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“download+were+world ” - 18 news in the last 7 days (0.4s)

American Congregations Survey

Is a church's financial health somehow connected to its spiritual vitality? The new survey, American Congregations 2008, is released today and suggests this is the case. A press release from the Hartford Institute for Religion Research at Hartford Seminary gives the broad strokes. Produced by Faith Communities Today, the survey is based on responses from more than 2,500 Oldline Protestant, Evangelical Protestant, Catholic & Orthodox and World Religions congregations. The
image for American Congregations Survey
Cooperative Congregational Studies Partnership (CCSP) conducted the survey. It updates results from surveys taken in 2000 and 2005, and is the latest in CCSP's series of trend-tracking national surveys of U.S. congregations. Several of the key findings of the survey were reported earlier: American congregations, as a group, continue to struggle, facing declining attendance at worship, eroding financial health,[...]

View original story : download+were+world Feed : Ed Stetzer

The World’s Most Powerful Traffic and Profit Generator

Have you ever just wanted to buy that list of email names? You know, so you can have an instant email list to market your product or best affiliate offers to? I know I was surely tempted … so much so, I believed the sellers were telling me the truth, and was suckered into to buying the [...] The World’s Most Powerful Traffic and Profit Generator is a post from: Your Website Traffic Solutions Today Click here to Download Your free copy to Leverage Video for your Traffic Flow!

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image for GDC: Uncharted 2 Wins Big At 10th Annual Game Developers Choice Awards

GDC: Uncharted 2 Wins Big At 10th Annual Game Developers Choice Awards

Naughty Dog's critically-acclaimed Uncharted 2: Among Thieves was the big winner at the 10th annual Game Developers Choice Awards, presented at a ceremony this evening at UBM TechWeb Game Network's 2010 Game Developers Conference (GDC), receiving a total of five awards, including Best Writing and the coveted Game of the Year award. Another major honoree, 5th Cell received the award for Best Handheld Game and the Innovation Award, for its creativity-fueled portable game, Scribblenauts. Zynga, creators of the wildly addictive and popular Facebook game, Farmville, received the honor for Best New Social/Online Game, marking the first winner for this inaugural category. Other winners include Rocksteady Studios' dark and gritty adventure, Batman: Arkham Asylum, which won for Best Game Design. The Best Debut Game went to Runic Games' Torchlight. The Best Downloadable Game award went to thatgamecompany's Flower, marking the second such award for the developer, following their win in 2008 with fl0w. The Game Developers Choice Awards, which honor the very best games of the year, created for developers and voted on by developers. The finalists were chosen via a combination of open game industry nominations and the votes of the leading creators in the Choice Awards Advisory Committee. Starting this year, winners were selected by the Game Developers Choice Awards-specific International Choice Awards Network (ICAN), which is a new invitation-only group comprised of 500 leading game creators from all parts of the video game industry. This year, John Carmack, the technological patriarch and co-founder of id Software was presented with the Lifetime Achievement award for more than two decades of groundbreaking technical contributions, and his role pioneering and popularizing the first-person shooter genre with the groundbreaking Doom and Quake series. The Game Developers Choice Awards also honored Jerry Holkins, Mike Krahulik and Robert Khoo, the crew behind the popular webcomic Penny Arcade, with the Ambassador Award. The trio, who have also created and spearheaded the Child's Play Charity and the Penny Arcade Expo, were awarded the honor for their work creating their genuine, gamer-friendly empire by skewering video game culture and developers while building up a following, events and an industry-leading video game charity that help epitomize the positive elements of 'gamer spirit.' Finally, Gabe Newell was given the Pioneer Award for his work in co-creating PC key digital download service Steam, and helping to make possible some of the most important video games of recent years -- from the Half-Life series through Portal to Team Fortress and beyond. The recipients of the 10th Annual Game Developers Choice Awards are: Game of the Year Uncharted 2 (Naughty Dog) Best Game Design: Batman: Arkham Asylum (Rocksteady Studios) Best Writing: Uncharted 2 (Naughty Dog) Best Debut Game: Torchlight (Runic Games) Best Technology: Uncharted 2 (Naughty Dog) Best Handheld Game: Scribblenauts (5th Cell) Best Visual Arts: Uncharted 2 (Naughty Dog) Innovation Award: Scribblenauts (5th Cell) Best Audio: Uncharted 2 (Naughty Dog) Best Downloadable Game: Flower (thatgamecompany) Recipients for the evening's special awards were: Lifetime Achievement Award John Carmack Pioneer Award Gabe Newell Ambassador Award Penny Arcade (Jerry Holkins, Mike Krahulik, Robert Khoo) "This year has seen some incredible titles across platforms and genres -- big-budget blockbusters like Uncharted 2 and Batman: Arkham Asylum and addictive online games like Farmville all made for an amazing year in games," says Meggan Scavio, event director of the Game Developers Conference. "The winners at the Game Developers Choice Awards have exhibited that they can create compelling experiences that set the bar even higher for other developers to follow. We'd like to thank all the winners and the nominees for their countless hours furthering the art of game creation, and crafting some awesome experiences for gamers the world over." For more information about the awards and all the recipients, please visit the official Game Developers Choice Awards website.

