Shared posts

09 Nov 01:27

(via I’m sorry for what I said when I was hungry)

firehose

HI SAUCIE

09 Nov 00:41

The Rise Of The Sexless Superhero

Modern superheroes are impressive physical specimens. They're handsome, dashing charmers. They're upstanding figures of honor, courage, and virtue. And they're also, for the most part, sexless do-gooders without an ounce of carnal drive. What happened?
09 Nov 00:41

It’s harder to get a job in Italy with a college degree than without one

by Commentary
Studying for unemployment.

With Italy’s unemployment at an all-time high of 12.5% and youth unemployment at a dismal 40.4%, young Italians might well think that now would be a good time to go back to school.

They might well be wrong.

A college or advanced degree may actually put young Italians at a higher risk of unemployment, according to economic data gathered by the European Union’s statistical agency, Eurostat.

Italy is the European country with the lowest number of “tertiary” graduates–meaning anyone with a university or university-like degree.Yet despite relatively low supply, one in three tertiary graduates between 20 and 24 (33.3%, up from 27.1% in 2011) remains out of work, according to Eurostat–even higher than their peers with just a high-school level degree, whose unemployment rate is 30.4%.

Italian companies actually seem tofavor workers with lower levels of education: 37% of those employed in managerial positions hold only the minimum compulsory level of education, compared with 15% who hold a bachelor’s degree or above, according to AlmaLaurea, an Italian institution run by a consortium of universities and the Ministry of Education that gathers statistics on education.

This is partially due to the subjects that Italians choose to pursue in their studies. ”A problem that’s much bigger in Italy compared to other countries… is the kind of degree held,” says Giuseppe Ragusa, an assistant professor of economics at Libera Università Internazionale degli Studi Sociali (LUISS) University in Rome. “We are a country that is leaning too much towards human studies and law.”

These humanities degrees don’t meet the market’s demands, which favor engineers over history majors. In 2012, 42.8% of Italian graduates held a humanities, law or social studies degree (not including economics, which accounted for 14%), according to AlmaLaurea.

Italy also suffers from a qualifications mismatch, with a higher percentage of both over-qualified and under-qualified workers than the European average, reports ISFOL, a Ministry of Labor and Welfare organization focused on vocational training.

Italy’s highly educated workers, Ragusa says, face a market where jobs are concentrated in sectors requiring low-level skills–hired hands and waiters were most in demand in 2012, according to the Ministry of Labor’s statistics. This, Ragusa says, is the inevitable outcome when a country doesn’t invest in innovation, and it is one of the signs of a stagnating economy.

“We produce little [qualified] human capital and employ little of it in our economy,” he says. “In the medium and long term, we are destined to have small growth.”

Follow Annalisa on Twitter @missanabeem. We welcome your comments at ideas@qz.com. 

09 Nov 00:41

Birdseye view of Philadelphia (1870)

by the59king

Birdseye view of Philadelphia (1870)

KMQSjlolLXKWlcex_TTBirdseye view of Philadelphia showing the Philadelphia and Reading R.R. From 1870. Birdseye view of Philadelphia showing Phil. and Reading R.R. Date: 1870 Author: ?? Dwnld: Full Size (10.1mb) Print Availability: See our Prints Page for more details pff This map isn't part of any series, but we have other Pennsylvania maps that you might want to check out. An interesting small-scale railroad map of Philadelphia [gmap] that I wish I...

the BIG Map Blog - Interesting maps, historical maps, BIG maps.

09 Nov 00:40

Richie Incognito makes the Daily News cover

by Ryan Van Bibber

New twists in the story revealed Thursday include the revelation that Richie Incogntio harassed a female volunteer at a 2012 golf tournament (promptly swept under the rug by team "security") and a letter from Jonathan Martin's lawyer alleging that the second-year tackle was physically assaulted and tormented with threats to his sister. All of which prompted Friday's back cover for the New York Daily News:

Byj5s0scqaeamyz_medium

Still, tabloid puns have nothing on the absurdity CNN gave the story on Friday morning. As with most things CNN does, the "report" mostly consisted of a panel sensationalizing an important story about cultural norms and tolerance in professional sports. And who better to provide some perspective than Big Poppa Pump?

CNN using BIG POPPA PUMP to comment on dolphins situation (via @wynnde13) pic.twitter.com/z7kt23nfBg

— Will Brinson (@WillBrinson) November 8, 2013

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09 Nov 00:39

Xbox One practically unusable without day one update | Tech Culture - CNET News

by gguillotte
Microsoft's senior director of product management, Albert Penello, said that owners of the Xbox One "will be able to do very little without taking the day one update." When pressed on what users could do with the Xbox One before the update is added to the console, Penello said "nothing."
09 Nov 00:38

Two Retina MacBook Pro firmware updates chase away early-adopter blues

by Andrew Cunningham
Andrew Cunningham

Early adopters of any new hardware are always the ones who get burned the worst by hardware and software glitches, as we've seen over and over again. Some owners of the new 13-inch 2013 Retina MacBook Pros were finding that their keyboards and trackpads would occasionally become unresponsive, and after acknowledging the problem last week, Apple yesterday issued the MacBook Pro Retina EFI Update v1.3 to fix it. The previous, temporary workaround involved putting your computer to sleep and waking it back up, an inconvenient and potentially disruptive bandage.

Owners of the 15-inch 2013 Retina MacBook Pro shouldn't feel neglected just because their keyboards work properly—that laptop is also getting new firmware in the form of the MacBook Pro Retina EFI Update v1.2. This update applies specifically to high-end models with Nvidia's dedicated GeForce GT 750M GPU and "addresses an issue which, in rare cases, may limit the performance of the discrete graphics processor after a system wake or boot." If you have the lower-end version with the Intel-only GPU included, your laptop will still download and install the new firmware (as ours did), but it probably won't alter the laptop's performance.

Apple also issued a patch for Mail.app in OS X 10.9 yesterday, aimed specifically at bugs being experienced by Gmail users of the operating system's built-in mail client.

Read 1 remaining paragraphs | Comments


    






08 Nov 17:53

Xbox 360 compatibility on Xbox One using cloud streaming too 'problematic'

by Christopher Grant
firehose

' "it’s really super cool if you happen to have the world’s most awesome internet connection. It works way better than you’d expect it to," Penello said. "So managing quality of service, the tolerance people will have for it being crappy. Can you imagine, in this day and age, with the bad information around, and we can’t control the quality of that experience and make sure it’s good, or have to tell people they can’t do it?" '

yeah
it's called "honesty"
maybe try it sometime

"If you're backwards compatible, you're really backwards," former Xbox chief Don Mattrick – now running things at Zynga – (in)famously said following the Xbox One’s troubled reveal in May, referring to the new console's inability to play games from previous Xbox consoles, like the Xbox and Xbox 360. In a meeting in New York this week, Microsoft's Albert Penello didn't call the pursuit backwards, but he did concede that experiments with streaming solutions had proven too "problematic" to be rolled out to consumers.

