Thứ Hai, 25 tháng 12, 2017

Waching daily Dec 25 2017

Trump Signs Executive Order To Seize Assets Of Clinton & Obama.

President Donald Trump has signed an executive order allowing federal agents to seize the

assets of Hillary Clinton and Barack Obama.

In the Dec. 21 executive order, Trump has declared that severe human rights abuses and

corruption "have reached such scope and gravity that they threaten the stability of

international political and economic systems."

"I hereby declare a national emergency to deal with that threat," Trump said.

The executive order allows for the freezing of assets of U.S. nationals and foreigners

who have committed severe human rights abuses, or corruption, inside or outside of the United

States.

Theepochtimes.com reports: The executive order also targets foreigners and U.S. nationals

who have assisted, sponsored, or provided financial or material aid to the foreign nationals

who committed the crimes.

Offending individuals will be identified by the Treasury Department in consultation with

the Secretary of State and Attorney General.

The executive order targets individuals, entities, and government officials.

In effect, the executive order allows for the United States to crack down on international

criminal networks who engage in human rights abuses, such as child traffickers.

It also allows the United States to target individuals within regimes who have committed

human rights abuses, such as in China or North Korea.

"Human rights abuse and corruption undermine the values that form an essential foundation

of stable, secure, and functioning societies; have devastating impacts on individuals; weaken

democratic institutions; degraded the rule of law; perpetuate violent conflicts; facilitate

the activities of dangerous persons; and undermine economic markets," Trump wrote in the executive

order.

While it is unclear what the scope of the national emergency will be, 13 individuals

have already been identified as serious human rights abusers and corrupt actors.

In addition, the Treasury Department said that it has identified 39 affiliated individuals

and entities under the new order.

Among those initially targeted by the sanctions is Gao Yan, who was the director of the Beijing

Public Security Bureau Chaoyang Branch.

During Gao's tenure, human rights activist Cao Shunli died in detention in March 2014.

"Cao fell into a coma and died from organ failure, her body showing signs of emaciation

and neglect," said the Treasury Department in a statement.

China has seen widespread human rights abuses over the years.

Among them is the persecution of practitioners of the spiritual discipline, Falun Gong.

In June 2016, the House passed a resolution expressing concern about the "persistent

and credible reports of systematic, state-sanctioned organ harvesting from non-consenting prisoners

of conscience in the People's Republic of China, including from large numbers of Falun

Gong practitioners and members of other religious and ethnic minority groups."

Officials involved in these abuses could now be targeted under the national emergency.

It also includes Mukhtar Hamid Shah, a Pakistani surgeon specializing in kidney transplants

who Pakistani police believe to be involved in kidnapping, and the removal of and trafficking

in human organs.

A full list of the individuals targeted can be found here.

What do you think about this?

Please share this news and scroll down to Comment below and don't forget to subscribe

Top Stories Today.

For more infomation >> Trump Signs Executive Order To Seize Assets Of Clinton & Obama. - Duration: 3:34.

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The Perfect Fallout Sequel | Concepting a Post-Apocalyptic Masterpiece (Fallout 5 Concept) - Duration: 25:19.

Hey there, sport.

Yes, you!

Do you miss the old days of exploring the wastes unhindered by game designers' wishes,

like facing randomized encounters with radscorpions, bandits or the dreaded Enclave?

Or perhaps you long for the tactical planning required to lick your foes, explore deep dialogue

systems, and survive in a living, breathing post-apocalyptic world?

Well, turn that frown upside down, buckeroo, for I have the cure for your ailment right

here: it's a carefully curated concoction of ideas, what-ifs and game mechanics, both

borrowed and new, for a spark of inspiration to make your adventures more lively than ever.

So pucker up, chief, and prepare to kiss your misgivings goodbye as I present to you this

antidote to the watering down of a once-masterful series: Here is Indigo Gaming's take on

The Perfect Fallout Sequel.

Without a doubt, the first things that will assist in getting the series back on track

are setting and timeline.

Fallout 4, in particular, showed how the series lately has lost the plot.

Set 210 years after the bombs dropped, there wouldn't truly be much radioactive danger

left.

Based on real-life nuclear fallout sites such as Hiroshima, Nagasaki and Chernobyl, the

rads would decrease in just a handful of years to about as much as you absorb as a passenger

of an airplane.

We haven't experienced the half-life of a full-blown atomic war firsthand, so the science

is a little shaky.

We're not sure if it would kickstart a radioactive winter, freezing the world over, or whether

it'd be followed by a radioactive summer--created by greenhouse gases effectively burning up

the landscape.

So it's safe to say Fallout uses a little creative license when timelining the apocalypse.

Fallout 1--occurring 90 years after the Great War, as opposed to two whole centuries--was

a much easier pill to swallow.

In this hypothetical sequel, the timeline should be around the events of the first game

or between the first two, with radiation still being rampant in bomb sites, nuclear waste

storage, and in enclosed spaces and mutant lairs.

And the west coast could be the setting once again as we've not seen the southern California

areas for almost 20 years.

The Pacific Northwest, with its lush locations, would be another good choice for an apocalyptic

adventure.

Thriving in this abundant terrain could be variants of Yao Guai and other types of bears;

snakes and spiders that have evolved to disturbing size and aggression; Brahmin roaming the plains

in great numbers; giant stags and maybe even mutated moose, who already weigh up to a massive

1,500 pounds in real life.

