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1. When did ‘The Simpsons’ first appear on television?

2. List one of the top news stories at http://www.cnn.com

3. How far is it from Thermal, CA to San Antonio, TX?

4. What is the meaning of the word tessellation?

5. What is the address of the Empire State Building?

6. Who invented the paperclip?

7. What contribution did Ada Byron make to computing?

8. How did Marcian Hoff’s invention change computers?

9. How many megabytes of data can a CD-R hold?

10. How many megabytes or gigabytes can a DVD-R hold?

11. When were floppy disks introduced?

12. Do you use floppy disks today?

13. What is a bit?

14. How many bits are in a byte?

15. What does a modem do?

16. What does modem stand for anyway?

Name the different parts of your Macintosh Desktop.  Use the words below to fill in the blanks, 1-20.  Click “Leave a Comment” to submit your answers.

You have just been elected president of the United States of America.  You must address foreign policy, terrorism, healthcare, the military, the economy, education, the environment, and much more.  What are the first three things you will do?  Which issues are dearest to you heart?  Do you think those issues overlap with the issues that are most important to the American public?

Click the image below to play the game.

Screen shot 2013-01-24 at 9.14.04 AM

At the end, you are shown a newspaper article.  Email a screenshot (picture) to ecisneros@rcoe.us

Peep it. Have you heard of the Game DOOM? This game made first person shooters popular. Read the “Press release” and answer the questions in in the form below.A press release is what is used to announce to news agencies events and even product releases. These help the news get organized faster and help spread the word faster instead of waiting for the news to search for your news event, Press releases help get your story media coverage.

Read the article below…PLAY THE GAME and Click on the picture of DOOM to answer questions.

Id Software
1515 N. Town East Blvd. #138-297, Mesquite, TX  75150

FOR IMMEDIATE RELEASE
Contact:        Jay Wilbur
FAX:            1-214-686-9288
Email:          jay@idsoftware.com (NeXTMail O.K.)
Anonymous FTP:  ftp.uwp.edu (/pub/msdos/games/id)
CIS:            72600,1333

Id Software to Unleash DOOM on the PC

Revolutionary Programming and Advanced Design Make For Great
Gameplay

DALLAS, Texas, January 1, 1993-Heralding another technical
revolution in PC programming, Id Software's DOOM promises to
push back the boundaries of what was thought possible on a 386sx
or better computer.  The company plans to release DOOM for the
PC in the third quarter of 1993, with versions planned for
Windows, Windows NT, and a version for the NeXTall to be
released later.

In DOOM, you play one of four off-duty soldiers suddenly thrown
into the middle of an interdimensional war!  Stationed at a
scientific research facility, your days are filled with tedium
and paperwork.  Today is a bit different.  Wave after wave of
demonic creatures are spreading through the base, killing or
possessing everyone in sight.  As you stand knee-deep in the
dead, your duty seems clear-you must eradicate the enemy and
find out where they're coming from.  When you find out the
truth, your sense of reality may be shattered!

The first episode of DOOM will be shareware.  When you register,
you'll receive the next two episodes, which feature a journey
into another dimension, filled to its hellish horizon with fire
and flesh.  Wage war against the infernal onslaught with machine
guns, missile launchers, and mysterious supernatural weapons.
Decide the fate of two universes as you battle to survive!
Succeed and you will be humanity's heroes; fail and you will
spell its doom.

The game takes up to four players through a futuristic world,
where they may cooperate or compete to beat the invading
creatures.  It boasts a much more active environment than Id's
previous effort, Wolfenstein 3-D, while retaining the
pulse-pounding action and excitement.  DOOM features a fantastic
fully texture-mapped environment, a host of technical tour de
forces to surprise the eyes, multiple player option, and smooth
gameplay on any 386 or better.

John Carmack, Id's Technical Director, is very excited about
DOOM: Wolfenstein is primitive compared to DOOM.  We're doing
DOOM the right way this time.   I've had some very good insights
and optimizations that will make the DOOM engine perform at a
great frame rate.  The game runs fine on a 386sx, and on a
486/33, we're talking 35 frames per second, fully texture-mapped
at normal detail, for a large area of the screen.  That's the
fastest texture-mapping around-period.

Texture mapping, for those not following the game magazines, is
a technique that allows the program to place fully-drawn art on
the walls of a 3-D maze.  Combined with other techniques,
texture mapping looked realistic enough in Wolfenstein 3-D that
people wrote Id complaining of motion sickness.  In DOOM, the
environment is going to look even more realistic.  Please make
the necessary preparations.

A Convenient DOOM Blurb

DOOM (Requires 386sx, VGA, 2 Meg) Id Software's DOOM is
real-time, three-dimensional, 256-color, fully texture-mapped,
multi-player battle from the safe shores of our universe into
the horrifying depths of the netherworld!    Choose one of four
characters and you're off to war with hideous hellish hulks bent
on chaos and death!  See your friends bite it!  Cause your
friends to bite it!  Bite it yourself!  And if you won't bite
it, there are plenty of demonic denizens to bite it for you!

