Thứ Sáu, 26 tháng 1, 2018

Waching daily Jan 26 2018

Packed up our bags, we're leavin home Tell me mama, where are we goin?

She said don't worry We're headed to the sky

They say this new world is filled with color Full of new hope for your sister and brother

Let's go little baby wave it all goodbye

Sometimes change it come too fast And all you know is in the past

The ground then moves beneath your feet But it can't stop you if you just keep on…

Walking, keep on moving along Keep on dancing, Keep on singing your song

Keep on walking, keep on moving along Keep on dancing, keep on singing your song

Whoah oh ohhh

Whoah ohh ohh oh oh

Whoah ohhh

Whoah oh oh

Whoah ohh ohh oh oh

Whoah ohhh

I'm Holding on to every breath, every moment was only a kid, living like a grown up

Praying for some hope to come and save the day

Sometimes change it come too fast And all you know is in the past

The ground then moves beneath your feet But it can't stop you if you just keep on…

Walking, keep on moving along Keep on dancing, Keep on singing your song

Keep on walking, keep on moving along Keep on dancing, keep on singing your song

Whoah oh ohhh

Whoah ohh ohh oh oh

Whoah oh ohhh

Whoah oh oh

Whoah ohhh ohhh oh oh

Whoah ohh

Packed our bags in San' Domingo Tell me mami where do we go?

Packed out bags in San' Domingo She said baby ven conmigo

And we'll keep walking...

Keep on moving along Keep on dancing, Keep on singing your song

Walking, keep on moving along Keep on dancing, keep on singing your song

Whoah oh oh

Keep On

Singing your song

Just keep on dancing

Oh oh

Yeah yeah

Walking.

Moving.

Dancing.

Singing your song.

For more infomation >> Willie Gomez - Keep On (Acoustic Session) - Duration: 3:46.

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10 différences entre la France et la Corée ! 한국! 프랑스! 차이점 top10 - Duration: 10:56.

For more infomation >> 10 différences entre la France et la Corée ! 한국! 프랑스! 차이점 top10 - Duration: 10:56.

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АУКЦИОНЫ ПО БАНКРОТСТВУ – обучение Торги По Банкротству в #НААБ – мой отзыв на курс обучения #ДНБ - Duration: 1:24.

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Legend Online!! İspanyol➤ Kasılmaya Devam!!➤! #5 - Duration: 10:33.

For more infomation >> Legend Online!! İspanyol➤ Kasılmaya Devam!!➤! #5 - Duration: 10:33.

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太鼓の達人(アジアver.)稼動四週年紀念影片 2017年海外版新增歌曲總覽 - Duration: 18:35.

Spring Don Metal Shop

Summer Don Metal Shop

Autumn Don Metal Shop

Winter Don Metal Shop

The links are in description. :)

For more infomation >> 太鼓の達人(アジアver.)稼動四週年紀念影片 2017年海外版新增歌曲總覽 - Duration: 18:35.

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The Most Influential Game Of All Time | TALKS - Duration: 23:39.

There's no denying the influence of older titles on the ones that come after them.

Though they never admit it, Developers play other games.

They take ideas and absorb concepts, and use those in games they develop.

It's not surprising, it's commonplace, and expected.

We see something, we like it, so we use it to improve things that we create.

This is the basis of ideation.

However, there are some titles that are more influential than others.

There's always a game that does something first.

Some titles influence a lot of people, or force major changes upon the industry.

Some create new genres, or introduce wild new technologies.

They might lead to controversies, or simply introduce new concepts of gameplay, or even

bring people together in completely new ways.

Some titles have incredible teams working on them, and through the development process

those team members are discovered and they become influencers in their own right.

Of course, there's one game that did all of this.

In fact, did some of it multiple times.

It's the most influential game of all time.

And if you haven't guessed by now, it's Doom.

To understand why Doom is the most influential game, you have to look at the history of Doom.

Now, I could certainly post a bunch of powerpoint slides on the screen, each titled with something

that Doom has done or influenced.

I could read them off in a list in a nice monotone voice, but understanding why Doom

was so influential is more than just the things it did, or just the people it influenced.

It's where it came from, the time it was born in, and the era of gaming that existed

at that time.

This was one of the biggest games of the decade, creating hundreds of millions of dollars in

profit, and it didn't involve hundreds of developers chained to their desks in a sweatshop.

There was no massive marketing team, or focus groups.

There weren't influencers making videos about it, or massive sales pushes, coupons,

and priority placement on Steam.

Doom came from id software in 1993, but this wasn't id's first rodeo.

Founded by John Romero and John Carmack, along with Adrian Carmack, confusingly not related,

and Tom Hall, id started as a group of rogue developers working for SoftDisk.