Like an epitaph to Mother Nature, a petrified Olympic forest could prove a horrifying locale

-- a blackened landscape of charcoal and ash, twisted in an endless maze of undergrowth.

The ruins of Seattle could act as a late-game zone with the remnants of robots, ghouls as

well as mutant zoo animals that have managed to survive.

And the Rocky Mountains, which slice down the center of the region, would be a natural

place to hide vaults, canyons and caves; scoured by mutant puma, vicious wolverine and other

dangers.

Or perhaps the game could be set in another part of the world entirely, like China, Taiwan

or Japan.

The environments would greatly vary from previous games and an island setting could be useful

in creating a natural barrier, keeping players within the world's bounds by the endless

salt flats where the Pacific Ocean once existed.

Imagine a wasteland peppered with rusted neon signage and the ruins of skyscrapers.

One could happen across decaying Shinto shrines, long since abandoned.

Perhaps the tigers from China and India long-since mutated and are now the apex predator of the

wastes, or massive komodo dragons from Indonesia, no longer confined by ocean waters, spread

to feast upon all mammals of the world.

Essentially, this change of locale could create a compelling twist to the series, making things

feel fresh and original.

One of the most striking lore issues with the Fallout games set in New England is how

extemporaneous the bestiary was.

Why are there radscorpions in Washington D.C.?

Would the California-grown deathclaws make a trek to Boston in droves?

New and interesting mutations of local wildlife should exist in the world, in addition to

weird experiments like the abominable floaters and odious centaurs.

One missed opportunity in the recent Fallout games was to instill emotion and atmosphere

into the sky and weather.

Aside from the dreaded radiation storms (which in this new game could be cranked up 11, flinging

debris and infecting the area with even more radiation), the sky itself was too pleasant

in Fallout 4, especially.

The advantage of the original games was the isometric nature left the sky to the player's

imagination.

There should be a deadness to the stratosphere; either ominous stormfronts or a bleak overcast

rather than the otherwise clear days.

New weather mechanics like acid rain storms could prove hazardous and lightning storms

with conductivity mechanics as seen in Zelda: Breath of the Wild would keep wanderers on

their toes when thunderclaps echo in the distance.

A real sense of horror and desolation needs to return to the series.

The stark contrast should always be felt, from the tongue-in-cheek 1940's and 50's

nostalgia and Vault Boy, to the sheer terror of entering a pitch black cavern filled with

freakish mutations of the atom.

The bleak atmosphere makes the funny interludes even more hilarious, and jokes and humor make

the darker scenarios all the more dreadful by comparison.

There should be memorable and ominous locales, like the Glow from Fallout 1.

You enter the crater of a nuclear blast, only to hold your breath and delve into the clandestine

experiments and secrets the bunker holds.

Essentially, we should expel the temptation to make cities quaint and pretty like Diamond

City in Fallout 4, and rather create makeshift towns and cities molded from mud and scrap--a

stark reminder of Mankind's greatest mistake.

The struggle to bring a sense of scale to an open-world game without making it a pain

to traverse has been a problem for decades.

A moderately-sized map like in The Elder Scrolls III: Morrowind immediately seems expansive

without the option of fast travel, but any bigger and it might become a chore to backtrack,

thus killing the momentum of the game.

In the Bethesda Fallout reboots, they "solved" that problem with instant fast travel to any

location you've been to before, but this immediately removed a sense of distance and

a large amount of exploration, as well as a good deal of your immersive journey through

that wasteland.

My solution would be to eliminate instant travel altogether, yet add a few contextual

travel options where it would make sense: caravans where you could pay a fee to travel

along a circuit.

This would trigger an in-game cut scene where you are in the back of wagon peering through

windows or holes in the scrap metal.

And occasionally the caravan's travel would be interrupted by a bandit or varmint encounter.

Another way of sprucing up map traversal would be to bring back random encounters.

This added suspense to travel as well as a nearly unlimited amount of replayability in

Fallout 1 and 2.

The illusive Special Encounters could make a return as well, such as run-ins with ancient

pre-war artifacts, mysterious strangers, or references to previous games.

Like the originals, variables like Luck, Outdoorsman/Survival skills, reputation, and karma would influence

the chance of dangerous encounters.

And vehicles such as the Chryslus Highwayman from Fallout 2 could make a big and beautiful

return as well.

As an optional quest hidden in the game's world, it would unlock a moddable vehicle

to aid your travel.

Think of 2015's Mad Max with its glorious driving mechanics, but I would borrow a note

from Friday the 13th, where colliding with a large enemy, or even enough smaller ones,

would critically damage the vehicle, forcing you back on foot to face your foe.

This would incentivize skillful driving to avoid conflict, and not turn dangerous, random

encounters into a cakewalk like with the Borderlands series.

When entering caves, derelict buildings or breached vaults, Fallout could borrow some

inspiration from the Metro series.

There is a distinct atmosphere those games exude.

You should feel stifled and vulnerable when entering a hazard zone with its airborne radioactive

particles and especially in the more infectious areas when you're in a race against time.

Equipping a mask to inhibit rad absorption while trying to escape before your mask filter

fails would make for a tense and interesting mechanic.

But there should be a tradeoff when equipping a mask, such as poor aim, lacking iron sights

or trap detection, and one should feel an instant relief when exiting said areas--like

a flash of blinding sunlight and a breath of fresh air.

When exposed to a high amount of rads, the player character should become noticeably

weaker with their actions slowed.