DOOM-where the sanest place is behind a trigger.

An Overview of DOOM Features:

        Texture-Mapped Environment

DOOM offers the most realistic environment to date on the PC.
Texture-mapping, the process of rendering fully-drawn art and
scanned textures on the walls, floors, and ceilings of an
environment, makes the world much more real, thus bringing the
player more into the game experience.  Others have attempted
this, but DOOM's texture mapping is fast, accurate, and
seamless.  Texture-mapping the floors and ceilings is a big
improvement over Wolfenstein.  With their new advanced graphic
development techniques, allowing game art to be generated five
times faster, Id brings new meaning to "state-of-the-art".

        Non-Orthogonal Walls

Wolfenstein's walls were always at ninety degrees to each other,
and were always eight feet thick.  DOOM's walls can be at any
angle, and be of any thickness.  Walls can have see-through
areas, change shape, and animate.  This allows more natural
construction of levels.  If you can draw it on paper, you can
see it in the game.

        Light Diminishing/Light Sourcing

Another touch adding realism is light diminishing.  With
distance, your surroundings become enshrouded in darkness.  This
makes areas seem huge and intensifies the experience.  Light
sourcing allows lamps and lights to illuminate hallways,
explosions to light up areas, and strobe lights to briefly
reveal things near them.  These two features will make the game
frighteningly real.

        Variable Height Floors and Ceilings

Floors and ceilings can be of any height, allowing for  stairs,
poles, altars, plus low hallways and high caves-allowing a great
variety for rooms and halls.

        Environment Animation and Morphing

Walls can move and transform in DOOM, which provides an
active-and sometimes actively hostile-environment.  Rooms can
close in on you, ceilings can plunge down to crush you, and so
on.  Nothing is for certain in DOOM.

To this Id has added the ability to have animated messages on
the walls, information terminals, access stations, and more.
The environment can act on you, and you can act on the
environment.  If you shoot the walls, they get damaged, and stay
damaged.  Not only does this add realism, but provides a crude
method for marking your path, like violent bread crumbs.

        Palette Translation

Each creature and wall has its own palette which is translated
to the game's palette.  By changing palette colors, one can have
monsters of many colors, players with different weapons,
animating lights, infrared sensors that show monsters or hidden
exits, and many other effects, like indicating monster damage.

        Multiple Players

Up to four players can play over a local network, or two players
can play by modem or serial link.  You can see the other player
in the environment, and in certain situations you can switch to
their view.  This feature, added to the 3-D realism, makes DOOM
a very powerful cooperative game and its release a landmark
event in the software industry.

This is the first game to really exploit the power of LANs and
modems to their full potential.  In 1993, we fully expect to be
the number one cause of decreased productivity in businesses
around the world.

        Smooth, Seamless Gameplay

The environment in DOOM is frightening, but the player can be at
ease when playing.  Much effort has been spent on the
development end to provide the smoothest control on the user
end.  And the frame rate (the rate at which the screen is
updated) is high, so you move smoothly from room to room,
turning and acting as you wish, unhampered by the slow jerky
motion of most 3-D games.  On a 386sx, the game runs well, and
on a 486/33, the normal mode frame rate is faster than movies or
television.  This allows for the most important and enjoyable
aspect of gameplay-immersion.

        An Open Game

When our last hit, WOLFENSTEIN 3D was released the public
responded with an almost immediate  deluge of home-brewed
utilities; map editors, sound editors,  trainers, etc.  All
without any help on file formats or game layout from Id
Software.  DOOM will be release as an OPEN GAME.   We will
provide file formats and technical notes for anyone who wants
them.   People will be able to easily write and share anything
from their own map editors to  communications and network
drivers.

DOOM will be available in the third quarter of 1993.
_______________________________________________________________

DOOM, Id, and Wolfenstein are trademarks of Id Software, Inc.

Below you will find lyrics to the song, Abraham, Martin & John, by Dion.

Has anybody here seen my old friend Abraham? Can you tell me where he’s gone? He freed a lot of people, But it seems the good they die young. You know, I just looked around and he’s gone. Anybody here seen my old friend John? Can you tell me where he’s gone? He freed a lot of people, But it seems the good they die young. I just looked around and he’s gone. Anybody here seen my old friend Martin? Can you tell me where he’s gone? He freed a lot of people, But it seems the good they die young. I just looked ’round and he’s gone. Didn’t you love the things that they stood for? Didn’t they try to find some good for you and me? And we’ll be free Some day soon, and it’s a-gonna be one day … Anybody here seen my old friend Bobby? Can you tell me where he’s gone? I thought I saw him walk up over the hill, With Abraham, Martin and John.

click the image below to hear the Marvin Gaye version of the song.

