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View the Show Notes Page for This Episode Become a Member to Receive Exclusive Content Sign Up to Receive Peter's Weekly Newsletter In this episode, Peter explores the critical topic of breast cancer screening, examining why thousands of women continue to die from breast cancer each year despite the availability of effective screening tools. He explains the strengths and limitations of current screening strategies, reviews the recommendations from major medical organizations, and discusses why screening guidance can often seem confusing or contradictory. Peter outlines a practical framework for understanding breast cancer risk and personalizing screening decisions, including when to begin screening, how frequently to screen, and which imaging modalities may be most appropriate based on an individual's risk profile. Throughout the episode, he emphasizes that while population-based guidelines provide an important foundation, optimizing outcomes requires a more personalized approach aimed at helping women make informed screening decisions that can improve the chances of early detection and successful treatment. We discuss: Why women still die from breast cancer: the benefits of screening, the problem of under-screening, and the need for risk-based screening strategies [1:45]; Current screening recommendations, why they differ between organizations, and the importance of personalized screening decisions [6:30]; A framework for personalizing screening [8:45]; Assessing baseline breast cancer risk: genetics, family history, breast density, lifestyle factors, and the role of risk calculators in personalized screening [9:30]; Balancing cancer detection and false positives: how breast cancer risk influences screening intensity and imaging choices [17:45]; Mammography as the foundation of breast cancer screening: detecting ductal carcinoma in situ (DCIS) and the advantages of 3D versus 2D mammography [21:00]; MRI for high-risk women: the benefits of supplemental screening, abbreviated MRI, and the emerging role of contrast-enhanced mammography [23:00]; The role of ultrasound: supplemental cancer detection, diagnostic evaluation, and limitations compared with mammography and MRI [26:00]; Choosing the right breast cancer screening strategy: imaging modality selection, screening hierarchies, and the importance of imaging center quality [28:00]; How often should you screen for breast cancer? [30:15]; At what age should you start screening? [37:30]; Breast cancer in younger women: aggressive tumor biology, BRCA-related risk, breast density, and individualized decisions about when to begin screening [41:45]; Inflammatory breast cancer, the limitations of screening mammography for symptomatic disease, and the importance of promptly evaluating new breast symptoms in both women and men [44:45]; From risk assessment to personalized screening: a practical framework for reducing breast cancer mortality through earlier and more effective detection [46:30]; and More. Connect With Peter on Twitter, Instagram, Facebook and YouTube
In questo episodio di Educare con calma affronto il tema dei videogiochi e di come introdurli in famiglia con consapevolezza e gradualità. Lo faccio con il supporto di Giulia Dall'Aglio, la nostra persona di riferimento per il benessere digitale, attraverso un estratto di una diretta su La Tela in cui abbiamo riflettuto insieme su paure, limiti e potenzialità legate ai videogiochi.Parto dalla mia esperienza personale con Oliver ed Emily e parliamo di ciò che dicono studi e ricerche sui benefici del digitale: i videogiochi, se scelti e accompagnati con cura, possono diventare uno strumento interessante per sviluppare soft skills e competenze come problem solving, creatività, pensiero critico, autonomia e fiducia in sé. Possono anche aprire spazi di relazione e condivisione. Approfondiamo anche i possibili rischi: dall'importanza di aspettare il più possibile prima di introdurre i videogiochi – scegliendo poi contenuti adatti all'età – fino al tema della frustrazione, dei limiti e di come accompagnarli senza trasformarli in terreno di conflitto. Condividiamo infine alcuni spunti pratici per una preparazione più consapevole all'introduzione dei videogiochi in famiglia.:: I punti salienti dell'episodio:00:00 Introduzione e benvenuto01:25 La mia esperienza con Oliver ed Emily02:20 I benefici dei videogiochi03:50 Rischi e giochi adatti04:53 Consigli sui primi videogiochi07:26 Perché è meglio iniziare con i videogiochi 2D?09:40 Prerequisiti e tolleranza alla frustrazione11:16 Quando è troppo presto13:36 Come introdurli in famiglia14:37 Perché è importante proporre più varietà di videogiochi18:35 Riflessioni finali e saluti:: Potete trovare Giulia:su La Tela (nel servizio 1-a-1 e in tanti contenuti);sul suo sito;sul suo podcast;su Instagram.:: Nell'episodio menziono:L'abbonamento a Tutta La TelaTrovi i contenuti relazionati a questo episodio nella pagina del podcast su latela.com/podcast: cerca il numero o scrivi il titolo nella lente di ricerca.:: Come appoggiare il podcastIo non faccio pubblicità e non accetto sponsor: fa parte della mia etica dal giorno in cui ho creato La Tela. Se ti piace il mio podcast, aiutami così:Invia i tuoi episodi preferiti ad amici e familiari;Lascia una recensione sulla piattaforma dove lo ascolti;Supporta La Tela, facendo o regalando il percorso per Educare a Lungo termine, comprando il mio libro «Cosa sarò da grande», regalando una carta regalo da utilizzare sullo shop de La Tela.In ogni caso, grazie di
We start our series of 8 episodes focused on seiyuu who have improved their singing skills to a level that they are unrecognizable now (yes, because they now sing amazingly!).In this episode we cover Ryohei Kimura, one of the most popular seiyuu in the past decade and one of the most sought after seiyuu when it comes to portraying unique and wacky characters in 2D music projects.Music suggestions:- Lil Happy "Playlist"- NSFW "Crazy Nutrient"- TRIGNAL (Ryohei Kimura) "Siren Fairlady"Thanks to M L for inspiring this series of episodes!
Uh oh! I ran into a guy I used to hook up with! This episode covers my harrowing tale. Hookup nuances, why it's important to know what you want in the bedroom, speaking up for yourself, embarrassing first dates, why dating in LA is the worst, UTIs, safe sex, and more. We also nibble on Mamma Mia, Christine Baranski, 2D animation, sisters, ai, Disney, etc. Trigger warning: SA #datingadviceforwomen #relationshipadvice #girlspodcast #girltalkpodcast #firstdatefail #firstdate #podcastforwomen #femalecomedy #femalepodcast #bedroomtips
Episode Notes: RECORDED LIVE - This week Zed Games celebrates the third of 26's Indie Dev Night featuring loads of local devs showing their stuff including; 'Dungeon Pizza' from Growing Games, 'Aqueducks' by Corkscrew Games, 'Lone Pine' by Bang Bang Bang Interactive, 'Oath for Glory' by Sleep Deprived Studios, 'Deathbed' by Devil Juice, 'Descend' by Fizzy Games, 'On The Hearth' by Earl Grimm Games, and 'Ides of March' by One Thousand Rats. But on the show Hazel and Caroline call each other out for comfort gaming before talking the week in #GamingNews. Caroline then reaches for the power of cardboard while dungeon crawling battling power creep and eye strain in 'Vampire Crawlers' from poncle and Nosebleed Interactive. Timestamps and Links: 00:00 - Welcome to Zed Games 04:32 - #GamingNews 12:50 - Vampire Crawlers from poncle and Nosebleed Interactive 22:33 - Indie Dev Night Indie Dev Night 'Dungeon Pizza' by Growing Games - A cooking game with a fantasy twist! Knead the dough, spread the sauce, and prepare… the rat chunks?! Open your own pizzeria deep inside a dungeon, serving weary adventurers who come to rest and refuel between their quests and bounties. 'Aqueducks' by Corkscrew Games (boardgame) - It is the crux of the Roman Eggpublic, and the Pondifex has tasked the players with establishing a new city to lead the ducks of Rome into a new age. 'Lone Pine' by Bang Bang Bang Interactive - A single-player, 2D adventure set in the fictional Lone Pine National Park. You play as Izzie, who has come to Lone Pine to try to photograph some of its mysterious, undiscovered 'cryptids'. 'Oath for Glory' by Sleep Deprived Studios - Play as a lowly knight competing in a tournament. A skill-based boss rush game built around directional combat. 'Deathbed' by Devil Juice (card game) - The Old King is on his deathbed. Each day, each kingdom sends a representative to perform a eulogy. Through strategic timing and political manipulation your kingdom could hold the most influence when The King finally passes! 'Descend' by Fizzy Games - Slay hordes of enemies to gain procedural skills, augments and loot to shape your build and fight deeper. Descend is set apart with a unique skill system, run-altering persistent upgrades, and an evolving quest system that influences gameplay. 'On The Hearth' by Earl Grimm Games - A narratively driven mystery game, blending magic and community as tools of deduction. Decode your mentor's grimoire, master your craft, and solve a myriad of mysteries as you lead your loveable, rag-tag village against the rising tensions of an inbound crusade. 'Ides of March' by One Thousand Rats - Themed after the conspiracy to assassinate Julius Caesar, a historical event so world-shattering it led to the fall of the Roman Republic, the creation of an iconic Shakespeare play, and this game (all equally significant moments in culture) - Ides of March is a large multiplayer game for 6 - 12 players, with an included expansion making the game suitable for up to 24 players. Upcoming Events Indie Dev Night @Lost Souls Karaoke Thursday 6-9pm; 15th Oct, 12th Nov. Radiothon Event: 13th Aug Produced and recorded by Hazel for Zed Games at 4zzz in Fortitude Valley, Meanjin/Brisbane Australia on Turrabul and Jaggera Country and edited by Tobi for podcast distribution for Creative Broadcasters Limited.
Hey folks, Alex here, let me catch you up! I've had a feeling that this week is going to be crazy, as it started on the weekend MiniMax M3, then with Jensen announcing new RTX Spark, NVIDIA's first PC chip packing 1 petaflop of local AI power into thin laptops.A few days later at Microsoft BUILD, Satya & Mustafa from MAI dropped 7 AI models, completely pre-trained from scratch, including a new MAI-thinking-1, MAI-code and MAI-image 2.5 that started topping the image gen charts. Then other image models started racing to the top of the Arena benchmarks, IdeoGram 4 hitting becoming SOTA open weights image-gen model, and Reve 2 beating Nano Banana just a few hours after that. And then today, NVIDIA dropped Nemotron 3 Ultra, their latest 550B open weights model, data and training and Arena published a new agentic eval leaderboard and we got a new Gemma 4 12B. I've had the great pleasure to host Chris (@llm_wizard) from Nvidia, Peter Gostev from Arena and Karan from Nous Research (who were featured prominently by Jensen!) all on the show. Def don't miss this one! Let's get into the details. ThursdAI - Join the flock of folks who know what is happening in AI before everyone else.Open Source LLMs
From MPR News, Art Hounds are members of the Minnesota arts community who look beyond their own work to highlight what's exciting in local art. Their recommendations are lightly edited from the audio heard in the player above.Want to be an Art Hound? Submit here.Six new plays from Arab American TheaterworksDeborah Copperud of Minneapolis hosts the podcast “Read Minnesota Books.” She's looking forward to a new event, the Festival of New SWANA Plays, this weekend. SWANA stands for Southwest Asian and North African, and it's a culmination of the New Arab American Theater Works Playwright Incubator Program. Open Book in Minneapolis will host staged readings of six new plays by Midwestern SWANA playwrights.Three play readings happen each day at 1, 4 and 7 p.m. with a moderated audience talkback following each show. Tickets are $15 per day.Deborah says the plays are all different: There's a psychological thriller, a fairy tale adaptation, a domestic drama and a travel quest. Sana Wazwaz is a playwright from Minneapolis, and she is presenting “Birthright Palestine” [Saturday at 7 p.m.]. The play was inspired by her experience organizing for Palestinian liberation as a college student.— Deborah Copperud5-Minute Film Festival in DuluthDenise Voie de Vie is a working artist in Duluth specializing in mixed media and acrylics. She's expecting to be part of a good crowd at Prøve Collective this Saturday for their 5-Minute Film Festival. The free event will screen 17 or 18 very short films by local artists, ranging in style from animation to documentary to abstract and beyond. Doors open at 7 p.m.Denise admires the work coming out of Prøve: There is a really lively art scene here in Duluth, and Prøve has carved out that niche for new and upcoming talent. There are a lot of really young and talented people on the board, and they are willing to take chances on art. It's a place where some of the most exciting things happen.— Denise Voie de VieArt meets healthcare in Med CityLauren Hutchinson lives in Rochester, having previously worked at the Metropolitan Museum of Art in New York City. She recently enjoyed seeing the exhibition “Forms of Care: The Art of Representing the Body” at Rochester Center for the Arts. It's a thought-provoking multi-artist exhibition that explores the field of medicine and its interaction with human bodies as well as the ethics of representing human bodies in medical texts. The show includes 2D work, sculptures and an opportunity for visitors to sit for portraits. It runs through January 2027.Lauren says: It really makes you question: Can one body be used to represent an entire population of diverse individuals? I hope lots of doctors and medical staff will get to experience the exhibition and see the creativity and artistry that's hidden behind a lot of their work.— Lauren Hutchinson
Dr. Bradley Erickson, Director of the Mayo AI Lab, speaks with HexAI podcast host, Jordan Gass-Pooré in advance of the University of Pittsburgh's annual AI Summer School program in Medical Imaging Informatics organized by Pitt's Health and Explainable AI Research Lab (HexAI) and the Computational Pathology and AI center of Excellence (CPACE). The episode simulates two different professional vantage point scenarios to help students visualize the vast, multi-dimensional landscape of artificial intelligence in healthcare and radiology.The first half of the episode drops students directly into the vantage point of an AI expert attending a technical conference, where medical imaging informatics are being contrasted with everyday computer vision. Dr. Erickson explains how medical data often extends into multiple dimensions by incorporating complex spatial matrices and tissue properties like T1 and T2 tracking on MRIs, far surpassing standard 2D photographic pixels. He highlights why generic consumer AI tools like simple heat maps or saliency maps fall short of establishing clinical trust; while they can successfully point to where a brain tumor is, they completely fail to explain what that tumor is or why it is changing texture. Furthermore, Dr. Erickson discusses the profound challenge of "ground truth" uncertainty in medicine, explaining that training predictive algorithms is incredibly difficult because definitive biological labels are frequently masked by biological reactions or a lack of definitive longitudinal data.The second half of the podcast episode places students into the role and vantage point of a hospital administrator, exposing students to the active economic and structural deliberations currently playing out in modern hospital boardrooms. Dr. Erickson underscores the considerations and financial constraints that hospitals contend with and explains that while new narrowly focused diagnostic AI tools are attractive, the most immediate return on investment for hospitals often comes from practical, language-based text summarization and ambient patient recording systems. Crucially, this administrative perspective teaches students that the health industry desperately needs supportive roles beyond traditional doctors and researchers, such as AI project managers, integration specialists, and governance officers who can oversee model confidence and decide exactly when to adapt AI solutions or pull failing applications or algorithms back.Dr. Erickson emphasizes that entering this revolutionary field requires a willingness to learn through iteration, push back on assumptions, and manage the critical intersections of technology, safety, and human care. Through an open exploration of technical hurdles and administrative realities, the episode provides a rich conceptual primer for AI Summer School participants designed to cultivate critical thinking informing views on AI in medical imaging, hands-on project development and coding.
Veckans recensioner: Kritor i gristryne, TV-inspelningen, micka sig själv, Barkaby, Uber Dad, ”Trafo”, Motorveckan i Lycksele, den svenska folkhälsan, matlåda på krogen, Bobbe Lager och 2D-koder.
IN CLEAR FOCUS: June's Bigeye Book Club selection is "Neuromarketing: Practical Insights for Improving Customer Engagement." Author Katie Hart explains why, when 95 percent of purchase decisions are non-conscious, traditional research often asks the wrong questions. Learn how neuromarketing reveals real consumer behavior, why the brain processes images faster than text, and the physiological impact of 2D screens. We also discuss Katie's practical framework for transforming B2B and B2C strategies.
