Podcasts about synergists

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Best podcasts about synergists

Latest podcast episodes about synergists

Autumn's Oddities
Biosphere Madness

Autumn's Oddities

Play Episode Listen Later Jan 12, 2024 59:41


In the 1990s, a group of self-proclaimed hippies spent two years sealed inside a dome called Biosphere 2. Their glass-protected utopia turned out to be anything but, as they ended up nearly starving and gasping for air.SOURCEShttps://www.vulture.com/2020/05/spaceship-earth-review-biosphere-2-documentary.htmlhttps://www.thedailybeast.com/spaceship-earth-tells-the-wild-story-of-biosphere-2-steve-bannons-eco-cult-disasterhttps://biosphere2.org/about/about-biosphere-2https://www.washingtonpost.com/archive/lifestyle/1992/01/08/biosphere-2-bogus-new-world/f2de366a-ed63-42a0-ae39-0393db18ea46/?utm_term=.5f1efce4d751https://www.britannica.com/topic/Biosphere-2https://dartmouthalumnimagazine.com/articles/biosphere-2-what-really-happenedhttps://spj.science.org/doi/10.34133/2021/8067539

Catholicism in the Car
13. Synergism vs. Monergism (Regarding Free Will)

Catholicism in the Car

Play Episode Listen Later Jun 10, 2022 10:41


This episode looks at the debates within Christian History (particularly those debates that preceded and followed the Protestant Reformation) between the Synergists and the Monergists, who try to resolve the conflict between man's free will and God's will. We looks specifically at the issues between Calvinism and Arminianism; as well as other Protestant theologies and how they relate to Catholic theology on this issue. Find Catholicism in the Car on: Anchor, Spotify, Google Podcasts, Podchaser, Audible, Amazon Music, Castbox, Radio Republic, Player FM, and Stitcher. Also find us on: Youtube: https://www.youtube.com/channel/UCeCdyv4dtHnU4504ILGOQTg Twitter: https://twitter.com/PZCatechesis Locals: https://catholicisminthecar.locals.com/ View my blog at: https://www.parkerzurbuch.com/ Contact me via email at: parkerzurbuchcatechesis@gmail.com --- Support this podcast: https://anchor.fm/parker-zurbuch6/support

CEO Doctor Podcast
[Guest Expert] Dr. Bonnie Wilson: Expansive Leadership

CEO Doctor Podcast

Play Episode Play 58 sec Highlight Listen Later Mar 7, 2022 26:44


The demands of leadership are constantly changing. At the ground level, it can feel like you've been blindsided or entirely off the map altogether. But our evolution as leaders follows a predictable pattern. And if you know and understand that pattern, you'll excel as a leader with a fraction of the heartaches and headaches.That's what this month's podcast series is all about. I'm going to show you the distinct stages a founder goes through as they grow their organization and their leadership.More importantly, I will show you the transition points and the thresholds that stand between each stage. Today, we are focusing on the transition phase from The Fractional CEO to Expansive Leadership with our guest expert, Dr. Bonnie Wilson.Dr. Bonnie is an emergency department nurse, now focusing on helping others make conscious choices as life should not be lived as an emergency.  Self-awareness and emotional intelligence are topics where she excels and where she has successfully coached executive leaders.  Her sense of humor allows her to say the "hard stuff" while remaining candid yet respectful.  Dr. Bonnie's coaching outlook is grounded in her view that the "glass is always half-full." She encourages her clients to maintain their priorities to stay spiritually, mentally, and physically healthy. Her own priorities of God, health, family than work guide her decision-making. I mentioned in this episode the importance to start with a strong operator and, depending on your goals, you may only need a Certified DOO to get you to the next stage. Our Certified DOOs are natural Operators who are taught the skillsets to be strong Processors and Synergists as well. For those emerging groups looking to scale, eventually, you'll need all 4 of these leadership styles in your organization.Not exactly sure where you are at and what's the best next step to take for your organization? Book a call and let's talk!