One's appearance should alter as well with painful, blotched and flaking skin.

And with this high exposure, one couldn't be cured instantly with RadAway, but instead

with intense and elongated treatment.

Your survival skill would increase the visibility and range of detecting wildlife and tracks

outdoors, and would warn you of enemies earlier so you could employ a sneak attack or avoid

an encounter altogether.

The possibility of emergent gameplay in the S.T.A.L.K.E.R.

series was immense--something which many games could borrow inspiration from and Fallout

is no exception.

All over the open world, traveling bands of NPCs could roam, react to each other and fight

in realtime.

It would be a programming feat to pull off in the background while the main character

plays, but what a stimulating experience it would be to happen upon encounters by chance.

You could run across a raider convoy being attacked by a pack of radscorpions, either

watching them eliminate each other, or siding with the raiders to get some wasteland cred.

Or perhaps an Enclave patrol might pass by and you hear a faint creak of radio chatter

in the distance, giving you a small but vital chance to hide among some rocks or scrap and

hoping they don't notice you.

Random encounters like the ones in Fallout 1 and 2 could return, with a chance to meet

up with traders and travelers, an opportunity to gather supplies should you get stranded,

or it could prove an easy mark for the less honorable.

Sometimes you may just run into a band of hunters fighting a posse of fire geckos.

Or overhear some infighting between raider leaders in a power struggle off in the distance,

or perhaps detect the tracks of a merchant caravan and stalk them down to take their

wares.

Having real autonomous AI systems would instill a feeling of reality into the game, much more

so than the predetermined locations most NPCs are programmed to in previous games.

Combined with faction reputations, aligning with one group or another would create real

dangers to traversing the territories of that faction's enemies.

Take down too many NCR patrols and you better avoid their protected cities.

Kill too many raiders and you might wake up in the wilderness with a knife to your back.

Players love war stories, and the more ammunition for those stories in the form of emergent

gameplay opportunities, the better.

Ecosystems could be designed around various species of creatures.

If you over-hunt the predators of the wasteland, you might find a pigrat infestation on your

hands.

Conversely if you make it your mission to kill bandits and raze their hideouts you will

find that smaller settlements would prosper and grow.

Attacking New California Republic troops might make rival factions stronger and may eventually

cause them to do a power play to take them out with your help, or perhaps if you tip

the scale too much, without your help.

Talking to scouts and other NPCs would grant information that could be found on your map.

Icons detailing the current climate and quantity of wildlife in each area, as well as the state

of power between the factions.

Opposing factions will fight each other over time, super-mutants can demolish outposts

if unchecked, hunting specific types of creatures will adjust spawn rates and affect the ecosystem

moving forward.

One sorely needed improvement in the genre is advanced combat AI.

How many times do you see gunmen standing in plain sight shooting straight at you?

Long-range foes should shoot from behind cover or around corners or throw grenades and other

projectiles to flush you out from safety.

Beasts should try to strafe, stalk or pounce on you, with the more advanced species flanking

or attempting to hunt you in packs.

A persistent game world with its own ecosystem could really add another layer to the meaning

of an open world game.

The world would evolve and carry on, with or without you.

This aspect would provide endless scenarios requiring a player to use ingenuity and strategy

to overcome—a welcomed contrast to stale and scripted storyline events.

Taking a page out of Dragon Age: Origins, I'd like to see Fallout incorporate more

than one starting point for the storyline.

Too often we see games begin at a single point, spread out to a myriad of quests, side quests

and moral choices, all culminating in a single linear ending.

Having one of a multitude of potential backstories adds a sense of flavor and individuality to

each character you play, as certain story arcs and opportunities would differ based

on your origins.

Perhaps you start out as a vault dweller who draws the unlucky straw and is sent out with

a small team to gather necessary resources or equipment for the vault to survive, but

are attacked or captured and your partners killed, leaving you to survive, fend for yourself

and explore the wrecked world.

Or maybe the game will start you out waking up strapped to a bed in a strange facility,

a test subject for a new serum that you don't fully understand.

Managing to escape at a moment of opportunity and run away, you start to manifest strange

abnormalities and strength, and it's a race against time to find a cure before you fully

transform into a monstrous abomination.

Another origin story could be that you wriggle your way out of the wreckage of a ruined building,

seemingly unscathed from the radiation around you and the destruction.

While interacting with others who shrink and run from your presence, you realize you are

known as a "ghoul", and are a horror to look at, but have an uncanny resistance to

radiation as a melancholy tradeoff for your physicality and appearance.

The factions could borrow the stellar writing, fleshed-out worldbuilding and reputation system

in the style of Fallout: New Vegas… but I would take it a step further.

Borrowing ideas from the inspired Nemesis system in Middle Earth: Shadow of Mordor and

its sequel, key players and groups would engage in a grand game of "King of the Hill"

to rule the wastes; even siding with some or playing them off each other to watch their

empires crumble.

This could even replace the main quest of the game altogether, with world triggers occurring

when specific factions grew to a certain point of influence.

The end result being tailor-made missions that would act as the game's finale and

would write a puzzle-piece ending to your adventure, a natural evolution of the system

Fallout: New Vegas had.

What you wear and carry should affect the reaction denizens of the waste have toward

you.

Wearing torn clothing and not keeping up with your basic sleep, food and water needs would

make you appear like a Jet-addicted nuke hobo, and notable or respectable merchants and people

of interest would scoff at you or outright dismiss you, changing the palette of quests

and dialogue options you have.