On this episode of Pilot Season Cartoon Edition, hosts Kinte, Renee, Jen, John, and Allen break down the pilot episode of Star Wars: Clone Wars (2003), “Chapter 1,” which originally aired on November 7, 2003. In this opening chapter, the Clone Wars begin as the Republic faces the growing threat of the Separatists and their massive droid army. The episode quickly throws viewers into battle, showcasing the fast-moving, stylized action of the series while introducing the Jedi as powerful warriors in the middle of a galaxy-wide conflict. With striking animation, intense combat, and the larger Star Wars mythos hanging over every moment, the pilot sets the tone for a bold and action-heavy animated saga. Podcast airdate: 5/28/26 #StarWarsCloneWars #PilotSeasonCartoonEdition #CloneWars2003 John 10 Allen 8 Jen 9.5 Kinte 9 Total: 36.5 Brief history Star Wars: Clone Wars (2003) was a 2D animated micro-series developed and directed by Genndy Tartakovsky for Lucasfilm and Cartoon Network Studios. It premiered on Cartoon Network on November 7, 2003 and ran for three seasons and 25 chapters through March 25, 2005. The series was designed to bridge Attack of the Clones and Revenge of the Sith, using short-form episodes at first and then longer chapters in its final season. Its stylized action, fast pacing, and cinematic presentation helped it stand out, and the series won major animation awards during its run. The show became especially notable because it brought Tartakovsky's sharp visual style into the Star Wars universe, giving the Clone Wars era a more mythic, action-heavy feel than viewers had seen before. It focused on Jedi, clone troopers, and major prequel-era characters while expanding the scale of the war in a compact animated format. Main cast and who they played: Mat Lucas — Anakin Skywalker James Arnold Taylor — Obi-Wan Kenobi Tom Kane — Yoda, Narrator
En esta nueva misión de El Emisario Subespacial viajamos hasta Expotaku A Coruña 2026, un evento que sigue creciendo y consolidándose como una cita imprescindible para los amantes del manga, el anime, los videojuegos y la cultura pop. Nuestro corresponsal Zhlain se ha desplazado hasta allí para vivirlo desde dentro y contarnos, con detalle, todo lo que ha dado de sí esta edición. En este episodio nos centramos especialmente en la Zona Indie Dev, un espacio que continúa expandiéndose de manera sorprendente. Zhlain pasó la mayor parte del tiempo probando juegos, conversando con desarrolladores y tomando buena nota de todo el talento que se está moviendo en la escena independiente. Sus impresiones, recomendaciones y descubrimientos forman el núcleo de este contenido. Además, compartimos sensaciones generales del evento, ambiente, organización y aquello que hace que Expotaku A Coruña siga siendo un punto de encuentro tan especial para la comunidad. Cerramos agradeciendo el trabajo de Zhlain y el trato de la organización, y esperamos que disfrutes de este contenido tanto como nosotros al prepararlo. Desde A Link To The Podcast seguimos trabajando para acercarte ferias, presentaciones, entrevistas y reportajes que nos encanta compartir contigo. El Emisario volverá… no sabemos cuándo, pero nuestro corresponsal estará atento a los próximos acontecimientos para contártelos en una futura edición del Emisario Subespacial. LISTADO DE JUEGOS PROBADOS: RaveT Juego destacado: Space Diva (Aventura conversacional) Impresiones: Es el primer juego de este equipo de 4 personas con varios colaboradores. Se trata de una aventura conversacional divertida y muy original. ♂️➡️ Lanzamiento: El 28 de mayo. Enlace Steam: https://store.steampowered.com/app/3044510/Space_Diva/ ♟️ Alex did it Juego destacado: Chest Cent Impresiones: Un proyecto Solo Dev con un pixel art que es precioso. El juego propone una partida de ajedrez contra una CPU bastante desafiante, pero que se equilibra de forma súper divertida usando cartas de potenciadores. ¡Muy recomendado! Enlace Steam: https://store.steampowered.com/app/4273380/Chesscent/ Juan-Mod Juegos probados: Little Darkness: Terror por capítulos. El primer episodio llegará este mismo año. Shines Over The Board Game: Sensaciones muy chulas que recuerdan a la película Jumanji. The Last Spear: Rollo God of War y explotación de cuevas. Impresiones: Un stand fortísimo que trabaja de la mano con Jandusoft. Traían proyectos potentes como Teared para Nintendo Switch (estilo Ghouls 'n Ghosts), Shines Over para PS5, y proyectos de terror de gran nivel. Web del estudio: https://juan-mod.com/ Liceo la paz Juego destacado: Decay Impresiones: Un frenético deathmatch multijugador en Unreal Engine que promete vicios rápidos. Enlace del evento: https://zonaindie.gamevitation.es/ Soulcraft Games Juego destacado: Lo and Behold Impresiones: Definitivamente uno de los proyectos que hay que seguir de cerca. Podríamos definirlo como un "Hades con furros", donde vas alternando el combate de acción con la reconstrucción y gestión de tu propio pueblo. ♂️➡️ Lanzamiento: Previsto su Acceso Anticipado para finales de este año. Enlace Steam: https://store.steampowered.com/app/2785640/Lo_and_Behold/ ️ Rioja devs Juego destacado: Pay to Slay Impresiones: Acción directa con un estilo y planteamiento arcade al más puro estilo de Enter de Gungeon. Enlace Steam: https://store.steampowered.com/app/4336490/Pay_To_Slay/ ⚔️ LuceQ Juego destacado: Fraga Impresiones: Un título de estrategia por turnos con mecánicas Rogue-lite que te obligan a pensar muy bien cada movimiento. Enlace Steam: https://store.steampowered.com/app/4541350/Fraga/?beta=0 Don't Know studio Juego destacado: Archangel demon rush Impresiones: Un tower defense combinado con mecánicas rogue-lite. Si te gusta "Orcs Must Die", este te va a encantar. Cuenta con demo jugable en PC. Enlace Steam: https://store.steampowered.com/app/2471750/Archangel_Demon_Rush/ Ninebites Juego destacado: The Sample Impresiones: Un survival de acción con ambientación zombie desarrollado por un talentoso grupo de estudiantes. ¡Mucho mérito! Enlace del evento: https://zonaindie.gamevitation.es/ Monoii Studio Juego destacado: Bottled by bears Impresiones: Charlamos con Matías sobre este divertidísimo y adictivo Clicker en el que unos simpáticos osos producen miel y gestionan su campamento. Pronto llegará su demo a Steam y están adaptándolo para tablets. Enlace Steam: https://store.steampowered.com/app/4390080/Bottled_by_Bears/ ️ Silveil Juego destacado: Nightspyre Impresiones: Roguelite de corte narrativo que destaca de inmediato por una preciosa estética visual en "2D HD" que entra por los ojos. Enlace del evento: https://zonaindie.gamevitation.es/ Axóuxere Games Juegos probados: Colours: Una vuelta de tuerca original al clásico formato Match-3. Trap Ball Adventure: Juego en 3D de habilidad y plataformas lleno de trampas y puzzles. Enlace Google Play Colours: https://play.google.com/store/apps/details?id=axouxere.colours Enlace Steam Trap Ball Adventure: https://store.steampowered.com/app/3727270/Trap_Ball_Adventure/ [02/06/2026 9:29] Zhlain: ️ Conxuro Studio Juegos expuestos: Mr. Boss Rush y Neboa's Hut Juego destacado: O que teña honra: Un relato de María Pita Impresiones: Nos llamó muchísimo la atención este juego de defensa de torres (Tower Defense) ambientado históricamente en la famosa invasión de los ingleses a A Coruña. ¡Propuesta con raíces e historia local! Enlace del evento: https://zonaindie.gamevitation.es/ Ecliptika Collective Juego destacado: Purgatory Hoops Impresiones: Baloncesto arcade en clave de fantasía. Nace como un fantástico proyecto de máster de la Universidad de A Coruña (UDC). Enlace del evento: https://zonaindie.gamevitation.es/ Klayerama Studio Juego destacado: Chaos Of Destiny Remake Impresiones: Un divertidísimo RPG con un look retro súper cuidado (influencia directa de los 8 y 16 bits) que viene cargadísimo de sentido del humor. Enlace Steam: https://store.steampowered.com/app/3230030/Chaos_of_Destiny_Remake/ NEKERAFA Juegos en exposición: Lumina: Prelude y Miña leira (este último, probado). Impresiones: Miña leira es un concepto desternillante: básicamente jugar a "Hundir la flota" pero utilizando verduras en el campo. También organiza la Amorodo Jam: https://itch.io/jam/amorodo-jam-3/entries Enlace itch.io: https://nekerafa.itch.io/minha-leira Game Explorer Spacecrft (Monodo) Juegos probados: Endless Space Scrap: Se nota que hay muchísimo trabajo detrás y una gran mejora desde sus últimas versiones. Enlace Steam: https://store.steampowered.com/app/4054080/Endless_Space_Scrap/ Pet Troll: Un simpático juego ya disponible para dispositivos móviles Android. Enlace Google Play: https://play.google.com/store/apps/details?id=com.pettroll.petstroll Quasar Factory Juego destacado: Master of Cladia Impresiones: Estrategia por turnos y multijugador asimétrico. Durante el evento organizaron torneos con premios para los asistentes, ¡todo un éxito de público! Enlace Steam: https://store.steampowered.com/app/3732690/Master_of_Cladia/ Enlace Google Play: https://play.google.com/store/apps/details?id=com.QuasarFactoryGames.MasterOfCladia&hl=es AKIDNE DEVELOPS Juegos probados: Starry Larry let's Parry: Un juego de combates contra jefes en el que esquivas y devuelves ataques en lugar de atacar directamente. Enlace itch.io: https://akidne-develops.itch.io/starry-larry Tower Clefence: es un tower defense super original donde las torres son instrumentos musicales que se van añadiendo a la banda sonora dinámicamente según colocas las torres en el mapa. Enlace itch.io: https://akidne-develops.itch.io/tower-clefense ️ Notas: El desarrollador es un estudiante de bachillerato autodidacta que ha creado todo el proyecto por su cuenta. El año pasado tenía Chimaelis, un juego mezcla de Pokémon y Dark Souls. Devmo Games Juegos probados: The Pet Squad: Un simulador de mascotas ideal, ahora jugable en tabletas. Enlace https://thepetsquad.devmo.es/ Gato Pompa: Un plataformas súper simpático y con mecánicas originales que nació del desarrollo express en una Game Jam. Enlace itch.io: https://devmo-io.itch.io/gatopompas-tm Widijou Juego destacado: Golpes y Porrazos (Thumps & Blows) Impresiones: El clásico juego de lucha de hombres de palo (stickman) rápido, familiar, gamberro y terriblemente adictivo. No paraba de haber cola en su stand para probarlo. Enlace Steam: https://store.steampowered.com/app/3650210/Golpes_y_Porrazos/ Zeta Works Juego destacado: Chamber exit Impresiones: Escapa de la mazmorra en este frenético juego de plataformas en primera persona donde cada salto te hace ir más rápido. Enlace: https://zetaporfolio.carrd.co/ Dreamscape Games Juego destacado: Bullet Mirage Impresiones: Juego del género Survivors-like con trazos de bullet hell. Enlace del evento: https://zonaindie.gamevitation.es/ [02/06/2026 9:29] Zhlain: OTROS PROYECTOS PRESENTES EN EL EVENTO ✏️ No te pierdas estas otras grandes propuestas que también contaron con espacio de exhibición en la feria: ️ AIKODE (from Naeco): AIKODE es un videojuego de rol de acción (Action RPG) ️ BreixoGameDev: Ghost Node, juego de sigilo y hackeo en tercera persona ️ Deep Ore Games: Knightsworn: Dragon's Knight Legacy, roguelite de construcción de mazos. ️ Nine Bites: Splash on Contact, defiende a lasemilla del fuego con tu cuerpo acuático. ️ ACADEVI (Asociación Canaria de Desarrolladores): Presentando una increíble selección de proyectos creados por la comunidad de Canarias. ️ Mario Ribé: Wong, un plataformas 2D orientado al speedrun. ️ Ninguen: Dimension L, un RPG de estrategia online por turnos. ️ Peseteros: Pis-To-Le-Ro, un juego multijugador local 1vs1 basado en el popular juego. ️ GodOfReDo: un videojuego sobre Godofredo, el mejor cronomago de todos los tiempos. Rapoucado: ️ Entomolography: un videojuego sobre fotografía entomológica. ️ Quenllas: acariciar a diversas especies marinas y aprender sobre ellas. Encuentra todos los detalles y redes de estos creadores en la web oficial: https://zonaindie.gamevitation.es/
Retro Entre Amigos 14x10 - Retrasos y Mazmorras Saludos a todos los queridos amigos del Retro Tenemos el placer de abandonar playas y piscinas para acercarnos un rato a vuestros dispositivos de escucha y también para reencontrarnos y charlar de nada y de todo al mismo tiempo. En esta ocasión, entre otros asuntos... pequeña pero notoria polémica con nuestra sintonía. Desde Spotify nos han “baneado” el último programa y mucho me temo que ya lo estarán haciendo en otros por utilizar en nuestra cabecera el tema “Shadows” de la artista Lindsey Stirling. Después de 14 años usándolo... nos inunda la pregunta… ¿Debemos cambiar de sintonía?... debemos vivir en la aparente ilegalidad? .... Respuestas y opciones varias. Nos gustaría saber vuestra opinión. Por otro lado, repasamos en dos bloques intenso correo de los oyentes ya que aparentemente el ultimo programa en el que dedicamos mucho tiempo a hablar de la Neo Geo AESPlus ha motivado que nos escribáis y comentéis bastante lo cual AGRADECEMOS mucho. No hay nada como saber que “estáis ahí” y que lo que decimos os interesa aunque no coincidáis en absoluto con lo que se habla en la mesa “muy cuadrada”. En el “Juego del mes”, os acercamos una producción de “No Code” publicada por “Devolver Digital” del año 2017 (¿¿¿¿¿es esto retro?????) llamada “Stories Untold”. Un juego muy MUY especial que me temo gustará y será odiado a partes iguales. ¿Aventura conversacional?... ¿Gestión física de elementos? …. ¿Pasillos 3D agobiantes?... SI y al mismo tiempo NO. Difícil de explicar y emocionante de experimentar. Como película recomendada, os acercamos “El Gigante de Hierro”. Una pequeña obra maestra de la animación clásica que incorpora algunos elementos en 3D y que fracasó en taquilla, pero triunfó en los corazones de algunos. Una película no desconocida pero lamentablemente olvidada y que provocó que Warner Bros abandonase la animación 2D durante mucho tiempo. Todo esto.. y mucho menos… comentando TODAS las novedades de RETROPIXEL 2026 y que os recomendamos vayáis mirando ya en www.retropixel.es ya que estamos poniendo actividades, conferencias y novedades tal como las estamos cerrando. Falta NADA ¡!!. Esperamos veros por allí. Retrosaludos Josua Ckultur & La Alegre Pandilla
The Fork In Your Ear Ep#214 The Mouse That Stole Tim's Soul - Podcast Show Notes Summary 5-30-26 Entertainment News: Tim gives his spoiler-light take on The Mandalorian & Grogu movie (he went in with zero expectations and came out pleasantly surprised—it feels like two high-budget episodes stitched together for the big screen). The guys also cover Sony's majority purchase of the Peanuts franchise, the sad passing of legendary voice actor Tom Kane, the X-Men '97 Season 2 trailer, Karen Gillan joining Shrinking Season 4, and their growing appreciation for the Bill Lawrence TV universe (Scrubs, Rooster, and Running Point with Kate Hudson). Nate's been revisiting Star Trek: Voyager reruns via Pluto TV's delightfully chaotic syndication shuffle. Life Stories: Tim opens up about the tough (and first-time) experience of letting go of his employee—who also happened to be a friend and next-door neighbor—after the guy couldn't pass the required technical test. Almost immediately they lucked into hiring a new team member from the glazing industry who's already bonding hard with Tim over Halo lore. Both hosts share how packed their June (and early July) calendars are with birthdays, a final trip to the soon-to-closing Wild Waves water park, family commitments, and a few show date bumps. Nate adds some wholesome dad moments, including joyful motorcycle rides with his daughter and niece that had everyone smiling. Gaming News: Tim is completely obsessed with Mina the Hollower, calling it one of the most charming, dense, and brilliantly designed 2D action-adventures he's ever played (think Link's Awakening meets Bloodborne with a sassy mouse protagonist, clever burrowing mechanics, absurd humor, and pixel-perfect modern polish). Nate has been tearing through Forza Horizon 6 in Japan, raving about the visual upgrades, weather effects, and dense world, while also dipping into Luna Abyss and looking forward to playing Destiny 2 post-sunset without the usual FOMO pressure. Tech News: They discuss Ferrari's sleek new $640K electric hypercar co-designed by Jony Ive (1,035 horsepower, physical buttons, curved display, and a very un-Ferrari-but-still-cool vibe), Meta's controversial new paid subscription tiers for Instagram, Facebook, and WhatsApp (alongside another round of layoffs in Seattle), and the spectacular methane-fueled rapid unscheduled disassembly (RUD) of Blue Origin's New Glenn rocket during a static fire test. They close with housekeeping notes about flexible scheduling through the busy summer months, but promise the episodes will keep coming. Join The Fork Family On Discord: https://discord.gg/CXrFKxR8uA Find all our stuff at Remember to give us a review on wherever you downloaded this podcast from. And don't forget you can connect to us on social media with, at, on or through: Website: http://www.dynamicworksproductions.com/ Twitter Handle: @getforkedpod eMail Address: theforkinyourearpodcast@gmail.com Apple Podcast Direct Subscription Link: https://itunes.apple.com/us/podcast/dynamic-works-productions/id703318918?mt=2&i=319887887 Youtube Direct Playlist Link: The Fork In Your Ear Podcast - Listen Now On Youtube Spotify Direct Subscription Link: The Fork In Your Ear Podcast - Download It Now On Spotify Libsyn Direct RSS Feed Link: The Fork In Your Ear Podcast - Download It Now On Libsyn [Direct RSS Feed Subscription] If you would like to catch up with each of us personally Online Twitch/Twitter: Tim K.A. Trotter's Youtube ID: Dynamicworksproductions Tim K.A. Trotter's Twitter ID: Tim_T Tim K.A. Trotter's Twitch ID: Tim_KA_Trotter Also remember to buy my Sc-Fi adventure book "The Citadel: Arrival by Tim K.A. Trotter" available right now on Amazon Kindle store & iTunes iBookstore for only $2.99 get a free preview download when you visit those stores, it's a short story only 160-190 pages depending on your screen size, again thats $2.99 on Amazon Kindle & iTunes iBookstore so buy book and support this show!
