colonialism (LudicRyan) - Duration: 13:24.

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outil multifonction lidl parkside pmfw 310 d2 Multi-Purpose Tool Multifunktionswerkzeug - Duration: 4:55.

one of my videos is not subtitled? Thank you for asking me in comment of the video.

310w PARKSIDE / LIDL multifunction tool (+ comparative)

hello, presentation of the multifunction tool, on the secondary chain the disc sander.

New version PARKSIDE PMFW 310 D2

310W - No load speed: 15000 - 21000 rpm

3 years warranty - 4 m power cable

change of accessories without tools + universal housing

storage box + Dust extraction

2 blades for wood + 1 scraper

1 blade for steel

Sanding tray + Abrasive sheets (wood and steel)

instructions for use + the multifunction tool

on / off

Adjustment wheel for vibration speed (1 => 6)

novelty of the product: Unlock lever of the tool (to quickly change accessory)

Change accessories

just pull the lever

he gets up here

then measure the blade of your choice then tighten the lever

good maintenance of the accessory

really handy we will be able to remove and return the accessory easily

compatible BOSCH blade (and old PARKSIDE blades) => YES!

for old parkside blades you have to unscrew here

then put the blade and screw

put it this way, not that way (do not go wrong)

then tighten

same for BOSCH blades (they are compatible)

comparative (what's new)

here the first version PMFW 310 A1

very close dimensions, identical operation, that the change of blades changes (before it was necessary to loosen with a tool)

6 fasteners (4 front bindings)

noise

in speed 6

new accessories compatible with the old tool? (Yes !)

I test on the old multifunction tool

practice: we must not totally devise so saving time

weight

1274 g = 2.80 lbs and 1222 g = 2.70 lbs.

go ! (change accessories)

from left to right: PMFW D4 + blade "open", PMFW D4 blade "closed" and PMFW A1 blade "closed"

conclusion

two advantages: the quick change of the blades and it is less noisy

we can unscrew to put the blades "closed"

here a playlist where you find tests with the old tool (identical features)

on the secondary chain, tomorrow, the presentation of the disc sander, thank you and see you soon ++

For more infomation >> outil multifonction lidl parkside pmfw 310 d2 Multi-Purpose Tool Multifunktionswerkzeug - Duration: 4:55.

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メルセデス・ベンツSL63 AMG vs ジャガーXKRコンバーチブル 回顧録 S.1 - Duration: 8:28.

For more infomation >> メルセデス・ベンツSL63 AMG vs ジャガーXKRコンバーチブル 回顧録 S.1 - Duration: 8:28.

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#7 Modelová mentoringová Nedeľa s Bosak sr. - Duration: 12:11.

It is Sunday, 21st of January

today we will take a look how

the ideal Sunday should look like of

entrepreneur -ish and self-grsdvjnasdpva , self-education ish

So..

Firstly I am going to have breakfast and solve some things in work,

massage,

mommy's lunch and in the afternoon...

Meeting with daddy and

strong summarization of this month in Uzhhorod

so we are going for it.

Obviously we can not forget hair management, that is necessary to fix

I just came into second destination, which is office

So I am going to

Firstly have some breakfast, after that

we will look little bit on social medias,

respectively we will try to do something about them,

to bring them somewhere, since

it is part of new year's plan of Dominance.

And

after that we are going for massage, so lets go for it.

I am little bit...

I am little bit hang around like monkey,

but,

we have solved some stuff during this morning

The order of activities in plan has changed,

so firstly we are going for lunch,

after that massage and

after that we are going

beyond borders!

In this case beyond borders of our options and country.

We are at home in a second.

Camera can not focus on me in this moment,

so we are going for lunch of Slovak starting entrepreneur,

of course at home,

at Mommy's.

Thanks. Chicken soup,

without noodles.

Thank you. What is next

Beetroot ?

Yes please.

Is it home madde beetroot?

Obviously,

it is from grandma.

Perfect.

So, thank you.

Cheers.

We had perfect lunch and Juan was already calling,

so we are running towards him.

He is expecting us with his body oil.

Hello

Juan has just finished his job,

lets look

what comes from it.

Some injuries,

of first level,

are touchable.

Here we can see,

..Not there, better next to..

How the body looks like

of human.

And in my case, it seems to me that, part which is under the biggest pressure is....

Brain cells.

It is clear, specifically

as they say, "cranium".

So, the massage is done,

I want to add to that,

during fifty or sixty working hours weekly,

so per week,

it is the same as with car,

if it has a lot of driven kilometers, you have to allow required regular service.

So it same with body,

for continuing of optimal functions

it is necessary to take care of it.

It means not just head, but also

for body hardware.

it is important to take care.

And because of that,

I am visiting Juan, once per week.

and the rest.. He knows what to do,

to optimize my best performance in the right way.

Now we are going

to national border, it should takes around 40 minutes,

so,

I will do check in from the place.

So see you.

For those of you which have gas at homes

so when it comes, it comes by this way.

From this station.

We have successfully arrived at national border in village of Velke Slemence,

which was divided by line.

Now the village is divided on two villages,

obviously in the middle of village is border.

And

we are not going through Vysne Nemecke, mainly because of time reasons,

because we do not have few hours for waiting.

