Sunday, November 21, 2010

Dozer Driver Makes Fossil Discovery of the Century

An accidental discovery by a bulldozer driver has led to what may be the find of the century: an ice-age burial ground that could rival the famed La Brear tar pits.

After two weeks of excavating ancient fossils at the Ziegler Reservoir near Snowmass Village, Colorado, scientists from the Denver Museum of Natural Science returned home Wednesday with their unearthed treasures in tow -- a wide array of fossils, insects and plant life that they say give a stunningly realistic view of what life was like when ancient, giant beasts lumbered across the Earth.

Since the team’s arrival in mid-October, scientists have extracted nearly 600 bones from about 20 different animals from the Pleistocene era, a period of time during the Ice Age. The remains of up to six different species have been exhumed, including five American mastodons, three Ice Age bison, a Jefferson’s ground sloth, a mule deer, a tiger salamander, and two Columbian mammoths.

"One of the many things that is so great is the potential of the site," Ian Miller, curator of paleontology for the Denver Museum and a leading scientist for the dig, told FoxNews.com. "This could be just as important as sites like the La Brea Tar Pits and be in the top five sites in North America."

Thanks to those and other finds, the Snowmass Village Fossil Excavation has been deemed a "smashing success" by all those involved, which included up to 70 museum volunteers and staff. Paleontologists in Denver have already started planning for when they can go back.

And it's all due to a construction project by the Snowmass Water and Sanitation department.

The sleepy ski village was created in 1965 when the Ziegler family built the Reservoir that carries its name. The Aspen Daily News described it as a sparkling little lake that partially filled a shallow bowl of earth, surrounded by low hills covered in scrub oak and aspen trees.

An ancient glacial lake once sat in the same location -- a lake that filled in with clay, peat and silt as the glaciers retreated from Colorado. When the sanitation department moved to dig out the reservoir on Oct. 14, the ancient mammals that lived there nearly 13,000 years earlier made a fresh appearance, preserved by the combination of mud and peat.

The idea to dig at Snowmass was sparked after a bulldozer driver stumbled upon what he believed to be the remains of a mammoth in the small town’s reservoir. The driver contacted the Denver Museum of Natural

Science about his discovery, and the museum immediately sent up a team to investigate, uncovering a hidden trove of prehistoric remnants unlike any other.

The site rivals many others in terms of its diversity, as it is the only known place in Colorado -- and one of few in North America -- that contains both mammoth and mastodon fossils in the same location. And just finding an American mastodon is pretty unusual in itself.

"There are only three known records of mastodons in Colorado, and we have found at least five specimens," Miller said. "So throughout the course of 120 years of paleontology, we jumped from three mastodons to eight in a single two-week period."

And the significance of the Snowmass Excavation doesn’t stop there. Snowmass has also produced an array of insect and plant life, as well as wood that has been chewed by beavers, essentially producing what Miller calls a "window into an Ice Age ecosystem."

The uniqueness of the Snowmass site stems from its location. The Ziegler Reservoir stands at the top of a ridge at an elevation that is higher than most excavation sites. The reservoir was soon revealed to be a glacial lake that had filled over, allowing the fossils inside to survive erosion for more than 40,000 years.

"We’ve got a lot of records at low elevation where sediment accumulates and where fossils are better preserved," Miller told FoxNews.com. "But you really don’t get things like lakes preserved at high elevations for long periods of time," said Miller. "So this site is really going to help us answer questions about how high elevation floras and faunas reacted to Pleistocene climate change."

Now that the team has returned to the museum with their findings, they are working to safely preserve the fossils before they revisit the site in May. And the team at the Denver Museum of Natural Science couldn’t be more eager to return.

"It’s been a dream come true," Miller said. "For a paleontologist, you can’t hope for anything more. It’s so exciting to be on site, finding new stuff every day, especially things we never expected to find in Colorado. It was just so incredible."



Read more: http://www.foxnews.com/scitech/2010/11/20/snowmass-inside-greatest-discovery-century/#ixzz15we9aZXi

Sunday, November 14, 2010

'Watchmen' Video from Gelfbury

Freakin hilarious. These guys are talented. The videos just get funnier and funnier.