View original story : download+were+world Feed : GameSetWatch
image for Palm Announces Public Beta PDK, Shows Off New webOS Games

Palm Announces Public Beta PDK, Shows Off New webOS Games

Palm used the Game Developers Conference to announce a public beta version of its webOS Plug-in Development Kit (PDK). The company is also showing off new games from early PDK developers at the conference. Palm tells us more about the PDK: The PDK complements the Palm webOS Software Development Kit (SDK), letting developers use C and C++ alongside the web technologies that power the SDK and mix them seamlessly within a single app. The PDK enables new functionality, including immersive 3D graphics, and gives developers who have built games for other platforms an easy way to bring their titles to the webOS platform. Developers can download the beta PDK and start developing today, but distribution of games built with the beta PDK will require functionality provided in an upcoming Palm webOS update. As you'll recall, Palm introduced 12 games at CES in January that were built by four developers who had early access to the PDK. Since then, these early-access developers have added more than 20 webOS titles. New titles include: “Apollo” (Laminar Research) “Assassin’s Creed™ – Altair’s Chronicles” (Gameloft) “Brothers In Arms®: Hour of Heroes” (Gameloft) “Castle of Magic” (Gameloft) “Deer Hunter 3D” (Glu Mobile) “Dungeon Hunter” (Gameloft) “Earthworm Jim” (Gameloft) “Gangstar: West Coast Hustle” (Gameloft) “Giant Fighting Robots” (Laminar Research) “Guitar Hero 5 Mobile” (Glu Mobile) “Hero of Sparta” (Gameloft) “Real Soccer 2010” (Gameloft) “Real Tennis” (Gameloft) “World Series of Poker: Hold’em Legend” (Glu Mobile) “X-Plane Airliner” (Laminar Research) “X-Plane Carrier” (Laminar Research) “X-Plane Extreme” (Laminar Research) “X-Plane Glider” (Laminar Research) “X-Plane Helicopter” (Laminar Research) “X-Plane Racing” (Laminar Research) “X-Plane Space Shuttle” (Laminar Research) The PDK is available at the Palm Developer Center (developer.palm.com).

View original story : download+were+world Feed : Cell Phones and Multi-Function Devices

AApple iPad 16GB Wi-Fi Edition (Pre-Order)