Carrying a gun out in the open of a bartering zone would arouse the suspicion of guards

and they might order you to stand down.

The original Fallout games had a single armor slot, so your entire look would be consistent

and appealing in its own way.

As armor has been broken down into more and more segments, the allure to choose the ideal

combination of items and equipment often leads to a ridiculous, laughable outfit.

Hardhats, sunglasses, metal armor with a few other variants for arms and legs can make

you look more like a rejected member of the Village People rather than a post-apocalyptic

badass.

A new type of equipment in the form of shaders would be an innovative idea both cosmetically

and mechanically.

Entirely separate from your armor, the effect would be twofold: one, it would recolor and

add decor and aesthetic to your outfit.

Shaders would paint your armor to reflect being a Vault Dweller, part of the NCR, an

Enclave soldier, a ruthless raider, or any of the other factions in the waste.

Faction-aligned shaders would grant a bonus to the reaction modifier with people friendly

with that faction, and a minus toward people on harsher terms with them.

There could also be camouflage shaders which grant stealth in specific types of terrain.

As another added mechanic, certain garments and armor pieces would have secret compartments

for concealing smaller weapons, lockpicks, discrete blades, or collapsible firearms.

New Vegas experimented with this idea but could have taken it even further.

Dialogue options should expand greatly depending on your skills and faction reputation.

With some inspiration from the underrated Vampire: The Masquerade - Bloodlines, dialogue

skills could be expanded on to create even more specialized character archetypes -- opening

up new opportunities to seduce, intimidate or persuade someone into (or out of) doing

something.

Negotiate a better fee on a contract you performed, convince that brigand that robbing you would

bring too much attention to his gang to be worth it, or seduce the club owner's daughter

to let you into the back rooms.

I would avoid showing the skill gate for dialogue as that makes the game unimmersive.

While keeping it optional, an expanded version of Survival Mode could truly change the way

you play the game.

Fully fleshing it out into the game's mechanics, gathering food, clean water and keeping up

on rest and nutrition would be a great way to create even deeper immersion.

A new togglable feature could be auto-repairing often used items, auto-eating and auto-drinking.

When you're idle or looking through your inventory, your character could keep their

survival needs at a manageable level.

A notification letting you know what and how much was consumed, could inspire a search

for more resources--making the act of bartering even more important.

Weather and the economy could impact where you roam toward.

Maybe a dry season hit the south so food supplies are rarer or more expensive.

Or perhaps the player character killed off the surrounding pigrat or gecko nests around

a settlement and that drove up the demand for meat since their main supply and ecosystem

has been threatened.

The intent is that trade, the economy and character dialogue and motivation would be

affected by your actions.

One common complaint about the first two games of the Fallout series is its punishing and

tactical nature.

Turn-based combat went through the wringer in the 2000's with only a few AAA games

like Civilization and XCOM surviving with much success.

The Fallout series, however, was founded in slow, deliberate planning, rather than the

instant satisfaction of fast-paced action.

If I was in charge of leading the next Fallout game to success, I would attempt to maintain

its wide appeal while retaining the tactical depth of its forebears.

It's clear the majority of people prefer to shoot or punch something in realtime rather

than turn-by-turn, so how do you meet in the middle?

My best solution would be to do both, but when dividing a system into distinct flavors,

you have to be careful not to ignore what makes each style so great, and to avoid major

differences which make the game's balance lopsided.

The idea would be to split combat into two modes: Action Mode and Tactical Mode.

They would be optional, and you could switch between them at any time out of combat.

In Action Mode, the game would be played just like a 1st or 3rd person shooter, with some

extra mechanics such as a more fleshed-out cover system, a deeper melee system with blocks,

counter-attacks and charged attacks and stuns, borrowing some good ideas from the revered

Dark Souls and Arkham series.

Some perks would translate differently in each mode.

Aimed shot in Action Mode would slow down time, allowing better precision for a short

while to nail that headshot.

Melee perks would make timing a block or dodge easier to pull off with user interface indicators.

While in turn-based though, these perks would simply affect percentage chances or time costs.

The point is, if it's realtime, keep it realtime.

The clunky tab-targeting VATS system introduced in Fallout 3 was at times satisfying but was

ultimately unbalanced and out of place in an otherwise fast-paced combat system.

In Tactical Mode, you would see the biggest changes to the combat formula.

Taking inspiration from the underappreciated Tactical RPG Valkyria Chronicles and its sequels,

you'd take the exact controls of Action Mode (moving around, looking, aiming, shooting,

etc.) and place it into a dynamic turn-based system.

Each turn you get an Action Meter (based on your stats and perks), and while you're

still, the meter stands still.

Moving consumes Action Points, as does inventory usage, climbing ladders, vaulting over cover,

taking a shot or reloading.

Charging attacks would increase the chance to hit or amplify damage.

Perks would be interpreted differently in turn-based mode.

Whereas counter-attacks would be a timely press of a button in realtime, here it would

act as an interrupter - causing a mini-attack in the middle of another's turn.

If done properly, this would be the perfect marriage between the tactical origins of the

first games with the visceral action of modern games.

Ammo would be harder to find after decades of apocalyptic scarcity.

Weapons should be more disposable; breaking or falling into disrepair after regular use,

requiring the use of more improvised weaponry from the environment, similar to Zelda: Breath

of the Wild, but not quite as extreme.

