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Quando Avatar chegou aos cinemas em 2009, não foi apenas um sucesso de bilheteria, foi um divisor de águas na história do cinema. Entre os profissionais responsáveis por dar vida ao universo azul está Mel Quintas, uma brasileira que trabalhou por oito anos diretamente na construção dos efeitos visuais de Avatar 2 e Avatar 3. Cleide Klock, correspondente da RFI em Los Angeles O filme de James Cameron não apenas se tornou o mais lucrativo de todos os tempos – tendo alcançado quase US$ 3 bilhões em bilheteria –, mas também redefiniu os limites dos efeitos visuais e da tecnologia cinematográfica. Agora, com a estreia de Avatar: Fogo e Cinzas, o público volta a Pandora sabendo que, por trás de uma história, há também um espetáculo visual, criado por Cameron e, claro, com o apoio de toda uma equipe criativa que põe em prática as ideias do gênio. Para Mel, tudo começou em 2009, quando ela viu o primeiro filme da saga: “Eu falei, literalmente, ‘é nesse tipo de filme que eu quero trabalhar, nesse tipo de universo'. Eu queria viver naqueles mundos, poder criá-los e trazer entretenimento também para as pessoas”, revelou Mel em entrevista exclusiva à RFI, direto de Hollywood. Na época, ela tinha 18 anos, vivia em Santos e estava se formando no ensino médio. Mesmo ouvindo de professores que deveria “fazer um teste vocacional para seguir um sonho realista e se inscrever no vestibular no Brasil”, a jovem arrumou as malas e partiu para a faculdade de Animação em Orlando. Cidade que logo também ficou pequena para os planos dela, que queria chegar a Hollywood. “Eu sabia que era o lugar certo para estar se eu quisesse seguir nessa carreira. E, graças a Deus, deu tudo muito certo. Uma coisa foi levando à outra coisa. Tive muita sorte mesmo”, conta. Currículo impressionante da brasileira Em Hollywood, logo o primeiro filme em que Mel trabalhou, Invocação do Mal (2013), já foi sucesso de bilheteria, em seguida foi uma superprodução atrás da outra. “No início, eu trabalhei mais na parte de conversão dos filmes para 3D. Na época, era o grande boom. Todo mundo queria fazer todos os filmes em 3D. Eles filmavam em 2D e aí convertíamos para 3D. Trabalhei em Homem de Ferro 3, Guardiões da Galáxia, Star Trek, Star Wars, Planeta dos Macacos, X-Men”, enumera Mel. Mas a lista é bem mais longa. Em 13 anos em Hollywood, a santista já acumula impressionantes 40 filmes no currículo, entre eles alguns dos campeões de bilheteria da última década, e a jornada a Pandora, da qual ela participou nos últimos oito anos. “O mais importante é acreditar. Não deixe que digam para você ser mais realista. Para sair da realidade em que você está, primeiro você precisa acreditar que pode viver em outra”, afirma. Avatar e James Cameron Em Avatar, Mel integrou a equipe responsável por criar as sequências do filme. Na prática, isso significa participar da construção do longa desde a pré-produção. “No nosso caso, era um negócio bem abrangente, porque a gente tinha que fazer de tudo. Estávamos montando o filme, literalmente montando o escopo do filme para ele se tornar alguma coisa. Esse processo começa desde a pré-produção, que a gente chama de pré-visualização de algumas cenas do filme, imaginando como vai ser essa sequência de ação. Uma animação mais rápida, não uma renderização final. Isso inclui capturar os atores no set para ver se estava dando certo, montar as cenas e gravar com câmeras virtuais”, explica. As filmagens começaram em 2017, com regravações, ajustes e trabalho contínuo no departamento do qual Mel fez parte até julho de 2025. A brasileira trabalhou em grande parte das sequências do longa, que tem 3h17min de duração, e acompanhou de perto cada detalhe. Ela fez parte de uma equipe de cerca de 30 pessoas dentro da Lightstorm Entertainment, produtora de James Cameron. E estar nos projetos de Avatar 2 e 3 também significou conviver de perto com o cineasta, considerado um dos mais importantes e visionários da atualidade. “Ele é um gênio. Mais do que isso: ele explica tudo o que está fazendo. Ele gosta de ensinar”, diz Mel. “É uma aprendizagem que vale mais do que qualquer faculdade. Estar perto de uma pessoa assim é surreal. Foi como uma faculdade diária.” Do sonho adolescente ao Oscar O sonho que virou realidade já veio acompanhado de um Oscar. Avatar: O Caminho da Água (2022) venceu o prêmio de Melhores Efeitos Visuais. “No dia seguinte ao prêmio, eu fui dar parabéns ao meu supervisor, que foi quem recebeu o Oscar, e ele me disse: ‘Esse prêmio é de todos nós; não existe esse prêmio sem vocês'. Acho que a gente não recebe esse reconhecimento em todos os lugares; aqui tem muito disso”, diz a brasileira. E tudo indica que a equipe vai estar, de novo, na festa do Oscar em 15 de março de 2026. O filme que estreou nesta semana nos cinemas brasileiros acaba de aparecer na lista dos dez pré-selecionados para disputar - novamente - na categoria de Melhores Efeitos Visuais. “Eu estou feliz que faço parte de algo tão grandioso com uma história sobre família e que a gente pode celebrar juntos todos esses anos de trabalho. Sempre tem momentos altos e baixos, mais altos. Mas é bom poder ser recompensada de alguma forma. Não é nem sobre ganhar o prêmio, mas saber que a gente fez parte disso e chegamos lá”, conclui Mel Quintas.
Quando Avatar chegou aos cinemas em 2009, não foi apenas um sucesso de bilheteria, foi um divisor de águas na história do cinema. Entre os profissionais responsáveis por dar vida ao universo azul está Mel Quintas, uma brasileira que trabalhou por oito anos diretamente na construção dos efeitos visuais de Avatar 2 e Avatar 3. Cleide Klock, correspondente da RFI em Los Angeles O filme de James Cameron não apenas se tornou o mais lucrativo de todos os tempos – tendo alcançado quase US$ 3 bilhões em bilheteria –, mas também redefiniu os limites dos efeitos visuais e da tecnologia cinematográfica. Agora, com a estreia de Avatar: Fogo e Cinzas, o público volta a Pandora sabendo que, por trás de uma história, há também um espetáculo visual, criado por Cameron e, claro, com o apoio de toda uma equipe criativa que põe em prática as ideias do gênio. Para Mel, tudo começou em 2009, quando ela viu o primeiro filme da saga: “Eu falei, literalmente, ‘é nesse tipo de filme que eu quero trabalhar, nesse tipo de universo'. Eu queria viver naqueles mundos, poder criá-los e trazer entretenimento também para as pessoas”, revelou Mel em entrevista exclusiva à RFI, direto de Hollywood. Na época, ela tinha 18 anos, vivia em Santos e estava se formando no ensino médio. Mesmo ouvindo de professores que deveria “fazer um teste vocacional para seguir um sonho realista e se inscrever no vestibular no Brasil”, a jovem arrumou as malas e partiu para a faculdade de Animação em Orlando. Cidade que logo também ficou pequena para os planos dela, que queria chegar a Hollywood. “Eu sabia que era o lugar certo para estar se eu quisesse seguir nessa carreira. E, graças a Deus, deu tudo muito certo. Uma coisa foi levando à outra coisa. Tive muita sorte mesmo”, conta. Currículo impressionante da brasileira Em Hollywood, logo o primeiro filme em que Mel trabalhou, Invocação do Mal (2013), já foi sucesso de bilheteria, em seguida foi uma superprodução atrás da outra. “No início, eu trabalhei mais na parte de conversão dos filmes para 3D. Na época, era o grande boom. Todo mundo queria fazer todos os filmes em 3D. Eles filmavam em 2D e aí convertíamos para 3D. Trabalhei em Homem de Ferro 3, Guardiões da Galáxia, Star Trek, Star Wars, Planeta dos Macacos, X-Men”, enumera Mel. Mas a lista é bem mais longa. Em 13 anos em Hollywood, a santista já acumula impressionantes 40 filmes no currículo, entre eles alguns dos campeões de bilheteria da última década, e a jornada a Pandora, da qual ela participou nos últimos oito anos. “O mais importante é acreditar. Não deixe que digam para você ser mais realista. Para sair da realidade em que você está, primeiro você precisa acreditar que pode viver em outra”, afirma. Avatar e James Cameron Em Avatar, Mel integrou a equipe responsável por criar as sequências do filme. Na prática, isso significa participar da construção do longa desde a pré-produção. “No nosso caso, era um negócio bem abrangente, porque a gente tinha que fazer de tudo. Estávamos montando o filme, literalmente montando o escopo do filme para ele se tornar alguma coisa. Esse processo começa desde a pré-produção, que a gente chama de pré-visualização de algumas cenas do filme, imaginando como vai ser essa sequência de ação. Uma animação mais rápida, não uma renderização final. Isso inclui capturar os atores no set para ver se estava dando certo, montar as cenas e gravar com câmeras virtuais”, explica. As filmagens começaram em 2017, com regravações, ajustes e trabalho contínuo no departamento do qual Mel fez parte até julho de 2025. A brasileira trabalhou em grande parte das sequências do longa, que tem 3h17min de duração, e acompanhou de perto cada detalhe. Ela fez parte de uma equipe de cerca de 30 pessoas dentro da Lightstorm Entertainment, produtora de James Cameron. E estar nos projetos de Avatar 2 e 3 também significou conviver de perto com o cineasta, considerado um dos mais importantes e visionários da atualidade. “Ele é um gênio. Mais do que isso: ele explica tudo o que está fazendo. Ele gosta de ensinar”, diz Mel. “É uma aprendizagem que vale mais do que qualquer faculdade. Estar perto de uma pessoa assim é surreal. Foi como uma faculdade diária.” Do sonho adolescente ao Oscar O sonho que virou realidade já veio acompanhado de um Oscar. Avatar: O Caminho da Água (2022) venceu o prêmio de Melhores Efeitos Visuais. “No dia seguinte ao prêmio, eu fui dar parabéns ao meu supervisor, que foi quem recebeu o Oscar, e ele me disse: ‘Esse prêmio é de todos nós; não existe esse prêmio sem vocês'. Acho que a gente não recebe esse reconhecimento em todos os lugares; aqui tem muito disso”, diz a brasileira. E tudo indica que a equipe vai estar, de novo, na festa do Oscar em 15 de março de 2026. O filme que estreou nesta semana nos cinemas brasileiros acaba de aparecer na lista dos dez pré-selecionados para disputar - novamente - na categoria de Melhores Efeitos Visuais. “Eu estou feliz que faço parte de algo tão grandioso com uma história sobre família e que a gente pode celebrar juntos todos esses anos de trabalho. Sempre tem momentos altos e baixos, mais altos. Mas é bom poder ser recompensada de alguma forma. Não é nem sobre ganhar o prêmio, mas saber que a gente fez parte disso e chegamos lá”, conclui Mel Quintas.
