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Sophie Trettel

NH Charitable Foundation - 0 views

  • a series of funds that were established with the intent of reducing the burden to New Hampshire residents caused by alcohol, tobacco and other drug use, misuse and addiction
  • a series of funds that were established with the intent of reducing the burden to New Hampshire residents caused by alcohol, tobacco and other drug use, misuse and addiction
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  • a series of funds that were established with the intent of reducing the burden to New Hampshire residents caused by alcohol, tobacco and other drug use, misuse and addiction
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  • n’s assets are part of the Substance Use Disorders Portfolio – a series of funds that were established with the intent of reducing
  • a series of funds that were established with the intent of reducing the burden to New Hampshire residents caused by alcohol, tobacco and other drug use, misuse and addiction. Through these funds, the Foundation makes approximately $2.5 million dollars per year in grants to organizations engaged in addressing substance use disorders through policy change, systems improvement and effective programming. The Foundation is preparing its Substance Use Disorders grant program for 2011. Please check back in the coming months for details.
  • Approximately 10 percent of the Foundation’s assets are part of the Substance Use Disorders Portfolio – a series of funds that were established with the intent of reducing the burden to New Hampshire residents caused by alcohol, tobacco and other drug use, misuse and addiction. Through these funds, the Foundation makes approximately $2.5 million dollars per year in grants to organizations engaged in addressing substance use disorders through policy change, systems improvement and effective programming. The Foundation is preparing its Substance Use Disorders grant program for 2011. Please check back in the coming months for details. << Back
  • e Foundation’s assets are part of the Substance Use Disorders Portfolio – a series of funds that were established with the intent of reducin
  • ers Portfolio – a
  • a series of funds that were established with the intent of reducing the burden to New Hampshire residents caused by alcohol, tobacco and other drug use, misuse and addiction
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    "Approximately 10 percent of the Foundation's assets are part of the Substance Use Disorders Portfolio - a series of funds that were established with the intent of reducing the burden to New Hampshire residents caused by alcohol, tobacco and other drug use, misuse and addiction. Through these funds, the Foundation makes approximately $2.5 million dollars per year in grants to organizations engaged in addressing substance use disorders through policy change, systems improvement and effective programming."
Landen Burgard

Farmland Protection Issues | American Farmland Trust - 0 views

  • Protection of the Environment Well-managed agricultural land supplies important non-market goods and services for our environment. Farm and ranch lands provide food and cover for wildlife, help control flooding, protect wetlands and watersheds and maintain air quality. They can absorb and filter wastewater and provide groundwater recharge. New energy crops even have the potential to replace fossil fuels.
  • America's Agricultural Land Is at Risk Every minute of every day, we have been losing more than an acre of agricultural land to development. Why? Farm and ranch land is desirable for building because it tends to be flat, well drained and affordable. And the rapid rate of agricultural land converted to development is unnecessary—over the past 20 years, the average acreage per person for new housing almost doubled—with our best agricultural soils being developed the fastest.
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    "America's Agricultural Land Is at RiskFarming by the Numbers: 2007 NRI Every minute of every day, we have been losing more than an acre of agricultural land to development. Why? Farm and ranch land is desirable for building because it tends to be flat, well drained and affordable. And the rapid rate of agricultural land converted to development is unnecessary-over the past 20 years, the average acreage per person for new housing almost doubled-with our best agricultural soils being developed the fastest."
Shawn Stiles

Footwear Facts - 0 views

  • Quality, well-maintained men's shoes can be resoled seven to 10 times at a fraction of the cost of new shoes
  • With new soles and heels, and reconditioned uppers, the shoes will look like new, yet retain that broken-in, comfortable feel. It is not uncommon for a man to get 30 years out of a good pair of shoes.
Clint Walters