In the months following Mattrick's statement, Microsoft has made great efforts to distance itself from that, and many other, errors in messaging. In September, Penello, senior director of product management and planning at Xbox, said that it may be possible for the Xbox One to support earlier Xbox titles using the company’s much-vaunted cloud server technology. "It could be more complicated things like rendering full games like a Gaikai and delivering it to the box," Penello told GameSpot, referring to Sony’s still unproven solution for prior generation compatibility on PlayStation 4. "We just have to figure out how, over time, how much does that cost to deliver, how good is the experience."

Just a few weeks later, Halo 4 — presumably the last Halo game to be made for Xbox 360 — was seen running on a Windows PC and, more notably, a Windows Phone during a Microsoft company meeting. The demo was billed as a prototype and a spokesperson for the company said, "The Microsoft Company Meeting is a great place to demonstrate many exciting possibilities, but we don't have any specific plans to share at this time."

"In the world of things I wish they had not shown at the Company Meeting because I knew I’d be asked about it later, put that at the top of my list," Penello told Polygon earlier this week at an Xbox One demo in New York. "That is a good example, in certain circumstances [the cloud streaming] worked really awesome."

"It’s really cool and really problematic"

However, the problem, Penello explained, was that cloud streaming was simply too failure prone to provide a realistic solution for most consumers.

"It’s really cool and really problematic, all at the same time, insofar as it’s really super cool if you happen to have the world’s most awesome internet connection. It works way better than you’d expect it to," Penello said. "So managing quality of service, the tolerance people will have for it being crappy. Can you imagine, in this day and age, with the bad information around, and we can’t control the quality of that experience and make sure it’s good, or have to tell people they can’t do it?"

Even without any intention of bringing the streaming compatibility option to the market, its mere existence at the Microsoft meeting four months after Mattrick's remarks show that not everyone at Xbox thinks backwards compatibility is "backwards" thinking. For Penello, the Halo 4 prototype showed a possible way forward, in some indeterminate future.

"It was a grand experiment, I know we did a lot of work behind it, and we said this is one of the things where the network just has to get better before we can do it," he said. "When that happens, you’re going to have a really interesting conversation around that, can I actually run Xbox One games that way as well."

As for Sony's plans to use its Gaikai service to stream older PlayStation titles to the PS4, Penello said, "I’ll be really interested to see how our friends in the Bay Area [at PlayStation] deal with this problem. But I can tell you, it’s totally possible. We like it, we’re fans of the cloud. We’re not shy about that."

08 Nov 17:50

Man-Made Earthquakes Are Becoming A Real Problem

firehose

tl;dr: injection storage, aka fracking waste disposal

We’ve seen an incredible spike in earthquake frequency in recent years, and scientists are finally starting to figure out why that is.
08 Nov 17:49

The Psychology Of Giant Princess Eyes

firehose

and/or Disney's long history (and continuing reality) of systemic sexism

How Disney's caricature-esque women came to define "the fairest of them all."
08 Nov 17:46

Malcolm Gladwell On God And Glenn Beck

firehose

'Beck scolded the mainstream media for ignoring the faith-based aspects of Gladwell’s new book. “It’s an odd thing,” Gladwell responded. “By the end of the book I realized what I really wanted to talk about was faith...The weapons of the spirit.” Beck asked whether Gladwell himself was spiritual, and Gladwell responded that although he grew up in a religious household, he “drifted away,” and “with this book I am coming back.” He added: “This book was a weird journey for me.”
...
Gladwell seconded what he had said to Beck, essentially arguing that different people read the book in different ways. “It’s a very interesting experience—I was in Salt Lake City...and everyone read the book that way,” Gladwell told me. “I must have done six interviews and all they talked about was the faith part. I think it depends where you stand.” He added, in a phrase that one could hear Beck uttering, that “people on the coast” seemed to be ignoring the faith-based aspects of the book. (On his show, Beck claimed that the book was something he himself could have written.)
...
Gladwell seemed disappointed that, as he said, some of the people who had criticized his book had not read it, and he was also clearly thankful that Beck himself certainly appeared to have consumed David and Goliath with interest.'

Gladwell's latest book may have caused a change in faith for the renouned author.
08 Nov 17:40

181 years after its founding, this company is finally going public

by Commentary
Time to brush off the dust.

The IPO market is a-Twitter with the debuts of young companies that seem to have enticing but uncharted futures.

Less obvious are the granfathers of business—companies founded almost 100 years ago—that also hope to cash in on the market’s appetite for IPOs.

Two ancient firms are offering public shares: Houghton Mifflin Harcourt, an educational and trade book publisher founded in 1832, and Avianca Holdings, which owns several airlines in Latin America that date back to 1919. Avianca shares debuted at $15 a share Wednesday, below target price. Houghton Mifflin shares are expected to be priced at $14 to $16 in an IPO next week.

While these older companies’ IPOs make less of a splash, they have some advantages in the market. They’re far easier for investors to value because of their long track records, said David H. Hsu, an associate professor of management at the Wharton School. “In some cases we have 100 years of data, so the valuation is going to be pretty tight,” he said.

Sometimes a senior company may go public when it needs to change its strategy or to “get currency for a merger and acquisition,” Hsu said. Houghton Mifflin’s IPO gives its major investors a way to cash out some of their stake in the company, which will not receive any proceeds from the IPO. Avianca is hoping to increase its total valuation with a presence in the US and to raise money in order to expand its fleet.

But don’t expect stock pickers to get too enthused about these older companies.

“Individual investors and the more active investors—they would be more attracted to the more high risk/high reward issues” that a young tech company offers. Pension funds and institutions are more likely to buy the stability of a seasoned company, Hsu added.

They just don’t have many to choose from. According to Nasdaq, 98% of the 256 IPOs from 2011-2013 that trade on the exchange are less than 50 years old. Exceptions included Fairway Group Holdings, founded in 1933, and Caesars Entertainment, established in 1937.

The median age of US companies staging IPOs varies from year to year, but has increased since the dot-com bubble burst in 2000 and the number of companies going public has dropped. In 1999, the median age hit a low of 4 (pdf), when there were 476 IPOs, and was up to 12 last year, with just 94 companies going public.

Back in 1999, during a froth of tech IPOs, two venerable companies took advantage of high market valuations and went public: Goldman Sachs and United Parcel Service. “That’s certainly a phenomenon we could witness” again, said Hsu.

You can follow Vickie on Twitter at @WorkingKind. We welcome your comments at ideas@qz.com

08 Nov 17:40

Chris Roberts Details Squadron 42, Takes On Doubters

by Nathan Grayson
firehose

YES
HYPE DRIVE RE-ACTIVATED
ARMING PREORDER

By Nathan Grayson on November 8th, 2013 at 1:00 pm.