The MoveNow Chiropractor
Ep: 272: Want Your Patients to “GET IT”? (Explain Overactive Synergists)

The MoveNow Chiropractor

Play Episode Listen Later Mar 19, 2021 27:12


Admit it; your patients don't follow your recommendations for one of 3 reasons: 1- They don't trust you 2- They don't trust that your methods will work 3- They don't trust themselves to follow through A great way to further build trust and rapport, is to break down unfamiliar principles by making them familiar.  This post isn't meant to be a communication lesson necessarily, but more of a clinical summary of understanding common talking points that help your patients understand (aka: blow their minds because it FINALLY makes sense).   Here's a few: Common patterns of inactivity/weakness Overactive synergists  Reciprocal inhibition   More resources: Watch the demo: demo.movenowu.com Student Demo: demo.movenowu.com/prepared Get the free book: book.movenowu.com Dominate PI: pi.movenowu.com Website: movenowu.com Schedule: https://demo.movenowu.com/schedule-now

Mindgarden's
Episode 22: "Synergists and Antagonists"

Mindgarden's "Stress-Less" Podcast

Play Episode Listen Later Jun 15, 2020 6:19


In this episode, I discuss the roles of support that we use to overcome and face challenge.

antagonists synergists
Matt's Movie Lodgecast

This week we cover the brand new documentary Spaceship Earth which explores the creation of a self-engineered replica of Earth's ecosystem, called Biosphere 2. We don't often cover documentaries, but we certainly picked the right one to discuss with Spaceship Earth. The documentary spans decades, covering the scientific hippie cult of Synergists who would eventually pull their resources together to create the Biosphere 2 in 1991. All the footage is there...from amazing 16mm footage of the cult in the '60s and '70s to great video footage of the biospherians in the '80s and '90s. It is highly recommended viewing to all Lodge members as we creatively process how we are going to thrive into the 21st century. #loveandlight

Bitch Talk
Spaceship Earth's Matt Wolf, Kathleen Grey & Mark Nelson

Bitch Talk

Play Episode Listen Later May 8, 2020 17:43


Being confined in an enclosed space with the same people and no physical contact with the outside world.  Sound familiar?  It's also the premise of the Hulu Documentary Spaceship Earth, which explores the controversial  Biosphere 2, an experiment started in 1991 to create a self-sustaining ecosystem to both advance space exploration, and to support life in the event that the earth becomes uninhabitable.Listen as Ange and our Daily Buzz co-host John Wildman sit down with director Matt Wolf and subjects of the film Kathleen Grey and Mark Nelson. They discuss the challenge of sifting through incredible amounts of archival footage, the controversy and challenges of this experiment, and how the effects of this study are more relevant today than ever.Side note: we first found out about the Coronavirus while in Park City, Utah, for Sundance. Since then, articles have come out considering the fact that Sundance may have been the perfect storm for  the spreading of the disease. We wish all those in attendance well, especially those we had the honor of meeting and interviewing.Enjoy our interview, and check out Spaceship Earth, streaming now on Hulu and other digital platforms!Stay safe, and thank you for staying home.Subscribe to our NEW channel on Youtube for behind the scenes footage!--Rate and review us wherever you listen to podcasts!Let us know how we're doing: therealbtpod@gmail.comVisit our BRAND NEW website! www.bitchtalkpodcast.comFollow us on Instagram, Facebook, and Twitter.Listen in every Monday from 6:00 - 6:30 AM on BFF.FMPOWERED BY GO-TO Productions       

Having Words
SHARK DIVING, BIG FOOT & HARAMBE - Having Words with Woody Cox #26

Having Words

Play Episode Listen Later Jul 1, 2019 41:25


Tom, Josh and Woody discuss good news, restoring faith in humanity, Woody's recent trip abroad and his over-confident driving and answer some questions such as 'What is something you’ve always wanted to try but have been too scared to?'. Find our latest episodes and socials at www.linktr.ee/havingwords  Email at havingwordspodcast@gmail.com Patreon: www.patreon.com/havingwords