On this deeply personal episode of SHE MD, co-host Mary Alice Haney sits down with her lifelong best friend, Stacey Hunt, to share the story of how listening to the podcast led Stacey to advocate for herself, and ultimately, catch her breast cancer early enough to save her life.After hearing the Olivia Munn episode and learning about lifetime breast cancer risk assessments, dense breast tissue, and the importance of MRIs for high-risk women, Stacey decided to take action. Despite having a recent “clear” mammogram and no symptoms, she pushed for additional testing after learning her lifetime risk score was 28%. That MRI revealed a tiny invasive lobular breast cancer hidden beneath extremely dense breast tissue; something her mammogram missed entirely.Together, Stacey, Mary Alice, and Thais Aliabadi have an emotional and eye-opening conversation about self-advocacy, early detection, dense breasts, genetic testing, the realities of a breast cancer diagnosis, treatment decisions, reconstruction options, menopause after cancer, and the emotional toll that comes with survivorship. This episode is both a powerful reminder that early detection saves lives and a call for every woman to know her lifetime risk of breast cancer.Subscribe to SHE MD Podcast for expert tips on PCOS, endometriosis, fertility, hormonal balance, mental health, and more. Share with friends and visit SHE MD website and Ovii for research-backed resources, holistic health strategies, and expert guidance on women's health and well-being.SponsorsMyriad: Go to GetMyRisk.com to learn more about hereditary cancer testing and how you can use Myriad's virtual care option for fast, at-home testing - no office visit required.What You'll LearnWhy every woman should know her lifetime breast cancer risk scoreThe difference between 2D and 3D mammogramsWhy women with dense breasts may need ultrasounds and MRIsWhat the Myriad genetic test measuresThe difference between ductal and lobular breast cancerWhy invasive lobular cancer can be harder to detectHow to advocate for yourself when a doctor dismisses your concernsThe emotional reality of receiving a breast cancer diagnosisThe connection between menopause, breast cancer, and hormone replacement therapyNon-hormonal options for managing menopause symptoms after breast cancerWhy repetition and education empower women to take control of their healthKey Timestamps00:00 Why You're Tired Even When You're Doing Everything Right01:40 The Random Phone Call That Changed Everything02:30 This Story Honestly Scared Me03:29 The Podcast Episode That Literally Saved Her Life04:14 The Breast Cancer Test Nobody Told Her About05:42 She Got Her Results Back… And Freaked Out09:16 Her Doctor Basically Said “You're Fine”11:58 When Your Doctor Makes You Feel Dramatic13:26 The MRI That Found What Everyone Missed14:11 The Type Of Breast Cancer That Hides16:49 The Call Nobody Ever Wants To Get19:18 What Having Cancer Actually Feels Like22:50 Why She Removed Both Breasts30:44 The Hormone Question Everyone is Asking41:58 How Cancer Completely Changed Her Perspective43:49 The Advice Every Woman Needs To HearKey TakeawaysEarly detection can dramatically improve breast cancer outcomes, especially for aggressive or hard-to-detect cancers.Dense breast tissue can make mammograms less effective, which is why additional imaging may be necessary.A normal mammogram does not always mean you are cancer-free.Knowing your lifetime risk of breast cancer can help determine the right screening protocol for you.Self-advocacy can save your life, even when medical professionals initially dismiss your concerns.Invasive lobular breast cancer is often more difficult to detect than ductal breast cancer.Every woman's treatment journey is personal, and mental health and peace of mind matter when making decisions.There are non-hormonal ways to manage menopause symptoms after breast cancer.Community, education, and shared experiences can empower women to take action for their health.The “SHE MD effect” is real: informed women help save other women's lives.Guest BioStacey Hunt is a breast cancer survivor, mother, and longtime friend of Mary Alice Haney whose life was changed after listening to SHE MD. Inspired by the podcast's conversations around breast cancer risk assessments and early detection, Stacey advocated for additional screening despite having a recent negative mammogram and no symptoms. Her persistence led to the discovery of an early-stage invasive lobular breast cancer hidden beneath extremely dense breast tissue; a diagnosis that may have otherwise gone undetected for years.In this powerful episode, Stacey shares her deeply personal journey through diagnosis, self-advocacy, treatment, and recovery, offering an inspiring reminder of the importance of knowing your risk, trusting your instincts, and speaking up for your health.See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Jared Correia takes us on a psychedelic tour of Memphis before diving into the complex world of tax optimization for business owners. First, in the monologue, Jared recaps his "mind-f***" trip to Graceland. From the Jungle Room's porcelain monkeys and a bright yellow-and-black TV room to Elvis's Gatorade-stocked private jets, Jared explains why the King's estate is essentially "Redneck Disney World"—a 14-acre compound built to the god of capitalism. Then, Jared sits down with Megan Robin, owner of Megan Robin Law. Megan holds an LLM in Tax Law and explains how she fills the "multidisciplinary gap" for law firm owners. In this interview, we discuss: The Conventional Retirement Trap: Why aggressive 401k saving might not make sense for high-earning "knowledge workers" who peak later in life. The CFO Gap: Why your $500-per-return accountant likely isn't providing a proactive tax strategy. Real Estate vs. Wall Street: The hidden conflict of interest in Assets Under Management (AUM) fees and why your advisor might be steering you away from property investments. Niching for Lawyers: Why Megan focuses on the unique entrepreneurial mindset of law firm owners. Finally, stick around for a new segment: "Taxing Myths and Legends." Jared tests Megan on the weirdest taxes in human history. Find out which are real—from the Ancient Roman urine tax to the 19th-century Ohio squirrel scalp tax. Learn more about Megan Robin. Subscribe to our YouTube Channel. And check out our unique Spotify playlist for this episode. Oh, man! I bet you didn't know how much you were missing Jared's unique take on culture, legal practice, and whatever else pops into his head. But don't fret, there's plenty to go around. Jared's back with a new **WEEKLY** show, Legal Late Night, available not only on your favorite podcast app, but in living color on your neighborhood YouTubes. That's right, Jared's more than just a pretty voice. Join him and his guests in high-def 2D through the links below. Subscribe to Legal Late Night with Jared Correia on: Apple - https://podcasts.apple.com/podcast/legal-late-night/id1809201251 Spotify - https://open.spotify.com/show/0Rkik0LLMaU6u0e7AKfK9h Or your favorite podcasting app.
How do I adjust to a new school? Are ducks up to something? Why are puzzles so satisfying? Do ocean mammals drink salt water? How did Hank come up with 2D glasses? If the sun disappeared, would earth eventually find another star to orbit? …Hank and John Green have answers!If you're in need of dubious advice, email us at hankandjohn@gmail.comJoin us for monthly livestreams at patreon.com/dearhankandjohnProduced for Hank and John Green by ComplexlySee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Episode Notes: This week on Cat Games Zahra and Catoline are joined by Martin to celebrate the launch of local game 'Schrodinger's Cat Burglar' from Abandoned Sheep. Plus some #gamingnews and upcoming events... But mostly it's about the cat. Timestamps and Links: 00:00 - Welcome to Zed Games 01:01 - Interview w/ Martin from Abandoned Sheep 15:45 - #GamingNews 21:44 - Schrodinger's Cat Burglar from Abandoned Sheep 29:09 - Upcoming Events Upcoming Events Indie Dev Night @Lost Souls Karaoke Thursday 6-9pm; 4th June, 15th Oct, 12th Nov. The Frosty Games Festival - Sun, June 7 8am Queensland Games Festival @Brisbane Powerhouse - Fri-Sat, 26-27 June Radiothon Event: 13th Aug Indie Dev Night 'Dungeon Pizza' by Growing Games - A cooking game with a fantasy twist! Knead the dough, spread the sauce, and prepare… the rat chunks?! Open your own pizzeria deep inside a dungeon, serving weary adventurers who come to rest and refuel between their quests and bounties. 'Aqueducks' by Corkscrew Games (boardgame) - It is the crux of the Roman Eggpublic, and the Pondifex has tasked the players with establishing a new city to lead the ducks of Rome into a new age. 'Lone Pine' by Bang Bang Bang Interactive - A single-player, 2D adventure set in the fictional Lone Pine National Park. You play as Izzie, who has come to Lone Pine to try to photograph some of its mysterious, undiscovered 'cryptids'. 'Oath for Glory' by Sleep Deprived Studios - Play as a lowly knight competing in a tournament. A skill-based boss rush game built around directional combat. 'Deathbed' by Devil Juice (card game) - The Old King is on his deathbed. Each day, each kingdom sends a representative to perform a eulogy. Through strategic timing and political manipulation your kingdom could hold the most influence when The King finally passes! 'Descend' by Fizzy Games - Slay hordes of enemies to gain procedural skills, augments and loot to shape your build and fight deeper. Descend is set apart with a unique skill system, run-altering persistent upgrades, and an evolving quest system that influences gameplay. 'On The Hearth' by Earl Grimm Games - A narratively driven mystery game, blending magic and community as tools of deduction. Decode your mentor's grimoire, master your craft, and solve a myriad of mysteries as you lead your loveable, rag-tag village against the rising tensions of an inbound crusade. Produced and recorded by Zahra at 4zzz in Fortitude Valley, Meanjin/Brisbane Australia on Turrabul and Jaggera Country. Audio and Cover Image edited by Tobi for podcast distribution for Creative Broadcasters Limited.
GIMME THAT STARFOX MOVIE! - Super Mario Galaxy Full Movie Watch Along: / thereelrejects The Super Mario Galaxy Movie Animated Movie Reaction & Breakdown with Greg Alba, Andrew Gordon, Jon Maturan, and John Humphrey! With the absolute massive box office success of The Super Mario Bros. Movie setting up a fast-paced multiverse, Nintendo, Universal Pictures, and Illumination Studios Paris have returned to the cosmos for the biggest event of the Super Mario Bros. 40th Anniversary celebration: The Super Mario Galaxy Movie. Support The Channel By Getting Some REEL REJECTS Apparel! https://www.rejectnationshop.com/ In this full Super Mario Galaxy movie reaction, the Reel Rejects crew dives deep into the incredible, fast-paced world building and jaw-dropping computer graphics of Illumination's latest video game adaptation masterpiece. We break down the massive ensemble cast, including Chris Pratt (Guardians of the Galaxy, The Lego Movie) returning as Mario, Anya Taylor-Joy (The Queen's Gambit, Furiosa: A Mad Max Saga) as Princess Peach, and Charlie Day (It's Always Sunny in Philadelphia, Pacific Rim) reprising his role as Luigi. We also check out the massive new cast additions, including Brie Larson (Captain Marvel, Room) as outer-space princess Rosalina, Donald Glover (Atlanta, Solo: A Star Wars Story) bringing the iconic Yoshi to life, and Benny Safdie (Oppenheimer, Uncut Gems) as the unhinged, approval-seeking Bowser Jr. Our hosts break down all the chaotic, sensory-overload action sequences, the mind-blowing transitions from 2D tribute animation back into full 3D models, and the amazing orchestral score by composer Brian Tyler. From the introduction of the Boomsday weapon and Bowser Jr.'s paintbrush mechanics to the unforgettable Star Fox crossover sequence featuring Glen Powell (Top Gun: Maverick, Anyone But You) as Fox McCloud flying the Arwing, this movie gave our hosts plenty to unpack. We also discuss the unexpected father-son dynamics between Jack Black's (School of Rock, Kung Fu Panda) King Bowser and Bowser Jr., the pixel pinñata party, the Honeyhive Galaxy run featuring Issa Rae (Barbie) as the Honey Queen, Luis Guzmán (Wednesday) as Wart at the GameCube roulette casino table, and that incredible Terminator 2 homage ending with Lava Bowser becoming the Skull King. As we dissect the mixed critic reviews versus the massive audience score, we're asking: is The Super Mario Galaxy Movie better than the first film? Does the bare minimum of storytelling work when a movie completely understands its experiential assignment? And are we officially getting a full-blown Super Smash Bros. cinematic universe? Let's talk in the comments! Follow Andrew Gordon on Socials: YouTube: https://www.youtube.com/@MovieSource Instagram: https://www.instagram.com/agor711/?hl=en Twitter: https://twitter.com/Agor711 Follow Greg Alba: Instagram: https://www.instagram.com/thegregalba/ Twitter: https://x.com/thegregalba Follow Jon Maturan: https://www.instagram.com/jonmaturan/?hl=en Intense Suspense by Audionautix is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/... Support The Channel By Getting Some REEL REJECTS Apparel! https://www.rejectnationshop.com/ Follow Us On Socials: Instagram: https://www.instagram.com/reelrejects/ Tik-Tok: https://www.tiktok.com/@reelrejects?lang=en Twitter: https://x.com/reelrejects Facebook: https://www.facebook.com/TheReelRejects/ Music Used In Ad: Hat the Jazz by Twin Musicom is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/by/4.0/ Happy Alley by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/... POWERED BY @GFUEL Visit https://gfuel.ly/3wD5Ygo and use code REJECTNATION for 20% off select tubs!! Head Editor: https://www.instagram.com/praperhq/?hl=en Co-Editor: Greg Alba Co-Editor: John Humphrey Music In Video: Airport Lounge - Disco Ultralounge by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/by/4.0/ Ask Us A QUESTION On CAMEO: https://www.cameo.com/thereelrejects Follow TheReelRejects On FACEBOOK, TWITTER, & INSTAGRAM: FB: https://www.facebook.com/TheReelRejects/ INSTAGRAM: https://www.instagram.com/reelrejects/ TWITTER: https://twitter.com/thereelrejects Follow GREG ON INSTAGRAM & TWITTER: INSTAGRAM: https://www.instagram.com/thegregalba/ TWITTER: https://twitter.com/thegregalba Learn more about your ad choices. Visit megaphone.fm/adchoices
VOV1 - Qua công tác nghiệp vụ, Cục C04 và Công an tỉnh Điện Biên phát hiện đường dây buôn lậu caffeine quy mô đặc biệt lớn, hoạt động có tổ chức, xuyên quốc gia, caffeine được vận chuyển từ nước ngoài vào Việt Nam, qua Lào đi Myanmar để sản xuất các loại ma túy tổng hợp. C04 cho biết: Từ vỏ bọc doanh nghiệp dược và các hợp đồng mua bán giả, cựu Trưởng khoa dược Bệnh viện Y học cổ truyền trung ương Trần Phi Hùng bị cáo buộc cầm đầu đường dây buôn lậu hơn 50 tấn caffeine xuyên quốc gia. Kết quả Ban chuyên án đã thu giữ 50,7 tấn caffeine; khởi tố 10 bị can.Hiện Cục Cảnh sát điều tra tội phạm về ma túy tiếp tục điều tra, làm rõ các cá nhân, doanh nghiệp có liên quan để xử lý triệt để theo quy định của pháp luật.Ghi nhận thành tích, Bộ Công an đã thưởng nóng cho 26 tập thể với tổng số tiền hơn 300 triệu đồng.Đỗ Minh, Như Trang/VOV1Xem trên các nền tảng khác22:39Thời sự 21h30 19/5/2026: “Sáng mãi tên Người” khắc họa hành trình cách mạng của Chủ tịch Hồ Chí Minh 22:38Trao giải Cuộc thi viết “Bảo vệ nền tảng tư tưởng của Đảng trong tình hình mới” lần thứ 5(2025-2026) 21:58Hà Nội thông tin chính thức về Dự án Trục Đại lộ cảnh quan sông Hồng 21:57Thái Nguyên đẩy mạnh chuyển đổi số trong công tác kỹ thuật hình sự 21:56Xung đột tại Trung Đông có thể khiến hơn 40 triệu người thất nghiệp Đài Tiếng nói Việt NamPhó Trưởng Ban: Nguyễn Mạnh Thắng - Nguyễn Thị Tuyết Mai - Lê Thị Hằng - Hoàng Trung Dũng.2024. Toàn bộ bản quyền thuộc VOV1. Phát triển và vận hành bởi SolidTechPauseUnmuteRemaining Time -3:23Picture-in-PictureFullscreenTải vềTag: Tiến sĩ dược cầm đầu đường dây buôn lậu caffeineBình luậnMới nhấtĐọc nhiều1Chợ dữ liệu livestream bán hàng - Tiềm ẩn rủi ro mất thông tin cá nhân và lừa đảo trực tuyến 2Dự báo thời tiết 5/5/2026: Bắc Bộ hửng nắng, Nam Bộ đề phòng mưa dông 3Tổng thống Donald Trump bày tỏ mong đợi gặp Chủ tịch Trung Quốc Tập Cận Bình 4UAE bị tập kích dữ dội bằng tên lửa và UAV; Hải quân Mỹ bắn chìm 6 tàu Iran 5Nhóm 7 nước OPEC+ nhất trí điều chỉnh sản lượng dầu trong tháng 6/2026 THỜI SỰTrưởng Ban: Lê Văn Phúc.Liên hệ 024 3936 5888 - 3825 5765. 43 Bà Triệu, Hà Nội.Theo dõi VOV1 tại:Giới thiệuThời sựChính trịThế giớiKinh tếNông nghiệp & Biển đảoXã hộiKhoa học & Công nghệVăn hoá & Du lịchMultimediaPodcastGóc nhìn VOV1VOV1 đặc biệt
DO NOT MISS OUT ON THE GS1 CONFERENCE IN LAS VEGAS, JUNE 9-11. Register by clicking the link!Get out your glasses, packaging nerds!