Star Citizen this, Star Citizen that. It’s in the news significantly more often than any real space program, and it’s probably better funded at this point too. Personally, I still can’t help but question Chris Roberts’ and co’s ability to pull it off, but I’m now much less doubtful that their aspirations are sincere. I recently lobbed all the skepticism I could at each of Roberts’ claims, and he backed them up with dates, times, and plans to prove he’s not just blasting hot air into the empty blackness of our bank accounts. Look for that mammoth back-and-forth very soon. First, though, Squadron 42. The single-player story-based spin-off kind of disappeared after Star Citizen’s initial announcement, but apparently it’s benefiting from Roberts’ lightspeed jump into the Implausible Wealth Nebula just as much as its big brother. According to Roberts, it’s now just as big as anything he could’ve done working with EA to make a new Wing Commander.

It would’ve been pretty easy to sweep Squadron 42 under the rug. At least, for a little while.

Star Citizen is the talk of the town (town name: space, population: all existence), and many wannabe pilots have become damn near obsessed with preparing their virtual armadas for impending intergalactic war. A meticulously interconnected online galaxy awaits. Single-player? Who goes to space for that?

If I was doing a Wing Commander at EA, Squadron 42 is gonna be that.

And honestly- for better or worse – Roberts would probably get a pass from many if he managed to deliver Star Citizen without too many compromises. That absurd vision in most of its sprawling splendor. But he also promised an entire single-player story-based Wing Commander successor set in Star Citizen’s universe, and apparently that’s coming together just as quickly behind the scenes.

“I haven’t talked about Squadron 42 because it’s a narrative story,” Roberts explained to RPS during GDC Next. “I kinda want to make that more of a discovery thing. But it’s going to be as big or as fancy as any Wing Commander would be.”

“The scope and scale and ambition of it now is gonna be up there with anything I could’ve done with Wing Commander [thanks to crowdfunding]. Like, if I was doing a Wing Commander at EA, Squadron 42 is gonna be that. At that level. We already have a bunch of stuff that I really like. We have our own motion capture studio. We have a whole face rig thing.”

My eyebrow leaped into the coldest, deepest reaches of my hairline at that notion. After all, single-player games aren’t cheap. Yes, Roberts and co have amassed more than $25 million between Kickstarter and their own site, but that may as well be brightly colored Monopoly money in the grand scheme of things – especially given that it’s holding up both a single-player story and a full-fledged MMO. Roberts, however, claimed that working sans publisher, console concerns, and marketing (subscribers, whose contributions aren’t listed on the total, take care of that) don’t whittle away at the cost so much as they run it through a wood chipper. I suppose, however, that only time will if crowdfunding alone is enough.

So then, what exactly is Squadron 42? How does it work? Roberts explained the story-driven starfighter’s structure:

“You’re in the military, right? So you go wherever they want you to. But you have an effect on how the campaign unfolds. That determines where your campaign ends up, which is very much the Wing Commander model – especially Wing Commander 1. It’s gonna be more interactive than Wing Commander 3 and 4, which were more linear because you have the film element.”

But what about wings and the commanding thereof? This isn’t a one-man show, after all. As in the Wing Commanders of yore, you’ll be able to pick both your battles and your co-pilots. Conversations, however, will apparently be far more advanced.

“We’re doing a bunch of stuff with the conversation system,” Roberts continued. “It’s one I’ve been thinking about for a while that I think is going to make that field better. It’s about managing relationships with your pilots. I don’t want it to feel like you’re on some conversation tree, just ticking off answers to make sure you didn’t miss anything. The way we’re setting it up is to be much more about managing your relationships with your co-pilots, and it’s kinda up to you.”

“The original Wing Commander was a little this way. It was like, who do you like? Who do you want to hang out with? You can have a person who’s an asshole, you can have a person who’s great, you can have a person who’s funny. Players will sort of form their relationships with different wingmen and that will affect what they do and how they play.”

“The on board the ship stuff is almost like a relationship manager, as opposed to a bunch of set cut-scenes.”

The colossal claims have been growing like avalanches, but Roberts said he plans to deliver on them sooner rather than later. Already, Star Citizen’s hangar module is letting sci-fi hotrod enthusiasts fulfill their dream of owning a space garage, and dogfighting is still in the pipeline for the end of the year. After that comes planet-level trading around March/April or so, then first-person shooter ship boarding toward the middle of 2014, and Squadron 42 closer to the end.

Such a rapid-fire schedule might sound like an impossibly tall order, but much of that is mitigated by the fact that different studios are working on each part. Roberts claimed that this approach allows for focus, speed, and a much more manageable workload. Squadron 42, meanwhile, is receiving an extra helping of special attention.

“I’m picking the studios that I think have the personnel that can do each task, and then we’re all hooked in to the same build,” said Roberts. “We all see everything. And then I’ve gone out of my way to pick the right people. The team in England is led by my brother. It’s the team that did Privateer and Starlancer and a bunch of people that worked with me on earlier things like Wing Commander. They’re taking the lead on Squadron 42. They basically did the last good Wing-Commander-style space game.”

The multi-studio, staggered release setup serves a second purpose as well: to prove to fans and backers that any of this, er, exists at all. This goes double in the event of a Double-Fine-style emergency, because – while confident – Roberts isn’t fooling himself. Game development is an imprecise science to begin with, and a project of this scale is like trying to conduct a black hole. Something can and inevitably will go wrong.

“When there’s an article about us, there’s always one person who’s like, ‘IT’S A SCAM,’” he confessed. “[Gradually releasing each part of the game and then combining them into one] is a conscious plan. I mean, I’m building a really big game. If you ask people what they want, they’ll tell you they want the best game possible. But if you take a look at Blizzard or Valve or Irrational or Rockstar, those guys all make games people love. But then, people are still asking where Half-Life 3 is. These companies are like, ‘It’s done when it’s done.’ When some of the best in the business can’t run to some preordained schedule, [it says a lot about how this stuff ends up working out].”

“My hope and goal is that, because I share the process and fans see it happening, that when we have to make choices like that, we have different information than we did at the start of the process. People are like, ‘OK, I get it. I mean, it sucks and I wish I had it now, but this is better for the final game. Plus, I’ve already got stuff and I’m seeing what you’re doing and delivering. I’m getting new content.’”

He noted, then, that the current Star Citizen/Squadron 42 release schedule is very tentative, and already some pieces are getting jostled by (so far) minor patches of turbulence. The dogfighting module, for instance, will launch at the end of 2013 no matter what, but it might not include multiplayer until early next year. Reason being, RSI has the option of either running CryEngine’s stock multiplayer code or implementing Star Citizen’s full MMO-ready backend. At the moment, Roberts is leaning toward the latter, as it’ll allow stress testing pretty much from the get-go. So long, launch day server troubles – at least, in theory.

