dimanche 30 juillet 2006

Clerks - The flying car

Check it out here

jeudi 27 juillet 2006

Too fast, too stupid

mercredi 26 juillet 2006

It never stops getting better!

J'ai reçu les résultats de ma soumission de maîtrise aujourd'hui.

#1: J'ai passé!

#2: Je me retrouve sur le Dean's Honour List!!!

Voici ce que ça signifie:
based on the student's academic record and the ratings and recommendations submitted by the thesis examiners. Performance in both areas is expected to be truly outstanding, equivalent to the top 10% of graduates from the program of study) (Source)

mardi 25 juillet 2006

Tsé le gars qui se fait toujours tuer - Volume #01 - Danny Trejo

Ceux qui ont écouté trop de films d'action série B reconnaîtront cet acteur qui se fait toujours buter:

Et bien il s'agît de Danny Trejo (imdb) qui compte plus de 125 à son actif. Comme quoi avoir une sale gueule équivaut à beaucoup de boulot à Hollywood!

Là j'essaie de retrouver le nom du gars asiatique (de Hong-Kong je crois) avec les cheveux longs qui se fait également toujours buter...il fait toujours partie des terroristes.

Teenage Mutant Ninja Turtle New Movie!!!

Oh shiazz!

In Theatres: March 30th, 2007

Lien pour voir le teaser trailer

Edit: Après avoir vu le trailer on réalise que le film est en CG...Ouache!


lundi 24 juillet 2006

DJ heffem

Sûrement inspiré par les présentations de DJXL5 au Fantasia, je vous présente le DJ heffem - Pubs du Kibak!!!

Cliquez Ici pour voir tous les vidéos en rafale

New Era Caps

dimanche 23 juillet 2006

It came from Akihabara : USB Missile Launcher

Avec ce lance-missile en styromousse, personne n'osera plus vous déranger. Sérieux, je ne m'imagine pas au café internet avec ça plogué dans mon laptop...Anyway, il y a même un GUI pour le lancement des missiles.

Akihabara c'est quoi???


jeudi 20 juillet 2006

'Gold farming' in games means real income in China

By Tim Johnson
McClatchy Newspapers

LIAOZHONG, China - This rural county seat in northeast China has an Internet cafe on almost every street, 63 in total, and most of them are full of young people passing time.

Parked in front of computer screens, they move through virtual dungeons to slay ogres and gather gold in online games.

But it's not mere idleness. Many of the gamers are working.

A vast shadow industry has mushroomed in rural China. Savvy entrepreneurs harness teams to play popular online games, gathering magic spells, battle hammers, armor and other virtual assets. They then provide the assets to brokers, who sell them to rich players in the United States and Europe wanting shortcuts to gaming success.

At any given time, as many as half a million Chinese gamers are completing quests and gathering such assets as virtual gold pieces to sell off for real money. They toil in Internet cafes and in makeshift computer labs, sometimes sleeping on cots in nearby dormitories in shifts.

In industry lingo, the gamers are known as ``Chinese gold farmers.'' They do the cyber scut work, menial jockeying of the mouse that's hard on the wrist but better than factory labor.

``It's easier than making shoes,'' said Wang Xin, 27, an entrepreneur who keeps 30 young people working in his stable of gamers. ``You don't work so hard. The physical pressure is not high. This is much less demanding than the sweatshops.''

The industry is largely clustered in coastal Fujian and Zhejiang provinces, and in the rustbelt region of China's northeast. Liaozhong, an agricultural hub of 120,000 residents, is near Shenyang, the largest city of northeast China.

``There are thousands of these little companies,'' said Peng Wen, another young businessman who employs gamers. In rural areas, the companies have no trouble finding workers. ``There are so many idle people. What I mean is, some of them are high school graduates who haven't found a job yet. They like to spend many, many hours at Internet bars.''

There are ``gold farmers'' in other countries, primarily Eastern Europe, the Philippines, Indonesia and Mexico. But China's abundant labor, availability of high-speed Internet connections and cheap computers have made it a powerhouse in collecting virtual assets for online games, fueling the market among the 30 million or so online gamers worldwide.

``If you search online, you find most gold farmers are from China. China is really pretty dominant in this industry right now,'' said Jin Ge, a 30-year-old Shanghai native who has done a documentary on ``gold farms'' in China as part of doctoral research at the University of California at San Diego.

Some game players in North America and Europe disparage the ``gold farms'' for allowing those with financial means to take shortcuts -- just as in real life -- without investing time or accumulating skill in the games.

``Twenty to 30 percent of gamers out there in the world object to the buying and selling of assets in the virtual world. . . . They don't feel it's fair. They think it's cheating,'' said Thomas Morelli, a spokesman for IGE, a major broker of online items.

Many gaming companies, such as Blizzard Entertainment, developer of the globe's most popular game, World of Warcraft, ban the resale of virtual assets. The company has shut tens of thousands of players' accounts, but can't seem to halt the trade.