We have to do it quickly.

So it is border for just pedestrians, it means that is not possible to use car.

But if you have agent on the other side,

it means person who is going to pick you,

it is for sure faster and more effective and I am definitely recommending that.

We will see if on the other side

my agent will be waiting for me.

I mean,

Daddy.

For those, who have not yet seen the border

for pedestrians, it looks like this.

Two gates

and custom house officers.

...Don't be crazy

In fifteen minutes we have move in one hour time.

It is little bit like time machine.

And in 100 meters we have moved for 20 years.

Well

here is your

colleague, which we can recognize from different ...

Welcome in county of

possibilities.

Now we are heading into some warm place and

there we will talk about

our rights and duties in 2018.

;)

We are closing,

this sunday.

At the moment,

so,

our,

working,

meeting

and

How do you want to summarize it?

I want to sum it up as constructive,

it means that,

approximately,

70% of things you have done,

and we need to continue in that.

For this predictions, which are done

for year of 2018,

which are focused on

profit or revenue prediction.

We can verify by some way,

so...

Time is closing us,

because of that,

this mentoring session,

will conclude

with Milan Rastislav,

Dear young forest friends,

In 17th year the company was created,

Patrik is boss,

he has done it.

And, you have gone through first phase,

and next year it will be about stabilization

You have to give structure into everything you are doing.

This is the case especially for data.

Obviously a huge amount of work has to be done,

but at the beginng it is like that.

You are not doing something,

that should be existing for month, half year.

Now you are doing and building

for future.

I am

conservative optimist

and you should also make an effort,

to,

do things not just like hobby,

but to do things in professional way, in everything you do.

If the person has got big desire, he or she will be successfull.

This is what everyone says,

but only 3% of people will actually achieve it

Good luck in 2018,

and during year I believe that

we will meet many times.

All best.

Subtitles by Robik

For more infomation >> #7 Modelová mentoringová Nedeľa s Bosak sr. - Duration: 12:11.

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Audi A4 Avant 1.8 TFSI S EDITION VERKOCHT - Duration: 0:59.

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Fiat 500X 1.4T MULTIAIR 140 AUTOMAAT S-DESIGN CROSS - Duration: 1:01.

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Suzuki S-Cross 1.4 BOOSTERJET HIGH EXECUTIVE Leren bekleding, Adaptive Cruise Control - Duration: 1:01.

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Audi Q5 2.0 TFSI 211pk QUATTRO PRO LINE S [S-Line] Autom, Leer, Xenon, Navi - Duration: 0:57.

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Opel Insignia 1.5 Turbo Demo Edition S/S 6-traps automaat INNOVATION - Duration: 0:42.

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Suzuki S-Cross 1.0 BOOSTERJET EXCLUSIVE | Bluetooth | Climate Control | Navigatie | rijklaarprijs | - Duration: 0:56.

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Audi A4 Sedan 2.0 TFSI 211pk QUATTRO S-LINE EDITION Aut, Navi, Xenon, Hleer, Full - Duration: 1:01.

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When Zenoh and Zenuccio 's attacks clash. Great clash of divine attacks. - Duration: 1:22.

Hello everyone and welcome back new boys

do we say this new clashes

between super bit we'll make 0 against zero

and we'll make two types and begin

immediately before the first clash is between

the two super wind moves and there

and now they will be 123 go

as you can see neither of you

nothing is not beautiful sport

then let's try 0 1 2 with super boss

and 3

go meet 100 really nice

raga do this clash on super

moves are missing two

ready start off nice failed to

well and now finally we do it again

what first exiting ready

starting off

oh girls objective site, however,

and finally we would like to make this side of

mushrooms ready starting off

[Music]

the aga channel greet you on the uniforms

liked what the next hello

For more infomation >> When Zenoh and Zenuccio 's attacks clash. Great clash of divine attacks. - Duration: 1:22.

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MINI 1.6 COOPER S Aut. | Leer | Pano Dak | Navi | ECC | Cruise - Duration: 0:43.

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Opel Zafira 1.6 TEMPTATION NED.AUTO, 7-PERSOONS, AIRCO, CRUISE CONTROL, ELEKTR. R+S, TREKHAAK, LM-VE - Duration: 1:01.

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Sew + Tell 💖 Sparkly Pink Julia Cardigan by Mouse House Creations | SEWING REPORT - Duration: 5:32.