All of the built-in apps on iPad were designed from the ground up to take advantage of the large, Multi-Touch screen. And they'll work in any orientation. So you can do things with these apps you can't do on any other device. Safari The large Multi-Touch screen on iPad lets you see web pages as they were meant to be seen — one whole page at a time. With vibrant color and sharp text. So whether you're looking at a page in portrait or landscape, you can see everything at a size that's actually readable. And with iPad, navigating through the web has never been easier, or more intuitive. Because you use the most natural pointing device there is: your finger. You can scroll through a page just by flicking your finger up or down on the screen. Or pinch to zoom in or out on a photo. There's also a thumbnail view that shows all your open pages in a grid, to let you quickly move from one page to the next. Mail See and touch your email in ways you never could before. In landscape, you get a split-screen view, showing both an opened email and the messages in your Inbox. To see the opened email by itself, you just turn iPad to portrait, and the email automatically rotates and fills the screen. No matter which orientation you use, you can scroll through your mail, compose a new email using the large, on-screen keyboard, or delete messages, with nothing more than a tap and a flick. If someone emails you a photo, you can see it right in the message. You can also save the photos in an email directly to the built-in Photos app. And iPad will work with all the popular email providers, including MobileMe, Yahoo! Mail, Gmail, Hotmail, and AOL. Photos With its crisp, vibrant display, and its unique software features, iPad is an extraordinary way to enjoy and share your photos. For example, the new Photos app displays the photos in an album as though they were in a stack. Just tap or pinch to open the stack, and the whole album opens up. Then you can flip through your pictures, zoom in or out, or watch a slideshow. You can even use your iPad as a beautiful digital photo frame while your iPad is docked or charging. And there are lots of ways to import photos: you can sync them from your computer, download them from an email, or import them directly from your camera using the Apple Camera Connection Kit. Video The large, high-resolution screen makes iPad perfect for watching any kind of video: from HD movies and TV shows, to podcasts and music videos. You can also easily move between wide-screen and full-screen with a double-tap. And because it's essentially one big screen, with no buttons or anything to distract you, the picture fills your line of sight. So you feel completely immersed in what you're watching. YouTube The YouTube app organizes videos so they're really easy to see and navigate. To watch one, you just tap it. When you're watching in landscape, the video will automatically play in full screen. And with its high-resolution display, the latest YouTube HD videos will look amazing on iPad. iPod With the iPod app, all your music is literally at your fingertips. You can browse by album, song, artist, or genre, with a simple flick. To play a song, just tap it, and the now playing screen will show the album art at full size. Then you can listen to your music with either the powerful built-in speaker, or with wired or Bluetooth wireless headphones. iTunes Just tap on the iTunes Store icon, and you can browse and buy music, TV shows, podcasts — or buy and rent movies — wirelessly, right from your iPad. There are thousands of movies and TV shows (in both standard and high definition), along with thousands of podcasts, and millions of songs to choose from. You can even preview songs before you buy them. And you can sync iPad with the content you already have in your iTunes library on your Mac or PC. App Store iPad will run almost 140,000 apps from the App Store. Everything from games to business apps, and more. And new apps that have been designed just for iPad are highlighted, so you can easily find the ones that take full advantage of its features. Just tap the App Store icon on the screen and you'll be able to browse, buy, and download apps wirelessly, right to the iPad. iBooks The iBooks app is a great, new way to read and buy books.1 Just download the app for free from the App Store, and you'll be able to buy everything from classics to bestsellers from the built-in iBookstore. Once you've bought a book, it's displayed on your Bookshelf. To read it, all you have to do is tap on it and it opens up. The high-resolution, LED-backlit screen displays everything in sharp, rich, color, so it's very easy to read, even in low light. Maps See more of the world with high-resolution Satellite and Street View images. You can even see topography with the new Terrain view. You can also search for a nearby business type (for example, "Restaurant") and then tap on that business to see the route and directions from your current location. Notes With its expansive display and large, on-screen keyboard, iPad makes jotting down notes easy. In landscape mode, you get not only a note-taking page but a list of all your notes. It even circles the current note in red. So you can see