Oakley Monster Dog Sunglasses
The Legend of Zelda: Ocarina of Time Nintendo 64 commercial (UK)
The Legend of Zelda: Ocarina of Time is an action-adventure video game developed by Nintendo’s Entertainment Analysis and Development division for the Nintendo 64 video game console. It was released in Japan on November 21st 1998, in North America on November 23rd 1998 and in Europe on December 11th 1998. Originally developed for the Nintendo 64DD peripheral, the game was instead released on a 256-megabit cartridge, which was the largest-capacity cartridge Nintendo produced at that time.
Ocarina of Time is the fifth game in The Legend of Zelda series in terms of release, but is set before the first four games. The player controls the series’ trademark protagonist, Link, in the land of Hyrule. Link sets out on a quest to stop Ganondorf, King of the Gerudo, from obtaining the Triforce, a sacred relic that grants the wishes of its holder. Link travels through time and navigates various dungeons to awaken sages who have the power to seal Ganondorf. Music plays an important role - to progress, the player must learn to play and perform several songs on an ocarina.
Ocarina of Time’s gameplay system introduced features such as a target lock system and context-sensitive buttons that became common elements in 3D adventure games. In Japan, it sold over 800,000 copies in 1998, becoming the tenth-best-selling game of that year. During its lifetime, Ocarina of Time sold 1.14 million copies in Japan, becoming the 128th-best-selling game of all time and has sold over 7.6 million copies worldwide. The title won the Grand Prize in the Interactive Art division at the Japan Media Arts Festival, won six honours at the 2nd Annual Interactive Achievement Awards and received wide critical acclaim with several publications awarding a perfect score. After release, Ocarina of Time was featured on a number of compiled lists of best or most influential games, including those of Electronic Gaming Monthly, IGN and Nintendo Power.
Ocarina of Time had four major rereleases on the Nintendo GameCube and Wii consoles. It was ported to the GameCube as part of The Legend of Zelda: Ocarina of Time: Master Quest featuring reworked dungeons with new puzzles, and The Legend of Zelda: Collector’s Edition as a direct port. It was also ported to the iQue Player in 2003 and the Wii’s Virtual Console service in 2007. The reception towards these rereleases was mixed: some critics considered the relatively-unchanged game to be outdated by modern standards, while others felt that the game has held up well over the years.
Duration : 0:0:34
Andorra
Two minutes long, melange-style experimental art film originally shot in Super 8 film on location in Andorra, the small, friendly, and beautiful nation in the middle of the Pyrenees Mountains between Toulouse, France and Barcelona, Spain by Portland, Oregon-based artist and film-maker Larry Cwik. Music and sounds for soundtrack by Oregon-based musician Philip Harris. Film completed 2009. For information on other films by the artist, please go to: www.larrycwik.com , and click on short films. This is the internet premier of Cwik’s short films, which have been shown in several film festivals in Oregon, including through Peripheral Produce. Film copyright Larry Cwik, music/soundtrack copyright Philip Harris.