in this episode I'm sharing all about my latest make this sparkly pink cardigan

welcome back to the Sewing Report I'm Jennifer Moore helping you discover your

love of sewing a few episodes back on the live show I talked about UFOs no not

unidentified flying objects but unfinished objects and this is a

longtime UFO that I have finally finished this is the julia cardigan by

mouse house creations I bought this pattern like two years ago

I actually had it printed out at like a UPS Store so I could get the big pattern

pieces and it's a pretty simple pattern it's made for knits and it's got cuffs

on the sleeves and it's got like this wrap around like waistband shawl collar

so you can actually complete the entire project just on a serger which is very

cool and it can save you time so it's got some sleeve pieces it's got like the

front pieces the back and then it just has a doubled over like shawl collar I

really like this pattern I'd seen it on Instagram and I liked what people are

doing with it so I ordered this like sparkly blush metallic pink from fabric

calm now this is a sweater knit and what I did not anticipate was how flimsy and

difficult to work with this fabric really was so what happened was I had a

hard time cutting out the pattern pieces because it's just so like on a new like

difficult to work with and I sewed like one I tried to sell one seam was not

happening it kept getting eaten by the sewing machine and it just was not

cooperating so this project actually sat in a drawer for like a year and a half

and I thought it was a lost cause I was like wow this fabric really sucks it's

really pretty but I was like if I can't make anything with it what am I gonna do

so I started working with this company called terial magic now this is not a

sponsored video but terial magic is actually going to be sponsoring the

February editions of sewing report live on Sundays

and again they did not ask me to do this but they'd sent me a bottle and then I

actually ordered another bottle because the bottle they sent me was lost in the

booth and I thought you know why not try this stuff out on this fabric and see if

it makes it easier to work with so all I did was take like a trash bag I know

very very highbrow you're like wow Jen Wow

so I took a trash bag split it in half cut it you know so it made like a bigger

surface put my pattern pieces out and sprayed this all over okay now it's

probably gonna get on my cutting mat but I'm going to wash it and then I sprayed

it kind of saturated in both sides of the pattern pieces iron them and lo and

behold the fabric became a lot more stable so I was actually able to work

with it and sew it and finish this project so that was pretty awesome and

so if you do have fabrics that are difficult to work with like like tissue

thin sweater knits like this one um I would say this stuff really works now

you have to only use it on machine washable fabrics and fabrics that can

obviously be ironed because to set the stuff you need to iron it so don't use

these on like your fine silks or anything that's like not very iron

friendly like maybe it'll melt if you try to stick an iron on it but for

anything that's you know machine washable aníbal this stuff should work

I've tried in on cotton woven it looks great and I'm actually really excited to

see if I can use this on rayon so that I can I bought some rayon from cotton and

steel a while ago and again it is very flimsy and I've made clothing before

with fabrics that are just very delicate and they can be a nightmare so this

pattern I think I made this in a women size small it fits good fits fit is good

and I really like the style it's very casual but it can be dressed up you know

I bum around a lot and like loungewear and this is something I can kind of toss

on like if it's a little chilly outside you know the whole dress in layers thing

so let me show you the back this is the back and I feel like a model now

and we're going back to the front here so I would say I would give this pattern

like an 8 out of 10 if I had to give it some sort of number rating and I'm very

glad I was able to finish it I think I'm gonna try the pattern again and again a

more like heavier weight like stable knit and I think it would be really cute

I would definitely make this again it was once again once I got over the

difficulty of working with this fabric the project itself was actually super

easy and I did it in one night after the initial debacle so this pattern is great

I will link the pattern below and terial magic so anyways I will see you guys

next time and feel free to subscribe if you like sewing or making or anything

along those lines and if you did enjoy this video build feel free to give up

that little thumbs up I'll see you guys next time

you

For more infomation >> Sew + Tell 💖 Sparkly Pink Julia Cardigan by Mouse House Creations | SEWING REPORT - Duration: 5:32.

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Devenir un expert dans son domaine - Duration: 9:59.

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SURVIVED THE SCHOOL BULLIES in PLAYERUNKNOWN'S BATTLEGROUNDS! - Duration: 13:22.

Wonder if I can get this Guy!?

OH NO!!!!

Atleast I survived!

Need to heal up.

Better throw than before!

Oh someone is comming!

I was lucky.

So many people!

I'm gonna die now!

Heeeey, that was actually a good nade.

No one is here.

Survived the school bullies!

Well...

Someone is shooting.

Absolute killsteal

He stopped.

Better go after him.

Oh I see you

DAMN CACTUS!!

Got him!

That was close.

He is waiting for me!

OH RUN!!!!

I'm not gonna take that xD

This car is the perfect shield!

He's comming

Niiiiice!

Oh yes a KAR

Yet another awesome crash!

Dammit

I can't hit shieeet!

Well, I got him.

Someone is over there.

I'll kill him.

Ooooooooh he thought he was clever.

I wonder....

I finally got him!

Ok. That was a bad shot!

Oooh someone is in there!

Nah, I'm just gonna go.

Ohhhh my god that was stupid!

Please nooOOO

The zone is comming, so I have to move!

Just gonna check this.

Almost did'nt spot these painkillers!

Someone is outside.

OH NO!!!!

Ah lucky me!

UNDER FIRE!

Oh he gon' be dead

Or not.

Get away!

There he is.

Just gonna wait this one out!

I forgot about the distance!

I need to get to the other side of the road.

Someone is gonna spot me!

Oh no.

Dammit I have to run!

For more infomation >> SURVIVED THE SCHOOL BULLIES in PLAYERUNKNOWN'S BATTLEGROUNDS! - Duration: 13:22.

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Splatoon & Colonialism // Explorations of Colonialism (LudicRyan) - Duration: 13:24.

Hi, I'm LudicRyan.

Welcome to a new series on games and colonialism.

In this we'll explore how colonialism can manifest within the medium of games.

We'll talk about space, mechanics, genre, narrative context and a variety of other aspects

that will help us explore the concepts of colonialism and postcolonialism in games.