Fallout 4's rechargeable power armor should be rebalanced and rethought so as to flesh

out unique playstyles.

There could be two grades of power armor: Light and Heavy.

Light power armor provides less armor and strength bonuses, consumes less energy, but

is discreet and compact enough to sneak around and scale ladders, with only a minor penalty.

Heavy power armor would take more juice to keep it running, and due to its bulk, would

be nearly immune to minor damage.

Slower and clunkier, marauding in heavy power armor should feel like you're in a walking

tank, yet it is obviously useless for stealth.

Shaking the earth beneath your steps, the armor's augmented strength would allow for

heavier weaponry such as super-mutant sledgehammers and jerry-rigged cannons and miniguns scavenged

from vehicles.

The

point of this exercise isn't to shame games or to comment on the failings of the industry

as of late.

It is a look forward to the future while rediscovering what artifacts of role-playing games we left

behind in our leap toward new technology, realtime 3D environments, and game design

trends.

A true successor to Fallout would bring the fascinating atmosphere and levity of the original

games, yet upgrade every aspect of it by way of modern game design.

Dumbed-down dialogue options which give the apparency of choice, would be replaced with

deep, multi-path conversations that can lead in various directions depending on your character's

build and choices.

Map markers would be replaced with clues written into your quest log that you'd have to read

and interpret.

The world is your radiated oyster: ally with the faction that most resonates with you,

work up their ranks, take down their enemies, or create an alliance to defeat a greater

threat to all denizens of the wastes.

Or go it solo and watch the rest of the world burn.

In summary, I want a ground-breaking game.

To see our next apocalyptic epic reach new heights in game design, and once again immerse

us in the living, still-breathing husk of a post-nuclear world where the reward for

overcoming its many pitfalls and dangers is surviving yet another day.

What is your vision for a perfect Fallout sequel?

Do you see eye-to-eye with what I've said here or do you have strong feelings in a different

direction?

Let's discuss in the comments!

And if you could take a moment to Like and Subscribe, it helps my channel become more

relevant and grow, which enables me to make more videos just like this one.

My deepest appreciation goes out to my amazing Patrons.

We've experienced a lot of growth recently and it really makes my day to know that so

many of you are actively supporting my channel.

And last, but not least, thank YOU for watching!

For more infomation >> The Perfect Fallout Sequel | Concepting a Post-Apocalyptic Masterpiece (Fallout 5 Concept) - Duration: 25:19.

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Monitor Lizards - One Minute Nature Show - Duration: 1:01.

Monitor lizards are huge reptiles that inhabit Africa, Asia, and Oceania.

Their genus, Varanus, comes from the Arabic word waran, which means "dragon" or "lizard beast"

The Komodo dragon is the largest of the monitor lizards (and all living lizards),

but it's not in this video, unfortunately.

The majority of monitor lizards are carnivorous, although three tree-dwelling species in the Philippines primarily eat fruit.

That said, most monitor lizards will eat any creature they can catch and devour.

In recent years, scientists have discovered that some species of monitor lizards,

such as this lace monitor, secrete venom in their mouths to subdue prey.

This combination of venom and brute strength makes them deadly predators.

So, on that note, tune in next time for another episode of One Minute Nature Show.

For more infomation >> Monitor Lizards - One Minute Nature Show - Duration: 1:01.

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Come AJO Y MIEL en Ayunas Por 7 Días, Esto es lo Que Pasara a tu Cuerpo!!! IMPRESIONANTE - Duration: 3:02.

For more infomation >> Come AJO Y MIEL en Ayunas Por 7 Días, Esto es lo Que Pasara a tu Cuerpo!!! IMPRESIONANTE - Duration: 3:02.

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[ENG SUB] O artista de kpop mais bonito que já existiu | The beautiful Jonghyun - Duration: 28:38.

I have no idea how I'm going to do this video. But here we go.

Well, all I want to talk now is about Jonghyun, the artist that he was and

the incredible artistic legacy he left to us.

Kim Jonghyun, his full name, was not only the lead singer of SHINee –

and that's already a lot because SHINee is one of the most important groups of kpop.

Jonghyun was one of those rare cases of complete artist.

He was a singer with a genuinely amazing voice.

He was astonishing on stage.

Also, he was a hell of a composer, intellectual, a well-read guy with good taste and sensitivity.

Jonghyun had a Master's degree in Music and Cinema.

He liked to listen to Prince, jazz, indie music,

and Jonghyun enjoyed reading Haruki Murakami, which is a Japanese writer

and one of the most respected contemporary writers in World Literature.

And I think all of this helps to explain why Jonghyun was who he was: one of the most important composers

in kpop and a constant presence in Korean and Japanese music.

Jonghyun was discovered by SM Entertainment Company when he was only 15 and

he was discovered by a scout from SM while he was playing in a concert with the school band.

with the school band.

He was playing bass.

A few years later, he started with SHINee in 2008, and since the beginning Jonghyun had

a very important role in the band.

Because in addition to the lead vocal, Jonghyun wrote some of the most

important songs of SHINee.

Just to give you an idea, on The Misconceptions of Us, which is one of the most important

albums in SHINee discography and released in 2013, Jonghyun wrote

five songs.

For example,

the amazing song Spoiler.

Also, it was Jonghyun who composed View, which is on the album Odd and, by the time it was released,

in 2015, was new and original because it rescued this electronic beat

to kpop.

