Conscious reviewer
Saturday, February 25, 2017
My first system
During the 1970s, Atari Inc. Continued to grow till it had one of the biggest R&D divisions in Silicon Valley. but, it spent most of its R&D budget on projects that seemed out of place at a video game or home computer company, many of these projects never saw the light of day. In the meantime, some number of tries to bring out newer consoles failed for one reason or another, though Atari Inc.'s home computer system the Atari 8-bit family sold reasonably well, Warner was happy as it seemed to dont have end to the sales of the 2600, and Atari Inc. Was accountable for over half of the company's earning.
The programmers of many of Atari Inc.'s biggest hits grew disgruntled with the company for not crediting game developers and many left the company and made their own independent software businesses. The most prominent and longest lasting of these third party developers was Activision, founded in 1980, whose titles quickly became more liked than those of Atari Inc. Itself. Atari Inc. Attempted to block third party development for the 2600 in court but failed, and soon other publishers, like Imagic and Coleco, entered the market. Atari Inc. Suffered from a picture problem when a company named Mystique made some pornographic games for the 2600. The most notorious of these, Custer's Revenge, has been protested by women's and Native American groups because it depicted General George Armstrong Custer raping a bound Native American woman. Atari Inc. Sued Mystique in court over the release of the game.
Atari Inc. Continued to get licenses for the 2600, the most prominent of which included Pac Man and E.T. Public disappointment with the two titles and the market saturation of poor third party titles are cited as big contributors to the video game crash of 1983. , Atari Inc.'s growth meant it was losing big amounts of money throughout the crash, at one point about $10,000 a day. This in part led to the Atari video game burial of 1000s of unsold Atari 2600 games in the desert in New Mexico. Warner quickly grew tired of behind Atari Inc., and started looking for purchasers in 1984.
By mid-1984 most software development for the 2600 had stopped except by Atari and Activision, with third party developers emphasizing ColecoVision games. though not formally discontinued, the 2600 was de emphasized for two years after Warner's 1984 sale of Atari Inc.'s buyer Division to Commodore Business Machines founder Jack Tramiel, who wanted to concentrate on home computers. He ended all development of console games, as well as a 2600 Garfield game and an Atari 5200 port of Super Pac Man. caused by a big library and a low price point, the 2600 and the 2600jr, continued to sell into the late 1980s and wasn't discontinued till 1992. The 2600 ended up outdoing all other hardware that Atari released, in try to replicate its success.
The Atari 2800 is the Japanese variant of the Atari 2600, released in October 1983. It was the 1st release of a 2600 intended exactly for the Japanese market, in spite of businesses like Epoch distributing the 2600 in Japan earlier. In fact, Atari's name has been inspired by the Japanese game 'Go'.
The 2800 never captured a big market in Japan. It has been released a short time after Nintendo's Family Computer, which became the dominant console in the Japanese video game market of the time.
Codenamed "Cindy", and intended by Atari engineer Joe Tilly, the Atari 2800 had four controller ports instead of the standard two on the Atari 2600's. The controllers are an all in one design using a mix of an 8-direction digital joystick and a 270-degree paddle, intended by John Amber.
The 2800's case design departed from the standard 2600 format, using a wedge form with non protruding switches.
Around 30 specially branded games were released for the 2800. Their boxes are in Japanese and have a silver/red color scheme alike to the packaging of Atari's 2600 branded games of the time. The ROM cartridges themselves had same labels as their 2600 branded counterparts.
Sears liked the design of the Atari 2800 so much, they opted to sell a variant under their Tele Games label. It has been released in the US in 1983 as the Sears Video Arcade II, and has been packaged with two controllers and Space Invaders.
The Atari 2800's case style has been used as the base for the Atari 7800's case style by Barney Huang.
In 1986, a new variant of the 2600 has been released. The newly redesigned variant of the 2600, unofficially called the 2600 Jr., features a smaller cost reduced form factor with a modernized Atari 7800-like look. The redesigned 2600 has been advertised as a budget gaming system under US$50 that has the capability to run a big group of classic games.