To identify the mechanics of colonialism and adopt a postcolonial lens on games this series

takes inspiration from the work of Souvik Mukherjee who notes that

"Just as in earlier narrative media such as the novel, postcolonial readings are important

for videogames - not least because they challenge the centrality and fixity of readings and

offer a multiplicity of perspectives.

Meaning, instead of being the preserve of imperial 'centres,' is in play"

So today we're going to do something different.

We're going to ask a question in which the answer is no.

But we're going to continue exploring the issue because it is the question itself which

is important.

Can the mechanics of Splatoon in the 'Turf War' game mode be equated with practices of

colonialism?

To repeat, the answer is no.

It would be wrong to use that question as a form of clickbait or to frame it with an

air of mystery, because the answer is self-evident.

Let me first justify why it can be important to explore a question even though we know

the answer is negative.

It's important to remind ourselves that the analytical questions we might have about a

piece of media can be wrong, but if conducted with full consideration for why that is the

case, we can end up with a series of interesting questions going forward: and in this case

it is important that we do so, because colonialism and postcolonialism are topics not often talked

about in regards to games.

I want to give an unintentional example of this taking place.

In April of last year Ian Bogost wrote an article after playing What Remains of Edith

Finch.

He came to the conclusion that games operate better as simulations and should give up with

narrative aspirations because other media like film and television do it better . This

piece inspired a backlash of articles reminding us of the importance of narrative in games

which could seem self-evident, but it's important to evaluate and reaffirm these truths in light

of opposition.

The question of Splatoon and colonialism remains important not for the analysis on the individual

game, but for the reflections of the videogame form itself and the application of colonial

and postcolonial lenses.

It is obvious where we might observe colonial practices in games.

But the first step should be to understand the abstracted practices of spatial dominance

in games and their relation to colonialism.

Though colonialism is a more complex issue than can be represented by just its spatial

element, it's important to use Splatoon as a foil against which we might advance the

discourse on colonialism and games.

First, we'll look at understandings of colonialism and postcolonialism.

We'll give a short description of what they are how they have manifested.

Next we'll interrogate the form of the videogame medium itself looking particularly at its

existence as a predominantly spatial format.

From this we can then look at Splatoon for its mechanics of spatial dominance and a wider

understanding of colonialism in games.

Whilst it is beyond the scope of this video to provide a comprehensive understanding of

colonialism and postcolonialism, it will serve our purposes here to construct a working definition

which can be built upon in subsequent videos in this series.

To start, we'll follow Ania Loomba's definitions of and distinctions between the concepts of

colonialism and postcolonialism . She first outlines colonialism as the conquest and control

of other people's land and goods.

Examples of this span all of human history from the Roman Empire to the Mongols, to the

European exploits from the 16th century onwards.

But modern postcolonial studies focus on these latter examples of European dominance around

the globe.

This is because these examples of colonialism changed the world in a way that previous colonial

exploits did not.

That is because the European exploits of the 16th century were inextricably linked with

the development of capitalism:

"Modern colonialism did more than extract tribute, goods and wealth from the countries

that it conquered - it restructured the economics of the latter, drawing them into a complex

relationship with their own so that there was a flow of human and natural resources

between colonised and colonial countries."

Loomba gives an example of this as raw cotton was taken from India back to England and made

into cloth which was then sold back to India hindering its own cloth production.

Modern colonialism involved the claiming of territories and restructured the economic

systems of the colonised so that European capitalism and industry continued to grow.

The concept of postcolonialism then is not to be understood as the chronological follow

up to colonialism, nor does it indicate that the effects of colonialism are over.

The methods and legacies left behind each colonial endeavour are so complex that the

term postcolonial should be used with caution:

"the word postcolonial is useful as a generalisation to the extent that it refers to a process

of disengagement from the whole colonial syndrome, which takes many forms and is probably inescapable

for all those whose worlds have been marked by that set of phenomena: 'postcolonial' is

(or should be) a descriptive not an evaluative term"

Postcolonial studies engage in a wide variety of topics in relation to the legacies left

by colonial exploits such as anticolonial movements in Algeria ; notions of identity

and the framing of the oriental as the other ; or the decolonisation of language in relation

to African Literature.

Going forward it's important to distinguish between these terms.

Though for our purposes in this video postcolonial issues will not be addressed, the distinction

between it and colonialism is important to make so that we can move forward knowing where

this video essay exists in the wider discourse.

To talk about the potential mechanics of colonialism in games, it becomes important to explore

one of their fundamental aspects: space.

The following statement about games is not an all-encompassing explanation of what they

are nor is it necessarily true in all cases, but it should be thought of as a tool with

which we can understand the medium.

Just like stripping down a car engine, you don't just use the one tool, you use several.

But for the purposes of talking about colonialism in games we can identify that "a fundamental

aspect of games is movement through and/or the manipulation of (perceived) space".

From non-digital games like football and Carcassonne, to digital games like Overwatch and Superflight,

space is a vital component whether it is traversed through or influenced by a player's actions.

The importance of space is shown across objectives and affordances here: as we can see in Celeste

the player is tasked with getting to a particular point in the level, and in Krautscape the

space is being manipulated and generated by the player as they drive through the track.

