Showing posts with label About. Show all posts
Showing posts with label About. Show all posts

Monday, July 11, 2011

Tips about Flower Care


Flower care means doing special procedures on cut flowers in order to prolong their life span. Cut flowers are easy to wilt, if they do not receive proper flower care. Flower care helps them retain their fresh looks for a long time. If you really like to have your cut flowers fresh, you should bear in mind the following tips about taking proper care of them.

Tips about the stems. Flower care is especially necessary in dealing with the stems. The stems of cut flowers should be properly cut. They must never be bashed, scratched or hammered, as this may cause an infection. Always re-cut the stem when the flowers are already put into water. Cutting the stems 2 inches underwater prevents forming of air bubbles, which can ruin the life of your cut flowers. When you place the flowers in the container, make sure the foliage below the water line is removed, otherwise rotting process will occur.

Tips about the container. Flower care includes changing the water in the container regularly. Use only clean containers, in which to place your flowers. If you mix a floral preservative in the water, you can prolong the life of the flowers.

Wrong beliefs about flower care. There are many myths about flower care including what to put in the water of the container. Actually, they are all wrong. Lemonade can really provide the flowers with essential nutritional substances, but it also feeds the bacteria, which are shortening the flower's life. Bleach is considered to destroy these bacteria. But it also destroys the flower's tissue! Some people use pins to straighten the stems of tulips. This is also a wrong way of flower care, because it provides apertures for the bacteria to enter and ruin the stem.

How can you take care of the two most popular types of flowers: cut roses and green or flowering plants?

Roses are the most beautiful of all cut flowers. They need very special treatment in order to preserve their fresh looks. Apart from the above mentioned pieces of advice, flower care about cut roses includes keeping the bouquet in a cool place. Coldness is essential for the utmost preservation of roses. You can use cold water to make an already wilting rose vivid: just put the stem together with the flower itself into cold water for several hours. This will surely enliven the fading cut rose.

Green and flowering plants, on the contrary, should be placed in sunny spots. But you should avoid exposing the bouquet to direct sunlight, especially in summer time. If the plants are rooted in soil, water them regularly. But avoid over watering, because the roots may rot. Flower care for planted greenery involves regular fertilization. With flowering plants, you should be well aware to remove already dead or totally wilted flowers from the plant. They obtrude the growth of the new ones. Weather conditions are another serious factor. You should avoid planting them in very cold or extremely cold conditions.

Flower care is not an easy thing to do, but having in mind the above mentioned tips, you may extend the life span of your cut flowers, and also help the planted ones grow to their optimal capacity.




Find Flower Shop [http://www.alltheflorists.com] - the easiest way to locate a flower shop in your area Article by Robbie Darmona - an article writer [http://www.robbiedarmona.com] who writes on a wide variety of subjects.



This post was made using the Auto Blogging Software from WebMagnates.org This line will not appear when posts are made after activating the software to full version.

Sunday, June 12, 2011

Video Game Violence - What Do You Think About It?


Ever since video game designers were able to put red pixels on their imaginary characters that had recently deceased, there have been people crusading against their subversive ways. The outrage at video games seems to be cyclic, fading very briefly before exploding into the public eye once more with renewed frenzy. The controversy seems to have sparked up again in recent times, with numerous crimes being blamed on the corruptive influence of video games. There have also been various "controversies" surrounding recent video games and their content in the areas of both violence and sexuality.

The first game to receive widespread criticism and media attention was the martial art fighting game "Mortal Kombat". This game included large spurts of blood emitted from attacks and also "Fatalities" that could be performed on stunned opponents after their defeat. These Fatalities were gruesome animation sequences showing the victorious player killing their defeated opponent in a vast variety of ways. Gamers revelled in this new experience and the controversy surrounding the violence caused mass hype that informed the less informed gamers that the game was out there. Consequently gamers played the new game just to find out what all the talk was about, thereby greatly increasing revenue.

One of the largest sparks of controversy has been the recent "Hot Coffee" modification for "Grand Theft Auto: San Andreas (GTA:SA)". This involved unlocking a sexually oriented mini-game that had been removed from the game before release, although evidently not from the source code. The creators of the game, Rockstar Entertainment, obviously realised that this particular part of the game was not appropriate for the video gaming public and removed access to it. An enterprising fan of the game found out and modified the original code to give access to the content once again. Lawsuits were brought against Rockstar for including such content in their game, although the validity of the lawsuit has to be questioned. If the game is simply purchased and played as intended by the developers, this admittedly tasteless and inappropriate mini game would never be encountered. It is not until the user-made modification is downloaded and installed that the player is able to access the content.

Regardless of who's to blame, "GTA: SA" was re-rated in America and banned from sale in Australia. Oddly enough the gratuitous and encouraged violence in the game went largely unnoticed in the wake of the "scandalous" sex scenes involving clothed, cartoonesque people.