“That’s the decision that, if you go for the proper system, it’s much better for the game long-term,” he said. “But that means people aren’t playing multiplayer dogfights by Christmas. They’ll be able to play against AI or fly their ships around, but I think that may be the choice that I make. It’s better for the final game.”

“But it’s hard. You have to manage a lot of expectations. When we pushed back the Hornet [ship] commercial, we had a lot of upset reactions. People were like, ‘How could they? They lied to us.’ But then the commercial came out, it was fine, and many of the complaints went away. So it’s about managing from the complaints to the point where they get something good. Delivering something good is the all-important thing.”

Obvious wisdom, but deceptively easy to forget when thousands of backers are banging down your doors, certain that this time you finally, truly abandoned them. And with more backer money fueling his game than any other crowdfunded project in history, Roberts is bound to be suspected of that at every turn. Maybe justifiably so, maybe not. But whether we’re talking Squadron 42 or Star Citizen, this universe is Roberts’ new home, and he doesn’t plan on going anywhere any time soon.

“Obviously, I’m worried about consistency and quality,” he admitted. “But I’m not the guy who goes, ‘Oh yeah, that’s good enough!’ I say, ‘Guys, this is gonna have to be scrapped or redone completely.’ I want to play it. I’ve put all this effort in. My point is, I’m committing a decent amount of my life to get this thing done, and I don’t want to come out on the other end and realize I dropped the ball or it wasn’t good enough.”

08 Nov 17:38

That moment...

by sharhalakis

by  drvannostrandvienna

08 Nov 17:08

Stanford downs Oregon and remains college football's weird nerd overlord

by Steven Godfrey

Palo Alto, California. They are pushing a grocery cart with a battery-powered amp strapped to the side of a keg down the middle of the road, a wonderful jalopy rattling along in the wake of the marching band.They're not in the band, that band other fans talk about, the bizarre Leland Stanford Junior University Marching Band. They're merely following, but the same spirit moves them. Running to groups of onlooking Oregon fans, they emphatically high-five anything wearing green or gold.

"Yeah! YEAH. Yes, yes, let's do this, yeah."

The visiting Ducks are confused, which is the point, although the point never gets any clearer than that. Irony? Mockery? Self-parody? The amp is blaring a mash of house and indecipherable rock, and as their leader pushes the cart along, various members approach the other band, the orderly Oregon band, waiting in lines to enter Stanford Stadium in bright white and green traditional uniforms.

"YEAH, DUCKS! Ducks, yeah. DUCK YEAH! Wooooo! DUCK YEAH, DUCK YEAH. LET'S GO."

It takes me the better part of 40 yards to catch up to the grocery cart, where the driver goes by "Miguel." He decides that's his name after giving me his real first and last name, then begging me not to use them, then providing two other aliases, then "Miguel," which is the name of a member of the group who isn't paying attention. For all their insistence on creating a bawdy, fearless deconstruction of college football fandom, Stanford students are hyper-aware of being caught on camera doing anything of note.

"Never know when you might get vetted one day," a member of the group explains.

For like, the presidency of a nation?

"Yeah, probably not. Still though."

Screen_shot_2013-11-08_at_8

Earlier in the afternoon, a student in line offers me a bottle of Red Stripe, but when he offers to hold up one of his NERD NATION signs, he quickly hides his beer out of sight despite being a year and change older than 21.

Nerd nation is a thing, a self-effacing mantra that's also meant to defy critics. It's why Cardinal players Tyler Gaffney, A.J. Tarpley and Shayne Skov showed up to Thursday's post-game press conference in black glasses with white tape on the bridges.

"We take pride in what we do," Skov said in explanation of the stunt.

Stanford players show up to presser brilliantly w/ "Revenge of the Nerds" glasses #Cardinal pic.twitter.com/xdFhAmQYfD

— Mike Welch (@RealMikeWelch) November 8, 2013

We have arrived at our destination, a soccer field temporarily zoned for not only the Cardinal fraternities, but also a lavish, ticketed and walled-off pregame meal and mixer for Oregon alumni. The cart slowly disappears into a throng of drinking, smoking, grinding, screaming, and singing Stanford undergraduates.

Miguel is a Symbolic Systems major who demands that I do a keg stand as payment for any personal information supplied. His friends egg me on.

"That would make the story. That's a great sports story. That's Stanford, man. You have to do a keg stand!"

I decline politely, and another member of "Miguel's" fraternity is more than eager to take my place. Instead I promise to race a 19-year-old girl while shotgunning a beer as payment. She's wearing a cut-to-ribbons tank top that reads "DUCK THE FUCKS" over an extremely visible sports bra. Her hair and makeup are on par with a wedding day photo, so I assume that's the joke when she asks if I like her "outfit."

***

The Oregon vs. Stanford game is study of dynamics, not contrasts. Besides, all three sides agree it's not a rivalry -- Duck fans, Cardinal fans, and anyone remotely associated with or even someone who accidentally mentions Southern Cal.

"We've got Washington, [Stanford's] got [Cal], but everyone hates USC."
"Oregon is just a good team that's good the same time we are. There's Cal, and that's The Game, sure, but there's Southern Cal, and you want to win that every year, because they're awful," a young Stanford alumni in line for the bathroom explains.

"Oh yeah, absolutely," a 60-year-old man in a smoke-colored Marcus Mariota jersey pipes in. "We've got Washington, they've got their thing here, but everyone hates USC."

"Fuck L.A. forever, that's why," a voice calls out from a bathroom stall.

Both programs are considered nouveau riche in the longview, and both have carved out idiosyncratic philosophies on recruiting personnel and scheme. An outsider might easily want to swap their styles of play on cultural grounds -- surely the cutting edge of Silicon Valley would champion a system nicknamed "Blur" that reevaluates the scoring potential of everything, and if any kind of football would personify the survivalist ethos of Ken Kesey's rainy Oregon logging culture, it would be the power running game.

Alas, the Stanford monster run formation served to be a more fearsome troll of Oregon than anything the band ever did. The Cardinal's out-and-out domination of Oregon through three quarters of a 26-20 win on Thursday came from the repeated bludgeoning of 66 total runs and 157 yards from Tyler Gaffney, built by gaping rush lanes. And Stanford's defense flushed the idea that their 2012 win in Eugene was any kind of fluke, showing an even more refined ability to blow up screens and perimeter runs with aggression while maintaining disciplined downfield coverage.

Just like last season, right when the nation's curiosity about the Ducks' BCS title worthiness against Alabama was about to peak. As if it was the greatest Stanford band prank of all time. The Cardinal dressed up like Alabama for a night and beat Oregon's face in.