This company churned out new games created by individual programmers, stuffed them on

a floppy, and mailed them out to paying subscribers.

Typically, they would just rip a popular game or add new levels or textures to an existing

game, and there you go.

See, the flood of bad games didn't start with Steam.

One night, John Carmack, a very genius programmer, wanted to port Super Mario to the PC.

This was something that was impossible because of the smooth movement of the character screen

from left to right.

See, on a PC, if you moved the screen, it would jolt over and then draw a new line of

pixels.

It wasn't smooth, because PCs weren't anywhere near as powerful as the dedicated

gaming devices called consoles.

Carmack decided he could do it, and as an exercise, a test of his mental ability, he

stayed all night with Tom Hall and remade Super Mario 3's first level in a game called

Dangerous Dave in Copyright Infringement.

Dave was a character that Romero had used in games before working at SoftDisk, and Carmack

had done it.

In a few nights, when all the other programmers in the world had failed, he had cracked the

scrolling screen problem.

Romero came into work the next morning, saw this literal game changing technology, and

they decided that they would pitch it to Nintendo.

So, stealing computers from work, since they were so expensive, and using them on weekends

and then rushing them back to work before anyone would find out, they remade Super Mario

3 for the PC, in a pixel perfect reproduction, by hand.

They sent this to Nintendo, a completed game, and said "You can sell this.

It's already done.

It works.

Just pay us for our work."

Nintendo, of course, wanted to sell NES consoles, not necessarily sell Mario.

NES owned the cartridges, they made money off every single game on the NES.

And people bought the NES for Mario, then bought more games meaning more cartridges

sold.

So, they told the Two Johns "No."

During this period of time, Romero had received a lot of fan mail.

He made good games, quality games.

Several of those fan letters came from the same address, with different names, all asking

for a phone call.

After seeing this address in a magazine attached to the name Scott Miller, definitely not one

of the fan names on the letters, he decided to call and yell at this guy for lying about

being a fan.

But Scott was a fan, and the owner of a company called Apogee.

See, SoftDisk opened fan mail, and would hide headhunting offers in order to keep their

talent.

And Scott had an offer for Romero.

Remembering this conversation, Romero called Scott and asked if he wanted to publish a

game like Mario.

A side scroller.

On the PC.

And Scott definitely did.

They produced a title called Commander Keen, and they sold it through shareware.

This means you could download, on this newfangled thing called the internet, a portion of the

game, usually a few levels, and once you reached the end of the free portion you could choose

to pay for more, usually on the phone or by mailing a check.

Then a few weeks later, you'd get a disk, and you could continue to play the game.

Apogee made about $7000 a month off this new method of selling games.

The first 10 days that Commander Keen was available, they made $30,000.

And just like that, John Romero, John Carmack, Adrian Carmack, and Tom Hall were self employed

game developers.

Their company, Ideas From the Deep, was just a terrible name.

And they needed a name.

The first two letters of "Ideas", and the first letter of Ideas and Deep, are ID.

Which also, coincidentally, is the acronym used for In Demand.

Plus, the word 'id', is the psychological embodiment of the part of the mind that focuses

on pleasure.

And it's shorter.

Id software produced more Commander Keen.

But both Carmacks were restless.

John was developing new technical marvels, and Adrian just plain hated how cute Commander

Keen was.

John wanted to make things that were technologically perfect, and Adrian wanted to make things

that were gory and bloody and definitely not cute.

Since they didn't have computers when they made Commander Keen, former employer SoftDisk

didn't have to think too hard about how id made the game.

They forced id to agree to make a game for their subscribers once every two months to

avoid a lawsuit.

Now, at this time, Wing Commander was popular.

And, it was super pretty.

Wing Commander made id think about doing games from a first person point of view.

So, they made a couple of test games for SoftDisk.

One, Hovertank, was essential Wing Commander without the third axis.

Since it only went to SoftDisk subscribers, nobody really played it, but the technology

was sound.

And it was fast.

It was clean.

Carmack's technology was better.

They refined this with another game, and accidentally started a revolution, when they made Catacombs

3D.

This game included a hand on the screen.

You could see "your" hand.

Not hidden in a tank or gripping the joystick of a spaceship, but in the open, with the

enemies.

Apogee saw this, and Apogee wanted it.

One of the funny things about copyright is how easy it is to lose it, and that's just

what happened to Castle Wolfenstein.

The company that owned Castle Wolfenstein went out of business and lost their copyright.

Thankfully, that meant that Wolfenstein 3D could exist.

And it exploded.

Since it wasn't tied to SoftDisk, it could be sold through shareware.