where you are at a glance. Calendar iPad makes it easy to keep on schedule by displaying Day, Week, Month or List views of your calendar. That way, you can see an overview of a whole month, or the details of a single day. iPad will even show multiple calendars at once, so you can manage work and family calendars at the same time. Contacts The Contacts app on iPad makes finding names, numbers and other important information quicker and easier than ever before. A new view lets you see both your complete contact list, and a single contact, simultaneously. Need directions? Just tap on an address inside a contact and it'll open Maps. Home Screen The Home Screen gives you one-tap access to everything on iPad. You can also customize your Home Screen by adding your favorite apps and websites, or using your own photos for the background. And you can move apps around to arrange them in any order you want. Spotlight Search Spotlight Search allows you to search across iPad, and all of its built-in apps. Including Mail, Contacts, Calendar, iPod, and Notes. It'll even search apps you've downloaded from the App Store. So no matter what you're looking for, it's never more than a few taps away. LED-backlit, IPS Display The high-resolution, 9.7 inch LED-backlit, IPS display on iPad is remarkably crisp and vivid. Which makes it perfect for web browsing, watching movies, or showing off photos. It's also been designed to work in any orientation — portrait or landscape. And because it uses a display technology called IPS (in-plane switching), it has a wide, 178° viewing angle. So you can hold it almost any way you want, and still get a brilliant picture, with excellent color and contrast. Multi-Touch The Multi-Touch screen on the iPad uses the same revolutionary technology that's in an iPhone. But for iPad, the technology has been completely reengineered for the larger surface, to make it extremely precise and responsive. So when you're zooming in on a map, flicking through your photos, or deleting an email, iPad responds with incredible accuracy. And it does just what you want it to. Thin and light One of the first things you'll notice about the iPad is how thin and light it is. The screen is 9.7 inches, measured diagonally. So overall, it's slightly smaller than a magazine. And at just 1.5 lbs and 0.5 inches thin, it's easy to carry and use anywhere. There's also a slight curve to the back. Which makes it easy to pick up and comfortable to hold. Up to 10 hours battery life To maximize battery life, Apple engineers took the same lithium polymer battery technology they developed for our notebook computers and applied it to the iPad. As a result, you can use iPad for up to 10 hours while surfing the web on Wi-Fi, watching videos, or listening to music. Wireless With built-in 802.11n, iPad can take advantage of the fastest Wi-Fi networks. And it'll automatically locate available Wi-Fi networks, which you can easily join with a few simple taps. iPad also comes with Bluetooth 2.1 with EDR, which lets you connect to devices like wireless headphones or the Apple Wireless Keyboard. 3G iPad will also be available in a 3G model, with super-fast data speeds up to 7.2 Mbps. So if you're traveling, or you happen to be somewhere that doesn't have a Wi-Fi network, you can still get a fast connection for surfing the web, downloading email, or getting directions. Performance The A4 chip inside iPad was custom-designed by Apple engineers to be extremely powerful, and yet extremely power efficient. So the performance is unlike anything you've ever seen on a touch-based device. Which makes iPad fantastic for everything from productivity apps to games. But at the same time, the A4 chip is so power efficient that it helps iPad get up to 10 hours of battery life on a single charge. And iPad is available with a choice of 16, 32 or 64GB flash storage. Which gives you lots of room for your photos, movies, music, apps, and more. Connectivity The 30-pin dock connector on the bottom of the iPad allows you to dock and charge it. It also lets you connect to iPad accessories like the Camera Connection Kit or the Keyboard Dock. Audio The powerful, built-in speaker produces a full, rich sound. Which makes watching a movie or listening to music even more enjoyable. It also comes with a headphone jack and a built-in microphone. 140,000 apps. And counting. The iPad will run almost all of the apps designed for the iPhone. You just download them from the App Store. Or, if you already have apps for your iPhone or iPod touch, you can sync them to iPad from your Mac or PC. Then you can run any of those apps in either their original size, or you can expand them to fill the screen. And developers are working on new apps designed specifically for this amazing new device and all the things it can do. App Store If you tap on the App Store icon, it'll take you to a special section of the Store that has apps specifically designed for iPad. You can also browse through iPhone and iPod touch apps, including entertainment apps, productivity apps, social networking apps, games, and more. And you can buy and download them wirelessly, right from the iPad. No matter what you need, there’s bound to be an app for it.