Regardless of the manipulation of affordances or traversal through the space, when in pursuit

of the objective a part of the player's optimal strategy is to understand and master the space

in which they play.

This can be recognised in the relational space between players in Street Fighter as they

calculate hitbox distances, or in understanding the level structure of Deadcore as the player

optimises the quickest pathway through the level: a player's mastery of the space can

be important for their pursuit of the objective.

Of course, not all games concern space: the board game Dixit involves deducing the narrative

predispositions of your friends; another board game resistance involves reading the social

dynamics of the group to root out deceivers; and Reigns: Her Majesty is a videogame in

which the player must balance the attitudes of four social groups in a binary, choose

your own adventure format.

These games involve traversing through and manipulating systems and social spheres instead

of space.

What is necessary is that we combine our understandings of both colonialism and the importance of

space in the videogame to recognise that a game is more than a representation of settings

and stories, but involves the practice of forms of interaction which can mirror spatial

practices of colonialism.

Before we even look at postcolonial issues in games, it is pertinent that we understand

how actual practices of colonialism manifest in game systems.

Splatoon was released for the WiiU in 2015 with its sequel releasing in 2017 for the

Switch.

In addition to its colourful aesthetic the mechanics stand out from other shooter games.

It's a multiplayer game for two teams of four where in the 'Turf War' mode which we are

analysing today the objective is to cover the map in your team's colour of paint At

the end of the time period the percentage of territory for each team is tallied and

the winner declared.

Players can equip a variety of weapons to cover the ground and their opponents in paint.

The player's ink is refilled by immersing themselves in their own paint.

Whilst immersed they can also move faster and become harder to detect like the fog of

war mechanic in RTS games.

Players walk slower on the opposing teams territory than on their own.

Players can also be temporarily eliminated if they are sprayed with the opposing team's

paint.

These simple mechanics created one of the most interesting developments in competitive

shooter videogames.

But they also parallel a joke about British colonialism made by Eddie Izzard where countries

were colonised with the simple use of flags being planted on the colonised countries with

their effects enforced by superior firepower . The objective in regular Splatoon matches

is to spatially dominate the map.

A higher percentage of your team's paint colour on the map is the win condition and so it

becomes a race for who can claim the territory for their own.

By temporarily eliminating members of the opposing team, players can continue to claim

the territory for their own without full opposition.

Laying paint on the map establishes spatial and economic dominance over that area: more

territory for the player means more places to refill their ink storage which in turn

can help them capture more territory.

This cyclical economic system is established for the very purpose of helping the player

take more territory.

The mechanics of Splatoon display elements of colonial practices, from spatial and economic

dominance over a territory to eliminating opposing forces so that the colonial process

can continue unabated.

However, displaying elements of colonial practices is not the same as the game being colonialist.

There are several reasons why this is the case.

The paint colour of the player changes on every map so there is no one identity or 'nation

state' that the player is tied to.

A team's paint colour can be washed over easily, erasing any knowledge that they owned the

territory and prevents harmful colonial legacies to take root.

Though there is an establishment of economic superiority by claiming more territory and

thus more areas to refill the player's ink, it does not completely rewrite the economic

system of the other team because of the paint's impermanence.

Both teams start on a neutral ground, a blank canvas not seemingly owned by any entity.

And the teams in Splatoon are symmetrically balanced in terms of numbers whereas in European

colonialism there was typically a technological and military asymmetry at play, in addition

to an economic system in the colonising country that was built for that continued expansion.

The most interesting element is that the narrative context teeters on the edge of supporting

the idea that the mechanics are colonialist.

The game takes place in a post-apocalyptic world where sea levels have risen and squid

have evolved into Inklings which are the player-character with their opposite number found in the Octarians.

A war broke out between the inklings and octarians for control, which the inklings won.

The octarians return in the first Splatoon game to steal the main energy source of the

inklings which the player-character must recover.

Patricia Hernandez observes that:

"The whole game is technically about children who are taught to fight and maintain their

status as the dominant species, even if it means destroying a civilization that is already

on its last legs...Surely the Octarians view the Inklings as their oppressors, no?"

This might bring to mind the eradication of Carthage by the Romans, but we might note

that the initial conflict between the Inklings and Octarians was over neutral, abandoned

ground with the two forces being equal in strength.

The conflict has more in common with a civil war than the oppressive exploits of colonial

empires.

However, this does not make the implications of the player's actions towards the Octarians

any less oppressive given the latter's current situation.

But it must be remembered however, that this narrative is secondary to the content at the

forefront; of paintball guns, fashion, and popstars which dominate the main plaza of

the game: the narrative context supports the fun aesthetic of kids covering an abandoned

city in paint.

Doubtless there are postcolonial lessons we can learn from Splatoon, it is first important

to clarify what it asks the player to practice.

Splatoon is of course a shooter game with a twist, containing bright colours and plenty

of imagination.

But in using it as foil against which we can look at spatial dominance in games, we can

move closer to establishing the limits of what constitutes colonial mechanics.

Mastering space in the game can be crucial to fulfilling the objectives, and when the

mechanics are framed in such a way that they can be construed even slightly with colonialism,

an analysis is necessary.