"Tonight you saw who we are: a big, physical team that plays extremely hard and plays very well together," Cardinal head coach David Shaw said to reporters after the game. Moments earlier he was more candid in his assessment, telling the Stanford radio network inside a boisterous locker room that Oregon "hadn't played a team as physical as this one."
***
In Stanford's second defeat of an undefeated Ducks team in as many seasons, it has again dismantled one of the sport's most unique and emerging brands. The scores of visiting Oregon fans in Palo Alto show off what branding can do. Oregon football has become a default association for the unaligned casual fan in the Pacific Northwest, similar to Alabama or Ohio State or USC. As their coaches enjoy reminding us, Nike didn't create Oregon's successful, seductive offense, but the company's ubiquity can cater towards every stripe of Duck fan, bandwagon blue collars in garish, neon yellow jerseys and disaffected hipsters in vintage, kelly green t-shirts alike.

Fandom, not offense, is the real contrast between the Pac-12's twin new regimes. But what Stanford lacks in ubiquity and mass appeal it more than makes up for its in unique evolution. There are plenty of the wine-and-cheese alumni you would expect the golden decades of traditional, Californian, white-private-school money would produce. They dot the dirt parking lots surrounding the football stadium, some tailgating out of vintage Mercedes with card tables full of corked chardonnay, some out of customized RVs adorned with Stanford's long-abandoned Indian logo. If they didn't own whatever company they work for, they asked off their jobs to get out here for a Thursday game.

Screen_shot_2013-11-08_at_8

"Good rule of thumb is, if you're looking for the wine crowd, just look for the Indians stuff. They were here when they were the Stanford Indians, so they are the Stanford Indians," a young alumni advises.

The young alumni are the most even-handed representation of Stanford football fandom. The name Tyrone Willingham means something to them, but they define themselves largely by the before-and-after of 1-11 campaigns and Jim Harbaugh's 2007 upset of USC. They're conscious that this is a fat, fun time. By contrast to the current student body, their enthusiasm is genuine and their football knowledge is on par with any self-respecting fan base's.

They took planes from New York and Chicago to get here, cities where all of a sudden Stanford bars can be found on Saturdays. And they confide that sometimes, some of those bars have Stanford fans that they think didn't even go to Stanford. (This detail is mentioned to me with honesty and bewilderment, and it's just precious).

This is Tim from Stanford, and this is his duck. pic.twitter.com/0yd3pKKGc9

— Steven Godfrey (@38Godfrey) November 7, 2013

Back at the soccer fields, an exceedingly polite group of older Oregon fans from Boise, Idaho, watch the Stanford students from a distance. A cardboard box half-full of ice goes flying, landing in the vicinity of a Stanford tailgate built for a Cialis ad's silver-haired, good-looking adults enjoying red wine on a blanket. This lot has only a genuine affection for their Cardinal, formerly Indians, and they laugh at the (possibly purposeful) crass display of the students.

At once the change in Stanford fandom is on display. Bookending those courteous and grounded young alumni are the old and the new Cardinal, all of whom suggest some California parents spared the rod to let the spirits of their children free. No one rails against old fans drinking merlot and wearing polos with Chief Wahoo-looking caricatures, and there's no admonishment of the current student body's post-ironic expressionism. There is no animosity between the groups, and no greater change in character generation to generation in any fan base in college football today.

"People here are really catching the vibe about being possibly pretty good at this football thing," one of the fraternity members explains. "You know, you don't like, ever go to Stanford expecting to be good at football, or caring about that."

Pretty good? You guys haven't missed the BCS since you've been a student here.

"Yeah. Oh yeah," he responds with a shrug.

There is a blaring, chest-thumping stereo threatening to drown out the table-clothed Oregon alumni dinner yards away, where the median age of fans in line to get their picture with Ducks mascot "Puddles" is 28. The music changes suddenly from dubstep to "Shout," the original Isley Brothers "Animal House" version, and students pop with excitement. But there's something in each of their shit-eating grins that suggests it's genuine enthusiasm and ironic excitement.

Stanford is really good at college football. This is the Stanford way of being excited. Get it?

More from SB Nation college football:

Follow @SBNationCFBFollow @SBNRecruiting

College football’s biggest Thursday night ever?

TV schedule guide: The season’s best weekend yet

BCS title odds now heavily favor Alabama and FSU

At the scene of the SEC’s newest bitter rivalry

Long reads: Has Baylor crafted the ultimate football offense?

• Watch Easy Call’s Week 11 picks and nuggets:

08 Nov 17:07

Reviewed: Friday Likes 65: From Lowe Brindfors, Anagrama, and Believe In

by Armin
firehose

shared entirely for the skull-and-pistol cufflinks which, thanks to Halloween, I can't see as anything but Goonies

From Lowe Brindfors, Anagrama, and Believe In

Friday Likes 65

We are putting a bird on it, twice, this week with work from Stockholm, Monterrey, and Exeter.

Folkoperan by Lowe Brindfors

Folkoperan by Lowe Brindfors

Located in Stockholm, Folkoperan is a small alternate opera house with contemporary approaches to classic operas. The new identity, designed by local firm Lowe Brindfors took cues from the Art Deco building of Folkoperan to deliver a quirky-yet-serious typographic wordmark that looks great rendered as large as possible in applications. An accompanying bird is the new icon for the opera and it is one moody SOB, going from happy to sad to angry in the span of an animated GIF (see link). The red bursts of red add some drama to the identity. It's not over ’til the angry bird tweets! See full project.

Habibis by Anagrama

Habibis by Anagrama

Nothing beats a good mash-up and here it starts with the product: Mexican tacos meet Arab cuisine for this northern Mexico taco stand-turned-establishment, Habibis. Designed by Anagrama, the identity goes for the dangerous route of creating Latin characters out of the style of another writing system — an approach that usually goes awry. But here, the calligraphic spirit of the Arabic alphabet has been wonderfully interpreted and the elegant letters mashed-up against kraft paper and fluorescent green stickers makes for a great combination. There is a third element in the black-and-white pattern boxes inspired by keffiyeh scarf but it seems like that belongs on another project all its own. Still: Tacos arabes? Want! See full project.

Dalaco by Believe In

Dalaco by Believe In

In other bird-related news: Exeter, UK-based Believe In has chosen a lark — "the classic English songbird that heralds the dawning of a new day" as they explain — to represent Dalaco, designers, manufacturers, and distributors of cufflinks and other accessories to jewelers. The bird drawing is handsome, manly, and elegant, even more so against the muted dark blue backgrounds and pin-stripe pattern. I don't know if it would be any better or worse but I keep wanting the icon to be flipped so that it reads like a "D", but maybe I'm just being a dork. See full project.

Many thanks to our ADVx3 Partners
08 Nov 17:05

Linked: $100K Government Gig Sans Bidding

by Armin

$100K Government Gig Sans Bidding
Link
The Judicial Watch crew has its eyes on design firm SS+K because it was awarded Michelle Obama's Let's Move campaign project without going through the government contract bidding route. Many thanks to our ADVx3 Partners
08 Nov 17:05

Photo

firehose

no WaPo! now that's what I call punk



08 Nov 17:04

Amazing Sega phone accessories ⊟ Tommo has an impressively...

by 20xx










Amazing Sega phone accessories ⊟

Tommo has an impressively diverse lineup of iPhone accessories based on Sega consoles – everything from Master System cases to US/Japanese versions of the Genesis console, to Saturn-logo USB chargers, to the giant Genesis Bluetooth speaker above.