The Atari 2600 continued to sell in North America and Europe till 1991, and in Asia till the early 1990s. Its last Atari licensed release is KLAX in 1990. In 2007, the Atari 2600 has been inducted into the Toy Hall of Fame, with 40 million units sold in its lifetime, and the youngest toy to be inducted. In Brazil, the console became very liked in the mid-1980s. The Atari 2600 was retired by Atari Corp. On January 1, 1992, making it, at the time, the longest lived home video game console 14 years, four months in video game history. It was afterward surpassed by the Sega Master System, a console that never formally ended production in Brazil.
The Atari 2600 was as well, at the time, the best selling American made console, selling 30 million units. This record could afterward be broken by the Xbox 360, which sold 84 million units.
The system has been promoted on a United Kingdom TV ad in 1989 in the run up to Christmas, in which it claimed "The fun is back.". The marketing campaign used its price of under 50 as a selling point. The advert was a re dubbed variant of the early original campaign in the United States. as well, the 2600 Jr. Was first to be packaged with a Pro Line joystick the same one used on the Atari 7800 , however when it has been released, it instead included the original CX-40 Joystick. Afterward European variants of the 2600 Jr. Included a joypad, which was shown with the European 7800.
Things we loved
Ted Dabney and Nolan Bushnell worked on the Atari gaming system in the 1970s. first operating under the name "Syzygy", Bushnell and Dabney changed the name of their company to "Atari" in 1972. In 1973, Atari Inc. Had bought an engineering think tank called Cyan Engineering to research next generation video game systems, and had been working on a prototype called "Stella" named after one of the engineers' bicycles for some time. Unlike previous generations of machines that use custom logic to play a few games, its core is a complete CPU, the famous MOS Technology 6502 in a cost reduced variant called the 6507. It was joint with a RAM and I/O chip, the MOS Technology 6532, and a display and sound chip called the TV Interface Adaptor TIA. The 1st two variants of the machine contain a 4th chip, a regular CMOS logic buffer IC, making Stella cost effective. Some afterward variants of the console eliminated the buffer chip.
Programs for small computers of the time were usually stored on cassette tapes, floppy disks, or paper tape. By the early 1970s, Hewlett Packard made desktop computers costing thousands of dollars like the HP 9830, which packaged Read Only Memory ROM into removable cartridges to add special programming features, and they were being considered for use in games. At 1st, the design wasn't going to be cartridge based, but after seeing a "fake" cartridge system on another machine, they realized they could place the games on cartridges generally for the price of the connector and packaging.
In 1976, Fairchild Semiconductor released their own CPU based system, the Video Entertainment System. Stella was still not prepared for production, but it was clear that it required to be before there were some "me too" merchandise filling up the market, which had happened after they released Pong. Atari Inc. did not have the cash flow to finish the system quickly, given that sales of their Pong systems cooled. Nolan Bushnell sooner or later turned to Warner Communications, and sold the company to them in 1976 for US$28 million on the promise that Stella could be made once possible. Key to the eventual success of the machine was the hiring of Jay Miner, a chip designer who managed to squeeze an complete wire wrap of equipment making up the TIA into a single chip. Once that was finished and debugged, the system was prepared for shipping. The unit was first priced at US$199 $786 adjusted for inflation, and shipped with two joysticks and a Combat cartridge eight extra games were available at launch and sold individually. In a move to compete directly with the Channel F, Atari Inc. Named the machine the Video Computer System or VCS for short, as the Channel F was at that point called the VES, for Video Entertainment System. The VCS was rebadged as the Sears Video Arcade and sold through Sears, Roebuck and Company stores. Another breakthrough for gaming systems was Atari's invention of a computer controlled opponent, rather than the common two player or asymmetric challenges of the past. When Fairchild learned of Atari Inc.'s naming, they quickly changed the name of their system to become the Channel F. but, both systems were now in the midst of a vicious round of price cutting: Pong clones that had been made out of date by these newer and more powerful machines