Último APPLEaks de 2025 y no podía terminar de otra manera: TODO FILTRADO.En este episodio vertiginoso repasamos las filtraciones más fuertes del año, decisiones históricas que hoy pasan factura, errores que pudieron cambiar la industria… y un futuro que ya no es rumor: es roadmap.Hablamos de la crisis de RAM, del paper open source de Apple que convierte fotos 2D en experiencias 3D reales, del Tesla que Apple pudo comprar y no quiso, del supuesto éxodo de ingenieros, del MacBook con chip A18, de la redistribución global del silicio, del iPhone plegable, de las gafas tipo Ray-Ban, del iPhone del 20 aniversario, y de la gran pregunta que nadie quiere responder:
This episode of the Physics World Weekly podcast features Guangyu Zhang. Along with his colleagues at the Institute of Physics of the Chinese Academy of Sciences, Zhang has bagged the 2025 Physics World Breakthrough of the Year award for creating the first 2D metals. In a wide-ranging conversation, we chat about the motivation behind the team’s research; the challenges in making 2D metals and how these were overcome; and how 2D metals could be used to boost our understanding of condensed matter physics and create new technologies. I am also joined by my Physics World colleague Matin Durrani to talk about some of the exciting physics that we will be showcasing in 2025. Physics World‘s coverage of the Breakthrough of the Year is supported by Reports on Progress in Physics, which offers unparalleled visibility for your ground-breaking research.
“Mega Man X4” é um marco da era 32-bit, trazendo ação rápida e precisa com um visual 2D caprichado no PlayStation e Sega Saturn. Os gráficos apostam em sprites detalhados e efeitos vibrantes, com fases variadas que vão de bases futuristas a ambientes naturais em colapso. A trilha sonora energética dá identidade a cada estágio, mantendo o ritmo acelerado do começo ao fim. O gameplay refina a fórmula clássica da série, com dash, upgrades e a busca por armaduras que mudam totalmente o jeito de jogar. A grande novidade é poder escolher entre X e Zero, oferecendo estilos de combate bem diferentes e incentivando rejogabilidade. A história adiciona um tom mais dramático, com cutscenes e conflitos envolvendo Reploids, caçadores e guerra iminente. “Mega Man X4” segue lembrado como um dos episódios mais completos e carismáticos da franquia, equilibrando desafio, velocidade e estilo.
Solving the Unstructured Data Challenge: Preparing Manufacturing for the AI Revolution Industry 4.0 has illuminated the transformative impact of real-time shop floor data. However, vast repositories of historical engineering and supply chain data, traditionally confined to back-office systems, continue to be underutilized. To fully leverage the capabilities of AI, integration of these disparate data sources is imperative. This includes critical information residing in various forms, such as sensor readings, machine logs, customer feedback, and especially legacy 2D drawings, handwritten notes, and "tribal knowledge" trapped within the minds of experienced professionals. Traditional data processing methods often struggle to make sense of this hidden treasure, leading to inefficiencies, missed opportunities, and a hindrance to true digital transformation. American manufacturers are facing immense pressure, from intensifying global competition and economic uncertainty to skilled labor shortages and the impending retirement of senior engineers who hold decades of undocumented institutional knowledge. To thrive, manufacturers must unlock the full potential of their data and embrace the AI revolution. This webinar will delve into how manufacturing companies can overcome these pervasive unstructured data challenges and strategically prepare for an AI-driven future. Join us to discover how to transform fragmented data into actionable insights, enhance cross-functional collaboration, and drive unprecedented efficiency and innovation. What You'll Learn: The Criticality of Unstructured Data: Understand why traditional data processing methods fail to extract valuable insights from diverse unstructured sources, from drawings to machine logs. AI as a Game-Changer: Explore how Artificial Intelligence (AI), including machine learning and natural language processing (NLP), is emerging as a key enabler for structuring and utilizing unstructured data, augmenting human capabilities, and driving manufacturing evolution. Building a Data Foundation for AI: Discover how to digitize your entire archive of drawings, including old hand-drafted and scanned documents, and link them with crucial supply chain, quality, and procurement data to create a comprehensive "data lake". Democratizing Knowledge with AI-Powered Insights: Learn how advanced search capabilities, including patented similarity search (based on part shape) and keyword search, can empower all employees, from new hires to seasoned veterans, to instantly find relevant designs, pricing history, and supplier information, reducing reliance on individual memory or tedious manual searching. Achieving Tangible Business Outcomes: See how solving the unstructured data challenge directly leads to reduced costs, optimized supplier relationships, faster RFQ responses, improved design quality, accelerated time-to-market, and enhanced decision-making across procurement, engineering, and sales. Navigating the Future of Manufacturing: Gain insights into how embracing AI and a data-driven culture can position your organization at the forefront of the industrial revolution, fostering continuous improvement and sustainable growth. This webinar will provide practical strategies and real-world examples, demonstrating how transforming your data assets can create new value and drive long-term success. Meet Your Presenters: Chris Cope, VP of Engineering at CADDi: As VP of Engineering at CADDi, Chris will highlight strategies for leveraging AI to transform unstructured data and illuminate pathways for enhanced collaboration across engineering, procurement, and manufacturing teams. Aaron Lober, VP of Marketing at CADDi: Bringing deep expertise in the transformative power of manufacturing intelligence platforms, Aaron will highlight how cutting-edge technology directly addresses industry pain points and unlocks competitive advantages. Philip Carpenito, Former Chief Procurement Officer at L3Harris: As a leader in procurement for a major industrial organization, Philip will share invaluable insights into the strategic challenges and opportunities within complex supply chains, emphasizing the critical role of data-driven decision-making in optimizing procurement processes and supplier relationships. Don't miss this opportunity to revolutionize your approach to data and prepare your manufacturing operations for the AI revolution. Speakers: Chris Cope: VP of Engineering, CADDi | Aaron Lober: Vice President of Marketing, CADDi | Philip Carpenito: Former Chief Procurement Officer, L3Harris Sponsored by: CADDi Visit https://advancedmanufacturing.org/webinars for more webinars and an interactive experience with visuals.