View original story : download+were+world Feed : QQeStore

100309 - Daden a Double Finalist in US Federal Virtual Worlds Challenge

A double success has been scored by UK Virtual Worlds consultancy Daden Limited by being the only UK company to become a finalist in two categories of the U.S. Federal Government's Virtual World Challenge (FVWC). Birmingham based Daden entered its PIVOTE and Datascape systems into the Challenge, and has now been invited to the Defense GameTech Users Conference in Orlando Florida at the end of March for the finals. The Federal Virtual World Challenge (http://fvwc.army.mil) was launched in August 2009 by the U.S. Army Simulation & Training Technology Center, in order to reach a global development community to provide innovative and interactive training and analysis solutions in virtual worlds. The challenge is intended to explore the possibilities for using virtual worlds that may have not ever been considered by the U.S. Government. The audience includes all United States Government Departments and Agencies, including Department of Defense, Department of Homeland Security, Department of Transportation, National Aeronautics and Space Administration (NASA) and the Department of Health and Human Services. Entries were due by 15 November and were logically divided into four categories - Collaboration, Skill Building, Instruction and Visualisation and there has been both official judging by Federal staff and an open evaluation by members of the public. Public review continues to be available from the website. Only three finalists have been chosen from each category from both the Government/Government Contractor and the Non-Government criteria. "It was clear that there were groups of developers who were pushing the envelope of training and analysis capabilities within virtual worlds. Our hope was that the Federal Virtual World Challenge would expose those "pockets of excellence" and provide an opportunity to build relationships between these innovators and the Federal Government. We were very pleased with the quality of the entries submitted in the inaugural year of this event and we believe that each of the finalists have demonstrated great innovation in the use of this emerging platform." says Tami Griffith, the creator of the challenge. Within the Collaboration category Daden entered its Datascape data visualisation environment. Built on the Second Life® virtual world platform the centre-piece of Datascape is a 20m diameter virtual map showing Google™ Maps (or its OpenStreetMap open-source equivalent). Just as on the web this map can be zoomed down to building level detail almost anywhere on the planet. But unlike the web version up to 50 users from across the globe can gather round or stand on the map and discuss what it is showing. Daden's web integration technology then allows data from a variety of web and real-world sources to be plotted on the map - ranging from BBC news feeds and U.S. Geological Survey (USGS) earth-tremor data to GPS data and the real-time location of aircraft flying over Los Angeles Airport. Additional screens around the floor-map allow for video feeds, RSS and Twitter feeds, infographics, slideshows and even collaboratively edited documents and spreadsheets. David Burden, Daden MD said, "We initially created Datascape for the Federal Virtual World Consortium event in Washington DC last year. It brought together a variety of data visualisation techniques - and the impact of seeing them all in one place has been really powerful in showing how virtual worlds can be used as a data visualisation and data fusion environment. For instance following the Haiti earthquake we created a set of controls which allowed you to plot not only news stories about the earthquake and after-shock data from the USGS, but also to overlay photos and tweets being geo-tagged from users directly on the scene." Daden's second entry, again built around Second Life®, is PIVOTE. This is a training system for virtual worlds - which allows training exercises to be developed independent of the virtual world - and be playable not only in a variety of virtual worlds but also on the web and even on mobile phones. PIVOTE was developed as a result of Daden's work on the Joint Information Systems Committee (JISC) project called PREVIEW with St George's Hospital, University of London. This project, which created a training system for paramedics at the Hospital won the Times Higher Education Award for Outstanding ICT (Information and Communications Technology) Initiative in 2009. PIVOTE has been released as an open-source application and there are now users from Argentina to Canada, and across many European countries. Whilst initially developed for medical training PIVOTE has since been used for topics as varied as retail customer service and youth citizenship. For the Challenge Daden put together a simulation of a roadside improvised explosive device (IED) in Afghanistan. First the user has to navigate a remotely controlled robot through the debris to a secondary IED and disarm that. Then with the road clear the user - now playing the