Check out the full lineup here. They’ll be available on sites like Amazon starting this month; my phone currently does not resemble a Sega Dreamcast in any way, and this is a crime. 

BUY upcoming games 
08 Nov 17:02

SkillShare Update: How to Make a 3x3 Card Sheet in InDesign DataMerge

by Daniel Solis
firehose

or, you know, just use thumbnails in ID's print dialog, or page scaling in Acrobat
but hey, anything to get InDesign automation to the masses

OK, if I'm going to be a critical dick over a legit tutorial: This is a nice skill to _practice_ but a tremendous waste of time, especially if your other target is POD, since few (if any?) PODs want multiple cards per sheet. They _want_ one card per sheet, because they're going to lay out their much larger sheets the way they want in prepress. (TGC wants individual raster images with unmarked bleeds; DTC wants one-card-per-page PDFs with unmarked bleeds. Neither wants any marks in what you submit.)

So you have two alternatives:
* The quick and dirty: In InDesign, go to File -> Print, then the Setup tab. Down in the Options section of the right side, there's a Thumbnails checkbox. Check it. Click the dropdown and pick 3x3. (Or more! Or less! InDesign does all the work for you.)

This is quickest but dirrrrrty. InDesign does some dumbass shit. (throwing numbers on the page, drop shadows, etc.) But it slaps borders each card, making them easy to cut with things people actually have, like scissors and guillotines and box cutters. (Do you really have a die cutter at home? Really? _Really?_ Do your print-and-play fans have one? REALLY?)

* The quick and cleaner: Export your one-card-per-page PDF and open it in Acrobat. (If you have InDesign, I think you have Acrobat by default now? And I think Reader does this too but fuck Reader.) In Page Handling, change the Page Scaling dropdown to "Multiple pages per sheet". Pick 9 pages per sheet. (Or more! Or less! Acrobat does all the work for you!) Add a page border for easy cutting (or not). If you're doing your cards DTC-style with backs on even pages, do an odd-pages print, flip the cardstock, then do an even-pages print. Done. Everything's lined up nice and straight for cutting with a ruler and box cutter or guillotine.

You still get all the power and flexibility of Data Merge (protip: it's two words), but you don't have to deal with bleeds, crop marks, etc. if you don't want to. Your _players_ probably don't.

Let's say you already know how to use InDesign's DataMerge function to create a whole deck of cards from a single spreadsheet. You already know that's way better than making each card one-by-one, but has one obvious drawback if you want to make a print-and-play prototype. It only makes one card per page!

What you want is 3x3 card sheets sized just right for a home printer, plus die cuts to aid in trimming. But you don't want to make a whole document with individually placed flat card images. That would be just silly, considering the trouble you went to make the basic deck as variable and automatic as possible.

You need the Multiple Record option of DataMerge, which duplicates an individual card layout nine times on a standard letter size sheet of paper, while still maintaining your original variable data elements. There are some tricky things to troubleshoot during this process, like accounting for the bleeds you've set up in the original layout that might interfere with the multiple record layout.

I've added a new video to my Card Design SkillShare course that covers this useful took and some little bugs that might pop up in the process. For just $25, you get over two and a half hours of video tutorials covering the basics of card design all the way up to professional production tools. Check it out here:

Design Your Own Print-Ready Cards for Table Top Games
08 Nov 16:47

Jobs Strength Puts Fed on Hot Seat - Wall Street Journal


Washington Post

Jobs Strength Puts Fed on Hot Seat
Wall Street Journal
The U.S. job market showed surprising resilience in October despite a partial government shutdown for half the month, rekindling debate about whether the economy is strong enough for the Federal Reserve to rein in its signature easy-money program.
Job Growth Eases Fears About Effect of ClosingNew York Times
Economy added 204000 jobs in October; unemployment rate ticks up to 7.3 ...Washington Post
First Take: Government didn't matter - this timeUSA TODAY
Los Angeles Times -Bloomberg -Politico
all 334 news articles »
08 Nov 16:15

Rap Song With Lyrics That Do Not Contain the Letter ‘E’

by Justin Page

Toronto, Canada musical artist Andrew Huang has created a catchy rap song with lyrics that don’t contain the letter “e.” The track is available to download online.

08 Nov 16:13

The Hunger Games Film Remade Using Cute Cats and Cardboard

by Justin Page

The Pet Collective has created a remake of the 2012 sci-fi adventure film The Hunger Games using cute cats and sets built out of cardboard.

submitted via Laughing Squid Tips

08 Nov 16:09

Rob Williams And Simon Coleby Head To Vertigo For 'The Royals: Masters Of War' [Art]

by Joseph Hughes
firehose

"Set against the backdrop of World War II, The Royals: Masters Of War focuses on a version of the Royal Family whose power is manifest as actual superhuman abilities — and the purer the bloodline, the stronger those abilities are."

The Royals: Masters Of War #1 Cover

At its outset, Vertigo built it’s brand largely on the work of creators from the United Kingdom, particularly the work of some notable 2000 AD creators. Alan Moore, Neil Gaiman, Peter Milligan and more were part of the so-called “British Invasion” of American comics in the ’80s, with a creative output that forever changed the industry. Decades later, its a relationship that’s still working well for Vertigo, as today the imprint has announced The Royals: Masters Of War, a six issue miniseries from ComicsAlliance favorites Rob Williams and Simon Coleby.

We highlighted the work of writer Williams and artist Coleby last year with their contributions to 2000 AD’s Trifecta storyline, which we declared the best event comic of 2012. Now the duo is doing their first Vertigo work on this new story. Set against the backdrop of World War II, The Royals: Masters Of War focuses on a version of the Royal Family whose power is manifest as actual superhuman abilities — and the purer the bloodline, the stronger those abilities are. The series begins at the Battle of Berlin, with each subsequent issue set at the site of a significant event during the conflict: Pearl Harbor, The Battle Of Midway, Stalingrad, D-Day and the Fall of Berlin.

“The Royals takes all the soap opera, the scurrilous gossip and the glamour that sustains a worldwide fascination with the British Royal Family, and then adds super powers to the mix,” says Coleby. “And while there’s a satirical edge here, this, ultimately, is a story about power and control, and how a small group of individuals attempt to make a difference against overwhelming odds.”

Williams said he and Coleby were “thrilled” to be working with Vertigo on this project. “It feels like absolutely the right place for a story filled with horror, a tangible sardonic edge and big, world-shaking themes.”

The Royals: Masters Of War #1, featuring a cover by Coleby and a variant cover by Brian Bolland, goes on sale February 12.