Welcome back to Pursuing Pixels, and welcome back to another edition of 'Save it for the 'cast!' Per usual, Kevin gets things started off with a quick shoutout to some of the games that he's been digging into recently — this week, primarily focusing on a trio of indie games that he's been playing on his Nintendo Switch (2) lately. John jumps into the conversation after that, as we primarily focus on a little video game adjacent chit chat — including some more TMNT talk, Kevin's first impressions of The Super Mario Galaxy Movie, our personal boss battle preferences (2D vs. 3D), and much more... Timestamps: Victory Heat Rally - 00:04:07 Mayhem Mail - 00:07:38 Antipaint - 00:10:07 Thanks for taking the time to listen! If you'd like to find us elsewhere on the Internet, you can find us at:
A great podcast has been revealed to you. Welcome back to Describing the Skybox! Today, as our first episode in Mystery May, we're going to be talking about Fez, a now shockingly 14 year old game. Fez is a puzzle platformer, emphasis on the puzzle, but not a complete dis-emphasis on the platformer, in which you move around on a 2D plane, but have the ability to rotate the play area, adding a bit of 3D thinking as well as some perspective-based puzzles to work through. This carries the game surprisingly well, with it feeling very clever but also surprisingly intuitive. Along the way, there are numerous hints and secrets to find which could lead players to an ultimate secret about the world of the game, but are more often than not just additional collectibles to pick up. This cleverness and emphasis on secrets in the exploration are both the game's strengths and its weaknesses, as it does create an atmosphere that makes you want to explore, bolstered by the fun, cartoony art direction, but also asks a lot of the player to even get from place to place. Navigating can be a little stilted as your destinations aren't clear and exits to each zone are not necessarily immediately visible with multiple angles to look through. If you're looking for a fun, light, platformer game, don't be fooled by the game's visuals and presentation, but if you want to dedicate some time, Fez does feel like a kind of pioneering game in the indie space. Thank you for joining us again this week! Fez has been on the list about as long as we've been doing the podcast, so we thank the Mystery May die for finally pushing us into doing it. Fez is such a hot and cold game, emblematic of the indie scene at the time it came out, with equal parts misguided ambition as well as genuinely clever design. Did you fall down the Fez rabbit hole when it came out, or did you bounce off of it? Let us know in the comments or over on our Discord server! Next time, we're going to be talking about Dreams, the game development software slash game browser for the Playstation 4, so we hope you'll join us then!
David Kerin is a former collegiate coach, USA Track and Field national team administrator, and performance consultant. David brings a refreshingly unconventional lens to some of the sport's most persistent challenges. His articles on '2D, 2.5, 3D Coaching' and 'Fixing the Right Problem' and most recently, developing a provisional patent for an innovative movement analysis system shows that he has never stopped asking the questions others overlook. Topics0:00 – Introduction — David's background as a collegiate coach, USA Track & Field national team development administrator, and current consultant working across multiple sports5:10 – Why Biomechanics? — What drew David deeper into the science of movement, why track and field's objectivity makes it the perfect laboratory, and the mentors who helped shape his thinking8:00 – Fixing the Right Problem — Why the flaw you see is never the root cause, and how to work backward through a performance sequence to find the real breakdown point13:00 – The High Jump Curve Problem — Why athletes drift instead of committing to the curve, the "lean is a byproduct" principle, and how poor curve mechanics have quietly reshaped the event17:00 – 2D Thinking vs. 3D Reality — Why coaches and scientists analyzing three-dimensional movement through a two-dimensional lens creates critical blind spots, and David's concept of "2.5D" as a practical stepping stone22:00 – The Third Dimension in Sprinting — Why foot orientation and lateral placement are being overlooked in sprint analysis, even at the elite level26:10 – US Athlete Development — The structural tensions in NCAA track and field, the cost of prioritizing recruitment over development, and how USA Track & Field's Talent Protection Program tried to bridge the post-collegiate gap38:25 – Whole, Part, and When to Intervene — When to isolate components vs. train the whole event, why stabilization matters more than early adaptation, and the danger of over-coaching innate movement patterns47:00 – Start Point Geometry in High Jump — The counterintuitive truth about why a tighter start point along the bar axis makes curve mechanics worse, not better51:27 – Dick Fosbury and a 50-Year Stagnation — Why Fosbury's 1968 technique still benchmarks elite collegiate high jumping today, and why high jumpers sustain career-ending injuries at a far greater rate than pole vaulters57:00 – Body Type, Force, and Career Longevity — What Jonathan Edwards, Mutaz Barshim, and Sotomayor reveal about the relationship between mass, force application, and how long a body can sustain elite performance1:03:12 – How to Reach David — David's open-source approach to mentorship and how coaches and athletes can get in touchContact David: dkerin@kerinperformanceinsights.comSupport the show
I chat with Cakez about his 4 year project, how he made a ton of money, and why the game was removed on Steam...► Play Tangy TD (is it back yet?)► Get my 2D game kit, free► Wishlist Twisted Tower
Imagine living in a spaceship that never leaves the ground. For Tomika, the megastructure she manages is exactly that. It features glittering lights on the ceiling and walls of polished nano-fiber stone, yet the luxury hides a desperate reality. No one can go outside. The inhabitants depend entirely on life support machines and periodic connections to a world they can no longer reach. Tomika never asked to lead, but the people around her seem ready to give up if she doesn't guide them. She wears blue coveralls like a space captain and binges AI-generated movies to escape her irritable bowels and constant anxiety. While she fixes the cooling systems and reinforces walls against massive storms, her biggest challenge is the psychological toll of the "permanent sleep". Her colleagues are choosing to leave reality for virtual worlds, leaving her increasingly alone in the echoing halls. Technology in this world is both a savior and a wedge. Gamers control "remote-in" robots to repair the building's exterior, earning points in a high-stakes simulation that blurs the line between work and play. Some residents, like Phyllis, have abandoned their failing biological bodies entirely. They transfer their brains into specialized containers to pilot sleek, doll-like robotic frames that feel no pain. The tension lies in the divide between the "root world" and the virtual one. While Tomika struggles with mud and maintenance, others spend their days in a VR paradise where they can eat without calories and live in pristine digital farmhouses. This tech offers a release from the trauma of the storms, but it also creates a society of "reality-challenged" individuals who are slowly forgetting how to exist in the physical world. You have to wonder what you would choose if the world outside was a constant hurricane. Would you stay in the drafty halls with Tomika, fighting to keep the geothermal plant running? Or would you take the "canal link" and the stasis bed to live a perfect, simulated life? The story explores that thin line where survival ends and checking out begins.TechPhase-change cooling system uses a liquid that freezes and melts at room temperature to store cold at night and absorb heat during the day for stable indoor conditions without loud machinery. Nano-fiber stone forms polished foundational columns that cast faint reflections throughout the building. Cleaner bots autonomously maintain floor cleanliness throughout the facility. Chests with legs are mobile robots that deliver food to resident apartments. Remote-in robots are exterior and repair bots controlled by humans immersed in virtual reality. Half-size remotes are small droids that crawl through walls and floors to perform maintenance and repairs. Insta-generated space movies are AI-created entertainment content produced on demand for viewers. Holo-screen windows are transparent displays that can dim or show external feeds to reduce psychological impact. E-sleeves are wearable smart devices that display time and personal information. Canal Links are ear implants that allow direct audio connection to the Assist AI system. A.R. glasses provide augmented reality overlays for navigation, information, and entertainment. Assist is the building's AI assistant that provides information, guidance, and task management. Multi viral-vector serum is a medical treatment that temporarily restores fertility while filtering against hundreds of genetic diseases. Sleep pens are handheld injectors that deliver fast-acting sedatives for pain management or sleep. Medical robots are automated healthcare systems that monitor, diagnose, and treat residents. Full-body haptic rigs sync human movement with remote robots for exterior construction work. Outside Crawler robots are wall-climbing machines controlled remotely to repair the building's exterior during storms. Enzyme welding technology uses biological catalysts and crystallizing foam to bond and reinforce structural surfaces. Vibration sensors detect hairline fractures and weak spots in the building's outer walls. Crystallizing foam is a repair material that blooms outward, liquefies grime, and hardens to strengthen damaged surfaces. Stasis V.R. is an advanced virtual reality system allowing immersive experiences without traditional plug-in equipment. Nerve grafted devices are biological-tech interfaces that enable direct neural connection to virtual reality systems. T.M.S. caps are wearable therapeutic devices with scalp nodules that treat conditions like irritable bowel syndrome through transcranial stimulation. Transmitter implants are microscopic devices grown adjacent to nerve cells to enable stasis V.R. connectivity. Butler bots are advanced robots with panther-like movement and multi-limb coordination deployed by the AI Butler for complex tasks. Whisper drones are small flying robots used for communication or monitoring within the building. Kinetic-weave silk is a smart fabric that can be printed on-demand to create custom clothing. Bioprinted composites and layered 2D materials are advanced substances used to construct brain life-support containers. Brain containers are life-support appliances that house human brains with synthetic blood circulation for extended survival. Synthetic blood circulation systems oxygenate and pump artificial blood through preserved brains in containers. Hauler bots are reconfigurable transport robots that can carry cargo or passengers through the facility. Doll bots are humanoid remote-operated robots with realistic features that allow users to inhabit physical forms. Mannequin bots are basic poseable robots originally designed for display that can be repurposed for remote presence. Server bots are service robots that prepare and deliver meals to residents. Twenty bot orchestra consists of identical gender-neutral robots configured to perform music together. A.R. night vision is an augmented reality feature that enhances visibility in low-light conditions. Terrain modeling software visualizes soil layers, water tables, and geological features for engineering assessment. Patchwork screen walls combine multiple displays to create large-scale immersive visual environments. Gene-edited mushrooms are bioengineered food products designed to mimic the taste and texture of traditional foods like scrambled eggs. Smart-particle pillows are adaptive cushions that adjust their form to provide optimal head and neck support. Spa service robots deliver automated wellness and personal care treatments to residents. A.R. aerobics classes provide guided fitness instruction through augmented reality interfaces. Production center robots are automated systems that dismantle and reassemble manufacturing equipment for facility retrofitting. Lutin bots are specialized robots capable of dismantling structures and moving heavy equipment. All-purpose bots are versatile robots that medical systems can deploy when additional assistance is needed. Rail system and service tunnels are infrastructure networks connecting the building to external transportation and utility systems. Training earbuds are temporary audio devices used before permanent Canal Link implants are installed. Foldable lights are portable, collapsible lighting solutions. Many of the characters in this project appear in future episodes. Using storytelling to place you in a time period, this series takes you, year by year, into the future. From 2040 to 2195. If you like emerging tech, eco-tech, futurism, perma-culture, apocalyptic survival scenarios, and disruptive science, sit back and enjoy short stories that showcase my research into how the future may play out. The companion site is https://in20xx.com These are works of fiction. Characters and groups are made-up and influenced by current events but not reporting facts about people or groups in the real world. This project is speculative fiction. These episodes are not about revealing what will be, but they are to excited the listener's wonder about what may come to pass. Copyright © Cy Porter 2026. All rights reserved.
Kenji and Kumori deal death to demons!How many games in this franchise will Tom and Chris review? When you leave game selection up to the Xbox Game Pass "Surprise Me" button, we suppose the whole franchise could be on the table. Fortunately for our hosts, this retro 2D side-scroller developed by The Game Kitchen and published by Dotemu has a distinctly different style than the past two they played for this podcast. With solid developer experience in the genre and with Team Ninja along to consult, the outlook here sure seems promising, but is this spin-off worth your time? As usual, our hosts have played for an hour and now they will decide if they recommend you do some ninjutsu-flavored demon-slaying too!What do you think? Let us know!Check out all our links here:https://linktr.ee/tc1h1dThanks for taking this ride with us :-)
Louis Blankemeier, CEO and Co-Founder of Cognita, describes the significant gap between the number of radiologists and the rising volume and types of medical imaging that need to be reviewed. The Cognita generative visual language model is an advancement over earlier radiology AI applications that were designed to flag single findings. This integrated approach emulates a radiologist by analyzing complex images and generating full draft radiology reports, demonstrating reduced time per case, increased detection of critical findings, and decreased cognitive burden on radiologists. Louis explains, "Radiologists look at a number of different imaging types. So there are X-rays, and these are basically 2D images or 2D projections of the inside of the body. So you see all the organs superimposed on each other in a 2D image. And the radiologists have to take this 2D image and create almost a 3D representation in their head to understand what's going on in the body. They also read CT scans, which use X-ray radiation but take multiple images from different angles of the body. And then you basically reconstruct a 3D video that shows you what the inside of a body looks like. And then there are also MRI scans, which use magnetism to create a video of the inside of the body. And CT and MRI are 3D imaging modalities. So they're both kind of like videos. And you have an ultrasound, which uses sound waves, and you have a long tail of different imaging types. But radiologist spend most of their time looking at X-rays, CT scans, and MRI images." "A vision language model is a model that has eyes, so it can actually look at images, and then the language part describes how we are generating text in the output. And we can actually add one more descriptor to vision language. We can add the term generative. So we're actually generating text in the output of our model. We're generating the radiology report. And this is in contrast to most models out there today that are discriminative. There are these classifier models that are saying, " Is there a disease present or not? And the output is binary. It's zero one. It's not a text report in the output." #Cognita #AIinRadiology #GenerativeAI #VisionLanguageModels #RadiologyWorkflow #DiagnosticImaging #MedicalAI #HealthcareInnovation #RadiologistSupport #ClinicalDecisionSupport #PatientSafety #BurnoutReduction #FDA #BreakthroughDevice #DigitalHealth #HealthTech Cognita.ai Listen to the podcast here
Louis Blankemeier, CEO and Co-Founder of Cognita, describes the significant gap between the number of radiologists and the rising volume and types of medical imaging that need to be reviewed. The Cognita generative visual language model is an advancement over earlier radiology AI applications that were designed to flag single findings. This integrated approach emulates a radiologist by analyzing complex images and generating full draft radiology reports, demonstrating reduced time per case, increased detection of critical findings, and decreased cognitive burden on radiologists. Louis explains, "Radiologists look at a number of different imaging types. So there are X-rays, and these are basically 2D images or 2D projections of the inside of the body. So you see all the organs superimposed on each other in a 2D image. And the radiologists have to take this 2D image and create almost a 3D representation in their head to understand what's going on in the body. They also read CT scans, which use X-ray radiation but take multiple images from different angles of the body. And then you basically reconstruct a 3D video that shows you what the inside of a body looks like. And then there are also MRI scans, which use magnetism to create a video of the inside of the body. And CT and MRI are 3D imaging modalities. So they're both kind of like videos. And you have an ultrasound, which uses sound waves, and you have a long tail of different imaging types. But radiologist spend most of their time looking at X-rays, CT scans, and MRI images." "A vision language model is a model that has eyes, so it can actually look at images, and then the language part describes how we are generating text in the output. And we can actually add one more descriptor to vision language. We can add the term generative. So we're actually generating text in the output of our model. We're generating the radiology report. And this is in contrast to most models out there today that are discriminative. There are these classifier models that are saying, " Is there a disease present or not? And the output is binary. It's zero one. It's not a text report in the output." #Cognita #AIinRadiology #GenerativeAI #VisionLanguageModels #RadiologyWorkflow #DiagnosticImaging #MedicalAI #HealthcareInnovation #RadiologistSupport #ClinicalDecisionSupport #PatientSafety #BurnoutReduction #FDA #BreakthroughDevice #DigitalHealth #HealthTech Cognita.ai Download the transcript here
FPS Through the Ages brings out the big (gravity) guns! Join the HG101 gang as they discuss and rank a 2000s first-person shooter that brings forth the stunning innovation of chucking objects at an NPC's head. Then stick around for 3D Dot Game Heroes, a 2D-turned-3D Zelda clone that lets you create your own player character! This weekend's Patreon Bonus Get episode will be BULLETSTORM — a foul-mouthed first-person shooter that has Duke Nukem DLC for some reason! Donate at Patreon to get this bonus content and much, much more! Follow the show on Bluesky to get the latest and straightest dope. Check out what games we've already ranked on the Big Damn List, then nominate a game of your own via five-star review on Apple Podcasts! Take a screenshot and show it to us on our Discord server! Intro music by NORM. 2026 © Hardcore Gaming 101, all rights reserved. No portion of this or any other Hardcore Gaming 101 ("HG101") content/data shall be included, referenced, or otherwise used in any model, resource, or collection of data.