From this exploration it is hoped that the concepts of colonialism and postcolonialism

are better understood and that more questions have been provoked that will create a vibrant

discourse on colonialism and games.

Thanks so much for watching.

I would love to hear your own colonial analyses and takes on Splatoon.

For instance do you think the Octarians are akin to colonised peoples and that the actions

of the player enforce that?

Is the Salmon Run game mode in Splatoon 2 comparable to a form of corporate imperialism?

Is there anything that can be said about the other game modes?

Perhaps these will be the topics of later videos.

If you'd like be notified when the next video is released then click on the subscribe button.

You can watch my last video on the limits of interpretation and authorial intention

in Luftrausers by clicking the link in the video.

For more infomation >> Splatoon & Colonialism // Explorations of Colonialism (LudicRyan) - Duration: 13:24.

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Luis Fonsi - Échame La Culpa

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For more infomation >> Kia cee'd Sporty Wagon 1.4 X-TRA ISG Airco - Duration: 0:56.

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Fabuleuse relaxation binaurale - Duration: 1:00:00.

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Recipe of the Day: Ree's Chocolate Peanut Butter Pie | Food Network - Duration: 3:24.

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Splatoon & Colonialism // Explorations of Colonialism (LudicRyan) - Duration: 13:24.

Hi, I'm LudicRyan.

Welcome to a new series on games and colonialism.

In this we'll explore how colonialism can manifest within the medium of games.

We'll talk about space, mechanics, genre, narrative context and a variety of other aspects

that will help us explore the concepts of colonialism and postcolonialism in games.

To identify the mechanics of colonialism and adopt a postcolonial lens on games this series

takes inspiration from the work of Souvik Mukherjee who notes that

"Just as in earlier narrative media such as the novel, postcolonial readings are important

for videogames - not least because they challenge the centrality and fixity of readings and

offer a multiplicity of perspectives.

Meaning, instead of being the preserve of imperial 'centres,' is in play"

So today we're going to do something different.

We're going to ask a question in which the answer is no.

But we're going to continue exploring the issue because it is the question itself which

is important.

Can the mechanics of Splatoon in the 'Turf War' game mode be equated with practices of

colonialism?

To repeat, the answer is no.

It would be wrong to use that question as a form of clickbait or to frame it with an

air of mystery, because the answer is self-evident.

Let me first justify why it can be important to explore a question even though we know

the answer is negative.

It's important to remind ourselves that the analytical questions we might have about a

piece of media can be wrong, but if conducted with full consideration for why that is the

case, we can end up with a series of interesting questions going forward: and in this case

it is important that we do so, because colonialism and postcolonialism are topics not often talked

about in regards to games.

I want to give an unintentional example of this taking place.

In April of last year Ian Bogost wrote an article after playing What Remains of Edith

Finch.

He came to the conclusion that games operate better as simulations and should give up with

narrative aspirations because other media like film and television do it better . This

piece inspired a backlash of articles reminding us of the importance of narrative in games

which could seem self-evident, but it's important to evaluate and reaffirm these truths in light

of opposition.

The question of Splatoon and colonialism remains important not for the analysis on the individual

game, but for the reflections of the videogame form itself and the application of colonial

and postcolonial lenses.

It is obvious where we might observe colonial practices in games.

But the first step should be to understand the abstracted practices of spatial dominance

in games and their relation to colonialism.

Though colonialism is a more complex issue than can be represented by just its spatial

element, it's important to use Splatoon as a foil against which we might advance the

discourse on colonialism and games.

First, we'll look at understandings of colonialism and postcolonialism.

We'll give a short description of what they are how they have manifested.

Next we'll interrogate the form of the videogame medium itself looking particularly at its

existence as a predominantly spatial format.

From this we can then look at Splatoon for its mechanics of spatial dominance and a wider

understanding of colonialism in games.

Whilst it is beyond the scope of this video to provide a comprehensive understanding of

colonialism and postcolonialism, it will serve our purposes here to construct a working definition

which can be built upon in subsequent videos in this series.

To start, we'll follow Ania Loomba's definitions of and distinctions between the concepts of

colonialism and postcolonialism . She first outlines colonialism as the conquest and control

of other people's land and goods.

Examples of this span all of human history from the Roman Empire to the Mongols, to the

European exploits from the 16th century onwards.

But modern postcolonial studies focus on these latter examples of European dominance around

the globe.

This is because these examples of colonialism changed the world in a way that previous colonial

exploits did not.

That is because the European exploits of the 16th century were inextricably linked with

the development of capitalism:

"Modern colonialism did more than extract tribute, goods and wealth from the countries

that it conquered - it restructured the economics of the latter, drawing them into a complex

relationship with their own so that there was a flow of human and natural resources

between colonised and colonial countries."

Loomba gives an example of this as raw cotton was taken from India back to England and made

into cloth which was then sold back to India hindering its own cloth production.

Modern colonialism involved the claiming of territories and restructured the economic

systems of the colonised so that European capitalism and industry continued to grow.

The concept of postcolonialism then is not to be understood as the chronological follow

up to colonialism, nor does it indicate that the effects of colonialism are over.