The Royals: Masters Of War #1 Page 17

The Royals: Masters Of War #1 Page 21

08 Nov 16:09

Panagariya And Stone Get Serious About Spelling In 'Buzz!' [Interview]

by Caleb Goellner
firehose

Ananth beat

Buzz Oni Press InterivewOni Press

Anyone who has ever tuned in to the annual Scripps National Spelling Bee finals on ESPN in the spring have gotten a sense of just how hardcore kids can get when arranging letters into words, but imagine if Bees were bigger than football, basketball, soccer and every other pro sporting event combined? Writer Ananth Panagariya and artist Tessa Stone are taking readers to such a pace this December with their original graphic novel, Buzz!, which is due out in December from Oni Press. Readers don’t have to worry about skimming the story like a textbook as they immediately meet Webster, a meek soon-to-be high school freshman who finds himself sucked into the seedier side of his world’s magical realism-infused spelling scene and must fight to survive through bee after bee on his way to the top. ComicsAlliance reached out to Panagariya for his word on Buzz!. Click through for the full interview.

Buzz! 09Oni Press

ComicsAlliance: Buzz! takes place in a world where spelling bees are THE MOST IMPORTANT thing going on, which is an approach that’s often seen in things like manga, anime, video games and western sports movies. Were there any specific stories that informed how you capture the mood of a world shaped by ‘bee culture?

Ananth Panagariya: Michael Jordan. When I was a kid I called myself a basketball fan… in reality, I was probably a Michael Jordan fan. For a while he WAS pop culture. I’ve always loved the idea that a sport, book, movie, event could reach a level of notoriety that it hits us all at a cultural level.

Growing up I liked movies about sports, so discovering manga brought a windfall of sports stories — some of them skewed more realistically, while others go big and bombastic. I love when elements of realism get pushed into the unreal. I played a lot of NBA Jam as a kid.

Probably the one sports manga that has really stayed with me is Slam Dunk. It changes SO much visually, it’s the story of the characters but also the story of an author who comes into his own over the course of the series. It doesn’t really inform Buzz! in terms of tone, but it’s the story of an underdog and I love underdog stories.

Buzz! 22Oni Press

CA: What’s the weirdest thing you did while doing research for Buzz!?

AP: Man, it was all weird! Words are such a basic part of our every day life, they’re literally our jobs, and it was weird to realize with absolute certainty that the words in our vocabulary have gone through thousands of years of creation and modification by hundreds of generations of people long dead. Every word out of our mouths has the full weight of thousands of years of human existence behind it. WEIRD.

One of my favorite things to research was tracing the path of a word from its source language into english. The etymology of ‘assassin’ is interesting – look it up!

CA: Buzz! presents spelling bees as a form of combat, in a sense, with lots of magical realism employed to fully convey the drama at hand. It’s almost like the spellers are casting incantations. How did the two of you work together to pull those off?

The incantations are actually based on IPA (International Phonetic Alphabet) standard. IPA is a system of phonetic notation based on the Latin alphabet and is a standardized representation of oral pronunciation. It’s used by lexicographers, linguists, translators, actors and so on. I realized early on that there’s no sense of suspense if a competitor just repeats a word that the judge said since it’s all right there on the page, so I chose to obscure the spellings using IPA.

As far as words-as-combat, in many cases Tessa took a vague screen direction and ran with it. In some cases, I supplied some suggestions (there’s a scene between Bonnie & Apollo later in the book that was pretty explicitly laid out). Sometimes we ironed things out over chat.

Tessa is an incredible artist and one of the big reasons I wanted to work with her was her use of type in previous projects. Looking at her work really got me thinking about how words themselves could be used as props… she planted the seed of that, and it comes very naturally to her. Tessa’s a dynamo!

Buzz! 24Oni Press

CA: Lettering plays a very integral role in this book, with entire scenes relying on it as the main visual component. Do you feel like the book gives the sometimes overlooked art form a bit of a boost?

AP: Yes! But with a caveat:

In many cases, if lettering IS being overlooked on the part of the reader, it’s doing its job. It should be pleasing and legible and enhance the art on the page. Bad lettering is difficult to overlook. Not every story has the right tone to go bananas with type.

Lucky for us, Buzz! did afford us that luxury! Tessa’s sense of type is amazing – she’s completely unafraid of letting type dominate when it must, and it feels well-integrated. I love how she makes SFX live in the three-dimensional space of the comic, and I love how big chunky letters become design elements in her layouts.

Short answer: I do feel Buzz! gives type and lettering a boost, in that it draws attention and makes the reader (and characters!) deal with it in a more active way!

Buzz! 15Oni Press

CA: Yellow is the only color that appears in Buzz!, which got me thinking about what it meant to the story and its protagonists. What were your storytelling intentions with yellow?

There isn’t any explicit symbolism in terms of the color yellow – Tessa happens to be a great colorist as well, and she typically uses big bold colors on the page. Buzz! was originally going to be a B&W book, but we were all thinking that one big bold pantone would work really well with her style. Yellow was the first choice since bees are yellow!

I love how that yellow came out, but the way – I was worried it wouldn’t be bright enough, but it’s brighter than the sun. You’ll be blinded.

CA: Have you found your own spelling skills have improved since you started work on the book?

AP: For sure! I think more so, it gave me a greater appreciation for language on the whole.

CA: Are there any plans for a Buzz! sequel?

AP: Tessa and I have talked about it and kicked some ideas around… time will tell! Buzz! has a strong visual hook and I’d love to have some new visual element for Tessa to play for a second go-around.

Buzz! CoverOni Press
08 Nov 16:08

Interview: Code Liberation On Game Workshops For Women

by Graham Smith

By Graham Smith on November 8th, 2013 at 3:00 pm.

More varied people making games means more varied games.

The Code Liberation Foundation offers free game development workshops for people identifying as women in New York City. So far they’ve provided short courses on C++ and openFramework, as well as their own game jam, and between now and the end of the year they’ll be offering classes in GameMaker, HTML5 and Unity.

I spoke to Nina Freeman, one of the foundation’s founders, about the whys, hows and future of the project.

RPS: What is Code Liberation and how did you get involved?

Freeman: Code Liberation began this past summer when Phoenix Perry asked myself and four other NYC game dev women (Jane Friedhoff, Catt Small and Mei Chan) over for pizza. She had been to GDC (where I met her) when she was showing a game at the PlayStation booth; people kept asking her if she could “direct them to one of the game developers.”

So, over pizza, we shared our frustrations with the lack of women in games, and that’s how Code Liberation was born. We decided to teach a 3-month long introduction to C++ games programming class. We had 15-20 girls (aged early twenties to early fifties) attend the class taught by myself, Phoenix and Jane, over the course of the summer. Now, we regularly offer free game programming and development workshops to anyone identifying as a woman.