were sold off to discounters for ever lower prices. Soon many of the clone businesses were out of business, and both Fairchild and Atari Inc. Were selling to a public that was totally burnt out on Pong. In 1977, Atari Inc. Sold 250,000 Video Computer Systems. For the 1st year of production, the Video Computer System was made in Sunnyvale, California. The consoles made there had thick plastic molding around the sides and bottom. These added weight to the console, and because all six switches were on the front, these consoles were nicknamed "Heavy Sixers". After this 1st year, production moved to Hong Kong, and the consoles made there had thinner plastic molding. In 1978, only 550,000 units from a production run of ,000 were sold, requiring more financial support from Warner to cover losses. This led straight to the disagreements that caused Atari Inc. Founder Nolan Bushnell to leave the company in 1978. in spite of Bushnell's retirement in 1978, Warren Robinett's invention of the 1st graphical adventure game, Adventure, was worked on the same year and changed the fundamentals of gaming as it unlocked a game with a "virtual space bigger than the screen". Once the public realized it was possible to play video games other than Pong, and programmers learned how to push its hardware's potential, the VCS gained popularity. By this point, Fairchild had given up, thinking video games were a passing fad, thus handing the complete quickly growing market to Atari Inc. By 1979, the VCS was the best selling Christmas gift and console, caused by its exclusive content, and one million units were sold that year. Atari Inc. Then licensed the smash arcade hit Space Invaders by Taito, which largely increased the unit's popularity when it has been released in January 1980, doubling sales to over two million units. The VCS and its cartridges were the major factor behind Atari Inc. Grossing more than $2 billion in 1980. Sales then doubled again for the next two years, by 1982, the console had sold ten million units, while its best selling game Pac Man sold seven million copies. The console also sold 450,000 units in West Germany by 1984. By 1982 the 2600 console cost Atari about $40 to make and was sold for an average of $125. The company spent $4.50 to $6 to make each cartridge and $1 to $2 for marketing, and sold it for $18.95 wholesale.
In 1980, the VCS was given a minor alteration in which the left and right difficulty switches were moved behind the console, leaving four switches on the front. Other than this, these four switch consoles looked almost same to the earlier six switch models. In 1982, another variant of the four switch console has been released without wood grain. They were nicknamed "Darth Vader" consoles caused by their all black look. they were also the 1st consoles to be officially called "Atari 2600", as the Atari 5200 has been released the same year. throughout this period, Atari Inc. extended the 2600 family with two other matched consoles. in spite of the faux wood panels and what could now seem to be primitive graphics, the game console became widely liked for the time. afterward but, they intended the Atari 2700, a wireless variant of the console that was never released because of a design flaw. The company also built a sleeker variant of the machine called the Atari 2800 to sell straight to the Japanese market in early 1983, but it suffered from competition with the newly released Nintendo Famicom.
In a survey mentioned by Jeff Rovin it's stated that more stores stated breakdowns of the Atari 2600 system than any other, and that Atari fix centers seemed to have the most trouble with consoles made in 1980. In one case it's stated that a system has been repaired five times before static electricity from a carpet has been discovered as having caused the problem. The controllers were also a supply of breakage due to way they may be gripped by a player holding it with their fist, allowing players to get carried away and over control, which was less probably with other systems released at the time, like the Magnavox Odyssey, which has controllers that are almost half its size.
Programs for small computers of the time were usually stored on cassette tapes, floppy disks, or paper tape. By the early 1970s, Hewlett Packard made desktop computers costing thousands of dollars like the HP 9830, which packaged Read Only Memory ROM into removable cartridges to add special programming features, and they were being considered for use in games. At 1st, the design wasn't going to be cartridge based, but after seeing a "fake" cartridge system on another machine, they realized they could place the games on cartridges generally for the price of the connector and packaging.