The methods and legacies left behind each colonial endeavour are so complex that the

term postcolonial should be used with caution:

"the word postcolonial is useful as a generalisation to the extent that it refers to a process

of disengagement from the whole colonial syndrome, which takes many forms and is probably inescapable

for all those whose worlds have been marked by that set of phenomena: 'postcolonial' is

(or should be) a descriptive not an evaluative term"

Postcolonial studies engage in a wide variety of topics in relation to the legacies left

by colonial exploits such as anticolonial movements in Algeria ; notions of identity

and the framing of the oriental as the other ; or the decolonisation of language in relation

to African Literature.

Going forward it's important to distinguish between these terms.

Though for our purposes in this video postcolonial issues will not be addressed, the distinction

between it and colonialism is important to make so that we can move forward knowing where

this video essay exists in the wider discourse.

To talk about the potential mechanics of colonialism in games, it becomes important to explore

one of their fundamental aspects: space.

The following statement about games is not an all-encompassing explanation of what they

are nor is it necessarily true in all cases, but it should be thought of as a tool with

which we can understand the medium.

Just like stripping down a car engine, you don't just use the one tool, you use several.

But for the purposes of talking about colonialism in games we can identify that "a fundamental

aspect of games is movement through and/or the manipulation of (perceived) space".

From non-digital games like football and Carcassonne, to digital games like Overwatch and Superflight,

space is a vital component whether it is traversed through or influenced by a player's actions.

The importance of space is shown across objectives and affordances here: as we can see in Celeste

the player is tasked with getting to a particular point in the level, and in Krautscape the

space is being manipulated and generated by the player as they drive through the track.

Regardless of the manipulation of affordances or traversal through the space, when in pursuit

of the objective a part of the player's optimal strategy is to understand and master the space

in which they play.

This can be recognised in the relational space between players in Street Fighter as they

calculate hitbox distances, or in understanding the level structure of Deadcore as the player

optimises the quickest pathway through the level: a player's mastery of the space can

be important for their pursuit of the objective.

Of course, not all games concern space: the board game Dixit involves deducing the narrative

predispositions of your friends; another board game resistance involves reading the social

dynamics of the group to root out deceivers; and Reigns: Her Majesty is a videogame in

which the player must balance the attitudes of four social groups in a binary, choose

your own adventure format.

These games involve traversing through and manipulating systems and social spheres instead

of space.

What is necessary is that we combine our understandings of both colonialism and the importance of

space in the videogame to recognise that a game is more than a representation of settings

and stories, but involves the practice of forms of interaction which can mirror spatial

practices of colonialism.

Before we even look at postcolonial issues in games, it is pertinent that we understand

how actual practices of colonialism manifest in game systems.

Splatoon was released for the WiiU in 2015 with its sequel releasing in 2017 for the

Switch.

In addition to its colourful aesthetic the mechanics stand out from other shooter games.

It's a multiplayer game for two teams of four where in the 'Turf War' mode which we are

analysing today the objective is to cover the map in your team's colour of paint At

the end of the time period the percentage of territory for each team is tallied and

the winner declared.

Players can equip a variety of weapons to cover the ground and their opponents in paint.

The player's ink is refilled by immersing themselves in their own paint.

Whilst immersed they can also move faster and become harder to detect like the fog of

war mechanic in RTS games.

Players walk slower on the opposing teams territory than on their own.

Players can also be temporarily eliminated if they are sprayed with the opposing team's

paint.

These simple mechanics created one of the most interesting developments in competitive

shooter videogames.

But they also parallel a joke about British colonialism made by Eddie Izzard where countries

were colonised with the simple use of flags being planted on the colonised countries with

their effects enforced by superior firepower . The objective in regular Splatoon matches

is to spatially dominate the map.

A higher percentage of your team's paint colour on the map is the win condition and so it

becomes a race for who can claim the territory for their own.

By temporarily eliminating members of the opposing team, players can continue to claim

the territory for their own without full opposition.

Laying paint on the map establishes spatial and economic dominance over that area: more

territory for the player means more places to refill their ink storage which in turn

can help them capture more territory.

This cyclical economic system is established for the very purpose of helping the player

take more territory.

The mechanics of Splatoon display elements of colonial practices, from spatial and economic

dominance over a territory to eliminating opposing forces so that the colonial process

can continue unabated.

However, displaying elements of colonial practices is not the same as the game being colonialist.

There are several reasons why this is the case.

The paint colour of the player changes on every map so there is no one identity or 'nation

state' that the player is tied to.

A team's paint colour can be washed over easily, erasing any knowledge that they owned the

territory and prevents harmful colonial legacies to take root.

Though there is an establishment of economic superiority by claiming more territory and

thus more areas to refill the player's ink, it does not completely rewrite the economic

system of the other team because of the paint's impermanence.

Both teams start on a neutral ground, a blank canvas not seemingly owned by any entity.

And the teams in Splatoon are symmetrically balanced in terms of numbers whereas in European

colonialism there was typically a technological and military asymmetry at play, in addition

to an economic system in the colonising country that was built for that continued expansion.

The most interesting element is that the narrative context teeters on the edge of supporting

the idea that the mechanics are colonialist.

The game takes place in a post-apocalyptic world where sea levels have risen and squid

have evolved into Inklings which are the player-character with their opposite number found in the Octarians.