RPS: What kind of response have you had so far – how many people are coming to classes?

Freeman: It’s been super positive, and our first class asked for more immediately. Once fall rolled around and we had finished our first C++ course, I decided it was time to organize a game jam. We offered two openFrameworks workshops before the game jam (open to jammers and those who couldn’t make the jam) taught by myself and Jane. I think about 40 women showed up between the two classes.

Our game jam turned out 4 really great games (12 girls, each on small teams), which I will link below. That game jam was our last big event and it took place at the end of September. We’ve already been getting e-mails asking for more classes, so our next series will be at the end of this month with a GameMaker workshop and HTML5/JS games workshop.

Our jam got some great news coverage, and there’s an interview with me at the jam. The four jam games were Beacon, IntraTerrestrial, Therapy Sesh and Tangle.

Anything that helps new people into game dev means more varied games.

RPS: How are you supporting the courses when they’re free? Do you accept donations?

Freeman: Right now, this is all one great labor of love for us. NYU-Poly and the NYU Game Center have been super supportive, and have even offered us free space to hold our events, so that’s what we’ve been doing so far. We teach this stuff for free because we know how important it is. If no one takes any action, the lack of women in games will continue to be an issue. We are accepting donations on our website via that big link on the bottom. We’re definitely growing quickly, so money is in the forefront of our minds right now and we are planning some big stuff regarding that for this upcoming year.

RPS: How much can you cover in a single course?

Freeman: The course I’m currently teaching is our first middle/high school course. I have about 12 girls attending the course, all of which have little to no experience programming, but are very excited about games. The class is an introduction to C++ games programming via openFrameworks. My goal is to teach them the basics of C++ programming and game logic so that they can leave the course with the tools to build their own prototypes and games using openFramework.

RPS: Why do you think it’s important that there are courses that cater specifically to those who identify as women

Freeman: We’re really focusing our efforts on people that identify as women because there’s no time to fool around. We need to close the gender gap in games. One of our primary goals is to provide a safe space that is comfortable for any woman who wants to learn. That said, some of our students have encountered abuse and stereotyping in the context of games in the past, and openly feel more comfortable being in a class taught by women for women. It’s important for us to provide a positive learning environment for them, because otherwise they may just not come at all.

Of course, not all women feel this way, but we wanted to provide a safe space to those who need it. These kinds of groups exist in tech that offer similar programs, such as PyLadies and Girls Who Code, and they’ve been highly successful. We know that games needs this kind of organization so that those ladies who wouldn’t otherwise take a games programming class would see us and think, “Wow, they want to help me, and they’re making an effort to offer me a space that I feel comfortable learning in.”

More variety, more choice, more potentially good games, right?

RPS: If people aren’t in New York or can’t attend a course in person, are there other ways they can get involved or support the foundation?

Freeman: Absolutely! We’re always looking for people outside of NYC that want to help, and we are hopefully going to see some new chapters opening up in other parts of the states (and the world!) as well.

Part of our goal is to make games programming accessible to women, and a big part of that is compiling learning materials online. We put all of our slides up on Github where they’re accessible to anyone wanting to learn or teach their own class. Code Liberation has spoken all over the place, from MIT to Indiecade, and we’re really reaching out to find both students and mentors that want to support and participate in our cause. The wheels are certainly turning!

Read more about Code Liberation on the official site. It is really cool. If you know of any similar projects, send them my way and I’ll look into covering them.

08 Nov 16:08

YouTube co-founder wonders 'why the fuck' comments require a Google+ account

by Kwame Opam

YouTube may have overhauled its much-maligned comments this week, but the service's co-founder is just not feeling it. Jawed Karim, one of YouTube's original creators, took to the comments for the first time in eight years and asked, "Why the fuck do I need a Google+ account to comment on a video?"

While it's unclear whether or not his account was hacked to make the comment, the user writing as Karim does appear to be voicing the confusion users might feel when the rollout is complete. Google's plan to fix the YouTube comment system was a tacit admission that it has the worst comments in the world. Instead of listing the usual offensive barbs that YouTube comments are known for, the new system will privilege the most "relevant" comments from the video creator, popular personalities, and your Google+ friends. Of course, you'll need a Google+ account to get started. Time will tell how users take to the new lay of the land.

08 Nov 16:04

Red Sox have 'strong interest' in Carlos Beltran

by Connor Moylan
firehose

if you can't beat 'em

The Boston Red Sox have a "strong interest" and are making an "aggressive push" for free agent outfielder Carlos Beltran, reports George A. King III of the New York Post.

Beltran is drawing interest from a number of teams, including the Baltimore Orioles and New York Yankees. The St. Louis Cardinals extended Beltran a qualifying offer, and have already made another contract offer to the veteran, according to Jim Bowden of Sirius XM.

The 36-year-old is coming off a strong campaign in St. Louis, batting .296/.339/.491 over 600 plate appearances. Beltran has a reputation for being injury-prone, but has appeared in at least 140 games each of the past three seasons while playing exclusively in the NL. An AL team is seen as a better fit for Beltran moving forward, giving him a chance to spend time at DH.

Boston does not have an obvious spot for Beltran next season. The Red Sox may lose Jacoby Ellsbury during free agency, but have some flexibility to replace him. Jackie Bradley Jr. will likely earn a shot to start in center if Ellsbury leaves, while Shane Victorino could also shift to center field, according to Ricky Doyle of NESN. Daniel Nava and Jonny Gomes give Boston a strong platoon in left field, while David Ortiz serves as Boston's full-time DH.

Red Sox general manager Ben Cherington, however, indicated that the team is still searching for more depth next season; he believes that club's depth in 2013 helped them win the World Series, telling Doyle:

"Just because we have a young player who we really believe in, doesn't mean we wouldn't be interested in adding to a particular area. Again, I think one of the hallmarks of this team in 2013 was that we had a deep roster. It helped us get through certain parts of the season. So we want to do whatever we can to continue that next season. We don't know yet what opportunities are going to be out there for us, but we want to be as strong 1 through 25, 1 through 40 as we possibly can."

Beltran has mostly played right field over the past three years, but did start seven games in center for the Cardinals in 2012.

More from SB Nation MLB:

Presenting SB Nation's 2013 MLB Awards

Goldman: Was George Steinbrenner a Hall of Famer?

MLB trade rumors | Tigers could move Max Scherzer

A buyer's guide to free agent position players

How to fix the: Twins | Marlins | Astros | Cubs

08 Nov 16:03

design-is-fine: Gerhard Brause, artwork for PEZ advertising...

firehose

dude breath-mint/cough-drop pez would be baller as fuck
I would pez that shit like candy



design-is-fine:

Gerhard Brause, artwork for PEZ advertising poster, 1950s. “Prevent! Pez protects from cold”. 

08 Nov 16:03

littlelimpstiff14u2: Antarctica from space



littlelimpstiff14u2:

Antarctica from space