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This picture's gonna get a lot of use over the next few months, I fear

Friday saw the sudden news of a brand new, all-formats Counter-Strike game, which in PC gaming news terms is probably the equivalent of simultaneously swearing in a crowdpleasing new president and announcing a world war. The coming months will be characterised by both excitement and rage, I don’t doubt. What we don’t know is much about it, other than that it’s broadly going to be CS with new stuff. Turns out, Valve have been quietly showing Counter-Strike: Global Offensive (I don’t know how long it’s going to be until I stop initially typing ‘Global Agenda’) to pro-gamers to get their thoughts on how it’s shaping up. Craig ‘Torbull’ Levine from ESEA is one of the lucky few, and he’s shared a few details on what to expect from a game Valve are claiming will fit alongside, rather than replace, CS 1.6 and CS:S.

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SPR/PPL is a collaborative partnership between the extremely gifted Andy Irwin & Luke Byrne. Recently they rented some space in a warehouse and when Ben Trovato got in touch a couple of months ago they decided that this exclusive would be a good chance to set up in there and take a break from shooting on location.

What inspired you to do this specific shoot? Can you enlighten us how that came together in this way?
" -We had a loose idea of the vibe we wanted (which first came from a couple of video covers we had lying around I think), and we were interested in the idea of approaching a fashion piece with a look and feel we’d usually more associate with our work on cover art and music projects. From there it was just about doing as many different things as we could with that vibe and what we had lying around at our disposal in the studio. The shoot itself was a pretty organic process, we had a few hours to do it and just a couple of the specific shots in mind to begin with - it all just kind of rolled from there."

What equipment do you use?
" -We’re always jumping between film and digital - it usually just depends on the project. Like most we prefer the look and feel of film, but the convenience of digital of course comes in pretty handy when working to tight deadlines - so it usually end’s up film for personal work and digital for commercial stuff. Even when we’re shooting digital, like in this case, our aim in post is to try and bridge the gap with a more filmic aesthetic as much as we can. In terms of visual effects, wherever possible we like to try to work in-camera and in front of the lens. Most of the time it’s a bit of a mixed approach, I guess we use a bit of everything. Lights, props, lens effect filters, software we just try and look them all as tools to help us make the pictures we want to make."

We notice recent work in both music photography and some more fashion inspired, what are your future plans?
" -More music stuff. More fashion stuff. More everything. More anything. Right now we’re working on a new music video for long-time pals Wolf & Cub, a couple more fashion stories and editorial assignments, and a personal art project we’ve been trying to get off the ground forever. After that who knows what’s next."

Art Direction & Photography – SPR/PPL
Model – Kaila Hart @ Chic Management
Styling – Elle Packham
Hair & Make Up – Vanessa Collins
Fashion Credits – Arnsdorf, Friend of Mine, IRO, Just Cavalli, Karla Spetic, Magdalena Velevska

Full story inside post.

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Newtonian physics - less fun than Newton-John's Physical

Hey, anyone remember demos? They were this crazy thing game-makers did when they wanted people to play their games but expensive pre-rendered trailers that said absolutely nothing about what a game was actually like hadn’t been invented yet! The crazy fools. What was the point in that?

Star Ruler is like the last half-decade didn’t happen: a thoroughly PC-only space 4x game, and it has a demo. An actual, honest-to-god demo! I haven’t played it yet, but I could hug it to death for that alone.

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All thats left is to add back in the original color values and voila, instant fatsuit and extremely creepy late-night distraction. In order to push the creepy vibe, I am only drawing the frags that are within a certain distance to the camera. If they are background frags, I discard them entirely. This ends up being extra useful because the depth image from the Kinect has a bit of parallax shadowing on the side where the depth data goes to black. Eliminating the drawing of these unwanted artifacts will clean up the final image quite a bit.

Since you have remapped the normals back onto a webcam image, it is a trivial matter to create a lightsource and dynamically change the lighting of your realtime webcam input. For the following video, I have created a virtual swinging light source above my head.