There's also the song Symptoms, which is on the mini album Everybody, from SHINee, and was written

by Jonghyun and so acclaimed by the time it was released, in 2013.

Jonghyun didn't use to write only for the SHINee.

He wrote, for example, for IU.

He composed the beautiful Clock Gloomy, for her album Modern Times.

For EXO, he composed the music Playboy, which is amazing.

And Jonghyun played this song in one of his concerts.

And Jonghyun also composed for some solo works of Taemin.

The first song he wrote for him was Pretty Boy.

This song is on the album Ace and its lyric shows how sensitive Jonghyun was,

because he turned into verse what Taemin wanted to communicate about being an artist

that had grown.

And it wasn't just the fact that Jonghyun knew Taemin so well that helped him to write

such an amazing lyric as Pretty Boy.

The fact that you know someone very well doesn't give you, as if by magic, the right words

for you to explain what the other person is feeling and thinking.

Actually, it was Jonghyun himself that really was so tender and sensitive to the point

he practically "embodied" Taemin, so he was able to say what

his friend was trying to say, and the way he wanted to say.

It's amazing how Jonghyun is able to give such a Taemin touch to the song,

bringing his pinch of joke and irony. It's amazing.

Still in Taemin solo work, Jonghyun wrote the song Already, which is on the album

Press It.

Jonghyun was a really great composer.

And he talked about many subjects in his songs.

He talked, for example, about meeting your beloved one after a tiring day in the song

End of the Day, in which Jonghyun describes how cozy it is to cuddle the one you love.

He talked about a strong attraction for a woman in Cocktail.

He also talked about missing someone, friendship, and dedicated some songs

to the fans.

Just to have an idea of how Jonghyun was recognized as a composer, in March 2016,

he surprised everyone with the news that had participated on Lee Hi comeback.

on Lee Hi comeback.

He composed and wrote the lyrics to one of the lead tracks from the album she released.

This partnership between Jonghyun and Lee Hi was very remarkable,

because it was the first time that an artist of SM Entertainment officially collaborated

with a singer of YG Entertainment.

And the music is just wonderful.

You can realize all the tenderness and sensitivity of Jonghyun in the melody and lyrics.

And Lee Hi voice singing what Jonghyun wrote is almost like you're peeking

behind the door and listening to a piece of heaven.

In January 2015, Jonghyun released his first solo album.

Actually it was a mini album that he called Base.

It actually has this name because Jonghyun said this would be the base work of his solo career.

It was the beginning.

Base hit the first place in two important lists: on Billboard World Albums Charts,

which ranks the best-selling albums in the world, and Gaon Album Chart, which ranks

the best-selling albums in Korea.

The first single of this album was Deja-Boo, which Jonghyun recorded with

no one other than Zion T, one of the finest artists of kpop

that has some jaw-dropping songs with a groove of bossa nova.

And that's exactly why I think him and Jonghyun couldn't be a better matchup.

Jonghyun's first work, Base, drew a lot of attention for a single reason:

because it was truly good.

Jonghyun, on this first album, doesn't sound like an artist who is starting a solo career,

groping to figure out which path to follow.

He was already a complete artist when he debuted in solo career.

The album has a consistency that only an experienced musician and composer

could provide.

All the songs of this album were composed by Jonghyun.

And Jonghyun style is more soul, R&B, with a groove and sensuality that,

on this album, is a little more mysterious, as we see in Crazy Guilty Pleasure video.

Jonghyun was also the man of the ballads, the more romantic songs.

And beautiful, without that cheesy soap opera thing.

No.

It's all very refined, all very sophisticate.

And the vocals, of course, are just perfect.

Jonghyun's voice was of high quality.

When he sang, it was almost like if he was sculpting something.

It was a very versatile voice.

Actually, versatile isn't the right word.

It was a voice without barriers.

Like: "Oh, you can reach this far".

The impression I always had is that Jonghyun could do whatever he wanted with his voice.

Because he actually could get anywhere, and the way he wanted.

He simply could.

Another thing about Jonghyun's voice is that it has a kind of swing

that I love.

He was a total kick-ass!

Oh, and a very cool thing to talk about the album is that it has some sort of connection

with Ace, which was Taemin debut album.

Despite being utterly different, they have a very similar aesthetics.

And Jonghyun mentioned it once in an interview.

The two albums have a connection, yet they are totally different,

because Taemin makes great pop music with dances and performances, while Jonghyun work

has this touch of soul and R&B, sometimes even something of jazz, and has more

passionate songs, with so emotional lyrics that you have the feeling

Jonghyun is talking about something you always felt, but were never able to put into words.

Jonghyun was an artist who composed with his soul.

I think that's why his work sounds so visceral sometimes, but still sophisticated.

It's a high quality music that's also very intense.

And sometimes very sexy too.

In total, Jonghyun released four albums.

Besides Base, he released Story op. 1, She Is and Story op. 2.

My favorite album is She is.

When it was released in May 2016, the album soon hit

the top of the charts.

No wonder as this album is perfect from beginning to end.

It has fantastic songs like the title track She Is, that has a MV that somehow

resembles SHINee style,

what I love because Jonghyun always ensured to bring the band along with him on many things

he did.

White T-Shirt, which is one of my favorite songs on She Is,

is a feel-good song, a music for the day, a cheer up song.

And the lyrics are wonderful: "Your silhouette causes my imagination.

Your slightly messy hair.

Your body that stands out even more.

It's your white t-shirt ".