Gamasutra - Features - Evaluating Game Mechanics For Depth - 0 views

  • Game Mechanic: When I say "game mechanic" I'm referring to any major chunk of gameplay in a video game. Using the classic The Legend of Zelda: A Link to the Past as an example, here are a batch of game mechanics: sword combat, block pushing, boomerang throwing, swimming, button-based puzzles, hazard-avoidance, use of specific weapons, etc... Challenge: A challenge is any in-game scenario that tests the player's skill at a specific game mechanic. An example of this would be an individual room in a Zelda dungeon, a grindrail segment in Ratchet & Clank, or a combat encounter in Halo.
  • It needs clear objectives, so the player knows what he has to do to succeed. Confusion and obfuscation tend to make players feel like a mechanic is LESS deep once they find themselves needing to experiment randomly to win.
  • When a player enters a challenge, he must have a good idea of what his objectives are. Another good way to put this is to say that he must be able to clearly visualize the completion state of the challenge.
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  • If a skill is too basic, it will not help make your mechanic feel deeper. At that point, it becomes a simple task the player must complete, like checking items off a shopping list.
  • Further, when you really think about it, when you say "move from point A to point B," you're actually talking more about the objective of a challenge and not the skill required to achieve the objective.
  • I kept adding new objectives, but failed to add many meaningful skills.
  • While players found the Inspector Bot wacky and funny, adding him did not succeed at the goal of making the Tractor Beam game mechanic deeper.
  • come up with an "Activity Statement"
  • a simple sentence that describes a challenge by stating both the objective of a challenge and the meaningful skills that the player must use to obtain his objective.
  • "I want the player to jump up to that platform."
  • "I want the player to double jump straight up and then glide down to that platform" or "I want the player to time his jump to avoid the fire spouts and land on that platform."
  • 1. Identify and list your objectives. a. For each, ask yourself: "Is this objective functionally a duplicate of any of the other objectives in my list?" If it is, ask yourself if you really need it. Do you really want to spend the time on teaching your players how to interact with it? If the answer is no, cross it out. 2. Identify and list all your meaningful skills. a. For each ask yourself: "Is this really a meaningful skill? Not too basic? Not an objective?" b. Ask yourself: "Is this skill functionally a duplicate of any of the other meaningful skills in my list?" If it is, cross it out. You're tricking yourself into thinking you have more skills than you actually do. Having taken stock, do you now find you have too many objectives? Not enough meaningful skills? At this point, I'll bet you've discovered that, yes, somehow that's happened. At this point, just do the same exercise I suggested above to help my past-self get over his tractor beam problems: 1. Add one or more new meaningful skills to the list. a. As you add them, ask yourself the same questions as above. "Is this skill really meaningful? Is it too basic? Is it really an objective?" 2. Go through all your challenges and improve your Activity Statements 3. Prototype the new content. 4. Play-test. Is your problem solved? If so, then you're done! 5. If your problem isn't solved, go back to step 1 and try again.
  • "I want the player to move a bomb its starting spot into that energy slingshot and use it to blow up a target." "I want the player to slide these blocks around inside a groove and arrange them in a specific order." Both of these Activity Statements, "use the energy slingshot to blow up a target" and "arrange the blocks in a specific order" describe skills that are much more meaningful than the others.
  • For example, here is a simple Activity Statement that could apply to most of the challenges in Portal: "I want the player to use the portal gun to get this block on top of that button."
  • The Activity Statement: "I want the player to command his array of Gadgebots to get him past blockades," in the end, is too vague. It doesn't give enough information to tell whether or not the mechanic will deep enough.
  • This gave way to challenges with very complex Activity Statements like "I want the player to record himself going to that button, which opens a door. Then I want him to play back the recording and, once the hologram hits the button and the door opens, I want him to go through the door." You'll notice clear objectives "go to the button to open the door" and "go through the door" as well as good meaningful skills "record himself" and "play back the recording."
  • "I want the player to move a wacky robot from his starting spot to a button on the floor." "I want the player to move a bomb from its starting spot to a spot in front of that door." "I want the player to move a block from its starting space so that it blocks that laser beam." "I want the player to move an explosive rocket block to that button on the floor." You'll notice that the above statements all clearly outline objectives, but no meaningful skills.
  • Often, in game development, a design that looks great on paper doesn't turn out as well in practice as you'd hoped. It comes across as "shallow" or "flat." Perhaps play-testers, publishers, or peers describe it as "needing more variety" or as "feeling repetitive."
  • Buzzwords to watch for: The game is "a one-trick pony," "repetitive," "or needs more variety." Feedback that can be fixed with these kind of content expansions tends to describe the game as a whole. Players feel they don't have enough different things to do on a global level.
  • Buzzwords to watch for: A given game mechanic is "boring," "repetitive," or "just not fun." Feedback that can be fixed with theatrics improvements usually describes a single game mechanic, but is vague and "touchy-feely."
  • Buzzwords to watch for: A given game mechanic is "too shallow," "too easy," or "flat." Often players will say the mechanic started out fun, but that it quickly got repetitive or boring. It's a good idea to pump up the theatrics when you get feedback like this, but while it might help players tolerate a mechanic for longer, it will only go so far. When theatrics fail, it's time to knuckle down, roll up your sleeves, and get to work on making your game mechanic deeper.
  • Clear objectives are a must if you want to create depth in your game mechanic.
Colby WIldasin