The UFC arrives in AEC. And we're live from the AEC Octagon.In the very first episode of our brand-new Bricks & Bytes Debates series, we are trading PR statements for sparring gloves. We're putting two industry heavyweights head-to-head to battle out one of the hottest topics in construction: Has AI actually solved estimating?In this no-holds-barred contester series, our contenders took the gloves off to represent the extreme Bull and Bear cases for Artificial Intelligence:• In the Red Corner: Mike "Mighty" Powers (Co-Founder, BuildVision), arguing that LLMs have solved the extraction problem and the industry needs to embrace the "Waymo" era of automation.• In the Blue Corner: Luigi "The Stinger" La Corte (Co-Founder, Provision), arguing that estimating is more than just counting symbols - and that without 100% accuracy, AI is still just a student driver.Moderated by the referee of reason, Patric "Praying For Exits" Hellermann, this debate moves through three grueling rounds: - Round 1: The Tech. Can LLMs actually count and measure complex drawings, or are they just guessing? - Round 2: The Accuracy Gap. Is 80% accuracy "good enough" to change the industry, or is "trust but verify" just a nice way of saying "do it yourself"? - Round 3: The Liability. In a world of design-bid-build, who takes the fall when the AI misses a scope gap? Tune in to uncover:• The "Waymo" Strategy: Why waiting for perfect AI is a mistake, and how to leverage the "self-driving" mindset to reduce takeoff times by 90% today.• The Hidden Liability Loophole: Why architects and engineers could solve the estimating crisis instantly by sharing models—and the legal reason they never will.• Symbols vs. Language: Learn the fundamental technical limitation preventing LLMs from reading 2D drawings like a human, and when we can expect "Visual Language Models" to catch up.• The Subcontractor's Dilemma: Why "Design Intent" matters more than counting linear feet, and why subs might actually be wasting time on granular takeoffs.• A "Bribe" for Better Data: One listener's hilarious (but practical) suggestion for how to finally get the Revit model from the design team.Who will deliver the knockout punch? Tune in to decide for yourself.Chapters 00:00 Intro01:48 Introduction to Bricks and Bytes Debates 04:07 Opening Statements and Context Setting 06:51 Technical Feasibility of AI in Estimating 09:57 Practical Applications and Limitations of AI 12:59 Customer Expectations and Accuracy in AI Solutions 15:57 The Role of Human Oversight in AI Estimation 18:43 Future of AI in Construction Estimation 38:23 Navigating the Self-Driving Debate 41:19 The Evolution of AI in Estimating 43:32 Trust and Liability in Construction 46:13 The Role of Liability in AI Adoption 49:22 The Future of Estimators in AI 53:34 Rebuttals and Admissions: A Critical Discussion 59:39 The Current State of AI in Estimating
Una nueva investigación publicada en Nature acaba de aclarar la naturaleza de las placas tectónicas. No consiste sólo en "tener placas" o "no tenerlas", sino que hay estados intermedios. De hecho, han identificado hasta seis estados tectónicos distintos. Y lo más increíble: sugieren que Venus, nuestro vecino infernal, podría estar ahora mismo pasando por el mismo tipo de adolescencia que la Tierra vivió hace 4.000 millones de años. Hasta ahora, pensábamos en esto de forma binaria: o tenías Tectónica de Placas, o tenías una Tapa Estancada , como Marte. Pero la realidad, como suele pasar en ciencia, es mucho más compleja y rica en matices. Los investigadores han utilizado superordenadores para simular la evolución térmica de los planetas rocosos, procesando miles de variables en modelos 2D. Y lo que han encontrado es que hay todo un abanico de posibilidades, una "zona gris" entre estar quieto y moverse frenéticamente, que incluye seis fases distintas de la corteza.
Construction at Animal Kingdom's upcoming Encanto attraction is finally starting to pop above the fence line, and Jim and Len do what they do best - stare at aerial photos until they start seeing ride-height changes and possible “big thing” anchors. Then the show veers into a surprisingly tight math problem: is it actually cheaper for an American couple to fly to Japan and do Tokyo Disney than it is to do a weekend at Walt Disney World? (Spoiler: the internet is almost right, which is somehow worse.) NEWS• Aerial photos suggest the Encanto ride site at Animal Kingdom may include a ride-height change (and at least one very suspicious hole in the ground).• Orange County tourist tax collections hit a new record for October, up 15 percent year over year - yes, people are still going to Orlando.• Disney Cruise Line Port Canaveral numbers show strong October sailings - Disney Magic at 81 percent occupancy, Treasure and Wish at 89 percent.• Hallmark and Disney team up for the first in-park holiday movie, “Holiday Ever After: A Disney World Wish Come True,” arriving in 2026.• Disney's surprise AI headline: a reported $1 billion OpenAI investment tied to Disney characters appearing in Sora, and what Disney might really be building toward. FEATURE• Why Remy's Ratatouille Adventure (and its Paris counterpart) reportedly switched from 3D to 2D - guest comfort, visibility, and the ongoing cost of 3D glasses.• The long history of Disney's ever-changing 3D eyewear “story names,” from MuppetVision safety goggles to opera glasses and beyond.• The wild near-miss: Avatar: Flight of Passage allegedly came close to becoming 2D, and how producer Jon Landau pushed back. For this episode's full show notes, click here. HOSTS• Jim Hill - IG: @JimHillMedia | X: @JimHillMedia | Website: JimHillMedia.com• Len Testa - IG: @len.testa | Website: TouringPlans.com FOLLOW• Facebook: JimHillMediaNews• Instagram: JimHillMedia• TikTok: JimHillMedia PRODUCTION CREDITSEdited by Dave GreyProduced by Eric Hersey - Strong Minded Agency SPONSORThis episode's Disney-ish News is sponsored by UnlockedMagic.com - from our friends at DVCRentalStore.com. If you would like to sponsor a show on the Jim Hill Media Podcast Network, reach out today. Learn more about your ad choices. Visit megaphone.fm/adchoices
Construction at Animal Kingdom's upcoming Encanto attraction is finally starting to pop above the fence line, and Jim and Len do what they do best - stare at aerial photos until they start seeing ride-height changes and possible “big thing” anchors. Then the show veers into a surprisingly tight math problem: is it actually cheaper for an American couple to fly to Japan and do Tokyo Disney than it is to do a weekend at Walt Disney World? (Spoiler: the internet is almost right, which is somehow worse.) NEWS• Aerial photos suggest the Encanto ride site at Animal Kingdom may include a ride-height change (and at least one very suspicious hole in the ground).• Orange County tourist tax collections hit a new record for October, up 15 percent year over year - yes, people are still going to Orlando.• Disney Cruise Line Port Canaveral numbers show strong October sailings - Disney Magic at 81 percent occupancy, Treasure and Wish at 89 percent.• Hallmark and Disney team up for the first in-park holiday movie, “Holiday Ever After: A Disney World Wish Come True,” arriving in 2026.• Disney's surprise AI headline: a reported $1 billion OpenAI investment tied to Disney characters appearing in Sora, and what Disney might really be building toward. FEATURE• Why Remy's Ratatouille Adventure (and its Paris counterpart) reportedly switched from 3D to 2D - guest comfort, visibility, and the ongoing cost of 3D glasses.• The long history of Disney's ever-changing 3D eyewear “story names,” from MuppetVision safety goggles to opera glasses and beyond.• The wild near-miss: Avatar: Flight of Passage allegedly came close to becoming 2D, and how producer Jon Landau pushed back. For this episode's full show notes, click here. HOSTS• Jim Hill - IG: @JimHillMedia | X: @JimHillMedia | Website: JimHillMedia.com• Len Testa - IG: @len.testa | Website: TouringPlans.com FOLLOW• Facebook: JimHillMediaNews• Instagram: JimHillMedia• TikTok: JimHillMedia PRODUCTION CREDITSEdited by Dave GreyProduced by Eric Hersey - Strong Minded Agency SPONSORThis episode's Disney-ish News is sponsored by UnlockedMagic.com - from our friends at DVCRentalStore.com. If you would like to sponsor a show on the Jim Hill Media Podcast Network, reach out today. Learn more about your ad choices. Visit megaphone.fm/adchoices
Los boys reciben a Eliu Bueno, dominicano trabajando para EA dirigiendo todo el arte 2D para juegos como Battlefield 6, viene y nos cuenta un poco de como es trabajar en un major publisher, y lo que hay que saber pa llegar ahí. Se ta jugando
Differentiating a dystonic head tremor from a head tremor in essential tremor can sometimes be diagnostically challenging. In this episode, Dr. Mitra Afshari interviews Dr. Jung Hwan Shin and Prof. Beomseok Jeon on their investigation into the rhythmicity and sinusoidality of head tremors in cervical dystonia versus essential tremor using simple 2D video recordings. We'll hear about how their findings fit their original hypotheses and potential future work that the group has been brainstorming. Journal CME is available until November 26, 2026 Read the article.