Yes, it's your white t-shirt.

And Moon, so awesome performed live.

Not only for Jonghyun's vocals, which are amazing, but for the lovely performance.

Jonghyun was also the host of the radio show Blue Night, and in 2015, along

with the show's producers, he launched his own compositions

based on some stories submitted by the listeners.

Some of these songs were part of a show called "The Story by Jonghyun".

Initially, it would be only eight performances, but as the tickets sold out in two minutes,

they decided to add more shows, in a total of twelve performances.

And the VCR for this show...

My. Gosh.

Jonghyun also wrote a book,

what I think it was a natural step for him, because he always wrote a lot.

The novel was called "Skeleton Flower – Things That Have Been Set Free"

and tells the story behind the nine tracks of the album "Story Op. 1".

The book was lauched in 2015 and, at first, was only sold at Jonghyun concerts

and some online bookstores.

But the demand was so big that the book was officially released at some point.

Jonghyun was also an artist who stood on important issues.

He expressed his opinion on his personal twitter about the educational reform which the former

President of South Korea wanted to deploy in the country, and he made a comment criticizing

the reform saying it was "scary raising kids in Korea".

And he also supported the LGBT cause.

He once publicly defended a transsexual and bisexual student that was pro equality

at the University she studied, in Korea.

Also, Jonghyun was a public figure that everybody liked.

He was always invited to entertainment programs,

and he has some amazing appearances and one of my favorites is in a TV show called

Hello Counselor, in which celebrities give advice to people

who are in trouble.

And Jonghyun gave some advices to a guy that couldn't get a girlfriend

about how to text with the girl he liked.

There's also this time when he advised listeners of the radio show

on how to comfort a person.

And Jonghyun also appeared more than once

on the comedy show Saturday Night Live, in Korea. And he was always wonderful.

Jonghyun was also the biggest fan of Taemin.

The biggest taemint, the number 1 taemint on the planet.

So much that, in the last solo concert he did this month, Jonghyun performed a snippet

of Move's choreography.

Oh and Minho was there in the audience.

Actually, I loved seeing the band playing and taking care of Jonghyun.

And to please the members of SHINee, Jonghyun made up a kind of little rap in the song

Excuse Me Miss that, oh boy, went down in history.

Perhaps what hurts more about Jonghyun's death isn't just what happened.

Maybe my grief and the grief of many people is...

Is not only for his death, but also for everything that dies along with Jonghyun.

The brilliant future he had ahead,

the incredible work he would still accomplish whether solo or with SHINee.

A more mature Jonghyun at his 30, 32, 35 years old, even more brilliant,

that we will never have the chance to see.

And there's an element of SHINee that also dies along with him.

Things will never be the same,

because Jonghyun was unique and he made SHINee what SHINee was.

And that makes the grief so heavy that it's almost like Jonghyun has died twice.

At the same time, he left so many brilliant stuff, so many creative songs,

an original and consistent work, either solo or with SHINee that it's almost like

Jonghyun had lived more than one life.

And it makes me very, very grateful to have known and seen all that Jonghyun could do

during his life.

To have lived, even from afar, with Jonghyun.

And so...

I'm gonna miss him so much.

Jonghyun!

Jonghyun has a very refined way of working when his solo, his compositions

are very sophisticated.

Oh, look at that!

And he is also known for being this cute cupcake, emotional, sentimental, super lovey-dovey.

Guys, Jonghyun again!

Jonghyun, you are stalking me.

I recommend you to take a look at Jonghyun's solo work.

You won't regret.

He's that guy with a great great heart.

Bye.

For more infomation >> [ENG SUB] O artista de kpop mais bonito que já existiu | The beautiful Jonghyun - Duration: 28:38.

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MAFIA - Quanto Mais o Tempo Passa (Clipe Oficial) - Duration: 3:41.

For more infomation >> MAFIA - Quanto Mais o Tempo Passa (Clipe Oficial) - Duration: 3:41.

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برنامج Movavi أفضل برنامج لتحويل الملفات الى صيغ كثيرة بسهولة - Duration: 9:09.

For more infomation >> برنامج Movavi أفضل برنامج لتحويل الملفات الى صيغ كثيرة بسهولة - Duration: 9:09.

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Funny And Lucky Moments - Hearthstone - Best Of 2017 - Duration: 29:53.

For more infomation >> Funny And Lucky Moments - Hearthstone - Best Of 2017 - Duration: 29:53.

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Repairing a LASER PRINTER. Documents with spots - Duration: 8:48.

Hi friends!

Today we are going to see an easy repair of a laser printer that is giving printing problems

A few days ago I commented on twitter that I was involved with a job, with a circuit, or rather: With the layout of a circuit that I made...