In 1976, Fairchild Semiconductor released their own CPU based system, the Video Entertainment System. Stella was still not prepared for production, but it was clear that it required to be before there were some "me too" merchandise filling up the market, which had happened after they released Pong. Atari Inc. did not have the cash flow to finish the system quickly, given that sales of their Pong systems cooled. Nolan Bushnell sooner or later turned to Warner Communications, and sold the company to them in 1976 for US$28 million on the promise that Stella could be made once possible. Key to the eventual success of the machine was the hiring of Jay Miner, a chip designer who managed to squeeze an complete wire wrap of equipment making up the TIA into a single chip. Once that was finished and debugged, the system was prepared for shipping. The unit was first priced at US$199 $786 adjusted for inflation, and shipped with two joysticks and a Combat cartridge eight extra games were available at launch and sold individually. In a move to compete directly with the Channel F, Atari Inc. Named the machine the Video Computer System or VCS for short, as the Channel F was at that point called the VES, for Video Entertainment System. The VCS was rebadged as the Sears Video Arcade and sold through Sears, Roebuck and Company stores. Another breakthrough for gaming systems was Atari's invention of a computer controlled opponent, rather than the common two player or asymmetric challenges of the past. When Fairchild learned of Atari Inc.'s naming, they quickly changed the name of their system to become the Channel F. but, both systems were now in the midst of a vicious round of price cutting: Pong clones that had been made out of date by these newer and more powerful machines were sold off to discounters for ever lower prices. Soon many of the clone businesses were out of business, and both Fairchild and Atari Inc. Were selling to a public that was totally burnt out on Pong. In 1977, Atari Inc. Sold 250,000 Video Computer Systems. For the 1st year of production, the Video Computer System was made in Sunnyvale, California. The consoles made there had thick plastic molding around the sides and bottom. These added weight to the console, and because all six switches were on the front, these consoles were nicknamed "Heavy Sixers". After this 1st year, production moved to Hong Kong, and the consoles made there had thinner plastic molding. In 1978, only 550,000 units from a production run of ,000 were sold, requiring more financial support from Warner to cover losses. This led straight to the disagreements that caused Atari Inc. Founder Nolan Bushnell to leave the company in 1978. in spite of Bushnell's retirement in 1978, Warren Robinett's invention of the 1st graphical adventure game, Adventure, was worked on the same year and changed the fundamentals of gaming as it unlocked a game with a "virtual space bigger than the screen". Once the public realized it was possible to play video games other than Pong, and programmers learned how to push its hardware's potential, the VCS gained popularity. By this point, Fairchild had given up, thinking video games were a passing fad, thus handing the complete quickly growing market to Atari Inc. By 1979, the VCS was the best selling Christmas gift and console, caused by its exclusive content, and one million units were sold that year. Atari Inc. Then licensed the smash arcade hit Space Invaders by Taito, which largely increased the unit's popularity when it has been released in January 1980, doubling sales to over two million units. The VCS and its cartridges were the major factor behind Atari Inc. Grossing more than $2 billion in 1980. Sales then doubled again for the next two years, by 1982, the console had sold ten million units, while its best selling game Pac Man sold seven million copies. The console also sold 450,000 units in West Germany by 1984. By 1982 the 2600 console cost Atari about $40 to make and was sold for an average of $125. The company spent $4.50 to $6 to make each cartridge and $1 to $2 for marketing, and sold it for $18.95 wholesale.
In 1980, the VCS was given a minor alteration in which the left and right difficulty switches were moved behind the console, leaving four switches on the front. Other than this, these four switch consoles looked almost same to the earlier six switch models. In 1982, another variant of the four switch console has been released without wood grain. They were nicknamed "Darth Vader" consoles caused by their all black look. they were also the 1st consoles to be officially called "Atari 2600", as the Atari 5200 has been released the same year. throughout this period, Atari Inc. extended the 2600 family with two other matched consoles. in spite of the faux wood panels and what could now seem to be primitive graphics, the game console became widely liked for the time. afterward but, they intended the Atari 2700, a wireless variant of the console that was never released because of a design flaw. The company also built a sleeker variant of the machine called the Atari 2800 to sell straight to the Japanese market in early 1983, but it suffered from competition with the newly released Nintendo Famicom.
In a survey mentioned by Jeff Rovin it's stated that more stores stated breakdowns of the Atari 2600 system than any other, and that Atari fix centers seemed to have the most trouble with consoles made in 1980. In one case it's stated that a system has been repaired five times before static electricity from a carpet has been discovered as having caused the problem. The controllers were also a supply of breakage due to way they may be gripped by a player holding it with their fist, allowing players to get carried away and over control, which was less probably with other systems released at the time, like the Magnavox Odyssey, which has controllers that are almost half its size.