Dan Willers is the founder of Yellow Mouse Studios based in Devon. As a 2D and 3D designer and animator he has worked for some of the coolest companies around including Aardman and Paramount.As well as Yellow Mouse, Dan also runs a Community Interest Company, 'Animate Devon', to support the animation and creative community in the county. This provides talks and education, skill sharing, project collaboration, work opportunities and other support/outreach projects to everyone who is on the journey into animation. Whether that's a student, a graduate or a 20's years in professional.Website: Yellowmousestudios.co.ukWebsite: Animatingdevon.comhttps://www.instagram.com/yellowmousestudios/linkedin.com/company/yellow-mouse-studios-ltdThis episode is very kindly sponsored by The Content Consultancy, founded by Content Confidence Coach, Kate Llewellyn. Tell me, are you a business owner who finds content creation overwhelming or inconsistent?It's time to stop doing what you think you "should" or "must." It's time to start doing your marketing, your way!Kate helps serious entrepreneurs and business leaders cut through the noise to build a powerful content strategy that actually drives growth.Join her membership, The Confident Content Creators Club, for the structure and clarity you need to Plan with Purpose and Create Content with Confidence.Ready for an immediate mindset shift?Grab Kate's free, four-day Content Confidence Audio Series. It's designed to instantly help you identify your limiting beliefs and the specific barriers stopping your content creation success.Sign up today and stop letting self-doubt drive your business marketing: thecontentconsultancy.com/content-confidence-audio
Seismic data is basically ultrasound for the Earth, and once you hear how it works, you can't unsee it. We break down how sound waves travel underground, bounce off rock layers, and come back with clues about what's hiding below, oil, gas, faults, and everything in between. From thumper trucks and geophones to how geophysicists turn squiggly lines into real decisions, this conversation keeps things simple, visual, and occasionally funny. It's a plain-English look at the science beneath our feet and how modern tools (including AI) are changing the way we explore and understand the subsurface.Click here to watch a video of this episode.Join the conversation shaping the future of energy.Collide is the community where oil & gas professionals connect, share insights, and solve real-world problems together. No noise. No fluff. Just the discussions that move our industry forward.Apply today at collide.ioClick here to view the episode transcript. 00:00 - Intro00:55 - What is Seismic Data?04:21 - 2D vs 3D Seismic Imaging09:16 - Seismic Data Collection Methods14:33 - Visualizing Seismic Data17:49 - Interpreting Seismic Data20:54 - Processing Seismic Data24:07 - Applications of Seismic Data27:46 - Seismic vs Coring Techniques30:40 - Future of Seismic Technology33:26 - Offshore Seismic Exploration36:05 - Seismic Data Under Ocean Floor37:40 - Depth Capabilities of Seismic Data39:30 - AI in Seismic Analysis44:05 - Time-Depth Conversion Explained45:27 - Fault Interpretation Techniques47:30 - Velocity Modeling in Geophysics49:00 - Post-Stack Inversion Processhttps://twitter.com/collide_iohttps://www.tiktok.com/@collide.iohttps://www.facebook.com/collide.iohttps://www.instagram.com/collide.iohttps://www.youtube.com/@collide_iohttps://bsky.app/profile/digitalwildcatters.bsky.socialhttps://www.linkedin.com/company/collide-digital-wildcatters
¡Bienvenidos a otra intro de Héroes! En esta oportunidad ¡tenemos noticias!: cerró el mítico estudio "Gainax", tuvimos el primer ¿teaser? trailer para "Supergirl", vuelve la edición original de Star Wars (1977) a los cines para su 50° aniversario, Disney firma contrato con Open IA a la vez que prometen volver a la animación 2D (?!), Paramount bloquea (por ahora) la compra de Warner Bros. por parte de Netflix, ¡y más! ▶ Encontranos en nuestras redes: IVOOX: https://bit.ly/3vKq8FE SPOTIFY: https://spoti.fi/3hJzh9g INSTAGRAM: https://www.instagram.com/heroes.radio Cafecito: https://cafecito.app/heroesradio Apple Podcast: https://bit.ly/3VkP3fV Google Podcast: https://bit.ly/3vgwM8U
Colossians 4:2 DEVOTE yourselves to prayer, being watchful and thankful. (NIV) Romans 12:12 Be joyful in hope, patient in affliction, FAITHFUL in prayer. (NIV) 1 Thessalonians 5:17 pray continually, (NIV) Luke 18:1 Always pray and never give up. (NIV) 1. KEEP CIRCLING FOR SPIRITUAL BREAKTHROUGH Acts 1:14 They all joined together CONSTANTLY IN PRAYER, along with the women and Mary the mother of Jesus, and with his brothers. (NIV) Luke 11:13 If you then, though you are evil, know how to give good gifts to your children, how much more will your Father in heaven give the Holy Spirit to those who ASK HIM!” (NIV) 2. KEEP CIRCLING TO BREAKTHROUGH OBSTACLES Joshua 6:1-5 Now the gates of Jericho were securely barred because of the Israelites. No one went out and no one came in. 2 Then the Lord said to Joshua, “See, I have delivered Jericho into your hands, along with its king and its fighting men. 3 March around the city once with all the armed men. Do this for six days. 4 Have seven priests carry trumpets of rams’ horns in front of the ark. On the seventh day, march around the city seven times, with the priests blowing the trumpets. 5 When you hear them sound a long blast on the trumpets, have the whole army give a loud shout; then the wall of the city will collapse and the army will go up, everyone straight in.” (NIV) 4 QUICK LESSONS ON HOW TO CIRCLE OBSTACLES FOR A BREAKTHROUGH 2A. SECURELY SHUT DOES NOT STOP GOD 2B. SEE WHAT GOD SEES Joshua 6:2 “Then the Lord said to Joshua, “SEE, I have delivered Jericho into your hands, along with its king and its fighting men.” (NIV) 2C. SEEING LEADS TO A FAITH THAT DOES NOT STOP 2D. SPEAK TO THE OBSTACLE Mark 11:22–24 “Have faith in God,” Jesus answered. 23 “Truly I tell you, if anyone SAYS TO THIS MOUNTAIN, ‘Go, throw yourself into the sea,’ and does not doubt in their heart but believes that what they SAY will happen, it will be done for them. 24 Therefore I tell you, whatever you ask for in prayer, believe that you have received it, and it will be yours. (NIV) 3. KEEP CIRCLING FOR FAMILY BREAKTHROUGH Luke 1:6-7 Both of them were righteous in the sight of God, observing all the Lord’s commands and decrees blamelessly. 7 But they were childless because Elizabeth was not able to conceive, and they were both VERY OLD. (NIV) Luke 1:13 But the angel said to him: Do not be afraid, Zechariah; YOUR PRAYER HAS BEEN HEARD. Your wife Elizabeth will bear you a son, and you are to call him John. (NIV)
Retrosoft Studios CEO, Mike Hermann, returns to spill the beans on the future of Retromania Wrestling as well as the fans' reception to its latest DLC release, which boasts the inclusion of the legendary Macho Man Randy Savage, Magnum T.A., Demolition and the Rock n' Roll Express and much more! RetroSoft Studios is the independent developer/publisher behind RetroMania Wrestling: The fast-paced, 2D sprite-based, arcade-styled grappler and official sequel to 90's arcade cl WWF Wrestlefest! In addition to hard hitting, intense wrestling action, the game also features a cameo from your favorite, gaming podcast crew in one of the background arenas! To keep up-to-date with the latest developments from RetroSoft Studios, check out the links below:https://www.retromaniawrestling.com/https://store.steampowered.com/app/1252300/RetroMania_Wrestling/https://www.nintendo.com/us/store/products/retromania-wrestling-switch/https://www.instagram.com/retrosoftstudios/https://www.tiktok.com/@retrosoftstudioshttps://twitter.com/retrosoftstudiohttps://www.facebook.com/retrosoftstudioshttps://www.threads.net/@retrosoftstudiosLevel 857 Video Game Podcast Ep-386: Back to the Ring: The Future of RetroMania Wrestling!00:00 - Intro03:06 - Back to the Ring: The Future of RetroMania Wrestling!1:23:27 - Indie Game of the Week Spotlight - The Messenger1:28:54 - Netflix Considers Warner Bros. Games To Be Pretty Much Worthless1:36:17 - Skyrim's Nintendo Switch 2 Port Faces Backlash From Fans1:42:58 - Games Played Discussion - Marvel Cosmic Invasion, Neon Inferno - 1:52:51 - Choc played Marvel Rivals, Claire Obscure Expedition 331:57:10 - Stal played Claire Obscure Expedition 332:11:00 - Turb played Metroid Prime 4, Sonic Racing Crossworlds2:17:55 - Stikz played Ninja Gaiden 4If you enjoyed the podcast and would like to show support, feel free to do so in any of the following ways below:(1) Subscribe and share this podcast with close friends/family(2) Rate/Review us on your preferred podcasting platform: https://podcasters.spotify.com/pod/show/level857(3) Become a member on either Fourthwall or Patreon for exclusive perks and discounts on merch! https://www.857ent.com/#membership(4) Hit the bell and subscribe to our live podcast and multiplayer, co-op gaming channel: https://goo.gl/Zy9RTD***Special shout out to all of our supporters, especially our Boss Level Members***John L.