This means millions of players could play it.

And it sold well.

Instead of $30,000, Wolfenstein brought in $200,000.

Every month.

For a year.

Not ones to sit and relax, id wanted to make another game.

They decided not to make a sequel to Wolfenstein, finished their copy of Wolfenstein 3D for

the Super Nintendo, and started thinking of a new game.

At first, they thought they might make a game in the Aliens franchise, but they didn't

want to give up the creative control to a movie studio.

They all played Dungeons & Dragons, and Romero thought they could maybe make a game about

demons.

That'd be cool.

And they could throw in some of the sci-fi tech from Aliens to make it unique.

And John Carmack knew just what to call it.

He'd seen the scene in The Color Of Money where Tom Cruise, a pool shark, brings out

his secret weapon.

A special pool cue.

What you got in there?

Doom.

Doom was first seen as a leaked tech demo, and the audiences loved it.

They wanted more, and if the tech demo was this good, the game would be perfect.

Players created a monstrous hype for the game, and when it finally released as a shareware

download at midnight on December 10, 1993, it crashed the university that hosted the

shareware campaign's server instantaneously.

The level of internet activity that Doom's release created had never been conceived of

before.

Carmack had created an impossible game.

While it wasn't true 3D, his engine allowed for non-orthogonal level design, meaning rooms

didn't have to be squares connected by hallways.

You could have simulated curves and round-ish rooms.

It introduced differences in elevation, so you could walk up stairs and look down on

lower areas beneath you or fight enemies above you.

It created dynamic lighting, with flickering lights, dark and bright areas, light switches

and transitions from pitch black to well lit.

The Doom engine allowed for indoor and outdoor areas, with far away mountains as a backdrop

and a sky, and combined with the rest you could walk around a donut shaped area, shooting

from the darkness at enemies down on the ground outside, where it was bright.

This was a scenario that had never happened in a game before.

And now you could do it.

Epic Games founder Tim Sweeney said "When Doom came out, I gave up on programming for

a year, because this was some unimaginable witchcraft."

Doom's engine was not true 3D, it represented everything on a single flat plane.

The height differences were stored separately in a technique called displacements.

A similar technique is still used today in modern games to create huge outdoor environments.

Even more impressive, this engine was fully separate from the game.

That's not something that was done at the time.

Games were built in their engines, not on top of them.

'The game engine' and 'the game' were the same thing.

But not with Doom.

The assets and the engine were different.

This allowed id to License their engine to other games, and they did that a lot.

Hexen, Half-Life, and Medal of Honor are just some of the games that used that engine over

time, though often heavily altered, to make their own games.

One of the other benefits of a separated engine was the ability to edit the game, and create

"machine cinema," or small in-game-engine films with stories or often just showing perfect

speedruns.

You might know this term better as Machinima.

Editing assets also allowed for aspiring developers to modify the game, adding in new assets.

New skins, weapons, levels, or changing everything if they really wanted to in a process they

liked to call Modding.

And there was blood.

And gore.

There was explosions and violence.

Gaming had never seen such insanely realistic, visceral combat on the screen before.

Adrian Carmack took all the dark twisted imaginings he had while making cute little cartoon characters

in Keen, and created the most incredibly detailed, horrific monsters ever seen.

They sculpted every monster in clay, then scanned them into the computer to produce

the most awe inspiring enemies players had ever seen.

So much so that the gaming industry decided to capitulate to concerned citizens and formed

the Entertainment Software Ratings Board.

In fact, the first console game to ever receive a Mature rating was Doom.

Besides setting new standards for graphics quality and graphic violence in gaming, this

engine also had a second feature that become remarkably popular over time.

Doom was not the first game that allowed you to play with other players, but it was the

first game that allowed you to play against 3 other players in a 4 person brawl, or head-to-head

against another player on the internet.

This allowed players to engage in matches to the death, something John Romero engaged

in daily, and he was noisy.

He yelled, and would often curse at his opponents, telling them to "Suck it down" when firing

off a rocket launcher.

Gaming had always been a quiet endeavor, but Romero's force of personality led to outrageous

trash talking, which became a staple of the game.

Of course, this new type of gamemode needed a name, and Romero liked to just call it Deathmatch.

Of course, introducing the world to deathmatch multiplayer wouldn't have been so exciting

if not for the fact that Doom had three other things in it that no other game could match.

Doom had a huge arsenal of weapons.

Unlike other games, you didn't have 1 or 2 weapons, you had 8, and this become prototypical

amongst later competitors for a decade.

Doom also introduced speed.

Speed is the most important aspect of Doom.

Carmack and Romero both threw out anything that slowed down the pace of the game.