role of a medic - can walk down to the wrecked vehicle to treat the casualty. David continued, "The great advantage of PIVOTE is that it moves the core definition of the exercise out of the virtual world. This means that the same exercise can be experienced (at different levels of graphical detail) by users in different virtual worlds, or even those just with web or mobile phone access. This not only maximises access but also protects the institution's investment in the training, and allows tutors without detailed virtual world knowledge to maintain and even create the exercises." Daden is heading out to Orlando hoping to win the competition - especially since up to $25,000 dollars is at stake. However, David concludes "For us the real win is just having our expertise recognised and being drawn to the attention of the U.S. (and other) Governments and agencies. We are already actively pursuing a number of contracts in the U.S., and hopefully our presence in Orlando will generate more real business for us regardless". Daden's FVWC entries both have their own web pages at http://fvwc-pivote.blogspot.com/ and http://fvwc-datascape.blogspot.com/, and both are available for public view in Second Life® at http://slurl.com/secondlife/Daden%20Cays/126/217/22 and http://slurl.com/secondlife/Daden%20Prime/223/224/21. Daden are arranging demonstrations every week until the end of March as detailed at http://www.fvwc.army.mil/evaluation_main.php (note times are U.S. EST) - or can arrange them by appointment. ENDS NOTES TO EDITORS About Daden Daden Limited is a virtual worlds agency working in Second Life® and other virtual worlds. Our aim is to help you engage with your audience using some of the most interesting technologies around today. We help organisations understand and use virtual world technologies for serious business, collaboration, education and building. Clients range from SMEs to global brands including central and local government, universities/colleges and healthcare organisations. Daden are working with almost a dozen education and training organisations from the public (HE, FE, Secondary) and private sector (in-house and external) to help them use virtual worlds and characters to deliver a better education and training experience to their students and staff. Founded in 2004 by David Burden, Daden are based at Birmingham Science Park Aston in Birmingham UK. They are members of the Serious Games Institute in Coventry and Intellect in London. Daden are a Linden Lab Gold Solution Provider for Second Life. About Second Life® and Linden Lab® Developed and launched by Linden Lab® in 2003, Second Life® is the world's leading 3D virtual world environment. It enables its Residents to create content, interact with others, launch businesses, collaborate, educate, and more. Since its inception, Second Life® Residents have logged more than one billion user hours and generated more than $1 billion in user-to-user transactions. With a broad user base that includes everyone from consumers and educators to medical researchers and large enterprises, Second Life® has become one of the largest repositories of user-generated content and the largest user-generated virtual goods economy in the world. Linden Lab®, founded in 1999 by Chairman of the Board Philip Rosedale and headquartered in San Francisco, develops revolutionary technologies that change the way people communicate, interact, transact, learn and create. Privately held, Linden Lab® is led by CEO Mark Kingdon, and has more than 350 employees spread across the U.S., Europe, and Asia. For more information, visit www.secondlife.com. Defense Gametech Users Conference is a unique user-focused conference dealing with gaming technologies that enhance warfighter training. Gaming experts will discuss the current state of game technologies. Government, industry and academia will share knowledge, research and technology on virtual worlds and games for training. Details at http://www.teamorlando.org/gametech/. Datascape is Daden's data visualisation system for virtual worlds. Within it you can view map, text and 2D and 3D data in order to gain a better understanding of a particular situation or data set, and to help make better decisions. The environment allows users to zoom maps, plot geographic data, view CCTV and webcams, plot 3D data, show slides and objects, view RSS and Twitter feeds, and analyse GPS and earth-sensing data all in a shared immersive environment. PIVOTE is an open-source authoring system for learning in virtual worlds. Created by Daden originally for the JISC funded PREVIEW project. PIVOTE lets you create learning exercises on the internet using simple forms-based interface. These exercises can be played in Second Life, OpenSim, on the web or even on a mobile phone. They can also be ported between virtual worlds and student performance data can be exported for use in VLE's. PIVOTE is now an open-source project and available for free download and use by anyone. You can read more about PIVOTE at www.daden.co.uk/pivote. IMAGES All Images available from: http://www.daden.co.uk/pages/press_images.html