...a while ago, it is the regulator of A.C. for 220/125 volts

and that can govern almost 4KW, about 3800 watts, is this device

the circuit is quite smaller than this that you are seeing, it is inside

This device is a compact unit: With its switch, input and output current, regulator, fuse and box (the tupper)

this circuit has given me problems: After mounted, it did not work, for a stupid mistake of mine

One thing is clear: This will only upload to YouTube if it works, verified by me

also, the laser printer with which I make the layouts has started to give me some problems. In this video we will solve it.

here we have a printed layout (it is at low resolution). We see at the beginning of the document a small spot

A little further down, the stain is reprinted and comes to fall squarely on a track, weakening it

even lower down the stain returns, and falls into a copper zone. On this occasion, functionally it does not matter, but aesthetically, and this is not acceptable

the stain is still reproduced a fourth time below and almost at the end of the paper

in this other document we have the same spots, and depending on the position of the drum, the spots can change its location

here we have the first spot, to the left of the screwdriver

now, instead of falling the spot on the track, it has fallen a little lower, this time there is no functional problem, but aesthetically

the third spot falls here, and this can create a small unwanted copper island in the process of etching. In short, the layout will not come out with the desired quality.

we see that the stains are not produced randomly but at a constant and regular distance, therefore, it is possible to think of some kind of rotating mechanism, and that mechanisms is the image drum, all laser printers have one

In the drum is where the image is generated electronically. This drum will attract toner through electric charges

The repair will consist of, with great care, cleaning that image drum. Let's go there...

This is the printer, we are going to extract the image drum

what you are going to see next can change from one printer model to another, but basically it will be the same in all models

First of all: Printer off

we raise the cover, in this case there is a scanner, and now we raise the true cover

and we are, first, with the toner, which has nothing to do with this repair. We extract it by simply pulling it and leaving it on a clean surface

behind the toner appears the image drum unit, which also comes out as a compact unit pulling on it using this handle

I will also leave it on a clean surface, like a new sheet of paper

here you have the image drum unit, as I said, I put it on a clean surface, a sheet of paper

we need cotton swabs

and alcohol, but this time I recommend you use the isopropyl type, not the pharmacy. Although this bottle costs a little expensive, keep in mind that it is a liter and not 250cc, so in the end it is not so expensive.

we are going to lift this plastic tab to leave the drum in sight that is that green roller

we will leave this plastic tab in position "parked" to access the drum

we impregnate the stick with alcohol and we will rub it all over the drum, cleaning it

Wow, I cleaned it two days ago, and I see that I'll have to clean it again ...

we are removing the stains ...

the image drum is very delicate. We should not touch it with our hands. If that happens, we will clean it with the stick to eliminate fat marks

the image drum must be clean like a mirror

Do not even think about using your nails or even worse: A tool. In that case the drum will be unusable and it will have to be replaced whole

once we have cleaned a sector of the drum, to access the rest of the drum, we will turn it, but not pushing it directly, but using the gear that is always in either end

There will come a time when a spot will appear that will be responsible for our documents to be printed stained

to me, that spot appeared more or less at this height, fully compatible with the stains that came out in all documents

notice that the stains on the image drum can be very embedded, hardened: Insist with the stick, but do not fall into the temptation to use the nail or tools. The stain, in the end, comes out

It took me so much work to remove the stain that I came to think it was a physical defect (scratch) in the image drum. But in the end, the stain came out.

By the way, the stain that was causing me problems I can not show you because I already removed it in the real repair, this is just a "simulacrum" to make this video.

once we have finished cleaning the image drum ...

we left this plastic tab as it was

I recommend waiting a few minutes before replacing the imaging drum so that the possible remaining alcohol evaporates

we already know that alcohol evaporates quickly, but if, for whatever reason, we operate the printer with the image drum impregnated with alcohol, we can inflame it because the laser printer works at very high temperatures

We let a few minutes pass, and we put everything back into the printer

we are going to place the image drum and the toner

The truth, placing this is very easy. Almost what could be done with the eyes closed. Despite the complexity and precision of the mechanism, placing drum and toner is very easy and intuitive

You hear a "click", OK, now we go with the toner

I insist: It is very easy to remove / put these pieces in the printer, impossible to be wrong

we close the printer...

I turn it on and I'm going to print a test page ...

I will print the same layout

initializing ...

Ready... I send the layout to the printer...

here we have the layout (at low resolution)

without the slightest defect. The stain has disappeared

For more infomation >> Repairing a LASER PRINTER. Documents with spots - Duration: 8:48.

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How to Draw Snowman Step by Step for Kids - Easy Christmas Coloring Pages for Kids - Duration: 10:39.

[Music]

[Music]

[Music]

[Music]

[Music]

[Music]

[Music]

[Music]

[Music]

Magic

Coloring Pages

For more infomation >> How to Draw Snowman Step by Step for Kids - Easy Christmas Coloring Pages for Kids - Duration: 10:39.

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(네이키드) NAKED ft. Jhnovr - Looking for Star [KOR/ENG/HUN CC] - Duration: 2:21.

Every time I look for you Things that you never knew

I'll teach for you You shining little star

Still got shine everywhere So the darkness ceases

Give something to me Tell me about yourself

I won't going anywhere without you Cause I won't find you in the darkness

I slowly approaching to you Our eyes are getting closer girl

When we face to each other You're shining, show me, only to me

You'll be the only one I'll see everyday So you can shine brightly on me baby

Looking for a star

Looking for a star

Looking for a star

Looking for a star

Looking for a star

I want you You want me too

By my side, shine on me Let's became one

All I wanna do is.. yeah yeah Discover the night sky babe It's must be you my babe

I just wanna take u there yeah Discover the night sky yeah yeah

You're the night sky what I 'discovering' yeah yeah Lookin for love, babe You're beautiful to me

Yeah, as the light is flashing I'll show you your sorrow babe

Oh~ U say "wait for it" I can't wait for it

All I wanna do is.. yeah yeah Discover the night sky babe

You're the night sky what I 'discovering' yeah yeah All night long yeah

Looking for a star

Looking for a star

Looking for a star

Looking for a star

Looking for a star

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