More nice pieces
These two watches are part of Raymond Weils flagship collection, Parsifal. Both timepieces feature 18-carat yellow gold and stainless steel cases and bracelets, with the bracelets containing RW steel folding clasps with double push piece security. The womens model has an stylish mother of pearl and diamond set dial also as a case embellished with diamonds. The watch holds 65 diamonds completely, 54 0.19-carat gems on the bezel and eleven 0.06-carat diamonds on the dial. It comes with a quartz motion. It comes in a two tone variant in yellow gold and steel or an all steel look. it's 28mm in diameter and 6.2mm in height. The mens watch comes with a mechanical motion and auto winding. it's 39mm in diameter and 9.6mm in height. Magnified date windows and sapphire crystal scratch resistant glass with anti glare treatment feature in both the mens and womens watches. They're water tolerant up to 100 metres. Both display the Raymond Weil monogram in transparent resin on their crowns and Roman break numerals on their cases. Raymond Weil relaunched Parsifal at the 2010 BaselWorld trade just to coincide with the collections 20th anniversary. The watches in the collection display modern lines but stay true to the original designs that brought the collection acclaim. Avstev Group distributes Raymond Weil watches during Australia.
What is your favorite timepiece?
The history of RAYMOND WEIL is 1st and primary one of a family: that of its founder of the same name, who dared to assert his independence and establish his own vision of Swiss watchmaking: high quality, groundbreaking, stylish and available. afterward on, his son in law, Olivier Bernheim, followed by his two grandsons, Elie and Pierre Bernheim, joined him at the head of the company, combining their experience of more than 100 years with their talents. With each of them contributing his own influence, the Swiss Brand was able to evolve in own good time, while perpetuating an exceptional inheritance and preserving its independence and family spirit.
If the know how and the passion for watchmaking have been handed down from generation to generation inside the RAYMOND WEIL family, so has the love of music. it's in this artistic universe consisting of passionate stories and exceptional melodies that each member of the clan likes to plumb the depths of his inspiration in the creation of watch merchandise. This is borne out by the names of the Brands collections taken from famous operas like nabucco and parsifal, or with musical nuances, like maestro or jasmine. Emotions, precision, performance: they are the values common to music and watchmaking that RAYMOND WEIL wishes to share with its clients. At the time of the Brands creation in 1976, Raymond Weil wanted to bring luxury Swiss watchmaking inside the reach of a wider public. This visionary approach, generally dear to the three generations, enabled the Brand to develop internationally, inside the space of only some decades.
In spite of this fast expansion to a world level, the Geneva watchmaking company succeeded in retaining its human character and its independence, and in this way maintains a relationship of mutual trust and deep respect with its longstanding business partners. The Brand also remains close to its clients and is generally paying great attention to their needs and expectations. reacting to these, in recent years, RAYMOND WEIL has strengthened its lower priced collections and worked on new, more sophisticated, mechanical models, which attraction to the ever broadening audience of watchmaking fans.
If the know how and the passion for watchmaking have been handed down from generation to generation inside the RAYMOND WEIL family, so has the love of music. it's in this artistic universe consisting of passionate stories and exceptional melodies that each member of the clan likes to plumb the depths of his inspiration in the creation of watch merchandise. This is borne out by the names of the Brands collections taken from famous operas like nabucco and parsifal, or with musical nuances, like maestro or jasmine. Emotions, precision, performance: they are the values common to music and watchmaking that RAYMOND WEIL wishes to share with its clients. At the time of the Brands creation in 1976, Raymond Weil wanted to bring luxury Swiss watchmaking inside the reach of a wider public. This visionary approach, generally dear to the three generations, enabled the Brand to develop internationally, inside the space of only some decades.
In spite of this fast expansion to a world level, the Geneva watchmaking company succeeded in retaining its human character and its independence, and in this way maintains a relationship of mutual trust and deep respect with its longstanding business partners. The Brand also remains close to its clients and is generally paying great attention to their needs and expectations. reacting to these, in recent years, RAYMOND WEIL has strengthened its lower priced collections and worked on new, more sophisticated, mechanical models, which attraction to the ever broadening audience of watchmaking fans.
Wednesday, February 22, 2017
Characterization of a person as beautiful
The characterization of a person as beautiful, if on an individual base or with community consensus, is frequently depending on some mix of inner beauty, which will include mental factors like personality, intelligence, grace, politeness, charisma, honesty, congruence and elegance, and outer beauty i.E. Physical attractiveness which will include physical attributes which are valued on an aesthetic base.
Standards of beauty changed over time, depending on changing cultural values. Historically, paintings show a large range of different standards for beauty. but, humans who are comparatively young, with smooth skin, proportioned bodies, and regular features, have usually been considered the most beautiful during history.