Millions of gamers think the trade is fine. A thriving business has popped up on auction giant eBay and other sites selling virtual assets. Buyers say they want to enjoy the games without spending hundreds of hours working up to levels where it gets fun and frisky.

``A good conservative estimate of global annual sales of virtual items for real money is $200 million a year,'' said Edward Castronova, an economist who specializes in the study of virtual assets at Indiana University.

The rise of the industry in scattered cities such as Liaozhong and the provincial capital of Shenyang has left many people shaking their heads in disbelief.

Qi Changliang, 26, said he's built a formidable base of some 800 players who supply virtual assets to his business. He sells the assets on an English-language Web site, using Paypal as a means of collection. Even Qi's parents don't understand his success.

``If you tell an older person you were making millions sitting around playing games, they wouldn't believe you,'' Qi said in his sparsely furnished loft headquarters in Shenyang.

In some parts of Zhejiang and Fujian provinces, municipal governments support the industry, even invest in it, said Jin, the doctoral student. But up in China's northeast, the industry falls in a gray area, neither legal nor illegal.

``There are worries. You never know what the government's attitude toward the industry will be,'' Qi said, noting that officials have difficulty measuring sales volume of any supplier. ``How can you impose a tax if you don't know what the profit is?''

Moreover, what's being traded doesn't exist -- at least in a tangible sense. Under Chinese law, virtual property isn't recognized as actual property, even if gamers claim the contrary.

``The gamers believe they own the characters and their virtual assets in China, and we believe that as well,'' said James Clarke, the Shanghai-based chief operating officer in Asia for IGE, the broker company.

Clarke cast the emerging industry as a positive force for China, saying that s entrepreneurs in rural areas get going with ``very low start-up costs.''

A relaxed mood of fun prevails at some of the Internet cafes and computer labs, Jin said, although others are less pleasant. Pay averages about $100 a month, average by Chinese standards.

``Most of them are game lovers, like me. I play games myself. We in management have to play better than our workers,'' Peng said.

Much is topsy-turvy about the industry, where playing games is actually work and things that don't exist bring cash. Chinese laborers, low on the global totem pole, reinvent themselves in the virtual world as powerful sorcerers, warriors and high priests.

``It's not an unpleasant job,'' said Castronova, the economist. ``We're learning something about the nature of work here. The line is blurring between work and play.'

mercredi 19 juillet 2006

Pub raciste pour le PSP en Europe ???

Vu à Amsterdam...

Cliquez pour voir en plus gros...

PV of the day:

BoA - Key of Heart

mardi 18 juillet 2006

Monopoly Libéral ?


lundi 17 juillet 2006

Nouveautés JPop

m-flo loves MINMI - Lotta Love

SEAMO - Lupin The Fire

All about Bullet Witch

Scans du magazine Famitsu

Nouveau trailer de 6 minutes sur xboxyde (nice!)

dimanche 16 juillet 2006

And then, XBOX 360 became interesting...

Présentement, le seul jeu disponible sur Xbox 360 qui m'interesse, c'est Ninety nine Nights de Tetsuya Mizuguchi (Rez, Lumines, ...) , mais il n'est dipo qu'au Japon. Le prochain jeu qui m'intéressera, c'est Bullet Witch, conçu par Cavia (série Drakengard sur PS2). Un jeu d'action qui a vraiment l'air trippant et over-the-top.

Télécharger le trailer sur xboxyde (Bittorrent)

Putain que j'ai mal au dos...maudit Fantasia!!!

mercredi 12 juillet 2006

8-Circuit Model of Consciousness

From Wikipedia, the free encyclopedia

The 8-Circuit Model of Consciousness is a heuristic model of consciousness proposed by Timothy Leary. In some ways reminiscing Abraham Maslow's Hierarchy of Human Needs, Leary believed the mind is best viewed as a collection of 8 "circuits", also called "gears" or "mini-brains". Each stage represents a higher stage of evolution than the one before it. The first four, which Leary presumed to reside in the left lobe of the cerebrum, are concerned with the survival of organisms on earth; the other four, which Leary suggested are found in the right lobe, are for use in the future evolution of humans, and remain dormant in the majority of human beings.

The eight circuits appear as follows:

  1. The Bio-survival Circuit is concerned with the earliest modes of survival and the basic separation of objects into either harmful or safe. This circuit is said to have first appeared in the earliest evolution of the invertebrate brain. It is the first to be activated in an infant's mind. Leary says this circuit is stimulated by opioid drugs. This circuit introduces a one-dimensional perception: forward and backward (i.e., forward towards food, nourishment and that which is trusted as safe, and backwards -- away from danger and predators).
  2. The Emotional Circuit is concerned with raw emotion and the separation of behavior into submissive and dominant. This circuit appeared first in vertebrate animals. In humans, it is activated when the child learns to walk. Leary associates this circuit with alcohol. This circuit introduces a second dimension, up-down, linked with territorial politics and tribal power games (up, as in swelling ones body in size to represent dominance, and down, as in the cowering, tail-between-the-legs submissive stance).
  3. The Dexterity-Symbolism Circuit is concerned with logic and symbolic thought. This circuit is said to have first appeared when hominids started differentiating from the rest of the primates. Leary says this circuit is stimulated by caffeine, cocaine, and other stimulants. This circuit introduces the third dimension, left and right, related to the development of dextrous movement and handling "artefacts".
  4. The Social-Sexual Circuit. This circuit is concerned with operating within social networks and the transmission of culture across time. This circuit is said to have first appeared with the development of tribes. Leary never associated a drug with it, but later writers have associated it with Ecstasy. This fourth circuit deals with moral-social/sexual tribal rules passed through generations and is the introduction to the fourth dimension -- time.
  5. The Neurosomatic Circuit is the first of the right-brain, "higher" circuits which are inactive in most humans. It allows one to see things in multi-dimensional space instead of the 4 dimensions of Euclidean space-time, and is there to aid in the future exploration of outer space. It is said to have first appeared with the development of leisure-class civilizations around 2000 BC. It is associated with hedonism and eroticism. Leary says this circuit is stimulated by marijuana and tantric yoga, or simply by experiencing the sensation of free fall at the right time.
  6. The Neuroelectric Circuit is concerned with the mind becoming aware of itself independent of the patterns imprinted by the previous five circuits. It is also called "metaprogramming" or "consciousness of abstracting". Leary says this circuit will enable telepathic communication, and that this circuit is impossible to explain to those who have only left-brain activity and is difficult to explain to those with active fifth circuits. It is said to have appeared in 500 BC, in connection with the Silk Route. Leary associates this circuit with peyote, and psilocybin. (Robert Anton Wilson called this circuit The Metaprogramming Circuit.)
  7. The Neurogenetic Circuit allows access to the genetic memory contained in DNA. It is connected to memories of past lives, the Akashic Records, and the collective unconscious, and allows for essential immortality in humans. This circuit first appeared among Hindu and Sufi sects in the early first millennium. This circuit is stimulated by LSD, and Raja Yoga. (Robert Anton Wilson called this circuit The Morphogenetic Circuit.)
  8. The Neuro-atomic Circuit allows access to the intergalactic consciousness that predates life in the universe (characterized as God or aliens), and lets humans operate outside of space-time and the constraints of relativity. This circuit is associated with Ketamine and DMT by Leary. (Called also by Leary The Psycho-Atomic Circuit or The Metaphysiological Circuit, Robert Anton Wilson called this circuit The Quantum Non-Local Circuit.)

Leary claims that this model explained, among other things, the social conflict in the 1960s, where the mainstream, said to be those with circuit 4 active and characterized as tribal moralists by Leary, clashed with the counter-culturists, said to be those with circuit 5 active and characterized as individualists and hedonists.

Leary's model was not widely accepted among scientists, in part because it addresses primarily human traits, because no precise anatomical basis for the model was identified, and because the theory fails to account for the role of other neural structures in basic levels of consciousness such as wakefulness.

Leary's ideas heavily influenced the work of Robert Anton Wilson. Wilson's book Prometheus Rising is an in-depth, highly detailed and inclusive work documenting Leary’s eight-circuit model of consciousness. In the book 'The Game of Life' Leary hints that he reversed the natural order of one of the circuits in relationship to another one. He suggested he did this as a 'test' and any true adept delving into these realms would be able to reverse it to it's proper location. Robert Anton Wilson's book places the circuits in their proper order.

Leary's book on the subject was called Exo-Psychology, and has been republished with additional material in recent years under the title Info-Psychology (New Falcon Publishing).

Weird Al Yankovic - It's All About The Pentiums

lundi 10 juillet 2006

Bye Bye 1991 - Oncle Georges

Peut-être le meilleur sketche de l'histoire du Bye Bye. On remercie mes archives VHS ! Parlant de ça, j'ai trouvé du stock assez bizarre ce soir en checkant une vielle cassette de vidéo clips...genre des annonces des années 80. À suivre!

dimanche 9 juillet 2006

Serious Business

Giant Bucket Wheel Excavator

Encore Outrun!!!

Moi, j'aime bien Outrun et malgré le fait qu'on se moque de moi, je vais continuer à aimer ça! Il semble bien que je ne sois pas seul, car Sega va sortir une troisième version de Outrun2, "Outun 2006: Special Tours" qui roulera sur son nouveau processeur Lindbergh, écran widescreen 62 pouces et...le jeu en équipe avec deux volants par cabinet! On recommande de faire la "tag" après un accident ou un changement de niveau.

Check le cabinet!!!




vendredi 7 juillet 2006

Brian Bellows . . .

Ancien joueur de hockey, qui a joué à Montréal.

mardi 4 juillet 2006


Petit Download - François Pérusse

Download sera invalide dans 30 jours

lundi 3 juillet 2006

Uwe Boll...