A war broke out between the inklings and octarians for control, which the inklings won.

The octarians return in the first Splatoon game to steal the main energy source of the

inklings which the player-character must recover.

Patricia Hernandez observes that:

"The whole game is technically about children who are taught to fight and maintain their

status as the dominant species, even if it means destroying a civilization that is already

on its last legs...Surely the Octarians view the Inklings as their oppressors, no?"

This might bring to mind the eradication of Carthage by the Romans, but we might note

that the initial conflict between the Inklings and Octarians was over neutral, abandoned

ground with the two forces being equal in strength.

The conflict has more in common with a civil war than the oppressive exploits of colonial

empires.

However, this does not make the implications of the player's actions towards the Octarians

any less oppressive given the latter's current situation.

But it must be remembered however, that this narrative is secondary to the content at the

forefront; of paintball guns, fashion, and popstars which dominate the main plaza of

the game: the narrative context supports the fun aesthetic of kids covering an abandoned

city in paint.

Doubtless there are postcolonial lessons we can learn from Splatoon, it is first important

to clarify what it asks the player to practice.

Splatoon is of course a shooter game with a twist, containing bright colours and plenty

of imagination.

But in using it as foil against which we can look at spatial dominance in games, we can

move closer to establishing the limits of what constitutes colonial mechanics.

Mastering space in the game can be crucial to fulfilling the objectives, and when the

mechanics are framed in such a way that they can be construed even slightly with colonialism,

an analysis is necessary.

From this exploration it is hoped that the concepts of colonialism and postcolonialism

are better understood and that more questions have been provoked that will create a vibrant

discourse on colonialism and games.

Thanks so much for watching.

I would love to hear your own colonial analyses and takes on Splatoon.

For instance do you think the Octarians are akin to colonised peoples and that the actions

of the player enforce that?

Is the Salmon Run game mode in Splatoon 2 comparable to a form of corporate imperialism?

Is there anything that can be said about the other game modes?

Perhaps these will be the topics of later videos.

If you'd like be notified when the next video is released then click on the subscribe button.

You can watch my last video on the limits of interpretation and authorial intention

in Luftrausers by clicking the link in the video.

For more infomation >> Splatoon & Colonialism // Explorations of Colonialism (LudicRyan) - Duration: 13:24.

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Bitcoin Node Installation on Linux - Duration: 5:33.

Bitcoin Node Installation on Linux

This video will demonstrate how to install a Bitcoin node on Linux using Ubuntu.

Use the following commands to install the BerkleyDB package.

Install the required packages using the following commands:

Create a directory to the Bitcoin node software and download the package:

Compile the Bitcoin node on Linux:

Install the Bitcoin node on Linux:

Now, let's create the bitcoin.conf configuration file.

Add the following lines to the bitcoin.conf configuration file:

The virtualcoin username and kamisama password are just EXAMPLES, you MUST replace them for a username and password that you desire.

Start the litecoin service as a daemon.The litecoin service will start to syncronize the blockchain after a couple of minutes.

Use the following command to verify the status of the synchronization.The blockchain synchronization might take days or weeks.

You are now a proud owner of a Bitcoin node. If you want to stop the service, use the following command:

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outil multifonction lidl parkside pmfw 310 d2 Multi-Purpose Tool Multifunktionswerkzeug - Duration: 4:55.

one of my videos is not subtitled? Thank you for asking me in comment of the video.

310w PARKSIDE / LIDL multifunction tool (+ comparative)

hello, presentation of the multifunction tool, on the secondary chain the disc sander.

New version PARKSIDE PMFW 310 D2

310W - No load speed: 15000 - 21000 rpm

3 years warranty - 4 m power cable

change of accessories without tools + universal housing

storage box + Dust extraction

2 blades for wood + 1 scraper

1 blade for steel

Sanding tray + Abrasive sheets (wood and steel)

instructions for use + the multifunction tool

on / off

Adjustment wheel for vibration speed (1 => 6)

novelty of the product: Unlock lever of the tool (to quickly change accessory)

Change accessories

just pull the lever

he gets up here

then measure the blade of your choice then tighten the lever

good maintenance of the accessory

really handy we will be able to remove and return the accessory easily

compatible BOSCH blade (and old PARKSIDE blades) => YES!

for old parkside blades you have to unscrew here

then put the blade and screw

put it this way, not that way (do not go wrong)

then tighten

same for BOSCH blades (they are compatible)

comparative (what's new)

here the first version PMFW 310 A1

very close dimensions, identical operation, that the change of blades changes (before it was necessary to loosen with a tool)

6 fasteners (4 front bindings)

noise

in speed 6

new accessories compatible with the old tool? (Yes !)

I test on the old multifunction tool

practice: we must not totally devise so saving time

weight

1274 g = 2.80 lbs and 1222 g = 2.70 lbs.

go ! (change accessories)

from left to right: PMFW D4 + blade "open", PMFW D4 blade "closed" and PMFW A1 blade "closed"

conclusion

two advantages: the quick change of the blades and it is less noisy

we can unscrew to put the blades "closed"

here a playlist where you find tests with the old tool (identical features)

on the secondary chain, tomorrow, the presentation of the disc sander, thank you and see you soon ++

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