Oh, and this library also supports two Kinects at the same time. I haven’t figured out how to use/abuse this knowledge, but I am certainly going to try. Realtime morphing between two people seems like an interesting first go. Maybe I will try morphing myself into my cat. Hmmm….

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Mining Your Logs - Gaining Insight Through Visualization

Google Tech Talk (more info below) March 30, 2011 Presented by Raffael Marty. ABSTRACT In this two part presentation we will explore log analysis and log visualization. We will have a look at the history of log analysis; where log analysis stands today, what tools are available to process logs, what is working today, and more importantly, what is not working in log analysis. What will the future bring? Do our current approaches hold up under future requirements? We will discuss a number of issues and will try to figure out how we can address them. By looking at various log analysis challenges, we will explore how visualization can help address a number of them; keeping in mind that log visualization is not just a science, but also an art. We will apply a security lens to look at a number of use-cases in the area of security visualization. From there we will discuss what else is needed in the area of visualization, where the challenges lie, and where we should continue putting our research and development efforts. Speaker Info: Raffael Marty is COO and co-founder of Loggly Inc., a San Francisco based SaaS company, providing a logging as a service platform. Raffy is an expert and author in the areas of data analysis and visualization. His interests span anything related to information security, big data analysis, and information visualization. Previously, he has held various positions in the SIEM and log management space at companies such as Splunk, ArcSight, IBM research <b>...</b>

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We are looking for a great programmer to play an integral role in bridging the technology between game design and our backend. Your work will play a key role as we break new ground developing new virtual worlds for games. Most importantly, you will work with an exciting and energetic team devoted to creating the best and most technically impressive characters and environments in the world.

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Rule 63 is an internet adage which states that for every fictional character, there exists a counterpart in opposite gender. It is often considered part of the Anonymous decorum known as “Rules of the Internet” along with other well-known sayings like Rule 1 & 2 and Rule 34.

A: For every given male character, there is a female version of that character.
B: For every given female character, there is a male version of that character.


Rule 63 was first introduced as part of the expanded edition of Anonymous’ Rules of the Internet, which was most likely published in mid-2007 (based on Google Insights results).

The Urban Dictionary1 entry for “Rule 63” was first submitted by user InternetHateMachine on August 8th, 2007.


Although Rule 63 is still dwarfed in search interest by the most successful of the “Internet Rules”, Rule 34, it has been consistently growing in popularity with every month.

Earliest instance of Rule 63 on DeviantArt was submitted by user Xxescaped-vulpinexX on December 12th, 2009. As of May 2009, there are over one thousand instances of “gender-bending” artworks tagged with Rule 63.

In late 2009, a Danbooru-style imageboard site Rule 632 was launched. As of April 26th, 2011, the site has amassed over 19,968 pictures which translates into over 264 pages of images. According to the tags, the three most popular subjects for Rule 63 illustrations are Axis Power’s Hetalia, Team Fortress 2, and Nintedo characters. As of May 9th, 2011, the site is temporarily out of service.

The existence of Rule 63 could be attributed to similar themes explored by other rules like Rule 28 (Always question a person’s gender, just in case it’s really a man"), Rule 34 (There is porn of it; no exception) and Rule 35 (If no porn is found at the moment, it will be made). Such gender-bending art has been also observed in the realms of Alternative Universe and Trap artworks.

Notable Examples


It is important to point out, however, that the rule only applies to fictional characters, and not to real people. However, this does not necessarily mean that there cannot Rule 63 art of real people, which in fact does exist. Also, canonical instances of a genderbended character do not count as Rule 63, whether the alternate gender version of the character is the actual character or the gender counterpart of a character.

According to Urban Dictionary the only exceptions are that “A: the male character is already so androgynous that a female version would be basically the same, or B: the female version hasn’t been drawn yet”1.

External References

1 Urban Dictionary – Rule 63

2 – Rule 63 Warning: NSFW

3 DeviantArt – Rule 63 and That Other One

4 DeviantArt – Search Results for Rule 63

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