Doom is fast.

You run and you gun, and you kill everything as quickly as possible.

And when you kill those things, they explode into little giblets of flesh, something id

liked to "Gibs."

Gibbing a friend into tiny pieces was something a lot of people liked to do.

So many people, in fact, that Doom was the number one cause of decreased productivity

in the world at time of release.

It became such a problem for employers, taking up the time of the employees and the bandwidth

of the networks, that companies such as Intel, Lotus, and Carnegie Mellon introduced policies

specifically to stop people from playing Doom at work.

In fact, while Wolfenstein had sold around 200,000 copies, Doom was reported to be installed

on over 10 Million computers.

In 1994.

It was installed on more computers than Microsoft's Windows 95 operating system.

Bill Gates had spent millions of dollars trying to convince people to buy Windows, and hadn't

been as successful as a couple guys in a small office in Mesquite, Texas, selling their game

online for $45.

This led Bill Gates to think about buying id.

He even shot a commercial for Doom, in order to suggest that Windows would be the right

place for gaming.

To produce this Windows version of Doom, he put together a team of in-house programmers

to port it over natively into Windows.

Gates put a very talented programmer in charge of this project, a man named Gabe Newell.

Newell saw the influence of Doom, the incredible wealth of id, and the amazing passion in the

gaming industry.

While working on Doom, he also saw what Microsoft was missing in their gaming division.

This made Newell start thinking about making his own game, and his own company for games,

and he credits Doom with making him realize that gaming was the future of entertainment.

He later would make his own game company, called Valve, and use his ideas for improving

Windows to create Steam.

Players scrambled to get Doom.

The multiplayer component alone led to electronics stores being unable to cope with the demand

for networking dongles, selling out immediately and staying sold out for months.

Doom was truly revolutionary in that way, and introduced gamers to more than just pretty

technology.

It was also the first game to feature a space marine as the main character, and it introduced

the concept of horror in video games to many players.

And while it also introduced secrets and exploration, its demand for speed threw some things out

the window.

Carmack had created the idea of a secret room for Wolfenstein, and those were kept in Doom,

but story was unimportant.

Since id had self-published Doom, abandoning Apogee in favor of keeping all the profit,

they were raking in the cash, and when Carmack publicly said that story in a video game was

like story in a porn--expected but unimportant--that carried weight.

Many games that followed id in the new Doom-Clone genre would forego story in favor of gameplay

as well.

These Doom Clones, shooters from the first person perspective, kept all of Doom's important

changes.

They all showed you your characters hands.

They started having online multiplayer where you could engage in Deathmatch.

They were fast, with large amounts of guns that you could gib your friends with, and

put cool easter eggs in secret rooms.

They had blood and gore.

They were also rated M. And eventually, there were enough Doom Clones that these titles

were just called First Person Shooters, or FPS, instead.

Doom wasn't just a technological marvel.

It wasn't just a collection of the best designed levels ever seen, or the most visceral

art never before imagined.

It wasn't even just a collection of experiences at LANs with people shouting curses at each

other in Deathmatch.

Doom was a force that made gaming viable as a career.

When aspiring developers saw the Two Johns buying Ferraris, or saw another new platform

added to the already most ported game of all time, they saw a career path.

And you didn't have to work for Sierra or Nintendo to do it.

The people influenced by Doom were far and wide, and their responses widely different.

Jenova Chan, co-founder of Thatgamecompany, said "Doom is my very first memory of a

horror FPS.

Since I really don't like horror as an emotion, I learned to stay away from the dark when

we make games."

and later went on to make non-violent games like Journey and Flower.

On the opposite side of the coin, Harry Teasley said that when designing Half-Life, the team

wanted to "scare you like Doom did."

And even non-professionals like Robin Walker were influenced deeply when he took a Doom

map called Fortress, a team versus team multiplayer arena with two opposite bases, and used that

to create his own mod, and later game, named after the map: Team Fortress.

Of course, the employees of id took the way Doom influenced them into their future projects.

One of Adrian Carmack's assistant artists, American McGee would go on to make his psychological

thriller American McGee's Alice.

Tom Hall, one of the original founders, would go on to make Duke Nukem 3D and Prey (1996),

and later co-found Ion Storm.

Mike Wilson, id's marketing guy, would go on to found the Gathering of Developers, publishing

titles like Jazz Jackrabbit, Railroad Tycoon, Oni, Serious Sam, Age of Wonders, Tropico,

and Max Payne, before additionally founding Devolver Digital, publishing Hotline Miami,

Shadow Warrior, Always Sometimes Monsters, Hatoful Boyfriend, Not A Hero, and many many

many more.

