click links in text for more info
SUMMARY / RELATED TOPICS

Junichi Masuda

Junichi Masuda is a Japanese video game composer, designer and programmer best known for his work in the Pokémon franchise. He is a member of the Game Freak board of directors, has been employed at the company since 1989 when he founded it along Satoshi Tajiri and Ken SugimoriWith the development of new Pokémon games, Masuda took new roles in future projects, he began to produce and direct games, starting with Pokémon Ruby and Sapphire, became responsible for approving new character models. His style seeks to keep games accessible, his work sticks to older mainstays of the series, including a focus on handheld game consoles and 2D graphics. His music draws inspiration from the work of modern celebrated composers like Dmitri Shostakovich, though he used the Super Mario series as a model of good video game composition. Masuda was born on January 1968 in Yokohama, Kanagawa Prefecture, Japan; as a child, his family vacationed in Kyūshū, where many of his relatives still live. There he spent his time catching fish and insects, an act that influenced his video game design.

Masuda modeled the Pokémon series' Hoenn Region after Kyūshū in an attempt to recapture his memories of summers there. In high school, Masuda played the trombone. 5. Masuda attended the Japan Electronics College, a technical school in Shinjuku, where he studied computer graphics and the C programming language using a DEC Professional, his daughter Kiri was born in September 2002. Masuda has worked at Game Freak since the company's inception in 1989, has been involved in nearly every title that Game Freak has produced. Masuda was one of the original developers of the Pokémon series, beginning with Pokémon Red and Green, he was first hired to compose video game music, where his first game at Game Freak was Mendel Palace, a 1989 puzzle game for the Nintendo Entertainment System. After Mendel Palace, he worked on the company's first collaboration with Nintendo; when the company first began releasing Pokémon titles, Masuda worked as the composer, though he did minor programming work as well, began directing and producing them.

His work on the first games included writing the program to play audio in the games and sound effects. Masuda has been directly involved in the design of many Pokémon, he has stated that one of the hardest aspects of design is making sure that a Pokémon's name and attributes will appeal to a global audience. Since Pokémon Ruby and Sapphire, Masuda has been one of the main employees who approve or reject designs for new Pokémon, he now serves as a member of the Game Freak board of directors. On September 28, 2018, Masuda revealed that during the early years of developing Pokémon games that "game data was nearly lost in a computer crash". Masuda described it as "the most nerve-racking moment in development", saying "“We were developing the game on these Unix computer stations called the Sun SPARCstation 1. We’re developing, they’re these Unix boxes, they crashed quite a bit". On November 1, 2018, Masuda stated that Pokémon: Let's Go, Pikachu! and Let's Go, Eevee! would be his final time serving as director for the main series Pokémon games.

In the announcement interview, he stated that he wished to pass on the development torch to the younger generation of developers at Game Freak. Masuda approaches each of his games with the mindset that a beginner should be able to play it. To this end, he layers more complicated concepts, introducing them to the player in a simple manner, building from there, he believes that handheld systems provide an opportunity for social interaction that cannot be found on non-handheld console systems. He has stated. Masuda's musical style draws from a number of sources classical music and the works of Igor Stravinsky and Dmitri Shostakovich, his favorite musical genre is techno, he has looked to the music of the Super Mario series as an example of video game music that works well. Most of his ideas are inspired from observing real life and visualizing how he would design or draw outside objects; as a rule, he does not use previous characters as inspirations for new ones, instead creating each new one from independent sources.

Mendel Palace – Composer Yoshi – Composer Magical Taruruuto-Kun – Composer Mario & Wario – Composer Pulseman – Composer Pokémon Red and Blue – Composer, programmer Bushi Seiryuden – Composer Pokémon Yellow – Composer Pokémon Stadium – Advisor Pokémon Gold and Silver – Assistant director, designer Pokémon Crystal – Composer Pokémon Ruby and Sapphire – Director, designer Pokémon FireRed and LeafGreen – Director, designer Drill Dozer – Producer Pokémon Diamond and Pearl – Director, composer Pokémon HeartGold and SoulSilver – Producer, composer Pokémon Black and White – Director, composer Pokémon Black and White 2 – Producer HarmoKnight – General producer Pokémon X and Y – Director, composer Pokémon Omega Ruby and Alpha Sapphire – Producer Tembo the Badass Elephant – General producer Pokémon Go – Composer Pokémon Sun and Moon – Producer, composer Giga Wrecker – General producer Pokémon Ultra Sun and Ultra Moon – Producer, composer Pokémon Quest – General producer Let's Go, Pikachu! and Let's Go, Eevee!