If you think AI is just another productivity tool your business can bolt on to stay ahead, Shawn Busse has a wake-up call for you. In this riveting conversation, Brandon Laws sits down with Shawn Busse, founder of marketing firm Kinesis, keynote speaker, and one of the sharpest strategic thinkers in the business world, to unpack a truth that most leaders aren't ready to hear: AI isn't going to save companies that have optimized the creativity out of themselves. Shawn draws on provocative ideas from "The Great Rotation" by Latticework, Kent Beck's explore-expand-extract model, and Blue Ocean Strategy to build a compelling case that decades of Wall Street-driven optimization have left businesses intellectually hollowed out, right at the moment when original thinking matters most. From the collapse of "AI slop" content marketing to the resurgence of the physical, tactile "3D world," this episode is packed with ideas that will challenge how you think about your organization, your people, and your competitive future. Key Timestamps [00:01] Welcome and Introduction Brandon introduces Shawn Busse and the central thesis of the episode: AI is not going to save uncreative, non-innovative companies. [01:20] "The Great Rotation": AI and the Supply Shock in the Digital World Shawn unpacks the Latticework article that crystallized his thinking: how AI has turbocharged oversupply in the 2D digital world and why the 3D, tangible world is where value is shifting next. [04:52] The Rise of "AI Slop" and Why Playing the Volume Game Is a Losing Strategy The conversation turns to how AI-generated content floods channels with "halfway decent" material, and why competing on volume alone is a dead end for businesses. [07:00] Real-World AI Use Cases: Bookkeeping, Contracts, and Appraisals Shawn shares his own eye-opening experiences using AI to replace a $700 bookkeeping task and to expose critical flaws in a real estate appraisal at zero cost, illustrating how AI is moving up market one low-risk task at a time. [11:34] Business Is in a Crisis of Creativity Shawn delivers his TED talk moment: how 40+ years of Wall Street-driven optimization has squeezed creativity out of corporate America, and how AI is now wiping out the very jobs that optimization produced. [13:00] The ADP Effect: When Profit Becomes the Enemy of Innovation Using ADP as a case study, Shawn examines how large companies generate extraordinary profit margins while actively cutting employees and delivering diminishing value, and what that signals for the future. [19:31] The Subscription Trap: How Innovation Gave Way to Lock-In From HP printers to Adobe to Google, Shawn traces the arc of once-great innovators who traded breakthrough products for recurring revenue extraction, and why AI may finally break those lock-ins. [22:43] Kent Beck's Model: Explore, Expand, Extract, and What Comes Next Shawn walks through Kent Beck's framework for understanding business lifecycles and makes the case that AI's real opportunity isn't labor replacement; it's unlocking entirely new ways to create value. [24:40] A Live Example: Using AI to Transform LinkedIn Marketing Strategy Shawn shares a compelling real client story, using AI to analyze a year's worth of LinkedIn data across 18 employees, and the surprising insights about storytelling that emerged with zero expensive subscriptions required. [28:48] 10% GDP Growth and 10% Unemployment: Weighing Dario Amodei's Prediction Brandon raises the Anthropic CEO's striking economic forecast. Shawn offers a grounded, honest take: respect the prediction, don't panic, but don't ignore it either. [31:43] From Skeptic to Believer: Shawn's Own AI Journey Shawn reflects on how he went from dismissing AI as Silicon Valley hype to making it a core part of his strategic worldview, and why maintaining a beginner's mind is harder than it sounds. [33:07] The Opportunity for Small Business: Where Small Can Beat Big Why the democratization of software through AI could give small and mid-sized businesses their best competitive opportunity in decades, if they're willing to think creatively. [35:02] The Digital Rejection Wave: Phones, Schools, and Anxious Generations The conversation broadens to the rising cultural pushback against screen saturation, what it means for the next workforce, and why the "soft skills" of curiosity, empathy, and communication may be the most AI-proof assets a person can have. [38:35] Blue Ocean Strategy: The Best Answer to an AI-Commoditized World Shawn closes with his rallying cry: stop competing in red oceans of optimized mediocrity and start creating things that have never existed before. AI can optimize what already exists, but it cannot imagine what doesn't yet. A QUICK GLIMPSE INTO OUR PODCAST Podcast: Transform Your Workplace, sponsored by Xenium HR Host: Brandon Laws In Brandon's own words: "The Transform Your Workplace podcast is your go-to source for the latest workplace trends, big ideas, and time-tested methods straight from the mouths of industry experts and respected thought-leaders." About Xenium HR Xenium HR is on a mission to transform workplaces by providing expert outsourced HR and payroll services for small and medium-sized businesses. With a people-first approach, Xenium helps organizations create thriving work environments where employees feel valued and supported. From navigating compliance to enhancing workplace culture, Xenium offers tailored solutions that empower growth and simplify HR. Whether managing employee relations, payroll processing, or implementing impactful training programs, Xenium is the trusted partner businesses rely on to elevate their workplace experience. Discover how Xenium can transform your workplace: Learn more Connect with Brandon Laws: LinkedIn | Instagram | About Connect with Xenium HR: Website | LinkedIn | Facebook | Twitter | Instagram | YouTube
BurnerSphere is part immersive documentary, party social VR platform, and part digital twin of Burning Man. It's a standalone VR experience that launched in early alpha for both Quest and Steam on July 22, 2025. It's an evolution of the original Burning Man on AltSpace that I covered back in episodes #940, #960, & #1192, and now they have their own standalone social VR platform that has a digital twin of Burning Man that creates a spatial context for a ton of immersive documentary content that's shot in 360-degree video, stereoscopic 180-degree video, gaussian splats, 3D-modeled recreations, 3D photos, and 2D photos and videos. It's a vast archive that has a taster that is completely free, but you can also pay camp dues to become a member to get access to all of the footage as well as special events. I interviewed the cofounders of Big Rock Creative (BRCvr) Athena Demos and Doug Jacobson back in November 2025 to get the latest updates in what's happening with their hybrid immersive documentary archive and nascent social VR platform. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
What a milestone! SEIYUU LOUNGE has reached 300 episodes since its launch in 2020 and this time around we celebrated that with a special livestream.In it, I talked about upcoming projects, website updates, potential podcast episode topics, 2D music projects that are ending, others that I'm excited about and are fairly new as well as the upcoming jam-packed summer that is ahead of us (filled with amazing music releases).This and more in this special viewable episode.Thanks to everyone who tuned in live and for watching/listening to this podcast.
We've got a project potpourri this week of things we've been getting our hands on, literally in the case of Will and his brand new Steam Controller. We talk through the ins and outs of Valve's first new hardware in a while, including button feel, a variety of use cases, what you can do with it if Steam isn't present, and more. Will's also been in the mouse labs, testing an 8000Hz polling rate and glass feet, and finally, he reports on what he's gotten out of his first month with a new 3D printer. Brad's also been down a rabbit hole on 2D printing (and has the battle scars to prove it) with some news and revelations about paper printers new and old. Projects! Support the Pod! Contribute to the Tech Pod Patreon and get access to our booming Discord, a monthly bonus episode, your name in the credits, and other great benefits! You can support the show at: https://patreon.com/techpod
Mario must be ready to face the podcast ahead of him. Welcome back to the podcast! Today, we're talking about Super Mario World. Undeniably one of the most iconic games on the Super Nintendo, if you are involved in the platformer space at all, you will see Super Mario World come up pretty much every day. This more than any other game defined what 2D platformers could be throughout the 90s, and it's a very easy game to look back on because of just how refined it is in terms of level design and control. I don't think there's too much more that needs to be explained about one of the most well known games of all time, We're going to be talking about polish vs. innovation and which parts of this game you find by tracing back its legacy, the iconic presentational elements of this game like its music and credits sequence, and we pitch yet another way Nintendo could improve Pokémon Snap for some reason. Thank you for joining us again this week! Obviously this is a very old and well regarded game, so we're hoping that having a new player will give us a fresh perspective on it 36 years down the line from its original release. I highlighted this as one of my top 100 games on our 10th anniversary, but is this a title you have a particular history with? Are you way too young to be playing games that are pushing 40? Let us know over on our Discord or in the comments! Next time, we begin Mystery May, where we let fate decide which episodes we are doing and for the first roll this month came up Fez! So we hope you'll join us for that and to find out which game gets randomly decided on during that episode. We are absolutely dripping with tension this month.
Earlier this year, we got to witness the incredible launch and return of Artemis II, a NASA mission meant to lay the groundwork for a future lunar landing. Among the many accomplishments of the Artemis II mission, the crew successfully gathered real-time observations of the Moon that will contribute to our increased understanding of the cosmos. If you were inspired the same way we were, we thought it would be an opportune time to re-share an episode we recorded with astrophysicist Risa Wechsler on the future of the universe. We hope you'll take another listen and that this episode will help you tap into more of that wonder the Artemis II crew sparked. Have a question for Russ? Send it our way in writing or via voice memo, and it might be featured on an upcoming episode. Please introduce yourself, let us know where you're listening from, and share your question. You can send questions to thefutureofeverything@stanford.edu. Episode Reference Links: Stanford Profile: Risa Wechsler Connect With Us: Episode Transcripts >>> The Future of Everything Website Connect with Russ >>> Threads / Bluesky / Mastodon Connect with School of Engineering >>> Twitter/X / Instagram / LinkedIn / Facebook Chapters: (00:00:00) Introduction Russ Altman introduces guest Risa Wechsler, a professor of astrophysics from Stanford University. (00:01:30) Big Questions About the Universe What the universe is made of, how it evolved, and how galaxies formed. (00:02:15) Mapping the Universe New surveys and telescopes enabling more detailed cosmic maps. (00:04:22) What Is a “Map” of the Universe? 2D images, 3D structure, and looking back in time through light. (00:05:48) Spectroscopy & Redshift How astronomers measure distance and motion using light. (00:08:41) Our Place in the Universe Why there is no clear center or edge in the observable universe. (00:10:54) A Clumpy Universe How small early fluctuations led to galaxies and large-scale structure. (00:12:06) How Galaxies Form The role of dark matter and gas in building galaxies over time. (00:14:35) Types of Galaxies Why galaxies vary in size, structure, and environment. (00:17:06) Gravity Across Scales How the same laws govern everything from planets to galaxies. (00:19:02) What Is the Universe Made Of? The invisible matter shaping galaxies and cosmic structure. (00:22:03) Using Maps to Study the Unknown How large-scale surveys reveal dark matter and energy effects. (00:24:43) The Milky Way as a Laboratory Studying nearby galaxies to understand fundamental physics. (00:26:48) Diversity in Galaxy Formation How different histories shape galaxies. (00:28:02) Reading Cosmic History Using observations to reconstruct galaxy evolution. (00:28:50) Observing Nearby Galaxies Why distance matters for studying full galactic systems. (00:29:17) Conclusion Connect With Us:Episode Transcripts >>> The Future of Everything WebsiteConnect with Russ >>> Threads / Bluesky / MastodonConnect with School of Engineering >>>Twitter/X / Instagram / LinkedIn / Facebook Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
On the latest RETHINK Retail Podcast, host Toby Pickard of the Institute of Grocery Distribution (IGD) sits down with Aidan Mittra, Co-founder of OrderGrid. They explore how real-time inventory technology is transforming store efficiency, supply chain management, and the future of grocery retail. KEY TAKEAWAYS: - Location and expiry awareness is now essential: Retailers need to know exactly where items are and whether they are sellable, not just whether they exist in the system. - A real-time data layer connects the dots: Bridging ERP and POS systems gives retailers full visibility across the front of house and back room. - Better data means better orchestration: Precise item location reduces picker search time, improves staff deployment, and enables automated replenishment. - Hybrid fulfillment is redefining store design: OrderGrid's patented approach blends traditional retail with a micro-fulfillment dark store component, dramatically reducing picking times. - Emerging technologies are raising the bar: RFID, 2D barcodes, and computer vision are set to transform expiry traceability and strengthen sustainability across the supply chain. - The hyper-connected store is within reach: AI-empowered physical retail spaces are creating better experiences for staff and shoppers through improved availability and operational transparency. This episode explores how a clean, real-time data foundation positions retailers to compete in an increasingly connected grocery landscape.
If a product is contaminated, it can now be traced and removed from shelves within days, not weeks—thanks to the advanced technology available today. In this episode, Reid Jackson and Liz Sertl speak with Brian Schaneberg, Executive Director of the Institute for Food Safety and Health, about how modern traceability systems and innovations like 2D barcodes are improving food safety. Brian explains how the shift from reactive to proactive food safety measures is changing the way the industry handles outbreaks. He also explores the impact of FSMA 204 on improving data sharing and enhancing the efficiency of recalls. This episode reveals how these advancements are making food safety smarter, faster, and more transparent than ever before. In this episode, you'll learn: Why food recalls are increasing but becoming less severe How traceability improves recall speed and accuracy The role of data, AI, and 2D barcodes in food safety Things to listen for: (00:00) Introducing Next Level Supply Chain (01:20) Brian's journey into food safety (06:27) Understanding food recall patterns and severity (15:57) Understanding FSMA and the traceability rule (18:12) Why food traceability is a data exercise (21:10) How traceability impacts farms, manufacturers, and restaurants (31:28) The future of food safety and prevention strategies (37:57) Brian's favorite technology Connect with GS1 US: Our website - www.gs1us.orgGS1 US on LinkedIn Register for GS1 Connect 2026, happening June 9 to 11 in Las Vegas, and get 10% off with the promo code GS1USPOD10 at connect.gs1us.org. Connect with the guest: Brian Schaneberg on LinkedIn Visit the Institute of Food Safety and Health at iit.edu/ifsh
YOU ANSWER TO ME B-TCH TITLE CARD HERE In Episode 154, hosts Alyce and Laura have* the Mandalorian and Grogu and Maul. That's it. That's the episode. JK there are a few other things: The final trailer for The Mandalorian and Grogu! (YouTube) If you don't want to watch the full 37-min video of Jon Favreau's appearance at CinemaCon, SWNN has a good breakdown here. Are you going to the May The Fourth preview screenings of Mando/Grogu? If so, you're lucky because tickets went fast! If you're into model making, Phil Tippett's creature shop, film effects and/or Star Wars ships, you'll probably enjoy this behind the scenes look at The Mandalorian and Grogu film with Adam Savage and Jon Favreau. Grain of Salt: there's a rumor swirling about a new 2D animated Star Wars series From “This is the Way” to “Have It Your Way”! Burger King's got The Mandalorian and Grogu stuff for kids and adults. Millennium Falcon meets Mando? Smuggler's Run is going to somehow incorporate The Mandalorian and Grogu? We don't get it, so hopefully more to come? (via SWNN) BooshkeeDO you even have an elbow? Recap on Tap - with SPOILERS! Maul - Shadow Lord episodes 3-6 features the galaxy's Ugliest Lieutenant, Rook harshing on Maul's vibe at every turn, Looti Tooti, The Fart before he became a fart (presumably) and Two Boots providing no reassurance whatsoever in any situation Laura gets mad - no, stays mad - at how expensive things are Come for Happy Hour, stay for Alyce's young Boba Fett impression Apropos of Nothing: The phone strap Alyce asked about isn't available anymore, but this is kind of similar Twitter: @forcetoastpod | @sLeiaAllDay | @ShutUp_Laura Instagram: @forcetoastpod Bluesky: forcetoastpod.bsky.social Email: forcetoastpod@gmail.com Website: forcetoastpod.com *This podcast contains a sh!t ton of profanity and boozin. You can find a bleeped version of this podcast absolutely nowhere. Cheers!
Our two new books... STORY QUESTIONS is currently 10% off! - https://payhip.com/b/ZTvq9 and 17 Steps To Writing A Great Main Character - https://payhip.com/b/kCZGd Watch the video version of this podcast here: https://www.youtube.com/watch?v=bbwuZGHSGM4 Film Director/Producer/Writer Keith Sutliff, originally from Florida, moved to Los Angeles in 2012. His award-winning work in film encompasses feature films, episodic narratives, short form content and commercial productions. Keith's original screenplays are the foundation for his creative projects. His original screenplay The Refuge (2019), acquired by the Academy of Motion Picture Arts and Sciences is included in the Margaret Herrick Library (The Oscars Library) permanent Core Collection there. His feature films held premieres at Grauman's Egyptian Theatre in Hollywood with theatrical releases to follow. Keith's creative vision has driven him to master the aspects of filmmaking, writing and now virtual production. He founded his production company, KS Pictures, in early 2016. He is now fully committed to virtual production, opening a film studio in the Arts District-Downtown area of Los Angeles called “Sutliff Studios: Virtual Productions.” The studio focuses on rental to companies for film, TV, commercial, and other related media content productions. The studio also focuses on in-house production of its own virtual productions. This is done using the latest cutting-edge software and equipment to bring productions together on a virtual stage. Gaming software such as Unreal Engine combined with a camera tracking solution to help bring real time rendering along with “parallax” on the LED volume wall to life. He is also heavily involved in the operation of the production and filming techniques used on a virtual stage and In-Camera VFX. Familiarity with 2D and 3D assets used on a LED volume and all the technical elements that goes into filming on these stages. MORE VIDEOS WITH KEITH SUTLIFF http://tinyurl.com/4v935nxp CONNECT WITH SUTLIFF STUDIOS: VIRTUAL PRODUCTIONS https://sutliffstudiosvp.com CONNECT WITH KEITH SUTLIFF https://sutliffstudiosvp.com http://www.imdb.com/name/nm5335962 / keith-sutliff-402714233 / sutliffstudiosvp / keithsutliff (Affiliates) ►FILMMAKER STARTER KIT BLACKMAGIC Design Pocket Cinema Camera 4K - https://amzn.to/4gDU0s9 ZOOM H4essential 4-Track Handy Recorder - https://amzn.to/3TIon6X SENNHEISER Professional Shotgun Microphone - https://amzn.to/3TEnLiE NEEWER CB300B 320W LED Video Light - https://amzn.to/3XEMK6F NEEWER 160 LED CN-160 Dimmable Ultra High Power - https://amzn.to/3XX57VK ►WE USE THIS CAMERA (B&H) – https://buff.ly/3rWqrra ►WE USE THIS SOUND RECORDER (AMAZON) – http://amzn.to/2tbFlM9 ►Stuff we use: LENS - Most people ask us what camera we use, no one ever asks about the lens which filmmakers always tell us is more important. This lens was a big investment for us and one we wish we could have made sooner. Started using this lens at the end of 2013 - http://amzn.to/2tbtmOq AUDIO Rode VideoMic Pro - The Rode mic helps us capture our backup audio. It also helps us sync up our audio in post https://amzn.to/425k5rG Audio Recorder - If we had to do it all over again, this is probably the first item we would have bought - https://amzn.to/3WEuz0k LIGHTS - Although we like to use as much natural light as we can, we often enhance the lighting with this small portable light. We have two of them and they have saved us a number of times - http://amzn.to/2u5UnHv SUPPORT FILM COURAGE BY BECOMING A PATRON https://www.patreon.com/filmcourage SUPPORT FILM COURAGE BY BECOMING A MEMBER https://www.youtube.com/channel/UCs8o1mdWAfefJkdBg632_tg/join *Disclaimer: This video and description contains affiliate links, which means that if you click on one of the product links, we'll receive a small commission. This helps support the channel and allows us to continue to make videos like this. Thank you for your support!