SYRACUSE ARTIST WINS INTERNATIONAL ILLUSTRATION CONTEST Upcoming Hollywood Awards Event HOLLYWOOD, CA - Syracuse, Utah artist Tray Streeter is a winner in the L. Ron Hubbard Illustrators of the Future Contest earning him a trip to Hollywood for a week-long master-class workshop, an awards event and his illustration will be published in the international bestselling anthology, L. Ron Hubbard Presents Writers of the Future Volume 42. Tray Streeter grew up in Syracuse, Utah. Like many children, he spent much of his childhood drawing, though he was especially interested in still lifes. That fascination with technique deepened in his teenage years after he received a set of oil paints for Christmas, leading him to study the works of John Singer Sargent and Caravaggio. Portraiture became his passion, one that continues to influence his work today. It was not until adulthood, when he began working digitally, that he turned his attention to sci-fi and fantasy art. The genre offered him the freedom to create artworks that exist beyond reality. Influenced by artists like Frank Frazetta and Alex Ross, he aims to combine both the drama and technique of classical painting with the sleek, contemporary possibilities of digital art. Currently, Tray is attending Weber State University, pursuing a BFA in Art with a 2D emphasis. After graduation, he hopes to continue his studies at the School of the Art Institute of Chicago. Ultimately, he aspires to illustrate for Dungeons & Dragons, work on cover illustration for comics, and develop his own original concepts. The Writers of the Future Contest judges include Tim Powers (author of On Stranger Tides), Kevin J. Anderson and Brian Herbert (Dune prequel series), Robert J. Sawyer (The Oppenheimer Alternative), Brandon Sanderson (Mistborn series, The Stormlight Archive), Larry Niven (Ringworld), Orson Scott Card (Ender's Game), Nnedi Okorafor (Who Fears Death), Hugh Howey (Wool), and Katherine Kurtz (Deryni series) to name a few. The Illustrators of the Future Contest judges include, Bob Eggleton (11 Chesley Awards and 9 Hugo Awards), Larry Elmore (Dungeons & Dragons book covers), Echo Chernik (graphic designs for major corporations including Celestial Seasonings tea packaging), Rob Prior (art for Spawn, Heavy Metal comics and Buffy the Vampire Slayer), Ciruelo (Eragon Coloring Book). Following the 1982 release of his internationally acclaimed bestselling science fiction novel, Battlefield Earth, written in celebration of 50 years as a professional writer, L. Ron Hubbard created the Writers of the Future (writersofthefuture.com) in 1983 to provide a means for aspiring writers of speculative fiction to get that much-needed break. Due to the success of the Writers of the Future Contest, the companion Illustrators of the Future Contest was inaugurated five years later. In the 42 years of the Writers of the Future Contest, there have been 571 winners and published finalists. The past winners of the Writing Contest have published 2,000 novels and nearly 6,300 short stories. They have produced 36 New York Times bestsellers, and their works have sold over 60 million copies. In the 37 years of the Illustrators of the Future Contest, there have been 418 winners. The past winners of the Illustrating Contest have produced over 6,800 illustrations, 390 comic books, graced 700 books and albums with their art, and visually contributed to 68 television shows and 40 major movies. The Writers of the Future Award is the genre's most prestigious award of its kind and has now become the largest, most successful, and demonstrably most influential vehicle for budding creative talent in the world of speculative fiction. Since its inception, the Writers and Illustrators of the Future contests have produced 41 anthology volumes
Retro and current gen gaming chat, with Trev and Stu, its the Console Shockcast! A little late to the party, but Trev and Stu finally celebrate the 20th birthday of the greatest Xbox of all time—the Xbox 360! Released in November 2005, the 360 pioneered a host of features that would become industry-standard: built-in online play, DLC, achievements, robust multimedia support, wireless controllers, a full digital marketplace, and much more. In this episode: How Xbox 360 changed the industry: From achievements to digital distribution, the features that set the template for modern consoles. Speculation on the upcoming Steam Machine's potential high price Stu's thoughts on Metroid Prime 4 Reacting to the early reveals of Xbox 360 hardware and launch-window games Why the Xbox 360 wireless controller was (and still is) legendary The Red Ring of Death — and how Xbox survived one of gaming's biggest hardware crises Did the Kinect spark the decline of the Xbox brand? Surprisingly solid backward compatibility with the OG Xbox How digital downloads revived short, 2D-style games via Xbox Live Arcade Check out Trev and Al’s other podcast where they reminisce about a different episode of Star Trek every month! : https://longrangesensors.com/episodes Intro/Outro Music – Turn The Page (Tutorial Theme) – Ridge Racer Type 4 (1998) – Sony Playstation – Composer(s): Hiroshi Okubo
What if the tools we use to test cancer drugs don't behave like human tumors at all? That's the question that pushed Ghazaleh Madani, CEO and co-founder of CanChips, to build one of the most compelling innovations in oncology today: tumor-on-a-chip platforms that replicate human tumor biology with unprecedented accuracy. In this episode, we explore how microfluidics, 3D co-cultures, endothelial layers, and real-time biosensing combine to replace outdated 2D cultures and reduce reliance on animal models. The result: faster, more predictive cancer drug testing — and a pathway toward truly personalized oncology. Our sponsor:
Bonus content! We dig into the vault from season 2's Patreon exclusives to give you this lil gem!This episode was the second half of the recording from season 2 episode 14 entitled Sex Talk! Along with references to John Harvey Kellog, Rob, Colin, and Kevin talk AirBnb horror stories, museumification, Dr. Seuss. We also break down some of our nightmarish tour stories from when we all were trying to be musicians.Speaking of music, don't forget to stay tuned til the end for track five of the Nostalgia Pit Patreon exclusive release entitled Toxic Crusaders. This one's titled Blimp and features Bellingham emcee Heist.At this time, we want to thank our sponsors StrangeLoop Animation. A brand new visual arts company specializing in 2D traditional animation, the founders of Strangeloop have been supporters of the show since day one. As they are now supporters of our show, we are now supporters of their art, so make sure to go check them out on instagram @strangeloopanimation (all one word).EtsyLinktreeYoutubesong at end of episode: Dave Niehaus - The Toxic Crusaders feat. HeistInstagram:@madshroommc@ruining_your.childhood@feral_williams@aralessbmn@blackmagicnoize206@strangeloopanimation
This episode of the Physics World Weekly podcast features a lively discussion about our Top 10 Breakthroughs of 2025, which include important research in quantum sensing, planetary science, medical physics, 2D materials and more. Physics World editors explain why we have made our selections and look at the broader implications of this impressive body of research. The top 10 serves as the shortlist for the Physics World Breakthrough of the Year award, the winner of which will be announced on 18 December. Links to all the nominees, more about their research and the selection criteria can be found here. Physics World‘s coverage of the Breakthrough of the Year is supported by Reports on Progress in Physics, which offers unparalleled visibility for your ground-breaking research.
An airhacks.fm conversation with Stanislav Bashkyrtsev (@sbashkirtsev) about: scientific software for chemists and drug discovery, peaksel flagship software for analyzing mass spectrometer data, parsing binary instrument formats up to gigabytes in size, mass spectrometry measuring molecular weights using electric fields and detectors, daltons as mass units, isotope patterns for molecule identification, storing experimental data in PostgreSQL with potential big data challenges, S3 storage solutions, drug discovery process from hit identification to molecule modifications, molecular libraries and combinatorial chemistry, enumeration of molecular structures in computers, synthesis reactions mixing reactants with solvents and various conditions, liquid handlers and laboratory automation challenges, return on investment issues in early drug discovery automation, lab of the future concepts, Molbrett product combining excalidraw with chemical structure drawing capabilities, SMILES format for representing molecular structures as strings, graph-based molecular formats storing atom connections and bond types, 2D vs 3D molecular visualization preferences, Meve centralized event system for tracking molecular experiments across different software systems, ETL processes for data integration, Crystalline software for documenting protein crystallography experiments, protein structure determination using X-ray crystallography, Synchrotron facilities for high-energy X-ray generation, crystal growing conditions and documentation, fishing crystals with microscope and lasso wands, liquid nitrogen cooling for crystal preservation, Java backend, JavaScript frontend, minimal dependencies approach, six-person team structure, sponsorship business model for open source scientific software development, free updates for sponsors, subscription model for non-sponsors, checkout: https://elsci.io Stanislav Bashkyrtsev on twitter: @sbashkirtsev
Todo lo que tienes que saber a nivel de impuestos, cómo montar una empresa S.L., el pacto de socios, cómo calcular el dinero que pedirle a un publisher, cuándo hacerse autónomo... Porque hacer videojuegos no es solo hacer videojuegos. Estamos en manos de la industria.-Pide más información del máster en arte 2D y 3D de videojuegos: https://www.unir.net/diseno/master-arte-2d-3d-videojuegos/Compra Los Secretos de Shadow Moses: https://amzn.to/4aGSzbW-Abogada Gamer: https://www.linkedin.com/in/yasmina-isabel-gonzalez-m%C3%BCller/IP Helpdesk: https://intellectual-property-helpdesk.ec.europa.eu/regional- a El podcast de AbogadaGamer: https://www.youtube.com/@AbogadaGamerTalos Abogados: https://talosabogados.com/-The Shadowed Rune en Steam: https://store.steampowered.com/app/2892040/The_Shadowed_Rune/Runeomicon en Steam: https://store.steampowered.com/app/3160570/Runeomicon/
Join the HG101 gang as they discuss and rank an impressive, yet confusing demake of Mega Man X and Mega Man X2. Then stick around for VIP: Starring Pamela Anderson as Vallery Irons, a Playstation game based off of the comedic bodyguarding TV series! This weekend's Patreon Bonus Get episode will be JAZZ JACKRABBIT 2 — a cult classic sequel to Epic's 2D platformer series! 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. 2025 © 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.