Having Words
LONDON, NICKNAMES & FISH? - Having Words with Woody Cox #24

Having Words

Play Episode Listen Later Jun 17, 2019 49:10


Joined by Woody Cox, we answer some rapid fire questions, learn Woody's unfortunate nicknames, find out what London life is like and reminisce on some of our most cherished memories! Woody and Jamie's Blog: www.thesynergists.co.uk  Instagram: @havingwords Twitter: @HavingTweets Facebook: @havingwordspodcast Reddit: r/havingwords Email: havingwordspodcast@gmail.com Patreon: www.patreon.com/havingwords  

MBLEx Test Prep Podcast
06 - Agonists, Synergists, and Antagonists

MBLEx Test Prep Podcast

Play Episode Listen Later Dec 28, 2017 26:16


In this episode, David explains Agonists/Prime Movers, Synergists, Antagonists, and Fixators! Brand new Question of the Week too! http://www.mblextestprep.com

Understanding Christianity
Why Do Arminian/Synergists not Believe in the Absolute, Meticulous Sovereignty of God

Understanding Christianity

Play Episode Listen Later May 3, 2016 70:03


Ultima Final Fantasy | The Ultimate Final Fantasy Podcast

Join us for an even bigger, girthier part two! As we know, Final Fantasy XIII is the start of the Fabula Nova Crystallis collection of Final Fantasy games, and was the first game Square used their internally developed Crystal Tools game engine with. This tool was created to further unify the game’s development, and bring the originally PlayStation 3 exclusive to the Xbox 360 and Wii consoles. This system was conceived by the success of the Final Fantasy VII Tech Demo, which also spurred Square Enix to release Final Fantasy XIII on the PlayStation 3, instead of the originally planned release on Playstation 2.   The game received received mostly positive reviews from video game publications, praising the graphics, presentation, and battle system. The story received mixed reviews, but the linearity would be the centerpiece of most criticisms for Final Fantasy XIII, especially when compared to the rest of the series.   Development for Final Fantasy XIII began in 2004, just after the Release of Final Fantasy X-2 International + Last Mission in Japan. Director Motomu Toriyama and Kazushige Nojima conceived ideas for the stories plotline over the first year. It was Nojima that thought up the crystal mythology that is the basis of the series, and the roles of the fal’Cie and l’Cie. Toriyama then created the story around the mythology. His goal was to show the characters at the mercy of a predetermined, unjust fate. He also wanted to create a group who belonged together, but clashed heavily. To go about this, they designed each of the sory’s thirteen chapters to focus on different members of the party. The structure of the narrative started to come together in 2006, when Daisuke Watanabe joined the team. Watanabe, as you may recall, filled in for Matsuno left the Final Fantasy XII development team due to sickness. Watanabe was given a rough outline of the first eight chapters, including necessary scenes that had to stay, and was told to strengthen Toriyama’s script. An example of what this entailed, is he would get a document that simply said “Snow and Hope reconcile”, and would decide how the scene would play out, and write his scenario accordingly. Watanabe also did some adjusting for characters. He felt that Lightning shouldn’t be a reliable and calm leader, and went with the more irritable, enraged Lightning we know. This was done to capture the confusion and unease that the characters no doubt would feel in light of their situations. Toriyama felt that the Sazh suicide scene was too dark, so elements such as the Chocobo chick helped maintain a good balance within the games overall scope.   The developers of Final Fantasy XIII were divided into multiple teams, where each team would be assigned with a specific area of the game. XIII’s staff included many members who worked on previous entries in the series. The games Director, Motomu Toriyama worked on X and X-2, Kitase, as we know, worked on V through VIII, and Nomura was back as the main character designer. Since XIII was the first Final Fantasy game for the PlayStation 3, the crew wanted the game to have the same impact that VII and X had upon their release. Their sales goal was to hit 5 million copies sold, and Toriyami wanted the game to be the “ultimate single player RPG.”   