Assistant Level Designer Sandy Petersen would go on to help create Age of Empires, Rise

of Rome, Age of Kings, and The Conquerors.

John Carmack, now finally over 21 years old, well he would go on to create Quake 1 2 3

and 4, Doom 2 & 3, Doom RPG, Orcs & Elves, Enemy Territory, Rage, and of course Doom

2016.

He would also later help work on the Oculus Rift.

But the superstar, the rockstar of id, John Romero, he went on to create a whole new games

company.

Romero wanted to create an incubator for new ideas in gaming, and with Tom Hall he went

and founded Ion Storm.

He recruited a developer named Warren Spector, and they started producing games.

Games like Deus Ex and Invisible War, and Thief: Deadly Shadows.

It's hard to imagine a gaming world without Deus Ex or Thief, two incredibly influential

titles in their own right--and it's impossible to imagine a world where they exist without

Doom.

Ion Storm's designers would go on to create Dishonored, Prey (2017), Bioshock 2, Counter-Strike:

Global Offensive, Tomb Raider Legends, and so much more.

While the publisher would eventually fall under the hubris of Romero's stardom, there's

little denying that the games it created with Doom's funding, and the people who learned

and got their start from the Master of Doom, would not have been the same without it.

While lots of games are influential, and everyone is influenced by many things, some titles

are more influential than others.

There's always a game that did something first.

And that game is Doom.

Thank you to Eren Black Edits and War from VNecks&VCards for helping to storyboard and

edit this video.

Without them, there would literally be no video.

I'd also like to thank all our patrons on Patreon whose donations provide impetus to

keep delivering.

I'd like to know your opinion.

Do you think I'm wrong, and something else was more influential?

If you say Deus Ex, I'm going to be mad.

Leave a comment, let's have a discussion about it.

Convince me.

Doom is not my favorite game, but it is the game I am most fascinated with.

It's affected so much, so visibly, and it's hard to imagine other games being as important.

But with regards to being important, ah, what a word.

Important.

What is an important game, and what games are important?

In the next Talks video, I'll lay it out for you.

As usual, if you liked this video, please leave a like.

If you didn't, don't.

If you did like it, however, you can watch another video in the corner right now, and

as always, we'll see you on the next one.

For more infomation >> The Most Influential Game Of All Time | TALKS - Duration: 23:39.

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Bouwtechnisch advies over brandveiligheid bij transformatie praktische oplossingen 3 - Duration: 2:36.

For more infomation >> Bouwtechnisch advies over brandveiligheid bij transformatie praktische oplossingen 3 - Duration: 2:36.

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Lucie Fink Trains Like A Professional Gymnast | Lucie For Hire | Refinery29 - Duration: 5:53.

I am Lucie Fink!

I am a video producer at Refinery 29.

But every so often I like to try other people's jobs.

Today I'm at Chelsea Piers in New York City

and I'm going to see if I have what it takes to be a gymnast.

This is Lucy for Hire.

Gymnastics is an amazing sport.

In part because it involves your entire body.

It gets someone in incredible shape in a way that I think no other sport does.

And you get to feel like superhero a little bit.

You get to fly and flip and do great tricks.

Before getting started we warmed up together.

So, let's start out with some high knees.

I did a bit of gymnastics as a child.

But I haven't touched on it on for at least ten years.

I am already out of breath.

Uh-oh!

We're just getting started.

What was a mild warm up for Anya was a full on workout for me.

Well done.

Let's do go into static stretching.

Upward dog.

We finished up with a few more poses and then we were ready.

That's it. Good job.

Alright your first challenge is the vault.

But first I have to change!

Oh! First you have to change.

Into my gymnast outfit!

A great vault starts with a great run.

It's got to be fast. It's got to be powerful.

And you have to the right body shape as you hit the spring board in order

to have the power and amplitude that you need for a successful vault.

Vaulting involves running down a padded or carpeted runway,

hurtling onto springboard,

and springing yourself onto the vault.

You have to run very fast and literally explode off the

board in order to get enough height and momentum.

Alright first handspring vault.

Not bad!

How did do?

Not bad at all.

Great stuff.

Ready to move on to the next challenge.

Your next challenge is the uneven bars.

Uneven bars is all about upper body strength.

It's all about arm strength and core strength.

Once I could hold my chin over the bar, Anya taught me a back-hip circle.

It's a beginner move but it looks very complex.

And once I had that down I felt ready to jump to the high bar.

But a couple of swings were more than enough for me.

Very nice.

How did I do this?

Okay, so as you can see the bars are not my strong suit.

They're rough on the arms,

rough on the hips and rough on the hands.