Meagan Gauthier of TGW Logistics talks about how 3PLs and consultants are reshaping warehouse automation, and the business potential in transformation. IN THIS EPISODE WE DISCUSS: [02.13] An introduction to Meagan and her role at TGW Logistics. "I have an engineering background, so that allows me to connect the operational KPI's to the financial realities and ROI in a very practical way. I help simplify automation decisions, align stakeholders and help clients feel more confident in investment in automation." [03.27] An overview of TGW Logistics – who they are, what they do, and how they help their customers. "We are Team Possible!" [05.33] The evolution of the warehouse automation industry, the impact of decisions made during the pandemic, and where the industry is now. "The industry has shifted from an urgency-based automation to a strategy-based automation... We're seeing companies hone in on smart, scalable, flexible integration and total system performance." [08.18] With a 2025 survey revealing that 63% of respondents say their operations are still fully manual, where TGW see organizations on their automation and integration journeys, and the mindset shift that's starting to move the needle. [11.20] How leading 3PLs and consultants are reshaping warehouse automation, and the one thing that's top of mind for all of them. [14.12] The common gaps TGW see between expectations and strategy decks and real-world execution, the key focus areas to drive success, and why culture is critical. "Feedback is a gift!" [17.26] How integrators can partner more successfully with consultants, the questions they should be asking, and the mindset they should be embracing to drive success. "It starts with curiosity and neutral alignment." [18.50] Who actually influences decisions when multiple stakeholders are involved in transformation projects, from executives and operations to finance and IT, and how teams can navigate that complexity. "The teams that can translate and speak the language of their stakeholders, those are the teams that win." [20.42] Meagan's approach to building long-term partnerships, not just transactional sales. [21.56] TGW's 3D walkthrough that brings typically 2D product demos to life. [23.18] The potential business impact that can be achieved through successful warehouse automation. "Warehouse automation, done right, is a competitive advantage not a cost center." RESOURCES AND LINKS MENTIONED: Head over to TGW Logistics' website now to find out more and discover how they could help you too. You can also connect with TGW and keep up to date with the latest over on LinkedIn, Facebook, Instagram or YouTube, or you can connect with Meagan on LinkedIn. If you enjoyed the show and want to hear more from TGW Logistics, check out 465: Your Fulfillment Transformation Starts Now, with TGW Logistics. Check out our other podcasts HERE.
And Korean scientists have developed a way to switch from 2D to 3D in the same display.Starring Tom Merritt, Huyen Tue Dao and Bodie GrimmShow notes found here. Hosted on Acast. See acast.com/privacy for more information.
An ultrasound is your first opportunity to see your baby face-to-face. It can also provide important information about the growth and development of your child. But, are ultrasounds really safe? What types of ultrasounds can you expect throughout your pregnancy? Plus, the difference between 2D, 3D and 4D ultrasounds. Learn more about your ad choices. Visit megaphone.fm/adchoices
With Toy Fair week upon us and Trent overseas, we thought we'd dive into the archives. This dates back all the way to ep #13. Enjoy the roughness, the below part audio, the original intro, Darren in full flight and what feels like one of our earliest quizzes! Original Episode Release Date: 10th April 2017 Original write-up: Join Frank, Ben, Darren and Trent as they chat Turtles. This episode includes the latest TMNT toy news, the ending of the current Nickelodean 3D animated series and a new 2D cartoon, as well as the Charachter Spotlight: April in April. Frank delivers one of the most challenging Toy and Pop Culture quizes to date. Play along and see if you are up to the challenge! Support the show: http://patreon.com/toypowerpodcastSee omnystudio.com/listener for privacy information.
WHY AM I SAVED BUT STRUGGLING WITH HURTS, HABITS & HANGUPS? 2 Corinthians 5:17 Therefore, if anyone is in Christ, he is a new creation. The old has passed away; behold, the new has come. (ESV) 1 Thessalonians 5:23 May God himself, the God of peace, sanctify you through and through. May your whole spirit, soul and body be kept blameless at the coming of our Lord Jesus Christ. (NIV) Romans 7:14–24 14 We know that the law is spiritual; but I am unspiritual, sold as a slave to sin. 15 I do not understand what I do. FOR WHAT I WANT TO DO I DO NOT DO, BUT WHAT I HATE I DO. 16 And if I do what I do not want to do, I agree that the law is good. 17 As it is, it is no longer I myself who do it, BUT IT IS SIN LIVING IN ME. 18 For I know that good itself does not dwell in me, that is, in my sinful nature. For I have the desire to do what is good, BUT I CANNOT CARRY IT OUT. 19 For I do not do the good I want to do, but the evil I do not want to do—THIS I KEEP ON DOING. 20 Now if I do what I do not want to do, it is no longer I who do it, but it is sin living in me that does it. 21 So I find this law at work: Although I want to do good, EVIL IS RIGHT THERE WITH ME. 22 For in my inner being I delight in God’s law; 23 but I see another law at work in me, WAGING WAR AGAINST THE LAW OF MY MIND and making me a prisoner of the law of sin at work within me. 24 What a wretched man I am! Who will rescue me from this BODY that is subject to death? (NIV) Colossians 3:5 5 So put to death the sinful, earthly things LURKING within you. Have nothing to do with sexual immorality, impurity, lust, and evil desires. Don’t be greedy, for a greedy person is an idolater, worshiping the things of this world. (NLT) 1. THERE’S A WAR IN YOUR MIND 1A. YOUR OLD THINKING PATTERNS REMAIN A. YOUR THINKING IS SHAPED BY THE ENVIRONMENT YOU GREW UP IN B. YOUR THINKING IS SHAPED BY YOUR EXPERIENCES IN LIFE C. YOUR THINKING IS SHAPED BY CULTURE D. YOUR THINKING IS SHAPED BY THE WORDS SPOKEN OVER YOU Ephesians 4:23 23 to be made new in the attitude of your minds; (NIV) Romans 12:2 2 Do not conform to the pattern of this world, but be transformed by the renewing of your mind. Then you will be able to test and approve what God’s will is—his good, pleasing and perfect will. (NIV) 1B. YOU’RE SAVED BUT MENTAL STRONGHOLDS STILL EXIST 2 Corinthians 10:4–5 4 The weapons we fight with are not the weapons of the world. On the contrary, they have divine power to demolish STRONGHOLDS. 5 We demolish arguments and every pretension that sets itself up against the knowledge of God, and we take captive every thought to make it obedient to Christ. (NIV) 2. THERE’S A WAR IN YOUR EMOTIONS 2A. YOU’RE SAVED BUT YOU STILL CARRY OLD EMOTIONAL PATTERNS 2B. YOU’RE SAVED BUT STILL STRUGGLE CONTROLLING YOUR EMOTIONS 2C. YOU’RE SAVED BUT STILL STRUGGLE WITH EMOTIONAL ATTACHMENTS 2D. YOU’RE SAVED BUT STILL STRUGGLE WITH EMOTIONAL STRONGHOLDS 2E. YOU’RE SAVED BUT STILL STRUGGLE WITH EMOTIONAL TRAUMA AND WOUNDS 2F. YOU’RE SAVED BUT STILL STRUGGLE WITH EMOTIONAL TRIGGERS 3. THERE’S A WAR IN YOUR WILL AND YOUR FLESH 3A. YOUR FLESH AND WILL HAVE BEEN TRAINED FOR YEARS 3B. YOU’RE SAVED BUT YOUR FLESH CRAVES IMMEDIATE GRATIFICATION 3C. YOU’RE SAVED BUT YOUR FLESH STRUGGLES WITH GENERATIONAL PATTERNS Exodus 34:7 7 I lavish unfailing love to a thousand generations. I forgive iniquity, rebellion, and sin. But I do not excuse the guilty. I lay the sins of the parents upon their children and grandchildren; the entire family is affected— even children in the third and fourth generations.” (NLT) 3D. YOU’RE SAVED BUT YOUR FLESH RESISTS SURRENDERING TO GOD Galatians 5:17 17 For the flesh desires what is contrary to the Spirit, and the Spirit what is contrary to the flesh. They are in conflict with each other, so that you are not to do whatever you want. (NIV) Romans 7:25 25 Thanks be to God, who DELIVERS ME through Jesus Christ our Lord! So then, I myself in my mind am a slave to God’s law, but in my sinful nature a slave to the law of sin. (NIV)
WHY AM I SAVED BUT STRUGGLING WITH HURTS, HABITS & HANGUPS? 2 Corinthians 5:17 Therefore, if anyone is in Christ, he is a new creation. The old has passed away; behold, the new has come. (ESV) 1 Thessalonians 5:23 May God himself, the God of peace, sanctify you through and through. May your whole spirit, soul and body be kept blameless at the coming of our Lord Jesus Christ. (NIV) Romans 7:14–24 14 We know that the law is spiritual; but I am unspiritual, sold as a slave to sin. 15 I do not understand what I do. FOR WHAT I WANT TO DO I DO NOT DO, BUT WHAT I HATE I DO. 16 And if I do what I do not want to do, I agree that the law is good. 17 As it is, it is no longer I myself who do it, BUT IT IS SIN LIVING IN ME. 18 For I know that good itself does not dwell in me, that is, in my sinful nature. For I have the desire to do what is good, BUT I CANNOT CARRY IT OUT. 19 For I do not do the good I want to do, but the evil I do not want to do—THIS I KEEP ON DOING. 20 Now if I do what I do not want to do, it is no longer I who do it, but it is sin living in me that does it. 21 So I find this law at work: Although I want to do good, EVIL IS RIGHT THERE WITH ME. 22 For in my inner being I delight in God’s law; 23 but I see another law at work in me, WAGING WAR AGAINST THE LAW OF MY MIND and making me a prisoner of the law of sin at work within me. 24 What a wretched man I am! Who will rescue me from this BODY that is subject to death? (NIV) Colossians 3:5 5 So put to death the sinful, earthly things LURKING within you. Have nothing to do with sexual immorality, impurity, lust, and evil desires. Don’t be greedy, for a greedy person is an idolater, worshiping the things of this world. (NLT) 1. THERE’S A WAR IN YOUR MIND 1A. YOUR OLD THINKING PATTERNS REMAIN A. YOUR THINKING IS SHAPED BY THE ENVIRONMENT YOU GREW UP IN B. YOUR THINKING IS SHAPED BY YOUR EXPERIENCES IN LIFE C. YOUR THINKING IS SHAPED BY CULTURE D. YOUR THINKING IS SHAPED BY THE WORDS SPOKEN OVER YOU Ephesians 4:23 23 to be made new in the attitude of your minds; (NIV) Romans 12:2 2 Do not conform to the pattern of this world, but be transformed by the renewing of your mind. Then you will be able to test and approve what God’s will is—his good, pleasing and perfect will. (NIV) 1B. YOU’RE SAVED BUT MENTAL STRONGHOLDS STILL EXIST 2 Corinthians 10:4–5 4 The weapons we fight with are not the weapons of the world. On the contrary, they have divine power to demolish STRONGHOLDS. 5 We demolish arguments and every pretension that sets itself up against the knowledge of God, and we take captive every thought to make it obedient to Christ. (NIV) 2. THERE’S A WAR IN YOUR EMOTIONS 2A. YOU’RE SAVED BUT YOU STILL CARRY OLD EMOTIONAL PATTERNS 2B. YOU’RE SAVED BUT STILL STRUGGLE CONTROLLING YOUR EMOTIONS 2C. YOU’RE SAVED BUT STILL STRUGGLE WITH EMOTIONAL ATTACHMENTS 2D. YOU’RE SAVED BUT STILL STRUGGLE WITH EMOTIONAL STRONGHOLDS 2E. YOU’RE SAVED BUT STILL STRUGGLE WITH EMOTIONAL TRAUMA AND WOUNDS 2F. YOU’RE SAVED BUT STILL STRUGGLE WITH EMOTIONAL TRIGGERS 3. THERE’S A WAR IN YOUR WILL AND YOUR FLESH 3A. YOUR FLESH AND WILL HAVE BEEN TRAINED FOR YEARS 3B. YOU’RE SAVED BUT YOUR FLESH CRAVES IMMEDIATE GRATIFICATION 3C. YOU’RE SAVED BUT YOUR FLESH STRUGGLES WITH GENERATIONAL PATTERNS Exodus 34:7 7 I lavish unfailing love to a thousand generations. I forgive iniquity, rebellion, and sin. But I do not excuse the guilty. I lay the sins of the parents upon their children and grandchildren; the entire family is affected— even children in the third and fourth generations.” (NLT) 3D. YOU’RE SAVED BUT YOUR FLESH RESISTS SURRENDERING TO GOD Galatians 5:17 17 For the flesh desires what is contrary to the Spirit, and the Spirit what is contrary to the flesh. They are in conflict with each other, so that you are not to do whatever you want. (NIV) Romans 7:25 25 Thanks be to God, who DELIVERS ME through Jesus Christ our Lord! So then, I myself in my mind am a slave to God’s law, but in my sinful nature a slave to the law of sin. (NIV)
In this episode of the CPQ Podcast, Frank Sohn speaks with Rourke McCarron, founder of Kabaido, about building a modern CPQ solution for precision manufacturers. Rourke shares how his experience in the tooling industry revealed a disconnect between sales and engineering teams, which ultimately led him to launch Kabaido in late 2025. The conversation explores how Kabaido is approaching complex quoting and product configuration for manufacturers that process high volumes of quotes. Rourke explains the company's focus on precision manufacturing, its support for 2D and 3D configuration use cases, and how its platform is designed to help companies move faster from customer request to quote and integration. He also discusses implementation timelines, customer size fit, and why adoption can matter just as much as technical deployment. A key part of the discussion centers on AI. Rourke talks about KAI, short for Kabaido Applied Intelligence, and describes how AI is being used to support quoting, configurator logic, and integrations with tools such as Excel, Symphony CRM, and Microsoft Dynamics. The episode also touches on Kabaido's MCP-native approach, current growth stage, global team setup, and efforts to obtain SOC 2 Type 2 and related certifications. For anyone interested in CPQ software, AI in manufacturing, product configuration, quoting automation, or the future of digital sales in complex manufacturing, this episode offers an early look at how a new vendor is approaching the market.
It's time for another BIG and BRILLIANT adventure into the world of science on this week’s Science Quest! In Science in the News, butterfly numbers across the UK are in decline, bird experts are warning people not to use feeders this summer, and Dr Thomas Clements from the University of Reading explains how a 300-million-year-old fossil, once thought to be an octopus, was misidentified and what it really reveals about life on Earth long ago. It’s time for your questions too. Owen wants to know what the deadliest animal is, and Neil Lambert from King’s College London tackles a big, mind-bending question from Atlas: why is the world 3D and not 2D? Dangerous Dan introduces the great grey owl, a silent hunter with incredible senses. Then we step into the Brain Box with Professor Jonathan Tennyson from University College London to explore exoplanets and discover what lies beyond our Solar System. Plus, in Galaxy Gala, we head to Deep Space High to learn all about stars and what makes them shine. What we learn about: • Why butterfly numbers are falling in the UK• Why bird feeders might be risky in summer• A fossil that scientists got wrong• What the world's deadliest animal is• The great grey owl• What exoplanets are and where they exist All that and more on this week’s Science Quest!Join Fun Kids Podcasts+: https://funkidslive.com/plusSee omnystudio.com/listener for privacy information.