Although I can’t say that XIII is the Ultimate………..single palyer RPG, It did meet, and exceed, their sales goal. As of now, Final Fantasy XIII has sold 6.71 million copies between the Ps3 and Xbox 360, making it the fourth biggest game in the series. It sold 1.7 Million copies in Japan, making it the fastest selling game in the franchise. The games budget would top out at Number 22 on the most expensive games to make list at 65+ million.   Final Fantasy XIII was released in December 2009 in Japan, and March of 2010 for the rest of the world. The game includes a very quick paced battle system, and an upgrading system similar to the Sphere Grid called Crystalarium. Players also customize paradigms, a sort of class assignment for your three person party, and the outcome of the battles heavily rely on the player “staggering” their opponents. This is essentially finding out what weakens them, and getting them into a critical state where more damage is dealt.   The character is controlled via a third person perspective. The character is also given a 360 degree camera movement. The entirety of the game is scaled relative to the characters, rather than a massive version of the character roaming a miniature terrain. Square brought back the Bestiary from Final Fatnasy XII, and also provided a way to level up ones weapons through components obtained, or bought at a save kiosk. Interestingly enough, the Final Fantasy XIII Ultimate Hits International version of the game, released in Japan, has an easy mode. This is interesting, because the company has talked about being concerned that their games are too difficult for us North Americans.   The battle system is similar to Final Fantasy XII in some ways. Most noticeably in that the character can approach or avoid enemies in the field. When the player touches an enemy, the screen transitions from the map to a battle screen similar to ones from previous entries in the series. XIII also only allows the use of three characters in battle, and uses a variant of Active Time Battle that we’ve all become accustomed to. The part where this game differs the most, is with the secondary characters. The player only controls the party leader, and the other two characters are controlled by AI. There is an extremely useful Autobattle function, where the game will automatically select actions to perform. The game also fully heals characters after a battle is complete. This makes the game sound super easy, right? No. You’re wrong. SO FUCKING WRONG!!!!!!!!!!!!!!!   Every enemy has a chain counter. This counter starts at 100, and each enemy has different effects on creatures. Generally, black magic spells will make the chain counter jump very quickly, but the bar will quickly reset if not supplemented with a physical attack, or debuff. Once the meter is filled, the enemy will enter a Stagger state. This form is generally quite susceptible to physical damage, and the player can even launch most enemies into the air, rendering them attackless. These stagger states can be manipulated by assigning Paradigms to your party.   Paradigms are used to assign different roles to different characters. The six paradigms are Commando, Ravager, Medic, Saboteur, Sentinel, and Synergist. The Commando deals physical damage, Ravager is designated for black magic, Medics perform healing spells, Saboteurs attack enemies with various debuff spells, such as slow or deprotect, Sentinels raise a parties defence, and Synergists are used to assign buffs to your characters such as protect and haste. These classes can, and in many cases, must be quickly changed throughout battles to quickly defeat enemies. This gives Final Fantasy XIII a refreshingly fast battle system, and also leads to many game overs on non boss enemies.   Each character has a specific Eidolon that they can summon in battle. Only the party leader can select this skill, however, so the summoned creature depends on the leader. You can trigger a Gestalt mode for the Eidelons, and they will transform into a vehicle that the player then rides on during battle…..   REMIXES:  https://www.youtube.com/watch?v=PUtJJLcQigw Born Anew Throwaway #2 Remix - TWE SHELLSHOCKR https://www.youtube.com/watch?v=pDOv_Ko3_IY Final Fantasy XIII Lightnings Theme Hip Hop Remix - L Rello Beats https://www.youtube.com/watch?v=VWa5yr_xI6g "M" FFXIII Yaschas Massif FF 13  ヤシャス山   lonlonjp https://www.youtube.com/watch?v=hwzw0cTBb34 Final Fantasy XIII "Ragnarok" Organ version - Jakah016 https://www.youtube.com/watch?v=EYtT1ilGlJs The Promise (Final Fantasy XIII) -Violen & Piano - Patti Rudisill https://www.youtube.com/watch?v=q-MPoWrMHN0 Final Fantasy XIII Eden Under Siege 8-Bit - 8BITTS https://www.youtube.com/watch?v=jmyIcz7vLTw FFXIII Battle Theme Remix (Trance) - Beto Ceba