Part 1



Part 2


Part 3



Part 4



Part 5


Finale

'Alan Wake' Video from Gelfbury

Saturday, November 13, 2010

The Battle For StarCraft II

courtesy of Edge



It wasn’t meant to be like this. Not at all. Blizzard’s long-anticipated launch of StarCraft II was meant to be a dream – a triumphant return to the RTS genre that made the company’s name in 1997, when the first StarCraft revolutionised realtime strategy gaming. The centrepiece of the game’s launch? South Korea, the epicentre of world competitive gaming, where the low-specs original spread like a virus, hopping from the gamer fringe to become a mainstream sport within five years. Of the ten-million-plus copies of the original game sold worldwide, half were in South Korea. Two television channels sprang up to broadcast matches between the 12 Proleague teams, and fans flocked to see elite players face off against their rivals. The best players pulled in big money, earning up to £200,000 a year.

It’s no wonder that Blizzard looked to South Korea as the land of opportunity for the sequel. With so many players and fans still playing the original, with dedicated television channels running constant promotion, with an entire sport evolving from a single game, what could possibly go wrong?



Plenty, as it turns out. When Blizzard made the original StarCraft way back in 1998, in the early bloom of gaming as a massive entertainment industry, the company had no way of predicting the success of the game in Korea. The blossoming of the e-Sports industry there, spearheaded by StarCraft, took place in an ad-hoc, unregulated manner, and not a single dollar was paid to Blizzard by any of the Korean entities which grew up around the StarCraft phenomenon.

This time around, things have changed. Vivendi took part control of Blizzard in 2008 through its majority-owned company Activision, and a new, more commerce-focused slant became apparent despite Blizzard’s relative independence. Now there would be no chance that an entire sport would spring up unauthorised. This time, Blizzard was going to take control of its own intellectual property and control what was done with it. Stung by the experience of battling World Of Warcraft bots, task automators and gold farmers, the company took a hardline stance against KeSPA – the Korean e-Sports Players Association – and the two TV channels, MBC Game and OnGameNet.



In an open letter on May 27 – two months before the full release – Blizzard president Mike Morhaime laid it out in the open: “In 2007, we were shocked and disappointed to learn that KeSPA had illegally sold the broadcasting rights for StarCraft tournaments without our consent. With this clear violation of our intellectual property rights, we were forced to become more actively involved in the situation and make our voice be heard.”

Strong words indeed. Morhaime wrote that his company had tried hard to negotiate with KeSPA – which has the backing of the Korean government, the teams, and the TV channels – but had got nowhere, effectively forcing Blizzard to ditch KeSPA and give exclusive broadcast rights to SCII matches to a minnow of an operation, Gom TV. The announcement sent shockwaves through the Korean e-Sports establishment, and rippled out into the English-speaking world. To fend off the perception of a money-grab, Morhaime tackled the issue head on: “Unlike the negative rumours you might have heard, Blizzard’s intention towards e-Sports is not to ‘dominate’ it and create excessive profits from it. From the beginning of the negotiations up to now, the basic framework we have thought of is one where e-Sports can continue to grow, while we can protect our intellectual property rights.”

Why is Blizzard getting so hardline about broadcasting rights? After all, the 12 pro-gaming teams are sponsored by major Korean companies who regard the sport simply as a way to get young people interested in their brands. There’s no real money in broadcasting StarCraft – the large audience is nearly all teenage or in its early 20s, a group that in Korea does not have much disposal income, and attending a StarCraft stadium match costs nothing. As Jae-Gyoon Yi, one of the founders of professional StarCraft and the coach of the Woongjin Stars team, told us, when a company sponsors a pro-gaming team, it’s simply another marketing avenue for product exposure.

“In ten years, fans might choose their products instead of the competitors’. They will remember the name,” he says. A team costs up to £14m per year to run – small beer for a long-term branding operation. But the massive corporations will only stay loyal to their teams if fans keep coming to matches and watching them on TV. This battle over intellectual rights may in fact damage the very industry which Blizzard wants to run.

As Korean StarCraft commentator Milkis says, this offline battle is all about control. “Blizzard wanted a lot of control – ownership of pretty much everything – which KeSPA refused to give. The actual negotiations had little to do with money, but more about how much control each party has.”