When examined objectively almost all games contain a certain amount of violent content. The kid-friendly bright and colourful "Mario" games by Nintendo feature a character stomping on animated creature's heads. In fact the majority of games, even children's games, involve the protagonist crusading against an enemy horde of some sort and generally "disposing" of them in some manner, whether it be striking them with a weapon or body part (feet, hands, possibly a tail depending on the nature of the character). The only real stand out difference is that in a children's game the 'bad' characters will generally bounce backwards in a cute manner and explode with a humorous puff sound (or simply disappear) whereas in a game oriented towards older mature players, the characters are more likely to be (somewhat) realistic, spraying a gusher of red upon their demise.

Whenever some young person somewhere commits a violent crime these days it seems to get blamed on a video game, from "Duke Nukem" and "Quake" being accused for the Columbine High massacre, to a more recent incident involving a group of minors attributing their violent actions to the "Mortal Kombat" video games. Without any solid evidence either way it's hard to say whether or not video game violence actually has much of an influence on players. To really be sure you'd probably have to have a control group of isolated children that have never seen a violent movie or played a bloodthirsty video game. History does however show that brutal crimes were committed long before video games or even movies came into existence.

Children are quite easily influenced by something that they're excited about and I've seen this happen a lot. Playing a wrestling video game with a group of eight year olds often leads to the eight year olds screaming raucously and trying to pin each other down on the ground. Pre-teens will often punch and kick their way out of a cinema in terrible combat stances after having viewed a martial arts movie. The current content rating system in place is not geared towards consumer restriction; it is largely aimed at simply informing the public about what they are going to experience. Legal restrictions are not actually put in place until the higher, more severe ratings like in x-rated films. Parents, guardians, and society in general need to start taking an interest in who is viewing certain types of content. Instead of complaining about the entertainment a child is enjoying, the parent could be there at the beginning looking at the rating that is printed clearly on the packaging of all entertainment. A simple "I don't think that's suitable, how about this game? It has a lizard!" distracts the child a surprising number of times. In my experience, children genuinely just want people to take an interest in what they're interested in, not just murmuring indistinctly, "Yes dear, that's nice." as the child installs the newest violent game.

What about the children that are playing the games in the restricted ratings categories? The only way that they can even get the game into their possession is if a parent (or someone of legal age) purchases the game for the child, or if the store disregards the rating guidelines in place and sells it to them regardless. Either way the fact that a game's content has fallen into a minor's hands is not the fault of the game developer.

I'm not out to defend the integrity of artistic vision presented in video games as many other gamers are. Frankly there seems to me to be little artistic integrity in rendering blood that is ever more liquid in appearance. I do however enjoy playing some games that are quite violent in nature and in many cases the violent nature of the game increases my enjoyment. Video games are escapism, there's (arguably) no point in playing a video game that simulates something you can just walk outside and do (and yet sports games somehow consistently sell in large numbers... curious...). Interestingly I have never yet felt the overwhelming desire to break down into a kung fu stance and commit murder. Perhaps more important than simply banning questionable content in video games would be studying why this content is so appealing to today's society?








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Wednesday, June 8, 2011

Really Good News About Your Children's Video Games


Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has positive effects - enhancing student's visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: video games are not the enemy, but the best opportunity we have to engage our kids in real learning.

Any observer knows that the attitude of today's children to video and computer games is the very opposite of the attitude that most of them have toward school. The amount of time they spend playing computer and video games - estimated at 10,000 hours by the time they are twenty-one, often in multi-hour bursts - belies the "short attention span" criticism of educators. And while years ago the group attracted to video and computer games was almost entirely adolescent boys, it is now increasingly girls and all children of all ages and social groups. One would be hard-pressed today to find a kid in America who doesn't play computer or video games of one sort or another.

The evidence is quickly mounting that our "Digital Native" children's brains are changing to accommodate these new technologies with which they spend so much time. Not only are they better at spreading their attention over a wide range of events, as Green and Bavelier report, but they are better at parallel processing, taking in information more quickly (at "twitchspeed"), understanding multimedia, and collaborating over networks.

What attracts and "glues" kids to today's video and computer games is neither the violence, or even the surface subject matter, but rather the learning the games provide. Kids, like and all humans, love to learn when it isn't forced on them. Modern computer and video games provide learning opportunities every second, or fraction thereof.

On the surface, kids learn to do things - to fly airplanes, to drive fast cars, to be theme park operators, war fighters, civilization builders and veterinarians. But on deeper levels they learn infinitely more: to take in information from many sources and make decisions quickly; to deduce a game's rules from playing rather than by being told; to create strategies for overcoming obstacles; to understand complex systems through experimentation. And, increasingly, they learn to collaborate with others. Many adults are not aware that games have long ago passed out of the single-player isolation shell imposed by lack of networking, and have gone back to being the social medium they have always been - on a worldwide scale. Massively Multiplayer games such as EverQuest now have hundreds of thousands of people playing simultaneously, collaborating nightly in clans and guilds.

Today's game-playing kid enters the first grade able to do and understand so many complex things - from building, to flying, to reasoning - that the curriculum they are given feel like they are being handed depressants. And it gets worse as the students progress. Their "Digital Immigrant" teachers know so little about the digital world of their charges - from online gaming to exchanging, sharing, meeting, evaluating, coordinating, programming, searching, customizing and socializing, that it is often impossible for them to design learning in the language and speed their students need and relish, despite their best efforts.

