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Friday, June 22, 2007Funny Videos
Police confirmed that a 13-year-old girl's feet have been cut off at Six Flags' Kentucky Kingdom.
Officials said they got the call around 5 p.m. Thursday and both her feet were detached at the ankle.
According to MetroSafe dispatch supervisors, the girl was riding the Superman Tower of Power, which is 177 feet tall and drops riders at 54 miles per hour. According to Kentucky Kingdom, the girl was injured when the ride malfunctioned.
“We seen the cable break loose soon as it got to the top on the right-hand side,” said Chris Williams, who witnessed the event.
Treva Smith said it snapped again as the ride descended.
“The people on the ride just came and hit the ground,” Smith said.
Next, Williams said she saw the teen maimed.
“As the ride came down, the wire swung left, struck the young lady on the back side of my children,” Williams said.
Williams’ daughter Amber said she gave up her seat to the 13-year-old and was sitting on the other side of the ride. Williams rushed toward the ride to find his daughter. As Smith raced to find members of her group she said she made a gruesome discovery.
“When I got up there, the lady, she was just sitting there and she didn’t have no legs,” Smith said. “She didn’t have no legs at all. She was just calm, probably in shock from everything.”
Smith said she saw no blood and the girl wasn’t crying but the same couldn’t be said for many who witnessed the incident on the ride formerly known as the Hellevator.
“My son’s over there tripping out man,” Williams said. “You want to come to a park and feel safe you know. We’ve got season passes. We’re not coming back for sure.”
But other visitors aren’t so worried.
“Every park, one in a million maybe something happens,” park visitor Kenneth Lay said. “But I have no fear.”
On scene EMT personnel were on hand to immediately transport the girl to a hospital. As of 10:34 p.m. Thursday there was no word on her condition.
The ride was shut down and will remain so until a full investigation has been completed.
Tony was name of the pet(dog) of Mr.Sinsin.
Tony and Rony were talking.
Tony;I have to only eat ,sleep and shit.
Tony:Its simple every morning before going to office Mr.Sinsin's wife Soniya feed me so much that as they step out for their offices I fall asleep on their delicate bed.
Rony:Wow! what a five star life!
Tony:And when I eat so much you know I use to "loose".
Rony;Oh ! then it must be disturbing for couples when they would came back ,are they beat you?
Rony:why are youlaughing?
Tony :Because you don't understand human nature well.
Tony:When they came back Sonia first take me in arms and caress at the same time Mr.Sinsin throw his dampn socks on beds and .........after that 'Home War'.
It has been quite a while since the release of Clover Studio's action/adventure game Okami was released on the PS2, and since then, there has been little to satisfy the desire for something truly new, unique, artistic, and meaningful in the videogame world.
Upon first picking up the artistic wonder called Okami, I was instantly and consistently engrossed. Brought to us by Clover Studio, this fantastically stylish offering is the kind of game that seems to generate mountains of acclaim, yet build molehills of revenue at cash registers around the world. Clearly it didn't do well enough, monetarily, to save the studio that created it, because Clover Studio was shut down shortly after its release.
Anyway, in terms of general game design, Okami, when stripped down, is a basic adventure game in the vein of Zelda and the like. If I was here to write a review, I could tell you all about every aspect of the game, from combat mechanics to plotline nuances (and I will probably touch on much of what lies in between, anyway), but I think it may be a bit late for all that, considering the game's age.
What I would like to talk about today is the idea that the medium of the video game is much more than it has been in the past. It is evolving into (and in my opinion, already has become, in many instances) a fine art just as legitimate as any symphony or concerto, novel or poem, statue or sculpture, fresco or portrait. As such, the video game is a prime candidate for study and analysis in academia or the general public arena. Of course, not all selections will carry the same weight in terms of underlying meaning or intellectual significance, and there will always be mindless entries into the ever-growing library of interactive entertainment, but with ever-increasing frequency, titles are released that offer much more to the mind than point-and-shoot.
Okami is one such project that seems to offer more depth for the gamer to swim about in. This may not necessarily apply when it comes to game mechanics, but in provocation of thought and 'blossoming,' as it might be, of ideas, it certainly does. These 'ideas' I refer to are in stark contrast to what the likes of Jack Thompson might try to preach to the nation about video games. Nearly every action, represented in brushstrokes similar to the art of Bernard Buffet, carries a positive message and uplifting imagery. (Buffet's art: Example 1, 2, 3)
An over-arching theme that is quite apparent in Okami is the restoration of natural beauty. Early objectives in the game include the revitalization of withered trees, which when revived bloom wildly in an explosion of bright, pastel-colored leaves and flowers. This eruption doesn't stop at the branches, either. It flows over the countryside on a wave of light, vivifying large areas of previously "cursed" land. Scattered about the game world are many more smaller areas tainted by similar clouds of unsightly purple smoke. These must be restored by drawing flowerbeds over them, after which they burst back to life in the same grand fashion as before.