Ultima Final Fantasy | The Ultimate Final Fantasy Podcast

This week, Kaleb and Joe begin their review of Final Fantasy XIII. Enjoy! As we know, Final Fantasy XIII is the start of the Fabula Nova Crystallis collection of Final Fantasy games, and was the first game Square used their internally developed Crystal Tools game engine with. This tool was created to further unify the game’s development, and bring the originally PlayStation 3 exclusive to the Xbox 360 and Wii consoles. This system was conceived by the success of the Final Fantasy VII Tech Demo, which also spurred Square Enix to release Final Fantasy XIII on the PlayStation 3, instead of the originally planned release on Playstation 2.   The game received received mostly positive reviews from video game publications, praising the graphics, presentation, and battle system. The story received mixed reviews, but the linearity would be the centerpiece of most criticisms for Final Fantasy XIII, especially when compared to the rest of the series.   Development for Final Fantasy XIII began in 2004, just after the Release of Final Fantasy X-2 International + Last Mission in Japan. Director Motomu Toriyama and Kazushige Nojima conceived ideas for the stories plotline over the first year. It was Nojima that thought up the crystal mythology that is the basis of the series, and the roles of the fal’Cie and l’Cie. Toriyama then created the story around the mythology. His goal was to show the characters at the mercy of a predetermined, unjust fate. He also wanted to create a group who belonged together, but clashed heavily. To go about this, they designed each of the sory’s thirteen chapters to focus on different members of the party. The structure of the narrative started to come together in 2006, when Daisuke Watanabe joined the team. Watanabe, as you may recall, filled in for Matsuno left the Final Fantasy XII development team due to sickness. Watanabe was given a rough outline of the first eight chapters, including necessary scenes that had to stay, and was told to strengthen Toriyama’s script. An example of what this entailed, is he would get a document that simply said “Snow and Hope reconcile”, and would decide how the scene would play out, and write his scenario accordingly. Watanabe also did some adjusting for characters. He felt that Lightning shouldn’t be a reliable and calm leader, and went with the more irritable, enraged Lightning we know. This was done to capture the confusion and unease that the characters no doubt would feel in light of their situations. Toriyama felt that the Sazh suicide scene was too dark, so elements such as the Chocobo chick helped maintain a good balance within the games overall scope.   The developers of Final Fantasy XIII were divided into multiple teams, where each team would be assigned with a specific area of the game. XIII’s staff included many members who worked on previous entries in the series. The games Director, Motomu Toriyama worked on X and X-2, Kitase, as we know, worked on V through VIII, and Nomura was back as the main character designer. Since XIII was the first Final Fantasy game for the PlayStation 3, the crew wanted the game to have the same impact that VII and X had upon their release. Their sales goal was to hit 5 million copies sold, and Toriyami wanted the game to be the “ultimate single player RPG.”   Although I can’t say that XIII is the Ultimate………..single palyer RPG, It did meet, and exceed, their sales goal. As of now, Final Fantasy XIII has sold 6.71 million copies between the Ps3 and Xbox 360, making it the fourth biggest game in the series. It sold 1.7 Million copies in Japan, making it the fastest selling game in the franchise. The games budget would top out at Number 22 on the most expensive games to make list at 65+ million.   Final Fantasy XIII was released in December 2009 in Japan, and March of 2010 for the rest of the world. The game includes a very quick paced battle system, and an upgrading system similar to the Sphere Grid called Crystalarium. Players also customize paradigms, a sort of class assignment for your three person party, and the outcome of the battles heavily rely on the player “staggering” their opponents. This is essentially finding out what weakens them, and getting them into a critical state where more damage is dealt.   