But I am very glad I tried it.

Wooo!

Your third challenge is the balance beam.

Balance beam is all about balance.

It's also very much about core strength and not so much powerful strength.

But asymmetric strength.

Keeping your core engaged so your body is not wiggling all over the place.

We started out with the basics.

A few jumps.

Some toe elevations and a couple of turns.

And when I felt comfortable enough I tried doing a handstand.

Starting on the low beam and gradually making my way up to the high beam.

And you stuck it.

Woo!

And then I tried the infamous beam cartwheel.

Moment of truth!

Next beam.

I fell off many times.

It's alright!

Overshot it.

But eventually I stuck that too.

Made it!

And a dismount!

Okay, round off dismount on your own.

Your final challenge is the floor.

Let's start off with an out basic forward rolls.

Woah I'm dizzy.

The floor is the basis of all gymnastics.

On the floor we are going to focus very much on handstands.

Which you'll see across all of the gymnastics events.

Wow.

Okay?

Yeah.

You got it!

I might need some support.

I'm going to support you.

Okay.

You got it.

Kick on up to your handstand.

Bend your arms.

Candlestick shape.

Roll right on up!

Ooh!

Gorgeous!

Not bad!

I did some handstand forward rolls and then an entire sequence across the floor.

And with Anya's help I was feeling like a pro.

Well sort of.

I think I need water.

So, you are just going to jump into that nice laying back straight position.

Gonna be arched over the barrel.

Your hands are going to come to the floor.

Your job is to keep your arms to be really straight and your shoulder angle open.

Don't let this happen.

Yup and then we are going to bring your legs over.

First back handspring!

Yes!

You got it! Alright let's do another.

Ready?

The same thing we just did over the barrel!

Back handspring!

Take it backwards!

Woo! Very nice!

Fantastic!

Yay! How did I do?

Amazing! Great job!

Thank you!

My pleasure!

She was fearless.

Lucie went for every skill I asked her to do and did them all beautifully.

At the end of the day I made it out unharmed.

A young child in the gymnastics arena even asked me if I was training for the Olympics.

That is not a joke.

And that really boosted my confidence.

All in all, my time in Chelsea Piers was so much fun and I left feeling like gold.

Hey YouTube!

Thanks for watching my attempt at being a gymnast.

What else do you want to see me try for Lucie for hire?

Click here for another video.

Here to subscribe to our YouTube channel.

And right here for my personal YouTube channel.

And please click something because I am just pointing at air.

This is embarrassing, ugh.

For more infomation >> Lucie Fink Trains Like A Professional Gymnast | Lucie For Hire | Refinery29 - Duration: 5:53.

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Partner Program Changes - What YouTube Tools Do I Lose? [2018] - Duration: 1:14.

Welcome back to another episode of vidIQ Shorts.

60 seconds.

One topic.

Let's go

If you're about to lose monetization because you don't meet the new requirements of the

partner program, does that mean you will lose any other YouTube features or tools?

Let's find out.

All video creators can use video cards however you will no longer be able to link to external

websites from the 20 February.

YouTube state they will be bringing in new eligibility rules for this soon.

The creator studio where you can review audience analytics and manage your channel isn't affected.

You don't need to be on the partner program to claim a custom URL instead you need to

meet these requirements.

Custom thumbnails are not part of YPP instead you need to verify your YouTube/Google account

by phone.

This has not changed.

Endscreens are exactly the same as cards.

Everyone can use them, but only those on YPP can link to external websites.

To livestream you need to verify your account and have no restrictions over the last 90

days.

And scheduling videos doesn't require YPP either.

For more information check out the link in the video description

For more infomation >> Partner Program Changes - What YouTube Tools Do I Lose? [2018] - Duration: 1:14.

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Facebook Launched Augmented Reality (AR) Glasses in 2018 | App Care BD - Duration: 3:27.

Facebook Launched Augmented Reality (AR) Glasses in 2018 | App Care BD

For more infomation >> Facebook Launched Augmented Reality (AR) Glasses in 2018 | App Care BD - Duration: 3:27.

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►ঘুরে আসলাম সীতাকোট বিহার নবাবগঞ্জ দিনাজপুর বাংলাদেশ (Sitakot Bihar Dinajpur) - Duration: 10:09.

For more infomation >> ►ঘুরে আসলাম সীতাকোট বিহার নবাবগঞ্জ দিনাজপুর বাংলাদেশ (Sitakot Bihar Dinajpur) - Duration: 10:09.

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🚴‍♀️ВИДЫ СПОРТА🏇Обучающее видео для детей⛷️Развивающее детское видео по методике карточки Домана🤺 - Duration: 1:32.