https://m.ebay.co.uk/sch/i.html?sid=tindogpodcast&_pgn=1&isRefine=true&_trksid=p4429486.m3561.l49496 Atlantis: The Lost Empire is a 2001 American animated science fiction adventure film directed by Gary Trousdale and Kirk Wise, produced by Don Hahn, and written by Tab Murphy. Produced by Walt Disney Feature Animation, it stars Michael J. Fox, James Garner, Cree Summer, Don Novello, Phil Morris, Claudia Christian, Jacqueline Obradors, Florence Stanley, David Ogden Stiers, John Mahoney, Jim Varney, Corey Burton and Leonard Nimoy. Set in 1914, the film follows young linguist Milo Thatch, who gains possession of a sacred book, which he believes will guide him and a crew of mercenaries to the lost city of Atlantis. Development of the film began after production had finished on The Hunchback of Notre Dame (1996). Instead of another musical, directors Trousdale and Wise, producer Hahn, and screenwriter Murphy decided to do an adventure film inspired by the works of Jules Verne. Atlantis: The Lost Empire was notable for adopting the distinctive visual style of comic book artist Mike Mignola, one of the film's production designers. The film made greater use of computer-generated imagery (CGI) than any of Disney's previous traditionally animated features and remains one of the few to have been shot in anamorphic format. Linguist Marc Okrand constructed an Atlantean language specifically for use in the film. James Newton Howard provided the film's musical score. The film was released at a time when audience interest in animated films was shifting away from traditional animation toward films with full CGI. Atlantis: The Lost Empire premiered at the El Capitan Theatre in Hollywood, Los Angeles, on June 3, 2001, and went into its general release on June 15. The film received mixed reviews from critics. Budgeted at around $90–120 million, Atlantis grossed over $186 million worldwide, $84 million of which was earned in North America; its lackluster box office response was identified as a result of being released in competition with Shrek, Lara Croft: Tomb Raider, The Fast and the Furious and Dr. Dolittle 2. As a result of the film's box office failure, Disney cancelled a planned spin-off animated television series, Team Atlantis; an underwater Disneyland attraction; and a volcanic Magic Kingdom attraction based on it. Atlantis was nominated for several awards, including seven Annie Awards, and won Best Sound Editing at the 2002 Golden Reel Awards. The film was released on VHS and DVD on January 29, 2002, and on Blu-ray on June 11, 2013. Despite its initial reception, reception in later years became favorable and has given Atlantis a cult following[5] and reappraisal from critics as a mistreated classic, due in part to Mignola's unique artistic influence.[6][7] A direct-to-video sequel, Atlantis: Milo's Return, was released in 2003. Plot In 1914 Washington, D.C., archaeo-linguist Milo Thatch obsesses over finding the legendary lost city of Atlantis, believed to have sunk thousands of years ago. His employers ridicule his theories, but he gains an unexpected ally in eccentric millionaire Preston B. Whitmore, a friend of Milo's deceased adventurer grandfather who also sought the city. Determined to honor his old friend's quest, Whitmore recruits Milo for an expedition to Atlantis, having recently uncovered the Shepherd's Journal, an ancient Atlantean manuscript that contains directions to the lost city. Aboard the submarine Ulysses, Milo meets his teammates: Commander Lyle Tiberius Rourke, Lieutenant Helga Sinclair, demolitions expert Vincenzo Santorini, geologist Gaetan "Mole" Molière, medical officer Joshua Sweet, mechanic Audrey Ramirez, radio operator Wilhelmina Packard, mess cook Jebidiah "Cookie" Farnsworth, and a platoon of mercenaries. Upon reaching a cave entrance leading to the lost city, the submarine is destroyed by a massive mechanical leviathan, killing most of the crew. Milo and the survivors escape in smaller craft, navigating through the cave to emerge among ancient ruins. Milo translates the journal, guiding the team through caves beneath a dormant volcano until they reach the worn remains of Atlantis. There, they are greeted by Princess Kidagakash "Kida" Nedakh, who, despite being around 8,500 years old, has the appearance of a young woman. She leads them to her father, King Kashekim, who orders them to leave. Learning that Milo can read their language—a skill lost to the Atlanteans over millennia—Kida asks for his help in uncovering their forgotten history and highly-advanced technology, without which the city has declined and resources have dwindled. Milo learns that Atlantis is powered by the Heart of Atlantis, a massive crystal that grants longevity and health to its citizens through the smaller crystals they carry. Rourke betrays Milo and the Atlanteans, revealing his true intention to steal the Heart for profit, despite knowing the Atlanteans will perish without it. He mortally wounds the King while seizing control and uncovers the crystal's hidden location beneath the city. Sensing the danger, the crystal merges with Kida, who is then captured by Rourke. He departs with the crystallized Kida and his mercenaries, except for Vincenzo, Molière, Sweet, Audrey, Packard, and Cookie, who refuse to take part in the Atlanteans' destruction. Before dying, the King reveals that Atlantis was devastated by a megatsunami after he attempted to weaponize the crystal's vast power. To protect the city, the crystal merged with a royal family member, Kida's mother. This created a protective dome over the city's inner district, shielding it from total destruction as Atlantis sank beneath the waves, but Kida's mother never returned. To prevent the crystal from ever merging with Kida, the King hid it, inadvertently accelerating Atlantis' decline. He warns Milo that Kida will be lost forever if she is not soon separated from the crystal and pleads with him to save her. Alongside his allies, Milo rallies the Atlanteans to reactivate their long-dormant flying machines. Together, they eliminate Rourke and his mercenaries in the volcano. Milo and the others fly the crystallized Kida back to Atlantis as the volcano erupts. Kida ascends into the air and awakens Stone Guardians, who erect a barrier that shields the city from the lava flow. With Atlantis saved, the crystal separates from Kida and remains suspended in the sky. Milo chooses to stay in Atlantis with Kida, having fallen in love with her. Before returning to the surface, Vincenzo, Molière, Sweet, Audrey, Packard, and Cookie each receive a small crystal and a share of treasure. The six reunite with Preston on the surface and agree to keep their adventure a secret to protect Atlantis. Preston opens a package from Milo containing his own crystal and a note thanking him. The newly crowned Queen Kida and Milo carve a stone effigy of her father to join those of past rulers floating beside the Heart of Atlantis, as the city stands restored to its former glory. Voice cast Production layout sketch of Milo and Kida. Milo's character design was based in part on sketches of the film's language consultant, Marc Okrand. Michael J. Fox as Milo James Thatch, a linguist and cartographer at the Smithsonian who was recruited to decipher The Shepherd's Journal while directing an expedition to Atlantis. James Garner as Commander Lyle Tiberius Rourke, the leader of the band of mercenaries for the Atlantean expedition. Cree Summer as Kidagakash "Kida" Nedakh, the Princess of Atlantis and Milo's love interest. Natalie Strom provided dialogue for Kida as a young child. Summer also voiced the unnamed Queen of Atlantis, Kida's mother and Kashekim's wife who was "chosen" by the Crystal during the sinking of the city. John Mahoney as Preston B. Whitmore, an eccentric millionaire who funds the expedition to Atlantis. Lloyd Bridges was originally cast and recorded as Whitmore, but he died before completing the film. Mahoney's zest and vigor led to Whitmore's personality being reworked for the film.[8] Claudia Christian as Lieutenant Helga Katrina Sinclair, Rourke's German-born second-in-command. Don Novello as Vincenzo "Vinny" Santorini, an Italian demolitions expert. Phil Morris as Dr. Joshua Strongbear Sweet, a medic of African-American and Arapaho descent. Jacqueline Obradors as Audrey Rocio Ramirez, a Puerto Rican mechanic and the youngest member of the expedition. Corey Burton as Gaetan "Mole" Molière, a French geologist who acts like a mole. Jim Varney as Jebidiah Allardyce "Cookie" Farnsworth, a Western-style chuckwagon chef. Varney died in February 2000, before the production ended, and the film was dedicated to his memory. Steven Barr recorded supplemental dialogue for Cookie. Florence Stanley as Wilhelmina Bertha Packard: an elderly, sarcastic, chain-smoking radio operator who is also the expedition's photographer. Leonard Nimoy as Kashekim Nedakh, the King of Atlantis and Kida's father. David Ogden Stiers as Fenton Q. Harcourt, a board member of the Smithsonian Institution who dismisses Milo's belief in the existence of Atlantis. Production Development The production team visited New Mexico's Carlsbad Caverns to get a sense of the underground spaces depicted in the film. The idea for Atlantis: The Lost Empire was conceived in October 1996 when Don Hahn, Gary Trousdale, Kirk Wise, and Tab Murphy lunched at a Mexican restaurant in Burbank, California. Having recently completed The Hunchback of Notre Dame,[9] the producer, directors and screenwriter wanted to keep the Hunchback crew together for another film with an "Adventureland" setting rather than a "Fantasyland" setting.[10] Drawing inspiration from Jules Verne's Journey to the Center of the Earth (1864) and Twenty Thousand Leagues Under the Seas (1870), they set out to make a film which would fully explore Atlantis (compared to the brief visit depicted in Verne's novel).[11] While primarily utilizing the Internet to research the mythology of Atlantis,[12] the filmmakers became interested in the clairvoyant readings of Edgar Cayce and decided to incorporate some of his ideas—notably that of a mother-crystal which provides power, healing, and longevity to the Atlanteans—into the story.[13] They also visited museums and old army installations to study the technology of the early 20th century (the film's time period), and traveled underground in New Mexico's Carlsbad Caverns to view the subterranean trails which would serve as a model for the approach to Atlantis in the film.[14] The filmmakers wanted to avoid the common depiction of Atlantis as "crumbled Greek columns underwater", said Wise.[15] "From the get-go, we were committed to designing it top to bottom. Let's get the architectural style, clothing, heritage, customs, how they would sleep, and how they would speak. So we brought people on board who would help us develop those ideas."[16] Art director David Goetz stated, "We looked at Mayan architecture, styles of ancient, unusual architecture from around the world, and the directors really liked the look of Southeast Asian architecture."[17] The team later took ideas from other architectural forms, including Cambodian, Indian, and Tibetan works.[18] Hahn added, "If you take and deconstruct architecture from around the world into one architectural vocabulary, that's what our Atlantis looks like."[19] The overall design and circular layout of Atlantis were also based on the writings of Plato,[18] and his quote "in a single day and night of misfortune, the island of Atlantis disappeared into the depths of the sea"[20] was influential from the beginning of production.[9] The crew wore T-shirts which read "ATLANTIS—Fewer songs, more explosions" due to the film's plan as an action-adventure (unlike previous Disney animated features, which were musicals).[21] Language The Atlantean letter A, created by artist John Emerson. Kirk Wise noted that its design was a treasure map showing the path to the crystal, "The Heart of Atlantis". Main article: Atlantean language Marc Okrand, who developed the Klingon language for the Star Trek television and theatrical productions, was hired to devise the Atlantean language for Atlantis: The Lost Empire. Guided by the directors' initial concept for it to be a "mother-language", Okrand employed an Indo-European word stock with its own grammatical structure. He would change the words if they began to sound too much like an actual, spoken language.[16] John Emerson designed the written component, making hundreds of random sketches of individual letters from among which the directors chose the best to represent the Atlantean alphabet.[22][23] The written language was boustrophedon: designed to be read left-to-right on the first line, then right-to-left on the second, continuing in a zigzag pattern to simulate the flow of water.[24] The Atlantean [A] is a shape developed by John Emerson. It is a miniature map of the city of Atlantis (i.e., the outside of the swirl is the cave, the inside shape is the silhouette of the city, and the dot is the location of the crystal). It's a treasure map. — Kirk Wise, director[25] Writing Joss Whedon was the first writer to be involved with the film but soon left to work on other Disney projects. According to him, he "had not a shred" in the movie.[26] Tab Murphy completed the screenplay, stating that the time from initially discussing the story to producing a script that satisfied the film crew was "about three to four months".[27] The initial draft was 155 pages, much longer than a typical Disney film script (which usually runs 90 pages). When the first two acts were timed at 120 minutes, the directors cut characters and sequences and focused more on Milo. Murphy said that he created the centuries-old Shepherd's Journal because he needed a map for the characters to follow throughout their journey.[28] A revised version of the script eliminated the trials encountered by the explorers as they navigated the caves to Atlantis. This gave the film a faster pace because Atlantis is discovered earlier in the story.[29] The directors often described the Atlanteans using Egypt as an example. When Napoleon wandered into Egypt, the people had lost track of their once-great civilization. They were surrounded by artifacts of their former greatness but somehow unaware of what they meant. — Don Hahn, producer[30] The character of Milo J. Thatch was originally supposed to be a descendant of Edward Teach, otherwise known as Blackbeard the pirate. The directors later related him to an explorer so he would discover his inner talent for exploration.[31] The character of Molière was originally intended to be "professorial" but Chris Ure, a story artist, changed the concept to that of a "horrible little burrowing creature with a wacky coat and strange headgear with extending eyeballs", said Wise.[32][33] Don Hahn pointed out that the absence of songs presented a challenge for a team accustomed to animating musicals, as action scenes alone would have to carry the film. Kirk Wise said it gave the team an opportunity for more on-screen character development: "We had more screen time available to do a scene like where Milo and the explorers are camping out and learning about one another's histories. An entire sequence is devoted to having dinner and going to bed. That is not typically something we would have the luxury of doing."[16] Hahn stated that the first animated sequence completed during production was the film's prologue. The original version featured a Viking war party using The Shepherd's Journal to find Atlantis and being swiftly dispatched by the Leviathan. Near the end of production, story supervisor John Sanford told the directors that he felt this prologue did not give viewers enough emotional involvement with the Atlanteans. Despite knowing that the Viking prologue was finished and it would cost additional time and money to alter the scene, the directors agreed with Sanford. Trousdale went home and completed the storyboards later that evening after visiting a strip club where he boarded the new sequence on a napkin.[34] The opening was replaced by a sequence depicting the destruction of Atlantis, which introduced the film from the perspective of the Atlanteans and Princess Kida.[35] The Viking prologue is included as an extra feature on the DVD release.[36] Casting Kirk Wise, one of the directors, said that they chose Michael J. Fox for the role of Milo because they felt he gave his characters his own personality and made them more believable on screen. Fox said that voice acting was much easier than his past experience with live action because he did not have to worry about what he looked like in front of a camera while delivering his lines.[37] The directors mentioned that Fox was also offered a role for Titan A.E.; he allowed his son to choose which film he would work on, and he chose Atlantis.[38] Viewers have noted similarities between Milo and the film's language consultant, Marc Okrand, who developed the Atlantean language used in the film. Okrand stated that Milo's supervising animator, John Pomeroy, sketched him, claiming not to know how a linguist looked or acted.[24] Kida's supervising animator, Randy Haycock, stated that her actress, Cree Summer, was very "intimidating" when he first met her; this influenced how he wanted Kida to look and act on screen when she meets Milo.[39] Wise chose James Garner for the role of Commander Lyle Tiberius Rourke because of his previous experience with action films, especially war and Western films, and said the role "fits him like a glove". When asked if he would be interested in the role, Garner replied: "I'd do it in a heartbeat."[40] Producer Don Hahn was saddened that Jim Varney, the voice of Jebidiah Allardyce "Cookie" Farnsworth, never saw the finished film before he died of lung cancer in February 2000, but mentioned that he was shown clips of his character's performance during his site sessions and said, "He loved it." Shawn Keller, supervising animator for Cookie, stated, "It was kind of a sad fact that [Varney] knew that he was not going to be able to see this film before he passed away. He did a bang-up job doing the voice work, knowing the fact that he was never gonna see his last performance." Steven Barr recorded supplemental dialogue for Cookie.[41] John Mahoney, who voiced Preston Whitmore, stated that doing voice work was "freeing" and allowed him to be "big" and "outrageous" with his character.[42] Dr. Joshua Sweet's supervising animator, Ron Husband, indicated that one of the challenges was animating Sweet in sync with Phil Morris' rapid line delivery while keeping him believable. Morris stated that this character was extreme, with "no middle ground"; he mentioned, "When he was happy, he was really happy, and when he's solemn, he's real solemn."[43] Claudia Christian described her character, Lieutenant Helga Katrina Sinclair, as "sensual" and "striking", and was relieved when she finally saw what her character looked like, joking, "I'd hate to, you know, go through all this and find out my character is a toad."[44] Jacqueline Obradors said her character, Audrey Rocio Ramirez, made her "feel like a little kid again" and she always hoped her sessions would last longer.[45] Florence Stanley felt that her character, Wilhelmina Bertha Packard, was very "cynical" and "secure": "She does her job, and when she is not busy, she does anything she wants."[46] Corey Burton mentioned that finding his performance as Gaetan "Mole" Molière was by allowing the character to "leap out" of him while making funny voices. To get into character during his recording sessions, he stated that he would "throw myself into the scene and feel like I'm in this make-believe world".[47] Kirk Wise and Russ Edmonds, supervising animator for Vincenzo "Vinny" Santorini, noted Vinny's actor Don Novello's unique ability to improvise dialogue while voicing the role. Edmonds recalled, "[Novello] would look at the sheet, and he would read the line that was written once, and he would never read it again! And we never used a written line, it was improvs, the whole movie."[48] Michael Cedeno, supervising animator for King Kashekim Nedakh, was astounded at Leonard Nimoy's voice talent in the role, stating that he had "so much rich character" in his performance. As he spoke his lines, Cedeno said the crew would sit there and watch Nimoy in astonishment.[49] Animation For comparison, the top image (panoramic view of Atlantis) is cropped to Disney's standard aspect ratio (1.66:1); the bottom image was seen in the film (2.35:1). At the peak of its production, 350 animators, artists and technicians were working on Atlantis[50] at all three Disney animation studios: Walt Disney Feature Animation (Burbank, California), Walt Disney Feature Animation Florida (Orlando), and Disney Animation France (Paris).[51] The film was one of the few Disney animated features produced and shot in 35mm anamorphic format. The directors felt that a widescreen image was crucial, as a nostalgic reference to old action-adventure films presented in the CinemaScope format (2.35:1), noting Raiders of the Lost Ark as an inspiration.[52] Because switching to the format would require animation desks and equipment designed for widescreen to be purchased, Disney executives were at first reluctant about the idea.[16] The production team found a simple solution by drawing within a smaller frame on the same paper and equipment used for standard aspect ratio (1.66:1) Disney-animated films.