Join me (Anna Stone) and Dalton Hessel of the Northern Nerd as we discuss 1999's The Iron Giant. In this episode, Dalton shares why this is one of his favorite movies, we compare worst moments, and have the same thoughts on live action casting of the Giant himself. Follow on Instagram @stonestoptens and @_thenorthernnerd_Follow on TikTok @thenorthernnerdEmail stonestoptens@gmail.comKeywordsThe Iron Giant, 2D animation, Disney movies, Dalton Hessel, Anna Stone, themes, movie analysis, nostalgia, Cold War, friendship, The Iron Giant, animation, character analysis, voice acting, emotional storytelling, costume design, soundtrack, modern casting
Full Video: https://open.spotify.com/episode/6DmyE1TZrx68fRM1YWSZI1?si=_6WDIljDS1q1fAKfYQZW2gLinktree: https://linktr.ee/AnalyticJoin The Normandy For Additional Bonus Audio And Visual Content For All Things Nme+! Join Here: https://ow.ly/msoH50WCu0KAnalytic Dreamz plays Marvel Tokon Fighting Souls for the first time in this Notorious Mass Effect segment. Witness one of the few real-time love creations as his initial hatred transforms into deep appreciation for the 2D tag-team fighting game developed by Arc System Works and published by PlayStation Studios.Dive into the closed beta action on PlayStation 5, featuring an expanded roster of eight playable characters including new additions Spider-Man and Ghost Rider alongside Captain America, Iron Man, Storm, Doctor Doom, Ms. Marvel, and Star-Lord. Test your skills across fresh stages like X-Mansion and Savage Land, with rollback netcode enabling smooth online lobbies, versus CPU modes, spectator functionality, and uninterrupted 72-hour access from December 5-7, 2025.Originally debuted at EVO 2025 with early builds, Marvel Tokon Fighting Souls builds hype for its 2026 launch on PS5 and PC, prioritizing competitive FGC play with intuitive mechanics, balance updates from prior tests, and Marvel characters reimagined for tag-team battles.Join Analytic Dreamz for authentic reactions to Marvel Tokon Fighting Souls closed beta gameplay, roster breakdowns, stage details, and why this fighter is turning skeptics into fans. Support this podcast at — https://redcircle.com/analytic-dreamz-notorious-mass-effect/donationsPrivacy & Opt-Out: https://redcircle.com/privacy
Linktree: https://linktr.ee/AnalyticJoin The Normandy For Additional Bonus Audio And Visual Content For All Things Nme+! Join Here: https://ow.ly/msoH50WCu0KAnalytic Dreamz dives deep into Avatar Legends: The Fighting Game revival in this Notorious Mass Effect segment. Once shelved by Maximum Entertainment in late 2024, Gameplay Group International (GGI)—founded by veterans Victor Lugo (ex-Killer Instinct lead at Iron Galaxy) and Philip Mayes (former Mighty Kingdom MD)—acquired and revived it alongside Them's Fightin' Herds and Diesel Legacy. Developed with Paramount/Nickelodeon, this hand-drawn 2D 1v1 fighter boasts rollback netcode, cross-play, a movement-centric Flow System, support characters for specials, single-player campaign, and 12 launch roster stars: Aang, Korra, Zuko, Katara, Sokka, Toph, Azula + more. Summer 2026 on PS4/PS5, Xbox Series X|S, Switch 2, Steam. Closed alpha (Dec 5-7, Americas) buzzes with fluid combat true to Avatar: The Last Airbender/Legend of Korra animation. Wishlist now—Analytic Dreamz unpacks the comeback story, gameplay, and FGC potential. Support this podcast at — https://redcircle.com/analytic-dreamz-notorious-mass-effect/donationsPrivacy & Opt-Out: https://redcircle.com/privacy
Scientists have made a nano breakthrough with a huge potential impact - one that puts printable electronics on the horizon. The scientists have solved a long-standing mystery governing the way layered materials behave, which has yielded a universal, predictive framework for the future of the 2D semiconductor industry [Friday 5th December 2025]. Imagine wearable health sensors, smart packaging, flexible displays, or disposable IoT controllers all manufactured like printed newspapers. The same technology could underpin communication circuits, sensors, and signal-processing components made entirely from solution-processed 2D materials. But until now, finding and developing the 2D materials that could enable such devices was largely trial and error. We hadn't known why some layered materials "electrochemically exfoliate" into nanosheets while others fail completely. Electrochemical exfoliation uses an electrical current to force ions into the layers of a bulk material, weakening the forces that hold them in shape, and causing the material to form thin, 2D nanosheets, if successful - some of which have myriad uses. "Because there has never been the means to predict which materials will behave like this, and produce nanosheets with the properties we need to unlock various applications, only a handful of 2D materials have ever been processed into networks of printed 2D transistors," said Dr Tian Carey, a newly appointed Royal Society-Research Ireland Research Assistant Professor from Trinity College Dublin's School of Physics and AMBER, the Research Ireland Centre for Advanced Materials and BioEngineering Research. "Here, we've shown that we can unlock dozens of new 2D semiconductors. We've already fabricated state-of-the-art printed transistors with over 10 new materials, unlocking new circuits for the first time. these include printed digital-to-analogue converters and BASK communication circuits, which are capable of encoding digital messages into high-frequency signals - the fundamental building blocks of modern computing." The key seemingly lies in ensuring "in-plane stiffness" is higher than out-of-plane stiffness. This represents a measure of how resistant the material is to deformation when put under pressure from different perspectives (in-place being along the material; out-of-plane being perpendicular). The research, led by Dr Tian Carey, in collaboration with Prof. Jonathan Coleman and colleagues, now has a predictive framework pinpointing the stiffness thresholds required for successful exfoliation across many different materials. Using this, they created high-aspect-ratio nanosheet inks and built working transistors and circuits from them, including the first printed DACs and communication circuits. Dr Carey added: "It's very exciting to imagine a new wave of electronic innovations, all of which could be manufactured like printed newspapers one day in the future. In theory, this approach could yield abundant low-cost, flexible, and high-performance 2D electronics." "We now also understand from this work that each transistor's performance is limited by junctions between semiconductors rather than by defects within the semiconductors themselves, which is important in helping us direct future efforts. With this in mind, our next step will be to reduce the impact of these 'flake-to-flake' junctions to unlock the next big performance jump." Other collaborating institutions on this work include Politecnico di Milano, TU Delft, EPFL, and UCT Prague. The project received funding from the European Union's Horizon Europe research and innovation programme, for example via the HYPERSONIC project awarded to Prof. Coleman, AMBER; via a Marie Sk?odowska-Curie Individual Fellowship (project MOVE); and a Royal Society-Research Ireland University Research Fellowship (project THINK). Dr Carey recently secured a prestigious Royal Society University Research Fellowship (URF) to build an independent research group in Trinity. URFs, awarde...
In this week's episode we are once again discussing data, digital tools and the use of artificial intelligence and the way that it's set to transform infrastructure performance.My guest today is Nathan Marsh, Senior Vice President for Europe, Middle East, Africa at software giant Bentley Systems, someone who has, to be honest, been immersed in tech challenges in one shape or another for his entire career in infrastructure. So Nathan is well placed to shed light on the way – and the pace - technology is shaping the sector.We are chatting today at the Bentley's Year in Infrastructure 2025 conference in Amsterdam where Nathan has been discussing, amongst other things, the transformative role technology in shaping the future of national infrastructure.There is no question that over the last two decades the use and power of digital systems has evolved from basic 2D drawing tools, through the evolution of Building Information Modelling to give us the kind of software tools that are at last truly changing the way that engineers approach the design, construction and management of infrastructure assets.And as we have heard recently on previous episodes of the Infrastructure Podcast, in the short time since generative AI tools such ChatGPT have emerged and become mainstream, there is absolutely no doubt in anyone's minds that AI is now taking every aspect of that technology revolution up a notch.Notwithstanding the clear – and potentially well founded – fears around the unintended consequences of accelerating the use of AI technology, few can rule out the potential for change that is around the corner. Certainly, the use of technology to provide better tools, smarter workflows and more connected data is key to changing and improving the outcomes generated in return for the vast investment planned for infrastructure – but how?So let's get a bit more practical insight into what this technology might hold for infrastructure design, construction and management sector.Resources Bentley Systems Year in Infrastructure 2025UK government 10 year Infrastructure StrategyNathan Marsh Linked InBentley Systems website1st Battalion Welsh Guards Birmingham Moseley Rugby ClubLondon Welsh Rugby Football Club
Full Video: https://open.spotify.com/episode/3eWFBc8yxkBixifTRIEP9R?si=_JzzRlTjShSTGJXid9tb8ALinktree: https://linktr.ee/AnalyticJoin The Normandy For Additional Bonus Audio And Visual Content For All Things Nme+! Join Here: https://ow.ly/msoH50WCu0KAnalytic Dreamz plays Marvel Tokon Fighting Souls for the first time in this Notorious Mass Effect segment. Witness one of the few real-time love creations as his initial hatred transforms into deep appreciation for the 2D tag-team fighting game developed by Arc System Works and published by PlayStation Studios.Dive into the closed beta action on PlayStation 5, featuring an expanded roster of eight playable characters including new additions Spider-Man and Ghost Rider alongside Captain America, Iron Man, Storm, Doctor Doom, Ms. Marvel, and Star-Lord. Test your skills across fresh stages like X-Mansion and Savage Land, with rollback netcode enabling smooth online lobbies, versus CPU modes, spectator functionality, and uninterrupted 72-hour access from December 5-7, 2025.Originally debuted at EVO 2025 with early builds, Marvel Tokon Fighting Souls builds hype for its 2026 launch on PS5 and PC, prioritizing competitive FGC play with intuitive mechanics, balance updates from prior tests, and Marvel characters reimagined for tag-team battles.Join Analytic Dreamz for authentic reactions to Marvel Tokon Fighting Souls closed beta gameplay, roster breakdowns, stage details, and why this fighter is turning skeptics into fans. Support this podcast at — https://redcircle.com/analytic-dreamz-notorious-mass-effect/donationsPrivacy & Opt-Out: https://redcircle.com/privacy
With Metroid Prime 4 dropping mere hours before we recorded, we went for the next best thing: a bunch of games from the late 90s! Tune in for talk of Analogue 3D, Radiant Silvergun, Viewpoint 2064, 2D gaming on the PS1, and more—plus some current-century stuff like Ball x Pit and Lumines Arise. Time — Topic Discussed 01:00 – Nicknames 05:42 – Radiant Silvergun 13:15 – Viewpoint 2064 21:30 – Analogue 3D 39:48 – Nicknames 42:44 – Ball x Pit 48:50 – Lumines Arise 51:22 – News: Game Awards Statue, Dead Rising rumors, and more!
Time to start the yearly roundup! 2025 was a year of collabs, special anniversaries, new adventures and plenty of awesome live shows for male seiyuu artists and 2D group/franchises.In this episode, let's cover some of the biggest news of the year.