Control seems to be increasingly important to Blizzard, as evidenced by its refusal to include the LAN play functionality which made the first game such a favourite. To play StarCraft II competitively at all, you have to go through the shinier but more restrictive Battle.net, without chatrooms and restricted to playing within the single region in which you purchased the game. Dig a little bit into Battle.net’s terms of use and you’ll find that it is forbidden to “use the Service for any ‘e-Sports’ or group competition sponsored, promoted or facilitated by any commercial or non-profit entity without Blizzard’s prior written consent”. In short, the unauthorised Korean scene is hereby put on notice: stop using Blizzard’s intellectual property, or be prepared to cough up for the privilege.

Blizzard’s hardball approach has left Koreans feeling sore. A KeSPA spokesman told us that he felt the Korean industry had effectively created the StarCraft phenomenon. In part, that’s true – the region’s fascination with all things Zerg, Terran and Protoss did wonders for Blizzard’s bottom line when it was a smaller company than it is today, and countless thousands more copies were sold once the big-name stars emerged on television.

“Our position is that we created the competitions. Korea is the home of StarCraft – it’s very big here. There are still lots of people playing an old game, but now I think Blizzard wants it to be here without KeSPA,” says the spokesman. “Blizzard wants Battle.net to be used in competitions, not LAN. And they want more money.”



Cutting out the old players seemed like a smart move for Blizzard as it prepared to launch a game it felt certain would update and refine its 1998 offering, guaranteeing years more pro-gaming. As critics began lining up to praise the slick graphics, refined gameplay and new tactics, surely no one would mind if it omitted LAN play – forcing all game traffic through Battle.net – and introduced regional licences for the game? Surely the devoted Korean fans wouldn’t mind if a new, more amenable player picked up the rights to broadcast competitions on television?

It seems, however, that Blizzard may have guessed wrong. In Korea, StarCraft II hasn’t bombed – but it hasn’t done as well as its maker was expecting. There’s been a 12-year gap between game instalments, and many players have either outgrown games or moved on to more novel pastures. StarCraft II is an updated StarCraft, not an entirely new game. Eager to ensure Koreans ditched their beloved original StarCraft for the revamped version, Blizzard offered the game to Korean WOW gamers for free.

Even so, the numbers playing in PC baangs (net cafes) have been lower than expected, with only two to three per cent of Korean gamers playing SCII in the month after it was released. It’s a tiny number given that Korea is perceived as StarCraft’s home market, that the game was released in time for the school holidays, and that it launched with a $30m ad campaign. In fact, StarCraft II’s three-million-plus sales have been mainly in the west.

But after months of tense negotiations, the future may be shifting Blizzard’s way once more. In recent weeks, one of the two main StarCraft: Brood War league organisers, MBC, has reluctantly made overtures to Gom TV for the rights to broadcast. It means that KeSPA – which is supposed to represent the entire e-Sports industry – is losing its grip. Since Gom TV owns the Korean rights to broadcast StarCraft II and the original game, Blizzard effectively has KeSPA, and Gom’s rival TV channels, over a barrel. Gom TV gave the two established StarCraft leagues until the end of August to finish their now-illegal matches. Since then, however, negotiations have been going badly.


Blizzard president Mike Morhaime at the TG-Intel STARCRAFT II Open Season1 tournament

“It’s hard to look at the one-sided and coercive demands as negotiations,” a KeSPA source said in late September. The pro team KT, which was involved in the negotiations, went further. “We once again confirmed that [Gom owner] Gretech does not have any desire to negotiate as they deny the existence of pro-game teams and the Proleague,” said its spokesman.

Despite – or perhaps because of – the pitched battle over broadcast rights, Korean pro-gamers are beginning to make the switch to StarCraft II. Jaedong, widely considered the best Zerg player in the original StarCraft at present, now says he will move over to StarCraft II. “I will definitely switch as I feel StarCraft II has a higher status than StarCraft: Brood War,” he told a Chinese game blog. “We will see more international tournaments in SCII compared to StarCraft: Brood War and this will make the change natural for me. I want to build my reputation abroad and reach out to the international audience.”

For pro-gamers, the case for switching between two similar games was given a boost by April’s match-fixing scandal, which engulfed some of the original StarCraft’s most highly paid players, including the legendary Zerg player sAviOr. Many players were forced to quietly resign or stay out of the limelight, while disgusted fans began abandoning the game, speeding up an existing trend away from StarCraft towards newer, Korean-made titles. As Milkis notes, Korean e-Sports has been shrinking recently: “People are growing up, getting into different kinds of games, and events like this [the Blizzard crackdown] and match fixing are drawing people away from the game.”