(2

Kathleen Lumley College

Kathleen Lumley College is a co-residential college located in Lower North Adelaide, South Australia, affiliated with the University of Adelaide. It provides accommodation for postgraduate students from any of the institutions of higher learning in South Australia, as well as visiting academics and visitors to the State's cultural and research institutions. There are guest rooms with sets, as well as a number of two-room flats; the College is just a 15-minute walk from Adelaide's city centre, has a number of University playing fields outside its gates and is within easy walking distance of shopping and dining spots. Each room is furnished, the college provides a linen service for visitors. There are common entertainment and laundry facilities. Breakfast and dinner are provided 6 days each week. Mondays through Thursdays, the menu is à la carte, with a wide range of dishes. Formal dinners are held a number of times a year, these are included in the residential costs, if the resident is on a six-month or year-long contract.

The college was founded in 1968 with funds donated by Kathleen Lumley. The RAIA Award-winning main building was designed in conjunction with the Union Building at the University of Adelaide by Neil Platten and Robert Dickson; the College has long been popular with international students, many of whom have gone on to prominent careers in teaching, public service and the private sector in their home countries. Country and interstate students are another prominent group in the College's community. Kathleen Lumley College has a number of elected Honorary and Research Fellows, as well as Research Associates, as part of its life. There are a limited number of Scholarships and other forms of financial support that long-term members of the College can apply for; the most recent of these has been the Cowan Grant Bursary, which emphasises support for students from the country. South Australian Association of University College Clubs Kathleen Lumley College - Website

Institute of Physics Isaac Newton Medal

The Isaac Newton Medal and Prize is a gold medal awarded annually by the Institute of Physics accompanied by a prize of £1,000. The award is given to a physicist, regardless of subject area, background or nationality, for outstanding contributions to physics; the award winner is invited to give a lecture at the Institute. It is named in honour of Sir Isaac Newton; the first medal was awarded in 2008 to Anton Zeilinger, having been announced in 2007. It gained national recognition in the UK in 2013 when it was awarded for technology that could lead to an'invisibility cloak'. By 2018 it was recognised internationally as the highest honour from the IOP. 2019 - Sir Michael Pepper for "the creation of the field of semiconductor nanoelectronics and discovery of new quantum phenomena" 2018 - Paul Corkum for "his outstanding contributions to experimental physics" 2017 – Charles L. Bennett for his "leadership of the Microwave Anisotropy Probe, a satellite experiment that revolutionized cosmology, transforming it from an order-of-magnitude game to a paragon of precision science".

2016 – Tom Kibble for his "outstanding lifelong commitment to physics". 2015 – Eli Yablonovitch for his "visionary and foundational contributions to photonic nanostructures". 2014 – Deborah S. Jin for "pioneering the field of quantum-degenerate Fermi gases". 2013 – John Pendry for his “seminal contributions to surface science, disordered systems and photonics”. 2012 – Martin Rees for his outstanding contributions to relativistic astrophysics and cosmology. 2011 – Leo Kadanoff for "inventing conceptual tools that reveal the deep implications of scale invariance on the behavior of phase transitions and dynamical systems." 2010 – Edward Witten for "his many profound contributions that have transformed areas of particle theory, quantum field theory and general relativity." 2009 – Alan Guth for "his invention of the inflationary universe model, his recognition that inflation would solve major problems confronting then-standard cosmology, his calculation, with others, of the spectrum of density fluctuations that gave rise to structure in the universe".

2008 – Anton Zeilinger for "his pioneering conceptual and experimental contributions to the foundations of quantum physics, which have become the cornerstone for the rapidly-evolving field of quantum information". University of Glasgow Isaac Newton Medal Institute of Physics Awards List of physics awards List of awards named after people Official website

Thrust-to-weight ratio

Thrust-to-weight ratio is a dimensionless ratio of thrust to weight of a rocket, jet engine, propeller engine, or a vehicle propelled by such an engine that indicates the performance of the engine or vehicle. The instantaneous thrust-to-weight ratio of a vehicle varies continually during operation due to progressive consumption of fuel or propellant and in some cases a gravity gradient; the thrust-to-weight ratio based on initial thrust and weight is published and used as a figure of merit for quantitative comparison of a vehicles initial performance. The thrust-to-weight ratio can be calculated by dividing the thrust by the weight of the engine or vehicle and is a dimensionless quantity. Note that the thrust can be measured in pound-force provided the weight is measured in pounds. For valid comparison of the initial thrust-to-weight ratio of two or more engines or vehicles, thrust must be measured under controlled conditions; the thrust-to-weight ratio and wing loading are the two most important parameters in determining the performance of an aircraft.

For example, the thrust-to-weight ratio of a combat aircraft is a good indicator of the maneuverability of the aircraft. The thrust-to-weight ratio varies continually during a flight. Thrust varies with throttle setting, airspeed and air temperature. Weight varies with payload changes. For aircraft, the quoted thrust-to-weight ratio is the maximum static thrust at sea-level divided by the maximum takeoff weight. Aircraft with thrust-to-weight ratio greater than 1:1 can pitch straight up and maintain airspeed until performance decreases at higher altitude. In cruising flight, the thrust-to-weight ratio of an aircraft is the inverse of the lift-to-drag ratio because thrust is the opposite of drag, weight is the opposite of lift. A plane can take off if the thrust is less than its weight: if the lift to drag ratio is greater than 1, the thrust to weight ratio can be less than 1, i.e. less thrust is needed to lift the plane off the ground than the weight of the plane. C r u i s e = c r u i s e = 1 c r u i s e For propeller-driven aircraft, the thrust-to-weight ratio can be calculated as follows: T W = where η p is propulsive efficiency, h p is the engine's shaft horsepower, V is true airspeed in feet per second.