One For One Movement - A Pair Of New Shoes Is Given To A Child In Need With Every Pair ... - 0 views

  • children in Argentina and found they had no shoes to protect their feet.
  • match every pair of shoes purchased
  • a pair of new shoes given to a child in need.
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  • One for One
  • 10,000 pairs of shoes
  • soil-transmitted diseases
  • these children are at risk:
  • penetrate the skin through bare feet
  • Many children in developing countries grow up barefoot
  • shoes can help prevent these diseases
  • prevents feet from getting cuts and sores
  • these injuries painful,
  • they also are dangerous
  • Many times children can't attend school barefoot because shoes are a required part of their uniform
  • don't have shoes, they don't go to school
  • don't receive an education, they don't have the opportunity to realize their potential.
Joshua Chew

Events, News, The Guide Magazine, Multimedia, FAQ's | The Seeing Eye, Inc. - 0 views

  • If you leave your pup outdoors, whether you are there or not, he or she could suffer the effects of too much heat faster than a human. Keep your dog inside where it can stay cool. If you must take your dog out into the heat, bring along a spray bottle to cool him/her down, make sure you have plenty of water, and try to stay in the shade when possible.
    • Joshua Chew
       
      Interesting...
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    Read darn it!!!!
Clint Walters

Autism Speaks | - 0 views

  • A new study from the National Center on Birth Defects and Developmental Disabilities shows medical costs averaging six times higher for More...
  • The young but burgeoning field of autism research continued its exponential rate of discovery - fueled by the joint..
    • noah murphy
       
      read this this is why we need to help people with birth defects
logan mchenry

game design - 0 views

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    you can get new avatars for your new game your making
Molly Roberts

WWF - Who We Are - Green Tips - 0 views

  • Today's dishwashers are about 95% more energy-efficient than those bought in 1972—your old dishwasher may be costing you more in energy bills than it would take to buy a new one.
  • Many idle electronics—TVs, DVD players, stereos, microwaves—use energy even when switched off to keep display clocks lit and remote controls working. Switch off power strips and unplug electrical devices when you're not using them.
  • Recycling 1 ton of paper saves 7,000 gallons of water, 3 cubic yards of landfill space and 4,100 kilowatt-hours of electricy.
Everett Meehling Santiago

Hardware Hackers Create a Modular Motherboard | Gadget Lab | Wired.com - 0 views

  • “We are taking everything that goes into motherboard now and chopping it up,” says David Ackley, associate professor of computer science at the University of New Mexico and one of the contributors to the project. “We have a CPU, RAM, data storage and serial ports for connectivity on every two square inches.”
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    modular motherboard, but is far from what i had in mind
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