The tiny brick library in Leonardo Da Vinci's hometown is putting 3,000 pages of the genius' work online in a high-resolution, searchable archive.
The Leonardian Library in Vinci, Tuscany, is making the Madrid Codices and the Codex Atlanticus -- two collections of scientific and technical drawings -- available as a free digital archive called e-Leo.
The EU-financed project will also digitize the Windsor folios and 12 notebooks from the Institut de France for a total of 12,000 pages, creating the most extensive public online archive of Leonardo's codes.
It's a powerful resource for amateurs --- Renaissance groupies, crowdsourcers looking for technical solutions -- who make half of all requests to the library in the hamlet where Leonardo was born.
E-Leo won't be putting lone librarian Monica Taddei out of a job anytime soon, though.
Taddei often navigates the texts for experts in technical fields looking for sketches of things like valves or siphons. The Madrid Codices are especially fertile for designs.
Alas, e-Leo is not quite ready for Dan Brown buffs or 8th-grade homework assignments.
While the digital notebooks offer advantages to make academics sob with joy -- semantic search functions, clustered results -- most of them vanish without a working knowledge of 15th-century Italian. (Forms in English are expected in about two months; an index of drawings in English is expected by year's end.)
To index Leonardo's designs and irregular vocabulary, text-mining company Synthema teamed up with engineers from the University of Florence and the Accademia della Crusca, Italy's national language institute founded in 1582.
"Leonardo had a very modern way of jumbling things together, a true multitasker," says Federico Neri, head of R&D at Synthema. "There are technical specifications next to shopping lists. Finding anything used to be mining in a literal sense." Neri hopes to eventually develop a multilanguage version to help readers explore the notebooks.
Nonetheless, there are plenty of curiosities for the lay reader.
Even a quick spin may turn up, as it did on a recent once-over of the Codex Atlanticus, the spring-propelled vehicle thought to be a precursor to Mars rovers. And the high-resolution images are arguably as close as one will get to the real thing unless you're Bill Gates.
There are references to a sketch in the Codex Atlanticus showing the backside of Leonardo's comely assistant, Salaino, with penises speeding at him. When an e-Leo user's attempts to find it fail, Taddei recites a folio number from memory with the cool aplomb of a professional used to stewarding odd requests.
Punching it in brings up a crude drawing in a childish hand, clearly not Leonardo's.
"I'm afraid that's the one, though it's not what you'd expect," Taddei says. "Hang on though."
When men look at pictures of women in the buff, where are their eyes likely to go first?
In a new study, using eye-tracking gizmos, where guys looked first on a naked woman defied stereotype.
Men are more likely to look at a female's face before gazing at other body parts, according to a new study by researchers at Emory University.
And when men and women look at pictures of heterosexual sex, women look longer at the photos than men do, according to the study published in the journal Hormones and Behavior.
Both findings may run contrary to what most people think, but they shed light on sexual attitudes that really aren't all that mysterious when considered in a scientific light, said psychologist Kim Wallen of Emory.
Wallen and his former graduate student, Heather Rupp, showed still photos of couples having sex to 30 women and 15 men between the ages of 23 and 28. Each was rigged up with a high-tech eye-tracking gizmo to measure where his or her gaze went first, and how long it stayed there.
While men went straight to the face and lingered awhile, most of the women were more interested in what was going on in the pictures — the sexual activity.
Not surprisingly, Wallen said, women on hormone-filled birth control pills were interested in the overall view of the photos and "background" items like jewelry. But women not on the pill were more interested in areas of both men and women normally covered by clothing.
Rupp, who's now at Indiana University's Kinsey Institute for Research in Sex, Gender and Reproduction, said the "eye-tracking data suggested that what women paid most attention to was dependent on their hormonal state."
The scientists traced the findings to a brain region called the amygdala, which processes emotional information and excitement.
In an earlier brain-scanning study, Wallen found more activation in the amygdala of men than women in response to sexual stimuli. But the cause of the increased activity was unclear, and Wallen and Rupp's latest study suggests higher amygdala activation in men may be related to their increased attention to faces.
They've also concluded there are biological and evolutionary reasons for what they found.
Women can tell by looking at naked men whether the guys are in the mood, Wallen said, but women's bodies don't reveal much.
Which is why men home in on their faces.
"It's cryptic, but facial expression is one way of showing an indication of interest in and enjoyment of sex," Wallen said.