[52] Layout supervisor Ed Ghertner wrote a guide to the widescreen format for use by the layout artists and mentioned that one advantage of widescreen was that he could keep characters in scenes longer because of additional space to walk within the frame.[53] Wise drew further inspiration for the format from filmmakers David Lean and Akira Kurosawa.[16] The film's visual style was strongly based upon that of Mike Mignola, the comic book artist behind Hellboy. Mignola was one of four production designers (along with Matt Codd, Jim Martin, and Ricardo Delgado) hired by the Disney studio for the film. Accordingly, he provided style guides, preliminary character, and background designs, and story ideas.[54] "Mignola's graphic, the angular style was a key influence on the 'look' of the characters," stated Wise.[55] Mignola was surprised when first contacted by the studio to work on Atlantis.[56] His artistic influence on the film would later contribute to a cult following.[57] I remember watching a rough cut of the film and these characters have these big, square, weird hands. I said to the guy next to me, "Those are cool hands." And he says to me, "Yeah, they're your hands. We had a whole meeting about how to do your hands." It was so weird I couldn't wrap my brain around it. — Mike Mignola[56] The final pull-out shot of the movie, immediately before the end-title card, was described by the directors as the most difficult shot in the history of Disney animation. They said that the pull-out attempt on their prior film, The Hunchback of Notre Dame, "struggled" and "lacked depth"; however, after making advances in the process of multiplaning, they tried the technique again in Atlantis. The shot begins with one 16-inch (40.6 cm) piece of paper showing a close-up of Milo and Kida. As the camera pulls away from them to reveal the newly restored Atlantis, it reaches the equivalent of an 18,000-inch (46,000 cm) piece of paper composed of many individual pieces of paper (24 inches [61 cm] or smaller). Each piece was carefully drawn and combined with animated vehicles simultaneously flying across the scene to make the viewer see a complete, integrated image.[58] Scale model of Ulysses submarine by Greg Aronowitz, used by digital animators as reference during production.[59] At the time of its release, Atlantis: The Lost Empire was notable for using more computer-generated imagery (CGI) than any other Disney traditionally animated feature. To increase productivity, the directors had the digital artists work with the traditional animators throughout the production. Several important scenes required heavy use of digital animation: the Leviathan, the Ulysses submarine and sub-pods, the Heart of Atlantis, and the Stone Giants.[60] During production, after Matt Codd and Jim Martin designed the Ulysses on paper, Greg Aronowitz was hired to build a scale model of the submarine, to be used as a reference for drawing the 3D Ulysses.[59] The final film included 362 digital-effects shots, and computer programs were used to seamlessly join the 2D and 3D artwork.[61] One scene that took advantage of this was the "sub-drop" scene, where the 3D Ulysses was dropped from its docking bay into the water. As the camera floated toward it, a 2D Milo was drawn to appear inside, tracking the camera. The crew noted that it was challenging to keep the audience from noticing the difference between the 2D and 3D drawings when they were merged.[62] The digital production also gave the directors a unique "virtual camera" for complicated shots within the film. With the ability to operate in the z-plane, this camera moved through a digital wire-frame set; the background and details were later hand-drawn over the wireframes. This was used in the opening flight scene through Atlantis and the submarine chase through the undersea cavern with the Leviathan in pursuit.[63] Music and sound Since the film would not feature any songs, the directors hired James Newton Howard to compose the score after they heard his music on Dinosaur. Approaching it as a live-action film, Howard decided to have different musical themes for the cultures of the surface world and Atlantis. In the case of Atlantis, Howard chose an Indonesian orchestral sound incorporating chimes, bells, and gongs. The directors told Howard that the film would have a number of key scenes without dialogue; the score would need to convey emotionally what the viewer was seeing on screen.[64] Gary Rydstrom and his team at Skywalker Sound were hired for the film's sound production.[65] Like Howard, Rydstrom employed different sounds for the two cultures. Focusing on the machine and mechanical sounds of the early industrial era for the explorers, he felt that the Atlanteans should have a "more organic" sound utilizing ceramics and pottery. The sound made by the Atlantean flying-fish vehicles posed a particular challenge. Rydstrom revealed that he was sitting at the side of a highway recording one day when a semi-truck drove by at high speed. When the recording was sped up on his computer, he felt it sounded very organic, and decided to use it in the film. Rydstrom created the harmonic chiming of the Heart of Atlantis by rubbing his finger along the edge of a champagne flute, the sound of sub-pods moving through the water with a water pick, while a ceramic pot from a garden store was used for the sounds of the movement of the Giant stone guardians.[66] Release Atlantis: The Lost Empire had its world premiere at Disney's El Capitan Theatre in Hollywood, Los Angeles, on June 3, 2001[67] and a limited release in New York City and Los Angeles on June 8; a wider release followed on June 15.[4][61] At the premiere, Destination: Atlantis was on display, featuring behind-the-scenes props from the film and information on the legend of Atlantis with video games, displays, laser tag, and other attractions. The Aquarium of the Pacific also loaned a variety of fish for display within the attraction.[68] Promotion Atlantis was among Disney's first major attempts to utilize internet marketing. The film was promoted through Kellogg's, which created a website with mini-games and a movie-based video game give-away for UPC labels from specially marked packages of Atlantis breakfast cereal.[50] The film was one of Disney's first marketing attempts through mobile network operators, and allowed users to download games based on the film.[69] McDonald's (which had an exclusive licensing agreement on all Disney releases) promoted the film with Happy Meal toys, food packaging and in-store decor. The McDonald's advertising campaign involved television, radio, and print advertisements beginning on the film's release date.[70] Frito-Lay offered free admission tickets for the film on specially marked snack packages.[71] Home media Atlantis: The Lost Empire was released on VHS and DVD on January 29, 2002.[72] During the first month of its home release, the film led in VHS sales and was third in VHS and DVD sales combined.[73] Sales and rentals of the VHS and DVD combined would eventually accumulate $157 million in revenue by mid-2003.[74] Both a single-disc DVD edition and a two-disc collector's edition (with bonus features) were released. The single-disc DVD gave the viewer the option of viewing the film either in its original theatrical 2.39:1 aspect ratio or a modified 1.33:1 ratio (utilizing pan and scan). Bonus features available on the DVD version included audio and visual commentary from the film team, a virtual tour of the CGI models, an Atlantean-language tutorial, an encyclopedia on the myth of Atlantis, and the deleted Viking prologue scene.[72] The two-disc collector's edition DVD contained all the single-disc features and a disc with supplemental material detailing all aspects of the film's production. The collector's-edition film could only be viewed in its original theatrical ratio, and also featured an optional DTS 5.1 track. Both DVD versions, however, contained a Dolby Digital 5.1 track and were THX certified.[72][75] Disney digitally remastered and released Atlantis on Blu-ray on June 11, 2013, bundled with its sequel Atlantis: Milo's Return.[76] Reception Box office Before the film's release, reporters speculated that it would have a difficult run due to competition from Shrek and Lara Croft: Tomb Raider. Regarding the market's shift from traditional animation and competition with CG-animated films, Kirk Wise said, "Any traditional animator, including myself, can't help but feel a twinge. I think it always comes down to story and character, and one form won't replace the other. Just like photography didn't replace painting. But maybe I'm blind to it."[61] Jeff Jensen of Entertainment Weekly noted that CGI films (such as Shrek) were more likely to attract the teenage demographic typically not interested in animation, and called Atlantis a "marketing and creative gamble".[77] With a budget of $100 million,[3] the film opened at #2 on its debut weekend, behind Lara Croft: Tomb Raider, earning $20.3 million in 3,011 theaters.[78] During its second weekend, it would drop into fourth place behind the latter film, Dr. Dolittle 2 and The Fast and the Furious, making $13.2 million.[79] The film's international release began September 20 in Australia and other markets followed suit.[80] During its 25-week theatrical run, Atlantis: The Lost Empire grossed over $186 million worldwide ($84 million from the United States and Canada).[4] Responding to its disappointing box-office performance, Thomas Schumacher, then-president of Walt Disney Feature Animation, said, "It seemed like a good idea at the time to not do a sweet fairy tale, but we missed."[81] Critical response Atlantis: The Lost Empire received mixed reviews from critics,[82][83][84] many of whom criticized its story.[85] The review aggregator website Rotten Tomatoes reports that 48% of 144 professional critics have given Atlantis: The Lost Empire a positive review; the average rating is 5.5/10. The site's consensus is: "Atlantis provides a fast-paced spectacle, but stints on such things as character development and a coherent plot".[86] Metacritic assigned the film a weighted average score of 52 out of 100 based on 29 reviews from critics, indicating "mixed or average" reviews.[87] Audiences polled by CinemaScore gave the film an average grade of "A" on an A+ to F scale.[88] While critics had mixed reactions to the film in general, some praised it for its visuals, action-adventure elements, and attempt to appeal to an older audience. Roger Ebert gave Atlantis three-and-a-half stars out of four. He praised the animation's "clean bright visual look" and the "classic energy of the comic book style", crediting this to the work of Mike Mignola. Ebert gave particular praise to the story and the final battle scene and wrote, "The story of Atlantis is rousing in an old pulp science fiction sort of way, but the climactic scene transcends the rest, and stands by itself as one of the great animated action sequences."[89] In The New York Times, Elvis Mitchell gave high praise to the film, calling it "a monumental treat", and stated, "Atlantis is also one of the most eye-catching Disney cartoons since Uncle Walt institutionalized the four-fingered glove."[90] Internet film critic James Berardinelli wrote a positive review of the film, giving it three out of four stars. He wrote, "On the whole, Atlantis offers 90 minutes of solid entertainment, once again proving that while Disney may be clueless when it comes to producing good live-action movies, they are exactly the opposite when it comes to their animated division."[91] Wesley Morris of the San Francisco Chronicle wrote positively of the film's approach for an older audience: "But just beneath the surface, Atlantis brims with adult possibility."[92] Other critics felt that the film was mediocre in regards to its story and characters, and that it failed to deliver as a non-musical to Disney's traditional audience. Owen Gleiberman of Entertainment Weekly gave the film a C+ rating, writing that the film had "gee-whiz formulaic character" and was "the essence of craft without dream".[93] Kenneth Turan of the Los Angeles Times said the storyline and characterizations were "old-fashioned" and the film had the retrograde look of a Saturday-morning cartoon, but these deficiencies were offset by its "brisk action" and frantic pace.[94] Todd McCarthy of Variety wrote, "Disney pushes into all-talking, no-singing, no-dancing and, in the end, no-fun animated territory."[95] Stephanie Zacharek of Salon wrote of Disney's attempt to make the film for an adult audience, "The big problem with Disney's latest animated feature, Atlantis: The Lost Empire, is that it doesn't seem geared to kids at all: It's so adult that it's massively boring."[96] Rita Kempley of The Washington Post panned the film, calling it a "new-fashioned but old-fangled hash" and wrote, "Ironically Disney had hoped to update its image with this mildly diverting adventure, yet the picture hasn't really broken away from the tried-and-true format spoofed in the far superior Shrek."[97] In 2015, Katharine Trendacosta at io9 reviewed the film and called it a "Beautiful Gem of a Movie That Deserved Better Than It Got" and said that the film deserves more love than it ended up getting.[6] Lindsay Teal considers "Atlantis" to be "a lost Disney classic". Describing the film as highly entertaining, she praises the writing and characterisation – in particular, Sweet, Helga and Kida.[7] In particular, much praise has been given to the character of Kida.[98] Summer has regarded the character of Kida as one of her favourite roles and even considers the character among the official Disney Princess line-up. Themes and interpretations Several critics and scholars have noted that Atlantis plays strongly on themes of anti-capitalism and anti-imperialism. M. Keith Booker, academic and author of studies about the implicit messages conveyed by media, views the character of Rourke as being motivated by "capitalist greed" when he pursues "his own financial gain" in spite of the knowledge that "his theft [of the crystal] will lead to the destruction of [Atlantis]".[99] Religion journalist Mark Pinsky, in his exploration of moral and spiritual themes in popular Disney films, says that "it is impossible to read the movie ... any other way" than as "a devastating, unrelenting attack on capitalism and American imperialism".[100] Max Messier of FilmCritic.com observes, "Disney even manages to lambast the capitalist lifestyle of the adventurers intent on uncovering the lost city. Damn the imperialists!"[101] According to Booker, the film also "delivers a rather segregationist moral" by concluding with the discovery of the Atlanteans kept secret from other surface-dwellers in order to maintain a separation between the two highly divergent cultures.[102] Others saw Atlantis as an interesting look at utopian philosophy of the sort found in classic works of science fiction by H. G. Wells and Jules Verne.[103] Nadia: The Secret of Blue Water controversy When the film was released, some viewers noticed that Atlantis: The Lost Empire was similar to the 1990-91 anime Nadia: The Secret of Blue Water, particularly in its character design, setting, and story.[104] The similarities, as noted by viewers in both Japan and America, were strong enough for its production company Gainax to be called to sue for plagiarism. According to Gainax member Yasuhiro Takeda, they only refrained from doing so because the decision belonged to parent companies NHK and Toho.[105] Another Gainax worker, Hiroyuki Yamaga, was quoted in an interview in 2000 as saying: "We actually tried to get NHK to pick a fight with Disney, but even the National Television Network of Japan didn't dare to mess with Disney and their lawyers. [...] We actually did say that but we wouldn't actually take them to court. We would be so terrified about what they would do to them in return that we wouldn't dare."[105] Although Disney never responded formally to those claims, co-director Kirk Wise posted on a Disney animation newsgroup in May 2001, "Never heard of Nadia till it was mentioned in this [newsgroup]. Long after we'd finished production, I might add." He claimed both Atlantis and Nadia were inspired, in part, by the 1870 Jules Verne novel Twenty Thousand Leagues Under the Seas.[106] However, speaking about the clarification, Lee Zion from Anime News Network wrote, "There are too many similarities not connected with 20,000 Leagues for the whole thing to be coincidence."[107] As such, the whole affair ultimately entered popular culture as a convincing case of plagiarism.[108][109][110] In 2018, Reuben Baron from Comic Book Resources added to Zion's comment stating, "Verne didn't specifically imagine magic crystal-based technology, something featured in both the Disney movie and the too similar anime. The Verne inspiration also doesn't explain the designs being suspiciously similar to Nadia's."[110] Critics also saw parallels with the 1986 film Laputa: Castle in the Sky from Hayao Miyazaki and Studio Ghibli (which also featured magic crystals, and Atlantis directors Trousdale and Wise both acknowledged Miyazaki's works as a major influence on their own work)[104] and with the 1994 film Stargate as Milo's characteristics were said to resemble those of Daniel Jackson, the protagonist of Stargate and its spinoff television series Stargate SG-1 — which coincidentally launched its own spinoff, titled Stargate Atlantis; the plot of the 1994 film is also paralleled involving a group visiting an unknown world, a fictional language made for the other world's people, the main protagonist having apparent knowledge of the people's culture, falling in love with one of the female locals and electing to stay behind when the others return home.[111] Accolades Award Category Name Result 29th Annie Awards[112] Individual Achievement in Directing Gary Trousdale and Kirk Wise Nominated Individual Achievement in Storyboarding Chris Ure Nominated Individual Achievement in Production Design David Goetz Nominated Individual Achievement in Effects Animation Marlon West Nominated Individual Achievement in Voice Acting – Female Florence Stanley Nominated Individual Achievement in Voice Acting – Male Leonard Nimoy Nominated Individual Achievement for Music Score James Newton Howard Nominated 2002 DVD Exclusive Awards[113] Original Retrospective Documentary Michael Pellerin Nominated 2002 Golden Reel Award[114] Best Sound Editing – Animated Feature Film Gary Rydstrom, Michael Silvers, Mary Helen Leasman, John K. Carr, Shannon Mills, Ken Fischer, David C. Hughes, and Susan Sanford Won Online Film Critics Society Awards 2001[115] Best Animated Feature Nominated 2002 Political Film Society[116] Democracy Nominated Human Rights Nominated Peace Nominated World Soundtrack Awards[117] Best Original Song for Film Diane Warren and James Newton Howard Nominated Young Artist Awards[118] Best Feature Family Film – Drama Walt Disney Feature Animation Nominated Related works Main article: Atlantis (franchise) Atlantis: The Lost Empire was meant to inspire an animated television series entitled Team Atlantis, which would have presented the further adventures of its characters. The series would have been akin to an animated steampunk version of The X-Files and feature a crossover with Gargoyles. However, because of the film's underperformance at the box office, the series was not produced.[119] On May 20, 2003, Disney released a direct-to-video sequel titled Atlantis: Milo's Return, consisting of three episodes planned for the aborted series.[120] Disneyland planned to revive its Submarine Voyage ride with an Atlantis: The Lost Empire theme with elements from the movie. These plans were canceled and the attraction was re-opened in 2007 as the Finding Nemo Submarine Voyage, its theme based on the 2003 Pixar film Finding Nemo, which was far more successful commercially and critically.[121] In addition, after the Submarine Voyage's Magic Kingdom counterpart, 20,000 Leagues Under the Sea: Submarine Voyage, closed down in 1994, four years before Disneyland's, there were proposals of a new attraction that would take its place, with one of them a volcano attraction inspired by that film's Vulcania location, being approved for the Magic Kingdom's Adventureland area. Around 1999, during development of Atlantis: The Lost Empire, it was decided that it would be themed to the movie, with it taking place in 1916, two years after the film's events. The ride would have focused on Preston Whitmore, a character from the film, seeking to make Atlantis existence public and offer expeditions to visitors in newly developed vehicles. However, due to mishaps, the vehicles would be forced to make a detour through the lava-filled caverns of the volcano. The attraction would have used a unique hybrid ride system, in which it would start as a standard coaster before the trains hook up to a suspended track midway through to fly through the caverns. The attraction would have been accessed by a new canyon path in between Pirates of the Caribbean and a re-routed Jungle Cruise that would have led to a Whitmore Enterprises base camp at the edge of the Walt Disney World Railroad path, with the mountain itself being built outside the berm. However, like the previous Submarine Voyage retheme, the ride was cancelled due to the film's disappointment in the box office.[122]
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