The thrust-to-weight ratio of a rocket, or rocket-propelled vehicle, is an indicator of its acceleration expressed in multiples of gravitational acceleration g. Rockets and rocket-propelled vehicles operate in a wide range of gravitational environments, including the weightless environment; the thrust-to-weight ratio is calculated from initial gross weight at sea-level on earth and is sometimes called Thrust-to-Earth-weight ratio. The thrust-to-Earth-weight ratio of a rocket or rocket-propelled vehicle is an indicator of its acceleration expressed in multiples of earth’s gravitational acceleration, g0; the thrust-to-weight ratio for a rocket varies. If the thrust is constant the maximum ratio is achieved just before the propellant is consumed; each rocket has a characteristic thrust-to-weight curve or acceleration curve, not just a scalar quantity. The thrust-to-weight ratio of an engine exceeds that of the whole launch vehicle but is nonetheless useful because it determines the maximum acceleration that any vehicle using that engine could theoretically achieve with minimum propellant and structure attached.

For a takeoff from the surface of the earth using thrust and no aerodynamic lift, the thrust-to-weight ratio for the whole vehicle must be more than one. In general, the thrust-to-weight ratio is numerically equal to the g-force that the vehicle can generate. Take-off can occur; the thrust to weight ratio of rockets greatly exceeds that of airbreathing jet engines because the comparatively far greater density of rocket fuel eliminates the need for much engineering materials to pressurize it. Many factors affect a thrust-to-weight ratio; the instantaneous value varies over the flight with the variations of thrust due to speed and altitude along with the weight due to the remaining propellant and payload mass. The main factors include freestream air temperature, pressure and composition. Depending on the engine or vehicle under consideration, the actual performance will be affected by buoyancy and local gravitational field strength; the Russian-made RD-180 rocket engine produces 3,820 kN of sea-level thrust and has a dry mass of 5,307 kg.

Using the Earth

Geometric constraint solving

Geometric constraint solving is constraint satisfaction in a computational geometry setting, which has primary applications in computer aided design. A problem to be solved consists of a given set of geometric elements and a description of geometric constraints between the elements, which could be non-parametric or parametric; the goal is to find the positions of geometric elements in 2D or 3D space that satisfy the given constraints, done by dedicated software components called geometric constraint solvers. Geometric constraint solving became an integral part of CAD systems in the 80s, when Pro/Engineer firstly introduced a novel concept of feature-based parametric modeling concept. There are additional problems of geometric constraint solving that are related to sets of geometric elements and constraints: dynamic moving of given elements keeping all constraints satisfied, detection of over- and under-constrained sets and subsets, auto-constraining of under-constrained problems, etc. A general scheme of geometric constraint solving consists of modeling a set of geometric elements and constraints by a system of equations, solving this system by non-linear algebraic solver.

For the sake of performance, a number of decomposition techniques could be used in order to decrease the size of an equation set: decomposition-recombination planning algorithms, tree decomposition, C-tree decomposition, graph reduction, re-parametrization and reduction, computing fundamental circuits, body-and-cad structure, or the witness configuration method. Some other methods and approaches include the degrees of freedom analysis, symbolic computations, rule-based computations, constraint programming and constraint propagation, genetic algorithms. Non-linear equation systems are solved by iterative methods that resolve the linear problem at each iteration, the Newton-Raphson method being the most popular example. Geometric constraint solving has applications in a wide variety of fields, such as computer aided design, mechanical engineering, inverse kinematics and robotics and construction, molecular chemistry, geometric theorem proving; the primary application area is computer aided design, where geometric constraint solving is used in both parametric history-based modeling and variational direct modeling.

The list of geometric constraint solvers includes at least DCM, a commercial solver from D-Cubed, integrated in AutoCAD, SolidWorks and many other popular CAD systems.

Lullaby for Liquid Pig

Lullaby for Liquid Pig is an album by alternative rock artist Lisa Germano. It was released in 2003 on the ARTISTdirect imprints iMusic and Ineffable Records, re-released in 2007 on Young God Records. Lullaby for Liquid Pig is her first studio album since 1998's Slide; some versions included a bonus disc of home-recorded material. All tracks composed by Lisa Germano "Nobody's Playing" "Paper Doll" "Liquid Pig" "Pearls" "Candy" "Dream Glasses Off" "From a Shell" "It's Party Time" "All the Pretty Lies" "Lullaby for Liquid Pig" "Into the Night" "....to Dream" Craig Ross, Johnny Marrguitar Sebastian Steinbergbass Neil Finnkeyboards Butch Norton, Joey Waronker, Wendy Melvoindrums