El lore explicado de Metal Gear nos lleva a Metal Gear 2, una pieza clave para comprender quién es Snake y quién es Liquid. -Metal Gear A Juego Lento desde el principio: https://youtu.be/6E-rdkH-_T8?si=_PY6yLkVTPKBIQzVComprar Los Secretos de Shadow Moses: https://amzn.to/4ozW0o0Pedir más información del máster en arte 2D y 3D de UNIR: https://www.unir.net/diseno/master-arte-2d-3d-videojuegos/
Join this DM Radio episode as Eric Kavanagh interviews David Flynn of Hammerspace and Mark Madsen of Third Nature. Together they dig into the latest breakthroughs in high-performance computing and data architecture, explore the rise of NVMe technology, Hammerspace's impressive IO500 benchmark results, and why Linux continues to anchor modern data platforms. Learn about the evolution from 2D to 3D file-system architectures and how standards-based, turnkey data layers are powering the next generation of AI and enterprise workloads.
The hallowed halls of Disniversity aren't quite ready to re-open for the Comeback Era – so for now, film journalist Ben Travis and animation academic Dr. Sam Summers are taking a first trip into the post room to answer your listener questions. You sent in tons of Qs – on Disney, animation, academia and beyond – so here are the long-awaited As. Will Disney ever go 2D again? Who should appear in an Avengers-style line-up of Disney characters? And what is Sam's job, really? All that, plus Ben yearns for a new Flubber, there's repeated use of the word ‘chicanery', and prepare for the ultimate showdown: Mr. Bug Goes To Town vs. Uncle Stiltskin. Next episode: Another special episode. Coming soon: The Princess And The Frog! Disniversity is brought to you by Ben Travis (@benstravis) and Sam Summers (@samsummers0), with art by Olly Gibbs and music by Nafets. Follow us on Twitter and Instagram at @disniversity. This podcast is not affiliated with Disney. — Welcome to Disniversity, the podcast crash course through the history of Disney's animated classics, with film journalist Ben Travis and animation academic Dr. Sam Summers. Each week, we'll be moving forward in time through the legendary Walt Disney Animation Studios catalogue, watching every feature film in chronological order – from Snow White to Zootropolis 2. Watch along with us, and listen as we explore each film's historical context, advances in animation and lasting legacy, and talk about how they stand up today.
In this all new ParkTalk Alicia and 'Naynay talk about the new Zootopia: Better Zoogether 3D show at Animal Kingdom, the recent 2D conversion for the Ratatouille ride at EPCOT, and Jollywood Nights at Hollywood Studios.'Naynay Insta: https://www.instagram.com/withnaynay'Naynay X: https://x.com/Naynay3655 Alicia Social Links: https://alicia.socialSubscribe on YouTube: https://www.youtube.com/@ThemeParkStopSupport on Patreon: https://www.patreon.com/ThemeParkStop
David Jiang, CEO of VITURE, joins Charlie, Ted, and Rony for a special Black Friday episode to discuss the breakout year for "display glasses" and why his company is betting on gamers, not just enterprise, to drive mass adoption. With VITURE now hitting shelves at Best Buy and flashing on billboards along Silicon Valley's Highway 101, Jiang reveals the data behind the device's surprising "stickiness"—average daily users are logging nearly three hours a day, often to play console games in bed or on the couch to avoid "social pressure" from family over occupying the main TV.The conversation dives deep into the hardware reality check: why David believes "smart glasses" (like Meta Ray-Bans) and high-fidelity "display glasses" (like VITURE/XREAL) won't merge into a single device for another decade. He breaks down the physics of weight thresholds—40g for all-day wear, 80g for session-based viewing, and 200g for full headsets—and explains why trying to force high-end compute into a Ray-Ban form factor today is a fool's errand. David also unpacks VITURE's new real-time 2D-to-3D AI conversion and why he views Android XR as the inevitable "destiny" for the open ecosystem.In the news segment, the hosts debate Casio's $600 AI hamster "Moflin" (cute but annoying), analyze why Snapchat can't monetize despite hitting 1 billion users, and discuss Disney's new autonomous robots roaming the parks.Guest HighlightsVITURE enters mainstream retail: Now available at Best Buy, marking a shift from niche tech to consumer electronics."Secretly sticky" usage data: Active users average 2 hours 50 minutes daily; top 5% users hit 10+ hours/day replacing monitors.The "At-Home Mobility" Insight: Gamers aren't just using glasses on planes—they use them to play Steam Deck/Switch in bed while partners watch TV.Real-time AI 2D-to-3D: New feature converts legacy content (YouTube, photos, retro games) into 3D on the fly.Weight Philosophy: Defines strict form-factor limits: 40g (glasses), 80g (media visor), 200g (VR headset).News HighlightsCasio's Moflin AI Pet—Charlie reviews the $600 emotional support robot; cute, but drives the dog crazy.Snapchat hits 1 Billion Users—massive reach milestone, yet the hosts debate why they still can't monetize like Meta.Disney's AI Robotics—autonomous characters like the "frozen snowman" begin roaming parks.Android XR & Samsung—Google Maps AR updates and the "Gear VR" revival signal a major ecosystem shift for 2026.Subscribe for weekly insider perspectives from veterans who aren't afraid to challenge Big Tech. New episodes every Tuesday. Watch full episodes on YouTube. Thanks to our sponsor Zappar! Hosted on Acast. See acast.com/privacy for more information.
Join me (Anna Stone) and guest host Jenna Tobin as we discuss 1997's Anastasia. In this episode, we consider the historical inaccuracies as beneficial to the film, randomly break into song, and have a very unhinged yet basic live action casting.Follow on Instagram @stonestoptensEmail stonestoptens@gmail.comKeywordsAnastasia, Disney, 2D animation, historical inaccuracies, favorite scenes, character analysis, nostalgia, Russian history, themes, movie review, Anastasia, character performances, costume design, musical highlights, animation quality, live action casting
Don't try and get any sort of nest egg going, because all it'll do is get your teeth knocked out. That's the lesson I've learned from this episode. Aqua Teen art director and character designer Todd Redner joins the show to give us invaluable information behind the creation of Creature from Plaque Lagoon — he'll trade one fact for every tooth you'll offer him. We're talkin' Tooth Fairy lore, Todd seeing his 2D characters in 3D on Zombie Ninja Pro-Am, and making Wongburger — oops, sorry; Chatterman — in his new tooth form. Other topics discussed include how real life doesn't always look real in art, corporations only wanting to make cartoons for as cheap as possible, and getting in trouble with your mom for posting cartoon wieners on your blog. I also think I figured out who is actually voicing Wongburger, but.... I just don't know anymore, man. R E F E R E N C E S• Nathan Churney & Joshua Mullinax Interview: https://www.dancingisforbidden.com/nathan-churney-joshua-mullinax-interview-athf-animators-sfx-laser-lenses-concept/• Stock blood graphic used in Aqua Teen (& 100000 other things): https://motionarray.com/stock-motion-graphics/blood-spray-on-alpha-777142/• Craig Hartin on Meat Kingdom: https://www.youtube.com/watch?v=vCxsJd3Azc8&list=PLjdzPwC4g4M6X3CaKqI0BclNU-_mlMlyD&index=1• Those Cats: https://www.thosecats.org/G U E S T
Insights from Avi Aflalo, CEO of Simplex Mapping SolutionsIn a recent episode of The Thoughtful Entrepreneur, host Josh Elledge interviews Avi Aflalo, CEO and Co-Founder of Simplex Mapping Solutions Ltd., to explore how advanced 3D immersive mapping is reshaping real estate development, design, planning, and sales. Drawing from his background as a marathon runner, Avi explains how endurance, preparation, and vision fuel innovation—and how Simplex 3D is helping developers, architects, municipalities, and buyers make smarter, faster, and more confident decisions. This article breaks down the key themes, insights, and practical takeaways from their discussion.How Simplex 3D Is Reimagining the Built WorldAvi begins by sharing how marathon running prepared him for entrepreneurship—highlighting the importance of preparation, consistency, and long-term focus. That same mindset drives the vision behind Simplex 3D, a platform offering hyper-realistic, data-rich, immersive environments where users can explore entire neighborhoods before construction begins. Avi explains how Simplex 3D combines visual accuracy with powerful decision-support tools—like pricing insights, zoning analytics, air rights evaluation, mortgage estimates, and sunlight analysis—giving developers, architects, and municipalities a single source of truth for planning.He also details why 3D visualization is becoming essential in real estate, noting that traditional spreadsheets, 2D renderings, and static floor plans fail to communicate the full picture. Immersive 3D creates emotional engagement for buyers, reduces uncertainty, enhances design accuracy, and speeds up collaboration across planning teams and municipal stakeholders. With over 150 municipalities using the platform in Israel, Simplex 3D is already proving how unified visual systems dramatically accelerate approvals and improve transparency.Avi discusses real-world applications across the entire real estate lifecycle—from acquisition and planning to architectural design and sales. Developers can make faster land decisions, architects can design within real-world contexts, city officials can evaluate proposals collaboratively, and brokers can use 3D models to close multimillion-dollar deals on the spot by instantly showing future views or development impacts. He also shares Simplex 3D's rapid global expansion into the U.S. and Europe and outlines how professionals can get started with demos, consultations, and custom-built models through www.simplex3d.com.About Avi AflaloAvi Aflalo is the CEO and Co-Founder of Simplex Mapping Solutions Ltd. With a background in marathon running and a passion for innovation, Avi leads the global expansion of Simplex 3D's immersive mapping technology. Connect with Avi on LinkedIn: https://il.linkedin.com/in/avi-aflalo-15249110About Simplex 3DSimplex Mapping Solutions is a global leader in 3D immersive mapping technology, offering data-rich visualization tools that transform how developers, architects, municipalities, and buyers interact with real estate projects. Learn more at: www.simplex3d.comLinks Mentioned in This EpisodeSimplex 3D Website: https://www.simplex3d.comAvi Aflalo LinkedIn:
Bonus content! We dig into the vault from season 2's Patreon exclusives to give you this lil gem!It's a blast from the past! No, we do not have Brendan Frasier on the pod, but we do have birth trauma! That's right; in this episode Colin, Kevin, and Rob dig into the mother scoby of all anxiety.We also get into some salacious sex club talk, theology, Bond theme songs, and Colin presents a philosophical conundrum, asking: if you had to be, how you would choose to be murdered? Last but not least, we've got Song Spelunker Vol. 1.5!, digging into Madonna's Like A Prayer.At this time, we want to thank our sponsors StrangeLoop Animation. A brand new visual arts company specializing in 2D traditional animation, the founders of Strangeloop have been supporters of the show since day one. As they are now supporters of our show, we are now supporters of their art, so make sure to go check them out on instagram @strangeloopanimations (all one word).Also, thank you to the Outsiders Social Club Podcast for our commercials today. Make sure you find them @OSCpodcast on the ever-dwindling Twitter, and give Mr. Pants some love on us.And don't forget: make sure you stay tuned until the end of the episode for track four of the Nostalgia Pit Patreon exclusive release: Toxic Crusaders. This song is called Studious.Alrighty, then. Here we go: Non-Sexual Orgies & The Considerate Murderer.EtsyLinktreeYoutubePlaybacksong at end of episode: Studious - The Toxic CrusadersInstagram:@madshroommc@ruining_your.childhood@feral_williams@aralessbmn@blackmagicnoize206@strangeloopanimation
And we wrap up this feature of me recommending 2D groups that newcomers should check out. In this episode, let's cover groups and bands that have a repertoire filled with fast-paced, intense, and passionate songs.Groups mentioned:- SolidS (Tsukipro)- KAGARIBI (Dear Vocalist)- Veronica (Dear Vocalist)This is an unscripted episode of the podcast.