View original story : download+were+world Feed : Daden Limited

New: Frame Games™ Lite (games)

Frame Games™ Lite 1.2 Category: Games Price: Free (iTunes) Description: This is version of the Frame Games™ application that contains 10 puzzles that you can view for free. Frame Games are fun for all ages. If you like then and want to play more, you can purchase the full puzzle sets through the "In-App" purchase program. Frame Games™ are brain teasing rebus puzzles that are a play on words represented inside a frame or box; a graphical representation of a riddle to be solved. Stickels' designed the Frame Games™ to help keep the mind sharp and alert, and both print and electronic puzzles were created to improve mental flexibility and help nurture creative problem solving skills. While these games have previously been available exclusively in Stickels' thirty books, in newspaper columns and Frame Games™ calendars around the world, they are now be available on iPhone and iPod Touch. HOW TO PLAY: BROWSING PUZZLES: (see screenshot 1 below) Frame Games™ uses a public OpenFlow interface to take it easy for browsing through puzzle sets. Swipe your finger from right to left or from left to right to page through the puzzles individually. Use the navigation buttons at the bottom to rapidly advance forward or backward by 10 puzzles within a puzzle set. CHANGING PUZZLE SETS: (see screenshot 3 below) Tap the 'Set' button to display available puzzle sets. Puzzle sets marked with a green dot indicate that you have already purchased the set. Puzzle sets marked with a padlock icon are sets available for purchase. Simply tap the desired set number button. If you have purchased the set, it will appear starting at puzzle number 1 within the chosen puzzle set. If you have not purchased the puzzle set, a confirmation screen will appear that will allow you to browse the puzzle sets that are available for purchase. (Please see PURCHASING PUZZLES below.) PUZZLE ANSWERS: (see screenshot 2 below) By default, the answer for the previous puzzle is displayed as you browse. You can toggle answer display on or off, and you can tap an answer bubble to make it disappear or reappear. To get the answer for the current puzzle, simply double tap on the puzzle. LANDSCAPE: (see screenshot 5 below) To enjoy browsing puzzles in landscape mode, turn your device sideways to the left. PURCHASE PUZZLES: (see screenshot 4 below) From the main menu, you may tap the 'Buy Puzzles' button and a list of available puzzle sets for purchase will be displayed. Each puzzle set (100-500) will be displayed. Simply tap on the 'Buy' button to make your purchase. Puzzle sets that you have already purchased will also appear, but the 'Buy' button will not be displayed. Instead a 'Download' button is displayed so that you may download the puzzle set again, if you wish. iTunes will guide you through the purchasing process or the downloading process if you should choose that option. One a puzzle set has been purchased, the puzzle will be available for selection in the 'Set' drop-down menu. The padlock icon next to the puzzle set will now appear as a green dot indicating that you have purchased that puzzle set. After purchasing a puzzle set, you should make a backup of your device to save your purchase information. RESTORING: (see screenshot 4 below) If you own multiple iPod Touch/iPhone devices all built off the same iTunes account, you may recover purchased puzzle sets onto new devices using the 'Restore' button located on the Frame Games main menu. When you use this option, restore transactions are placed in the iTunes AppStore queue. It may take a few minutes for the transactions to complete and restore access to your purchased content. SUPPORT Just touch the 'information' button to get the support panel - links for our website - links for telephone number - links for our email, Twitter, Facebook contacts Frame Games™ Lite

View original story : download+were+world Feed : AppShopper.com: All New Apps, Version Changes and Price Changes

Earthdawn Rulebook (Second Edition)

Publisher: RedBrick Before science, before history, there was an Age of Legend - and Legends never truly die... For years, the Name-givers - those races gifted with the ability to Name, and shape the very magic of the world - were forced to live in underground citadels known as kaers, while malevolent creatures from astral space, so terrible they could only be called Horrors, ravaged their world. The time of hiding has passed. Now, the Name-givers have returned, and reclaimed their place in the world. The fight is not over. The Horrors still linger in this world - in the cities and ruins lost during the Scourge. A corrupt Empire seeks to reclaim its provinces, and Name-givers with dark ambitions seek to set themselves up as the new power in the absence of the Empire. In this Age of Legend, only heroes can stand against the soul-rending power of the Horrors, and the dark machinations of those corrupt with power. Become these brave souls, and roleplay in Earthdawn, the Age of Legends. This is the core rulebook for the Earthdawn Second Edition game line, originally published by Living Room Games under license from FASA Corporation. The Earthdawn Second Edition game line is no longer supported; it is superseded by the Earthdawn Third Edition game line from RedBrick, available from this site. The PDF has been produced from a scan of the original book and, as such, may be a larger download than if produced from the digital source files, which are not available. The PDF has been OCR'd to make it searchable. Defects and artifacts are unavoidable as the conditions of the books used to make scans vary. We have attempted to balance quality and size throughout the process and hope you are satisfied with the result.