The character is controlled via a third person perspective. The character is also given a 360 degree camera movement. The entirety of the game is scaled relative to the characters, rather than a massive version of the character roaming a miniature terrain. Square brought back the Bestiary from Final Fatnasy XII, and also provided a way to level up ones weapons through components obtained, or bought at a save kiosk. Interestingly enough, the Final Fantasy XIII Ultimate Hits International version of the game, released in Japan, has an easy mode. This is interesting, because the company has talked about being concerned that their games are too difficult for us North Americans.   The battle system is similar to Final Fantasy XII in some ways. Most noticeably in that the character can approach or avoid enemies in the field. When the player touches an enemy, the screen transitions from the map to a battle screen similar to ones from previous entries in the series. XIII also only allows the use of three characters in battle, and uses a variant of Active Time Battle that we’ve all become accustomed to. The part where this game differs the most, is with the secondary characters. The player only controls the party leader, and the other two characters are controlled by AI. There is an extremely useful Autobattle function, where the game will automatically select actions to perform. The game also fully heals characters after a battle is complete. This makes the game sound super easy, right? No. You’re wrong. SO FUCKING WRONG!!!!!!!!!!!!!!!   Every enemy has a chain counter. This counter starts at 100, and each enemy has different effects on creatures. Generally, black magic spells will make the chain counter jump very quickly, but the bar will quickly reset if not supplemented with a physical attack, or debuff. Once the meter is filled, the enemy will enter a Stagger state. This form is generally quite susceptible to physical damage, and the player can even launch most enemies into the air, rendering them attackless. These stagger states can be manipulated by assigning Paradigms to your party.   Paradigms are used to assign different roles to different characters. The six paradigms are Commando, Ravager, Medic, Saboteur, Sentinel, and Synergist. The Commando deals physical damage, Ravager is designated for black magic, Medics perform healing spells, Saboteurs attack enemies with various debuff spells, such as slow or deprotect, Sentinels raise a parties defence, and Synergists are used to assign buffs to your characters such as protect and haste. These classes can, and in many cases, must be quickly changed throughout battles to quickly defeat enemies. This gives Final Fantasy XIII a refreshingly fast battle system, and also leads to many game overs on non boss enemies.   Each character has a specific Eidolon that they can summon in battle. Only the party leader can select this skill, however, so the summoned creature depends on the leader. You can trigger a Gestalt mode for the Eidelons, and they will transform into a vehicle that the player then rides on during battle…..   REMIXES:  https://www.youtube.com/watch?v=PUtJJLcQigw Born Anew Throwaway #2 Remix - TWE SHELLSHOCKR https://www.youtube.com/watch?v=pDOv_Ko3_IY Final Fantasy XIII Lightnings Theme Hip Hop Remix - L Rello Beats https://www.youtube.com/watch?v=VWa5yr_xI6g "M" FFXIII Yaschas Massif FF 13  ヤシャス山   lonlonjp https://www.youtube.com/watch?v=hwzw0cTBb34 Final Fantasy XIII "Ragnarok" Organ version - Jakah016 https://www.youtube.com/watch?v=EYtT1ilGlJs The Promise (Final Fantasy XIII) -Violen & Piano - Patti Rudisill https://www.youtube.com/watch?v=q-MPoWrMHN0 Final Fantasy XIII Eden Under Siege 8-Bit - 8BITTS https://www.youtube.com/watch?v=jmyIcz7vLTw FFXIII Battle Theme Remix (Trance) - Beto Ceba