For more infomation >> 🚴‍♀️ВИДЫ СПОРТА🏇Обучающее видео для детей⛷️Развивающее детское видео по методике карточки Домана🤺 - Duration: 1:32.

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SPOTLIGHT : Honnêteté et tracking de résultats au poker - Duration: 3:06.

For more infomation >> SPOTLIGHT : Honnêteté et tracking de résultats au poker - Duration: 3:06.

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Home Supply Falls To Unbelievable All-Time Low // Today's Mortgage News - Growella - Duration: 2:17.

It's not your imagination.

Finding a home for sale is tough right now.

This is Dan on your inside team at Growella with today's Mortgage Minute-and-a-Half.

New data from the National Association of REALTORS® puts to numbers what today's

home buyers have already learned -- that's there almost no homes listed for sale, and

that finding a new home to buy is a challenge.

NAR data shows U.S. home inventory dropping by close to two-hundred thousand properties

in December, which marks a ten percent decrease over just the last twelve months, leaving

the total number of homes for sale nationwide at one-point-four-eight million, or less than

thirty-thousand homes per state.

There are way more buyers than sellers right now and at the pace at which those buyers

are buying, the entire stock of U.S. homes for sales would be gone in three months-and-a-week.

That's the fastest pace since data like this has been tracked, and it's a forecast

for higher prices ahead.

We're in a seller's market, friends.

Act accordingly.

Mortgage rates are trending higher this morning.

For thirty year fixed-rate loans, conforming mortgage rates are near four-and-a-eighth,

FHA mortgage rates are near four, and VA and USDA mortgage rates are near three-eight-seven-five.

Now, these aren't YOUR rates, necessarily.

Your direct quote will be slightly higher or lower depending on your loan size, your

credit score, and the time frame for your closing.

Closings in forty-five days or fewer will get access to slightly lower rates, and closings

planning for sixty days or more will get access to slightly higher rates.

Talk to your lender about your options and be sure to shop around.

There's another statistic that come from NAR's Existing Home Sales report and that's

that first-time home buyers now account for thirty-two percent of all homes sold, a three-point

increase from the month prior and a signal that first-time buyers continue to matter

to housing.

Nationally, three out of every ten home buyers put down three-point-five percent or less

on their homes, and that figure is expected to increase over the next six calendar months.

New loan programs have been introduced which allow for small down payments for buyers with

good income; and, the marketing of these programs is getting more efficient.

In other words, one of the factors holding back buyers is lack of awareness of what they

can do.

Click the link in the description to read up on today's low-down payment loans.

For mortgage rates and personal finance news, visit Growella.com.

Sound off in the comments, give us a like, and don't forget to subscribe.

For more infomation >> Home Supply Falls To Unbelievable All-Time Low // Today's Mortgage News - Growella - Duration: 2:17.

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My Favorite Places: True Rest Float Spa: Day 26 of 30 - Duration: 1:15.

Hi, everyone! Melanie Cameron here with The Cameron Team, Coldwell Banker

Sea Coast Advantage. Day 26 of my favorite places here in Wilmington. Today,

I am at True Rest Float Spa, which is located right here at the corner of 17th

Street extension and College Road. If you have not experienced a float spa, you

are missing out. A good friend of mine, Tammy, gave me a gift card last year, and

I have absolutely fell in love with it. You get in these private rooms that have

a private pod that are filled with water and Epsom salt, and you literally float

for an hour or however long you pay for. It is super relaxing. I actually fell

completely asleep when I did mine. I wish I had made an appointment to go in so I

could show you the inside of the pods, because they're really cool. But they're

great for relaxation, distressing. If you exercise a lot, they're supposed to

be really good for recovery, and they have an oxygen bar too. So, after you do

your float, you can relax and have some fresh oxygen. So come check it out, if you

haven't. It's one of my favorite places. Remember to like, share, and comment on

Facebook and YouTube to get in on our drawing. We have that next week for the

$100 gift card for Port City Chop House. Have a great day, everyone!

For more infomation >> My Favorite Places: True Rest Float Spa: Day 26 of 30 - Duration: 1:15.

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💍5 DIY Project And IKEA Storage Ideas For Your Home💍 - Duration: 3:55.

More than few dozens of people agree IKEA is an awesome place,

and no matter how often we pay a visit,

there always seems to be an endless supply of new paragons to discover.

This is 5 DIY project and IKEA Storage ideas for those who think otherwise by simphome.com.

1. IKEA closet makeover ideas

Want to see your clothes and shoes organized?

IKEA MULIG clothes bar lets you have separated handing areas for your clothes.