View original story : download+were+world Feed : RPGNow.com Newest Items

Windowing

Sorry folks, another crosspost from Paper Not Included, my mea culpa this time is that I'm recuperating from a pair of nightshifts that were less that smooth. Something ambulance based tomorrow though. Windowing makes ebooks more like DVDs than CDs I got into a discussion on Twitter last night with someone who I respect about ebooks, made slightly difficult by constraining myself to 140 characters and by fitting my tweets around work. And it being silly o'clock in the morning when my brain turns, not so slowly, to mush. He was suggesting that when you buy a hardback book there is within it a 'scratch panel' with a code for the ebook version. While I completely agree with the idea, and it has been one I've suggested in the past, I was trying to make the point that, especially when ebooks are concerned, the publishing industry isn't exactly the most sane creature. For the record, I don't think that publishers will want to do this because it is too easy to buy the book and then email the code to someone else - or put it on a 'book swap' website where such codes could change hands. The publishers would then see this as a 'lost sale' and therefore 'lost profit' rather than as a marketing tool. Our brief discussion then turned to whether ebooks are to MP3s as physical books are to CDs. I maintain that ebooks are to DVDs as physical books are to films at the cinema. You see, the publishing industry, like the film industry has long had a point of 'windowing' releases. That is, a film is released in the cinema - stays around for a few weeks and then only after a few months does the film get released as a DVD or digital download. On the other hand, CDs are normally released at the same time as MP3 downloads. Turning to publishing, like films at the cinema - hardback books are released first and it is only much later they are released as a paperback book. This is known as 'windowing', and it is used to ensure that one section of the market, the section that is willing to pay more for first access, or for the 'experience', don't instead decide to turn to a less profitable product. In the publishing world the profit margin on a hardback is much more than that on a paperback (although the risks are greater), it is a poorly held secret that while hardbacks cost three times that of a paperback they do not cost three times as much money to make and distribute. This then is why many publishers are looking at a distribution scheme where the hardback is released first, and the ebook is held back until the paperback version is released, or even held back until later. ][][][][ Is this sane? Without the figures available I can only speculate - but I would imagine that the algorithm that the publishing house comes up with is perhaps lagging behind the real social change that the internet and social media has wrought. I would guess that most people who buy hardcover books are those that simply cannot wait until the paperback to read the book by an author, or are huge fans of the experience of reading a book - the sheer physicality of a hardcover. These people will pay triple the price of a paperback for the same 'content' in order to read it as soon as possible - I know I have been that person in the past. Then you have the second market - those that will wait until the paperback is released. This section are more wary of spending a lot of money and will happily put off that instant gratification in order to get a bargain. The third market are those that will wait until they can borrow the book from the library, or will buy the book when it appears in a second hand bookshop. Publishers get no money from these people and so they are ignored, or marketed at in order to become members of the first or second market. Where we stand now we have a new 'fourth market' with ebooks - people who don't care about the physicality of books and who want instant gratification. The jury is still out on how much money that they want to pay (this returns to the argument of 'how much should you pay for an ebook', do you pay near hardback prices for that instant gratification, or do you pay less because you are buying a product with less functionality?). So, how do you window ebooks so that they don't gouge your physical books sales? Can you make the ebook price enough that you recoup any hardback sales lost, yet don't discourage people from paying that amount for a non-physical product? One key question is 'how is the first market who buy hardbacks split?', Those who want the experience, the pure artifact of owning a hardcover will never buy that as an ebook as it doesn't have anything that they want. It's those that want that instant gratification that may start switching to ebooks, and publishers want to keep the profit that those people bring them. It is simplistic to say that ebooks 'cost nothing'. Sure, the 'per unit' cost of an ebook is next to zero - once you have an ebook format you can sell a million copies for the same cost as selling a hundred copies - but the real cost is in getting to that finished ebook format. This means copyediting, author's advances, marketing and the myriad of other costs that go into making a book. It is this initial outlay that publishers look to recoup with those initial sales of hardbacks (because remember, the profit margin is higher on them). ][][][][ So, what for the future? I see publishers continuing to do one of two things, they will either 'window' their sales - making ebooks available only after the paperback version of a book is released, or they will embrace the 'variable pricing' model initially releasing an ebook at the same time as the hardback for hardback like prices. Then when the paperback is released they cut the price of the ebook for something more like a paperback price and then finally, after selling the majority of their paperback sales, they will lower the cost of the ebook even more in order to make the last bit of money from those who are only willing to pay secondhand book market prices. This, in part, is why publishers are embracing the 'agency' model of ebook pricing that came to a head with the fight between MacMillan and Amazon, brought on in some part by the imminent release of the iPad. Is this sane? Well it makes sense in some part - but then it ignores in part the influence of social media in book buying - and that is a subject for a later date.

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