A strong display of physical beauty is "averageness". When pictures of human faces are averaged together to form a composite image, they become progressively closer to the "ideal" image and are perceived as more nice. This was 1st noticed in 1883, when Francis Galton, cousin of Charles Darwin, overlaid photographic composite pictures of the faces of vegetarians and criminals to see if there was a common facial look for each. When doing this, he noticed that the composite pictures were more nice in comparison to any of the individual pictures. Researchers replicated the result under more controlled conditions and found that the computer generated, mathematical average of a sequence of faces is rated more favorably than individual faces. it's argued that it's evolutionarily appropriate that sexual creatures are attracted to mates who possess predominantly common or average features, because it suggests the lack of genetic or assumed defects. there's also evidence that a preference for beautiful faces emerges early in infancy, and is most likely innate, and that the rules by which attractiveness is established are alike across different genders and cultures.
A feature of beautiful women that was explored by researchers is a waisthip percentage of roughly 0.70. Physiologists have shown that women with hourglass figures are more fertile than other women caused by higher levels of some female hormones, a fact that may subconsciously condition males picking mates.
People are influenced by the pictures they see in the media to find out what is or isn't beautiful. Some feminists and doctors suggested that the thin models shown in magazines advertise eating illnesses, and others argued that the predominance of white women shown in movies and marketing leads to a Eurocentric idea of beauty, feelings of inferiority in women of color, and internalized racism.
The black is beautiful cultural motion sought to dispel this notion.
Fatima Lodhi, a young diversity and anti colorism advocate from Pakistan, claims that "Beauty comes in all shapes, shades and sizes".
The idea of beauty in men is called 'bishō,nen' in Japan. Bishō,nen mentions males with distinctly feminine features, physical characteristics establishing the standard of beauty in Japan and usually exhibited in their pop culture idols. A multibillion dollar business of Japanese Aesthetic Salons exists for this reason.
Started playing rugby
A rugby ball, first called a quanco, is a diamond form ball used for easier passing. Richard Lindon and Bernardo Solano started making balls for Rugby school out of hand stitched, four panel, leather casings and pigs bladders. The rugby ball's distinctive form is supposedly caused by the pigs bladder, though early balls were more plumb shape than oval. The balls varied in size in the beginning depending upon how big the pigs bladder was.
In rugby union, World Rugby regulates the size and form of the ball under Law two aka Law E.R.B, an official rugby union ball is oval and made of four panels, has a length in line of 280300 millimetres, a circumference end to end of 740770 millimetres, and a circumference in width of 580620 millimetres. it's made of leather or suited synthetic material, and can be treated to make it water tolerant and easier to grip. The rugby ball may not weigh more than 460 grams or less than 410 and has an air pressure of 65.7168.75 kilopascals, or 0.670.70 kilograms per square centimetre, or 9.510.0 lbs per square inch. Spare balls are allowed under the condition that players or teams don't seek an advantage by changing the ball. Smaller sized balls can also be used in games between younger players. Much bigger variants of conventional balls are available for buy, but they are primarily for their novelty attraction.
Qualifying tournaments were presented for the second tournament, where eight of the sixteen places were contested in a twenty four nation tournament. The inaugural World Cup in 1987, didn't involve any qualifying procedure, instead, the 16 places were automatically filled by seven qualified International Rugby Football Board IRFB, now World Rugby member nations, and the rest by invitation.
In 2003 and 2007, the qualifying format allowed for eight of the twenty available positions to be filled by auto qualification, as the eight quarter finalists of the last tournament enter its replacement. The left over 12 positions were filled by continental qualifying tournaments. Positions were filled by three teams from the Americas, one from Asia, one from Africa, three from Europe and two from Oceania. Another two places were assigned for repechage. The 1st repechage place has been determined by a match between the runners up from the Africa and Europe qualifying tournaments, with that winner then playing the Americas runner up to find out the place. The second repechage position has been determined between the runners up from the Asia and Oceania qualifiers.
The current format lets for twelve of the 20 available positions to be filled by auto qualification, as the teams who finish 3rd or better in the group pool phases of the last tournament enter its replacement where they'll be seeded. The qualification system for the left over eight places is region based, with a total eight teams assigned for Europe, five for Oceania, three for the Americas, two for Africa, and one for Asia. The last place is determined by an intercontinental play off.