Duration : 0:2:1
Smell Movie Theater - PIPE (Chauncey Frend @ Indiana University Indianapolis)
This is a smell-theater machine called the PIPE (Peripheral Immersive Personal Environment). This was my final project for my BA in Media Arts and Science (New Media) at Indiana University Indianapolis. It is one of my many story telling projects that I am personally entertaining to help me better train to become a Walt Disney Imagineer. Check out the project blog for this: http://www.cfrendcapstone.blogspot.com
Duration : 0:9:26
Oakley Splinter Men’s Sunglasses - S08

SPLINTER Sunglasses In competition the world’s best athletes lay down lines that no one else can hope to follow. We bring that idea to eyewear styling it with art that has no equal. SPLINTER is a look of street sophistication that takes inspiration from Oakley athletes and if you look closely you can see the character of our best sport frames in the sleek sculpture of C-5 alloy. We used that unique blend of five metal compounds to achieve premium durability with low weight and it’s just one reason why SPLINTER earns our metal icons. Even the best style in the world is nothing without comfort so we designed SPLINTER with custom-engineered spring hinges and added UNOBTAINIUM sleeves to the temples. That way SPLINTER maintains a secure fit that stays comfortably in place even when you sweat. The frame makes contact only at the sides of the head and the bridge of the nose taking full advantage of Oakley’s Three-Point Fit that holds the lenses in precise optical alignment. The lenses are made of pure PLUTONITE a material that filters out 100% of all UVA UVB UVC and harmful blue light up to 400nm. Ultraviolet light can sneak around the sides of any sunglass lens so we engineered SPLINTER with 8.75-base lens curvature to maximize protection. Doing that was no simple task because extreme lens contours can affect vision. That’s why we invented XYZ OPTICS a patented technology that maintains visual clarity along the entire lens contour even in the periphery. Put it all together and you have sunglasses with a level of clarity and impact protection that meets all ANSI Z80 .3 standards. This frame is available with Oakley Authentic Prescription Lenses (+2.00 through -3.00 combined power) and other premium options are available. Oakley HDPolarized lenses eliminate 99% of blinding glare without the haze and optical distortion common to ordinary polarized lenses. You can also get IRIDIUM lens coatings that
Zen and the Art of Ascending the Stairs
The second project for my editing class in which I use ambient sound to convey stair walking. My next project is to use peripheral vision to show blade running.
Duration : 0:1:2
Sound Fantasy [Super Nintendo Unreleased Music Art Game!]
http://www.unseen64.net
source: http://www.abandonware-videos.org
Sound Fantasy is an unreleased video game for the Super Nintendo Entertainment System, and its Japanese counterpart, the Super Famicom. Interactive media artist Toshio Iwai designed the game in the early 1990s using concepts from the installation art piece Music Insects, which he created during his time as an Artist in Residence at the San Francisco Exploratorium.[1] However, the finished product was never brought to market by Nintendo for unknown reasons.
Its eccentric concepts and untested game mechanics may have been the main factor in its cancellation; music games, especially on home consoles, were not popular in the early 1990s, and it wouldn’t be until much later in the decade that they gained mainstream attention.
Sound Fantasy was to come packed-in with the SNES Mouse and mouse pad, and it would arrive in a larger game box to hold its contents similar to Super Nintendo games like Mario Paint and EarthBound. It is speculated that Nintendo chose to use Mario Paint to launch its mouse peripheral in 1992 instead, as that game was endorsed by Mario, one of gaming’s most recognizable mascots.
Toshio Iwai eventually went on to convert his work into the PC game SimTunes in 1996, and many of Sound Fantasy’s unreleased gameplay elements can be found there.
In April 2005, to celebrate the Japanese launch of Toshio Iwai’s latest work, Electroplankton for the Nintendo DS, Nintendo opened an exhibit at Tokyo’s Harajuku Station to focus on the new game and on Iwai himself. Nintendo made available for perusal the box art and manual for Sound Fantasy, but the “lost game” was not made playable there. Those who appreciate Iwai’s work, however, hope that someday the completed game will be made available for download via Nintendo’s Wii Virtual Console service. - [wikipedia]
Duration : 0:0:11
Bridging the Gap
A conceptual art piece exploring the notions of the sublime and the peripheral in urban landscape
Duration : 0:7:5
AWARENESS MUSCLE /video dictionary by Colonel
from the ABC News interview at PS1 MOMA 05/03/2007
AWARENESS [fr. conscience]
Awareness is an active state.
It is a willed state, an effort of receptivity, an intention.
In biological psychology, awareness describes a human or animal’s perception and cognitive reaction to a condition or event.
Awareness does not necessarily imply understanding.
Awareness is just an ability to be conscious of, feel or perceive.
Awareness is a relative concept.
An animal may be partially aware, may be subconsciously aware, or may be acutely aware of an event.
Awareness may be focused on an internal state, such as a visceral feeling, or on external events by way of sensory perception.
Awareness provides the raw material from which animals develop qualia, or subjective ideas about their experience.