An emerging coalition of academics, writers, foundations, game designers, companies like Microsoft and, increasingly, the U.S. Military is working to make parents and educators aware of the enormous potential for learning contained in the gaming medium. While "edutainment," may work for pre-schoolers, it is primitive when it comes to the enormous sophistication of today's games. We need new and better learning games, and these are finally beginning to appear. Microsoft has sponsored a "Games-to-Teach" project at MIT which is building games for learning difficult concepts in physics and environmental science on the X-Box and Pocket PC. Lucas Games has lesson plans to help teachers integrate its games into curricula to teach critical thinking. A UK study by TEEM (Teachers Evaluating Educational Multimedia) has shown that certain games can help youngsters to learn logical thinking and computer literacy. Given the almost perfect overlap between the profiles of gamers and military recruits, the US Military uses over 50 different video and computer games to teach everything from doctrine, to strategy and tactics. "America's Army, Operations," a recruiting game released for free in 2002, now has almost 2 million registered users, with almost a million having completed virtual basic training.

Academic research into the positive effects of games on learning, which not so long ago sat unread on the shelf, is being noticed by national media. Theoretical and practical guides such as "What Video Games Have To Teach Us About Learning And Literacy" by Professor of Education James Paul Gee, and my own "Digital Game-Based Learning," are now on bookshelves. Experts, such as former Stanford CFO William Massey, who created the learning game "Virtual U." are working with game designers to build games that communicate their knowledge and experience. Foundations like Sloan, Markle and others are funding these efforts. The Woodrow Wilson school has begun a project called "Serious Games" to increase the use of gaming in public policy debates, picking up an effort that begin 10 years ago with "Sim Health" from Maxis.

Yet despite all the findings, research, and cries for help from the kids in school, many parents and educators still tend to think of video and computer games as frivolous at best and harmful at worst. The press often encourages this with headlines about "killing games" when in fact two thirds of the games are rated "E (everybody)," and sixteen of the top 20 sellers are rated either "E" or "T (teen)". To counteract this "name prejudice," users and funders of today's "new" educational games often refer to them by "code" names, such as "Desktop Simulators," "Synthetic Environments," or "Immersive Interactive Experiences."

Yet what these new, highly effective learning tools really are a combination of the most compelling and interactive design elements of the best video and computer games with specific curricular content. The tricky part is doing this in ways that capture, rather than lose, the learner's interest and attention. We are now becoming much better at this. The money and will is there to do it, and our students are crying for it.







Sunday, June 5, 2011

New to Gaming - All You Need to Know About Flash Gaming Sites


Interested in gaming, there are sites that let you play for no cost. All you need to have is Macromedia's Free Flash Player. Whew! According to Computer Gaming World, there are 80 gazillion free Flash games sites in the cyber world.

Popular sites are:

o http://www.games.yahoo.com -- this has card games, word games, arcade games, as well as puzzles. The number of violent games is limited so the site appeals to the "old-young" -those who are young at heart.

o http://www.shockwave.com -- a popular site with original games as well as PopCap ones. One can do a jigsaw here everyday.

o http://www.addictinggames.com - has free games that are updated every week--Friday. The site has action, arcade, puzzle, as well as sports games.

o http://www.arcadetown.com -- has Flash games, java games, downloads and more.

Since Flash offers many advantages to developers as well as players, many games are designed using Macromedia Flash. It is by far the best game platform and has incredible features.

In an industry that's evincing exponential growth, Flash has become the universal and popular choice for multimedia intensive web sites. Flash, singly crosses most barriers--

o It supports complicated and wonderful graphics.

o Allows download of files via the Internet.

o And is compatible with playback devices.

In the world of Flash enabled games the hosting system is the web server itself. Flash enables web sites to host animated as well as interactive movies and games. There is no paraphernalia required. All that is needed is to download the game itself. The costs are minimal and not recurring.

To play on the web all that is required is: a web browser, a Flash player, and the Internet. Flash is the universal plug in needed to play games. It is installed on every PC with Windows XP and Mac.

Playing online can be fun and most games can now be played by many players from all round the world. Just keep in mind:

o That there are players who cheat at games. Look for PunkBuster software on the server, this detects cheats who try and gain unfair advantages.

o Play with others who have credibility and are accountable for their actions. Many online sites need verified log ins, they are actively managed gaming environments. This is a better choice for safe gaming.

o Create a select group of friends and use the broadband server to host a private gaming server.

o Do your research thoroughly. Seek safe and high quality gaming sites.

Gaming is in its golden phase and is set to reach new heights. Innovation, new business models, and unprecedented growth is expected to open new avenues in gaming.








Paul Wilson is a freelance writer for http://www.1888FreeOnlineGames.com, the premier website to play thousands of free online games including arcade games, action games, card games, flash games, strategy games, puzzle games and more. He also freelances for http://www.1888SoftwareDownloads.com.