With the KALLAX shelving unit and the PAX wardrobe frame,

you can arrange your shoes, clothes and scarves all in one place.

Install a FINTORP rail to neatly hang all your bags

and protect them from damage.

2. IKEA Rolling underbed storage

Are you into space saving?

Then this idea is for you.

IKEA's BRUSALI under bed storage can conveniently house your shoes, books etc.

You can also store your extra pillows

and covers to make space for them in the closet.

Wondering where to put old presents?

This underbed storage can be an option.

3. Unique Built-in Dresser

All you need is a BRIMNES dresser, an old Billy book case, and a PAX wardrobe frame.

With this, you can conveniently create a dresser for the nursery.

The unique aspect here is the book case

that lets you coordinate with a triangle shaped space,

preferably below the staircase.

Build the base first and then start fitting the cabinets one by one.

Make sure the screws fit properly.

4. IKEA Rast hack DIY Wardrobe

You will need 4-6ft boards, 10-2 ft boards and a 7ft board that will sit on the book shelf units

to make them appear as a complete wardrobe.

Depending on where you want your dressers and shelves,

assemble all the boards and bolt them.

Using a melamine board will be easy to assemble each unit similar.

to a bookshelf as a part of the wardrobe mimicking the IKEA rast dresser.

The two Ikea rast dressers you have must also go through some changes.

Assemble one as it is and cut 4 inches off from the two sides of the other unit.

They will sit one on top of the other.

If you're opting for the metropolis satin nickel cabinet pull

then you need to drill new holes on the dressers.

The two bookshelf units can be placed on either side of the dressers.

Measure the space atop the units to see if any additions can be made.

Assemble all the boards and screw them together to finish the wardrobe.

You can also add closet rods inside and paint the interiors conveniently

5. IKEA BRIMNES Bed hack with KALLAX Shelving

A BRIMNES bed and a KALLAX shelving unit are all you need.

Your woes about less bedroom storage space are soon to pass.

The BRIMNES bed with a storage cabinet below can house all your duvets, quilts, covers and pillows

thus simplifying the process of making your bed.

The KALLAX shelving unit can serve as a foot board

as well as a shelf that houses important souvenirs and books.

If you are putting your souvenirs on the KALLAX shelving unit,

you can also wrap around string lights or fairy lights

to give your room an enchanting appeal.

That's it for now.

Come back again next time with more home, Kitchen makeover and decorating ideas.

Like this video, comment it, or better yet share it with everyone in your social circle.

Don't forget to press subscribe button if this channel is new to you.

See you again later and thanks for watching

For more infomation >> 💍5 DIY Project And IKEA Storage Ideas For Your Home💍 - Duration: 3:55.

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Logan Paul pledges $1m as he makes his return to YouTube with video about suicide prevention - Duration: 3:25.

Logan Paul pledges $1m as he makes his return to YouTube with video about suicide prevention

  Logan Paul has uploaded a video all about suicide prevention, which involved him travelling to New York to speak with the National Suicide Prevention Society.

In the video he talks about reducing the stigma, and spoke with people who have attempted to take their own lives.

The disgraced YouTuber says: I know Ive made mistakes, I know Ive let people down, but what happens when youre given an opportunity to make a difference.

Its time to learn from the past as I get better and learn as a human being so those who are suffering can have easier ones.

Ive never been so humbled in my life by a single event. Logan sits down to talk with Kevin Hines, who attempted to take his own life by jumping off the Golden Gate Bridge in 2000.

He also pledges $1m to various organisations, with the first $250 going to National Suicide Prevention lifeline.

  He also interviews the director of National Suicide Prevention Lifeline, Dr.

John Draper, who says we need to change the conversation publicly.

Draper wants to help people understand that the first thing they need to do is reach out and talk to somebody when theyre feeling in despair, because youre not alone with it any more.   Logan adds: I think as a society, as human beings, we just have to be more compassionate and that includes me, too; its something that Im learning along this journey. Logan attracted major backlash after he filmed the body of a man who had taken his own life hanging in Japan's Aokigahara Forest.

Although the video was removed by Paul, it had been viewed millions of times before it was taken down.

Logan issued an apology on his YouTube channel and admitted he was treated 'fairly' by YouTube, although suggested that he deserves a second chance.

Need support? Contact the Samaritans For emotional support you can call the Samaritans 24-hour helpline on 116 123, email jo@samaritans.org, visit a Samaritans branch in person or go to the Samaritans website.

         .

For more infomation >> Logan Paul pledges $1m as he makes his return to YouTube with video about suicide prevention - Duration: 3:25.

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How to draw CHESS KNIGHT - Duration: 1:57.

How to draw CHESS KNIGHT

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