Researchers have debated what minimal components are necessary for animals to be aware of environmental stimuli, though all animals have some capacity for acute reactive behavior that implies a faculty for awareness.
Popular ideas about consciousness suggest the phenomenon describes a condition of being aware of one’s awareness.
Efforts to describe consciousness in neurological terms have focused on describing networks in the brain that develop awareness of the qualia developed by other networks.
Neural systems that regulate attention serve to attenuate awareness among complex animals, whose central and peripheral nervous system provides more information than cognitive areas of the brain can assimilate.
Within an attenuated system of awareness, a mind might be aware of much more than is being contemplated in a focused extended consciousness.
When a patient goes for a surgical operation, it is desirable to temporarily make the patient unaware.
Anaesthesiologists specialise in this.
It is also a major responsibility is to prevent awareness during an operation.
This is achieved by giving anesthetic drugs through the veins and through the lungs.
Awareness is also a concept used in CSCW, albeit its definition has not yet reached a consensus in the scientific community.
In art it is maybe the capacity to be present.
Not seldom one can get the impression that artist are a profession which is currently undergoing an operation.
By an anaethesiologist.
Could the anaesthetic used be the notion of conceptual art?
We might be wrong here.
Anyway.
To be aware is to be in contact with everything around.
The ego as well as the public.
To include the search for the oeuvre and the meteorological condition, as well as the emotional and political context.
The awareness is a total disposition to be informed, and to integrate everything at once.
For the artist to redistribute this awareness in an immediate art work (which is a combination of everything which is perceived), an awareness muscle is a good thing to have.
AWARENESS MUSCLE [fr. muscle de conscience]
In the same sense memory can be trained, an awareness muscle can be developed by an effort.
To develop the awareness muscle, the artist has to reduce his business.
When an artist is busy, he is not very aware.
A daily training is necessary. But how to train?
Scanning the news in a critical way could be one exercise.
Daily debating politics with others could be another.
Looking at other point of views usually produces significant improvements.
Fighting prejudice is an excellent exercise.
Many other forms of training could also produce beneficial effects for the awareness muscle.
Continuous and daily training is important.
If not, the awareness muscle can develop into atrophy.
But, to develop the awareness muscle do require will.
the dictionary emergency room
http://www.emergencyrooms.org/dictionary/words/
emergency room officiel home page
http://www.emergencyrooms.org/
emergency room at PS1/MOMA ;
http://www.emergencyrooms.org/ps1.html
the 05mars 2007
state of the exhibition that day at PS1/MOMA
http://www.ps1.org/emergencyroom/36/
press coverage :
http://conclusionism.com/ps1/coverage.html
ABC News broadcasted result of the recording
http://abclocal.go.com/wabc/story?section=local&id=5104707
http://colonel web site
www.colonel.dk
Duration : 0:0:52
Command & Conquer: Red Alert 3

EA Command & Conquer Red Alert 3 - PC General Information Manufacturer Electronic Arts, Inc Manufacturer Part Number 19039 Manufacturer Website Address www.ea.com Brand Name EA Product Name Command & Conquer Red Alert 3 Marketing Information Welcome back comrades, it’s been far too long. After years of conflict, the Allies are finally on the brink of victory. Cowering behind the walls of the Kremlin, the Soviets decide to turn to one last act of desperation - the use of an experimental time travel device. The mission: to go back in time to eliminate Albert Einstein before he creates the technologies that will lead the Allies to ultimate victory. After a successful mission, the Soviets return to the present, discovering the Allied position has weakened. But before they can truly celebrate, they find out their actions have spawned a new threat and global superpower, the mysterious, technologically advanced, Empire of the Rising Sun. Welcome to World War III. In Red Alert 3, all three factions will have their own hand-crafted story-driven campaigns, with co-operative missions designed solely around coordinating attacks and developing strategies with an ally. Hook up with a friend online to go through the entire experience or choose from a group of AI commanders, each with their own distinct playstyle and personality. While most RTS games keep naval gameplay at the periphery, Red Alert 3 is