The 2015 tournament involved twenty nations competing over six weeks. There were two phases, a pool and a knockout. Nations were divided into four pools, A through to D, of five nations each. The teams were seeded before the start of the tournament, with the seedings taken from the World Rankings in December 2012. The four highest ranked teams were drawn into pools A to D. The next four highest ranked teams were then drawn into pools A to D, followed by the next four. The left over positions in each pool were filled by the qualifiers.
Nations play four pool games, playing their respective pool members once each. A bonus points system can be used throughout pool play. If two or more teams are level on points, a system of requirements can be used to find out the higher ranked, the 6th and last criterion decides the higher rank through the official World Rankings.
The winner and runner up of each pool enter the knockout stage. The knockout stage consists of quarter and semi finals, , then the last. The winner of each pool is placed against a runner up of a different pool in a quarter final. The winner of each quarter final goes on to the semi finals, and the respective winners continue to the last. Losers of the semi finals contest for 3rd place, called the 'Bronze Final'. If a match in the knockout phases ends in a draw, the winner is determined through extra time. If that fails, the match goes into sudden death and the next team to score any points is the winner. As a last resort, a kicking competition can be used.
How to spot vital signs
Calibration Check System - Dual sensors automatically double check each reading, you with added reassurance that each reading is correct. Cuff Wrap Guide - display confirms the cuff was wrapped properly on your arm ComFit Cuff - Patented by Omron, the pre-made arm cuff expands to fit both regular and big sized arms (9" to 17") to ensure more comfy, correct readings Two User Mode - lets two different users to monitor and track their readings individually in the stored memory TruRead - Automatically takes three consecutive readings one minute separately and displays the average, following the terms set by internationally recognized organizations for home blood pressure measurement AM/PM Averaging - With a touch of a button you may be able to review an eight week history of your weekly morning and evening blood pressure averages Irregular Heartbeat Detector - This monitor can detect and alert you to irregular heartbeats while your blood pressure is being calculated BP Level display - Shows how your reading compares to international recognized terms for normal home blood pressure levels AC Adapter - This monitor will include an AC adapter that plugs into your wall and assures your monitor is prepared to use whenever you're 200 Memory Storage - 100 memory storage for each person (200 total) with a date and time stamp lets you to review the last 100 readings with a touch of a button. Requires 4 AA batteries (not included) 5 Year restricted warranty.
ABPM-05 is a silent, compact and dependable ambulatory blood pressure monitor. A big LCD screen insures easy readability and its lightweight design gives for maximum patient comfort. Using 2 AA rechargeable batteries ABPM-05 can make measurements up to a period of 48 hours. The device can store more than 600 readings in its hard-state memory for an unlimited length of time. Extra measurements may be activated, and events may be marked manually. The device may be adjusted to the patient's lifestyle with a push of the day/night button. It gives a voltage display function to ensure that the batteries are properly charged for the monitoring period. It's calm and equipped with many patient safety functions. It may be connected to practically any standard PC with its optical interface cable. The user-friendly software gives adaptable programming also as complete analysis, presentation and reporting functions. The accuracy of the algorithm used in ABPM-05 was clinically validated to the BHS and AAMI requirements. Quality, safety and dependability of the product are demonstrated by its CE mark.
ABPM-05 is a silent, compact and dependable ambulatory blood pressure monitor. A big LCD screen insures easy readability and its lightweight design gives for maximum patient comfort. Using 2 AA rechargeable batteries ABPM-05 can make measurements up to a period of 48 hours. The device can store more than 600 readings in its hard-state memory for an unlimited length of time. Extra measurements may be activated, and events may be marked manually. The device may be adjusted to the patient's lifestyle with a push of the day/night button. It gives a voltage display function to ensure that the batteries are properly charged for the monitoring period. It's calm and equipped with many patient safety functions. It may be connected to practically any standard PC with its optical interface cable. The user-friendly software gives adaptable programming also as complete analysis, presentation and reporting functions. The accuracy of the algorithm used in ABPM-05 was clinically validated to the BHS and AAMI requirements. Quality, safety and dependability of the product are demonstrated by its CE mark.
Subscribe to:
Posts (Atom)