For now, Blizzard is pinning its hopes on StarCraft II pro-gaming taking off worldwide, rather than remaining in the Korean ghetto of ultra-high actions-per-minute and ten-hour-day practice sessions. To that end, Gom TV put on an open tournament in Seoul in early October, with prize money totalling £315,000. Despite being open to players from around the world, the tournament was largely Korean, and the Korean Zerg player FruitDealer sent in the Ultralisks to ensure ultimate victory.

He was one of the earliest pro-gamers to make the switch to StarCraft II, after he was forced to leave the original StarCraft scene and his team, eSTRO, to deal with a family emergency. Returning, he picked up the new game and proved himself the current master, pocketing £53,000. With his historic win, FruitDealer has staked a firm claim that Korean StarCraft gamers are still the world’s best. It’s a promising sign for Blizzard and Gom TV, but the future is not certain. We won’t know for some time if Blizzard’s tough tactics have damaged the StarCraft phenomenon in Korea beyond repair, or if it all merely boils down to transitional road bumps

Blizzard Offering A Week Of Free Time To Warcraft Apostates

Blizzard Offering A Week Of Free Time To Warcraft Apostates

Backsliders in the church of Warcraft are being coaxed back to the flock with an offer of seven free days of gameplay, to whet their appetite for the Cataclysm expansion due in December.

Notices are going out to lapsed subscribers now; they promise a week of game time, but the offer expires Dec. 1. World of Warcraft: Cataclysm, the MMO's third expansion, releases Dec. 7.

If you've let your account go on hiatus, check your inbox, trash folder or spam filter. It's a free seven days of MMO time. Provided you can say no thanks after it's all over.

Most Accurate Review of 'Call of Duty: Black Ops'

Single Player Review




Multiplayer Review

Why You'll Give Up Gmail for Facebook Mail

Why You'll Give Up Gmail for Facebook MailAccording to Techcrunch's sources, a full webmail client integrated with The One and Only Social Network will debut next Monday. This is why it may become your favorite webmail service.

If I were Google, Yahoo or Hotmail, I'd be very nervous. Facebook Mail could be a killer not only because of its potential instant size, but because of its natural advantage at making mail more useful.

That's the important thing for Facebook users and everyone else. This may become the only 100% useful mail service out there, only showing you the emails you are actually interested in. To me, if they have the right user interface, that's enough reason to switch from Gmail.

Why use Facebook for email?

Facebook has 500 million active users. Gmail is estimated at 170 million registered users, while Yahoo has 303 million and Hotmail is still king of the hill at 364 million. Of course, not every Facebook boy and girl will jump on its mail bandwagon, but chances are that a huge percentage of you will. In fact, it's not a crazy assumption that almost everyone will, even if that means having yet another mail account added to your computer, phone or tablet.

The fact is that it may be just too convenient to ignore. Facebook users are already used to its internal messaging system. For many, this will be a nice upgrade that will let them add these messages to their mail boxes. Remember that Facebook's mail is rumored to have external mail client access as well as its dedicated webmail interface. It will be easy to have it in every single gadget you own.

But, most importantly, Facebook's users would probably jump in because the social nature of Facebook fits perfectly with the social nature of mail. The irony here is that their mail system could be a raging success because of what many people criticize: Facebook tracks all your moves.

Your playground

Since Facebook knows how you interact with all your contacts, they would be able to perfectly separate what is important from what is not. Having used Gmail's Priority Inbox for a while, I have the feeling that Facebook could do much better at given all their data and some clever, but not overly complicated logic.

Moreover, it's not only about separating what is important and what is not. Their data tracking and analysis could allow them to do many other things. For example, they just have to analyze who is tagging you in photos, who is with you in those photos, to know who are your real friends, and categorize mail accordingly. They can automatically classify mail from the person who just became your fiance or lower the priority of that ex who keeps mailing you. The possibilities of using your social interactions to enhance the mail experience are endless. I have no doubt that Facebook will exploit this information to your advantage—and theirs, I'm afraid.

Ultimately, that's what people—especially younger generations—like about Facebook. It's always prioritized communication, a closed playground where only your friends and contacts get to interact with you. If they can provide a mail system that will allow the controlled entry of external people while keeping the playground fun, clean, and safe, they'll have a winner.