Jon Jordan talk to Verse8 creator JC Kim about the genAI game-making platform, which is now live for professionals and noobs. [3:15] How JC Kim first met Delabs' co-CEO James Joonmo Kwon as a mentor.[6:05] Why JC Kim started work on a generative AI game-making tool, which became Verse8.[7:20] Verse8 includes coding, 2D image generation, background music and 3D model generation.[8:10] The game sector's biggest issue is production costs. GenAI reduces this by 90%.[10:06] This means developers can try more ideas and be more [10:20] This is particularly important for web3 developers who want to rewards players with tokens. [11:56] Using AI, anyone can make mini-games and apps around an IP, which enables real community.[15:53] One element of Verse8 is the ability for users to recast or "spin" existing games.[19:15] Verse8 can generate a complete multiplayer game for around $10-$20. [21:50] Verse8 can suppport both professional game devs and inexperienced users (kids!).[28:35] Creators can also choose to launch tokens, effectively memecoins.[31:45] Delabs Games is already using Verse8 to develop new titles.
A Note from James:Tye Sheridan is one of my favorite actors. You might know him as Cyclops in the X-Men movies (Apocalypse, etc.) or as the lead in Ready Player One—which is not only a great movie but also one of my favorite sci-fi books. One of his first films was Mud with Matthew McConaughey.What I didn't realize: since 2016, while still acting, Tye has also been a serious AI entrepreneur. He and Nikola Todorovic co-founded AI-powered VFX/CGI company, Wonder Dynamics, now an Autodesk company, that built AI tools to make visual effects more accessible.I wanted them both on to talk about how AI will change filmmaking—potentially letting someone like me make a movie that would normally cost hundreds of millions because of VFX—and, just as important, how Tye balanced being a movie star and an entrepreneur at the same time. I also wanted Nikola's take on where AI is going and whether it will take jobs. Fascinating conversation ahead—here are Tye Sheridan and Nikola Todorovic.Episode Description:James sits down with actor–founder Tye Sheridan and VFX director Nikola Todorovic to unpack how their company's AI tools (now part of Autodesk) are changing what small teams can pull off—and what that means for studios, budgets, and actual stories. They trace the path from stitching 360° GoPro rigs and a VR proof-of-concept… to a first demo for Steven Spielberg… to a platform that lets indies do big-look work without big-studio burn. You'll hear clear, non-hyped answers on where text-to-video fits, why they focus on editable 3D over black-box 2D, and a candid take on the only moat that still matters: writing something people care about.What You'll Learn:A workable cost model for VFX-heavy projects: where 10× savings can come from—and where they can't.How to run “lean” on real productions: recruiting cross-disciplinary talent and sequencing funding without chasing hype cycles.3D pipelines vs. text-to-video: why pros need full control of lighting, camera, and performance—and how Sora-style tools can still complement the workflow.Story first, always: the audience forgives limited budgets—not lazy scripts.A pragmatic future for studios and indies: expanding voices without erasing human actors or craft.Timestamped Chapters:[00:02:00] “Hollywood is nervous”: James frames the AI anxiety he's hearing in studio rooms.[00:03:01] A note from James: why Tye's career (from Mud to Ready Player One) made him the right guest—plus Nikola's VFX roots.[00:06:03] Tree of Life to tech startup: meeting on set, Chivo's influence, and early curiosity about tools.[00:13:46] DIY 360° & the Spielberg audition: the VR demo, a $10k experiment, and a first product pitch to Steven.[00:20:12] The question everyone asks: will AI erase studio jobs—or expand what smaller teams can make?[00:24:00] Distribution changed—financing didn't: presales, streaming, strikes, and why a bigger shift is still coming.[00:27:12] Reality check on budgets: VFX vs. SFX, and how a $100M effects bill could land near $10M.[00:36:02] Running lean + real backers: Founders Fund, MaC VC, Horizons; hiring for overlap (CV/ML/VFX/eng).[00:37:44] From waitlist to workflows: who used the platform first, and a TV case where weeks became days.[00:42:12] Sora vs. 3D pipelines: where text-to-video fits—and why pros avoid black-box 2D for final shots.[01:00:45] “A decade of procrastination”: the founders joke about building a company to avoid writing their own film—then set sights on making it.Additional Resources:Tye Sheridan — filmography and roles (Ready Player One, X-Men). WikipediaNikola Todorovic — Co-founder, Wonder Dynamics (Autodesk company). linkedin.comAutodesk acquires Wonder Dynamics — press release (May 21, 2024). Autodesk NewsAutodesk Flow Studio (formerly Wonder Studio) — product page & docs. AutodeskReady Player One (2018). WikipediaThe Card Counter (2021). WikipediaThe Tree of Life (2011) & Emmanuel “Chivo” Lubezki. IMDbSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Ghost retornou de terras italianas com saudades das paisagens, temperatura e comidas. Na companhia dele, falamos dos indicados ao Game Awards de 2025, os 20 anos de Xbox 360, como tem sido a recepção de Black Ops 7 e mais.Participantes:Guilherme JacobsHeitor De PaolaAssuntos abordados:00:00 - Ghost voltou da Itália14:00 - Os indicados ao Game Awards36:00 - Preço do Xbox Series pode aumentar novamente41:00 - O lançamento morno de Call of Duty: Blacks Ops 747:00 - Vampire Crawlers e outros destaques do Xbox Partner Preview59:00 - Segundo Yves Guillemot, IA Generativa será um salto maior do que a ida do 2D ao 3D1:13:00 - 20 anos de Xbox 360Vai comprar jogos na Nuuvem? Use o link de afiliado do Overloadr!Use nosso link de filiado ao fazer compras na Amazon Hosted on Acast. See acast.com/privacy for more information.
In this week’s episode of group chat, Rosie is joined by entertainment critic Amelia Emberwing and Joelle to break down why Wicked: For Good falls short of its potential. Then they discuss The Might Nein, the latest show from the incredible team at Critical Role. Finally, Carmen joins to make the case for why Metroid games should stay 2D platformers. Follow Amelia on Instagram Follow Jason: IG & Bluesky Follow Rosie: IG & Letterboxd Follow X-Ray Vision on Instagram Join the X-Ray Vision DiscordSee omnystudio.com/listener for privacy information.
This week's NSO Game of the Week is Metroid Fusion, and we're diving into why this GBA classic still stands out today.In this episode, we cover:• Fusion's development and the shift toward story-driven design• The tense SA-X encounters and how they influenced modern Metroid• The GameCube–GBA link feature and its connection to Metroid Prime• Why Fusion remains one of the most important 2D entries in the seriesNext week's NSO pick: Metroid Zero MissionShare your favorite Metroid Fusion memory in the comments.Content Creation Gear https://n64josh.com/elgato use code N64JoshFor ad-free episodes, subscribe here. https://anchor.fm/nintendo-power-cast/subscribeConnect with meMy Nintendo Switch Recommendations: http://n64josh.com/amazonDiscord: http://n64josh.com/discord Twitch: https://twitch.com/n64josh Tiktok: https://tiktok.com/n64josh Twitter: https://twitter.com/n64josh
What if math could feel like play?