1. All but one of the following are goals in mixing and rerecording: (p. 412)

a. to establish aural perspective
b. to maintain the definition of each sound
c. to use EQ as a substitute for microphone technique
d. to add any special effects

2. The audio frequency response of videotape is: (p. 414)

a. wider than the frequency response of 16mm optical sound
b. wider than the frequency response of CDs
c. not as wide as the frequency response of AM radio
d. not as wide as the frequency response of 35mm optical sound

3. In mixing for radio, the AM and FM mixes should be different. (p. 413)

a. true
b. false

4. In mixing for film, the “unisound” approach: (p. 415)

a. places dialogue, music, and sound effects toward the center of the stereo field
b. compresses the overall sound and rolls off the bass at 50 Hz and the treble at 10,000 Hz
c. cuts all sound below 100 or 200 Hz and above 5,000 or 6,000 Hz
d. boosts dialogue, music, and sound effects in the presence range to ensure that their clarity is uniform [[[“presence range” OK?]]]

5. Which of the following is not good advice when layering sound? (p. 416)

a. position sounds to create relationships of space and distance
b. maintain a uniform loudness for all elements to avoid erratic perspectives
c. maintain spectral balance so that the aural space is properly weighted
d. vary sonic elements such as pitch, rhythm, timbre, and envelope to avoid masking or unintelligibility

6. A good mix can save a bad recording. (p. 421)

a. true
b. false

7. A comfortably loud monitor level that is usually considered optimal for mixdown is: (p. 421)

a. 65 dB-SPL
b. 85 dB-SPL
c. 95 dB-SPL
d. 105 dB-SPL

8. One of the following statements is not true about equalizing: (p. 396)

a. equalizing alters a sound’s harmonic structure
b. an absence of frequencies above 600 Hz adversely affects the intelligibility of consonants; an absence of frequencies below 600 Hz adversely affects the intelligibility of vowels
c. a 6 dB increase at 5,000 Hz gives an apparent increase of 3 dB to the overall mix
d. equal degrees of equalizing below 400 Hz and above 2,000 Hz are more perceptible than equal degrees of equalizing between those frequencies

9. Equalization used to help define instruments and keep masking to a minimum is called: (p. 423)

a. subtractive equalization
b. complementary equalization
c. shelving equalization
d. defined equalization

10. Flat midrange frequencies sound natural or smooth. They may also lack punch or color. (p. 398)

a. true
b. false

11. Low frequency boost adds power or weight to the sound. (p. 423)

a. true
b. false

12. High frequency roll-off can dull, muffle, veil, or distance sound. (p. 423)

a. true
b. false

13. Predelay is a major component of reverberation. (p. 427)

a. true
b. false

14. One of the following statements is not true. In a stereo field: (p. 429)

a. to highlight a solo, the instrument should be panned to the front center
b. the sound closest to the center and to us is the most predominant
c. sound placed to one side usually requires similarly weighted sound on the opposite side
d. a sound that is rear but center creates depth and a balance to the sound that is front and center

15. The difference between 3D sound and surround sound is that: (p. 429)

a. surround sound includes the dimension of height, and 3D sound does not
b. 3D sound increases sonic depth using the conventional two-speaker stereo array
c. surround sound requires three separate channels, and 3D requires only two
d. 3D sound can be simulated through a monaural matrix, and surround sound cannot

16. The placement of dialogue, sound effects, and music in the stereo (and surround sound) frame is called: (p. 429)

a. imaging
b. spectral balancing
c. perspective
d. localization

17. In stereo films and TV, the sound of the dialogue: (p. 439)

a. comes from the center of the screen, or close to it, regardless of where the actors are located
b. comes from wherever the actors are located
c. comes from wherever the actors are located except in a close-up, when it comes from the center of the screen
d. comes from wherever the actors are located but is compressed to avoid a sudden change in location because of an actor’s quick movement

18. One of the following is not a consideration in mixing surround sound: (p. 430)

a. sonic imaging should not rival what is on the screen
b. mix to the visual perspective on the screen
c. dialogue goes center channel and is usually not panned
d. the surround channel(s) and loudspeaker(s) are primarily for the music underscoring

19. All but one of the following are true about stereo-to-mono compatibility: (p. 448)

a. a wide and balanced stereo image played in mono may be center-heavy
b. avoid putting anything to the extreme left or right in a stereo mix if the mix is to be made mono-compatible
c. signals in phase in stereo cancel in mono, and signals out of phase in stereo add in mono
d. placement of voicings to the extreme left or right in stereo may result in a 3 dB or greater loss in their level(s), relative to the rest of the spectrum, when played in mono

20. In evaluating a master recording, all but one of the following are important in judging its sound quality: (p. 451)

a. tonal balance
b. linearity
c. dynamic range
d. definition

21. Rerecording is a term used in film mixing while mixing is generally used for music. (p.398)

a. true
b. false

22. The overriding challenge in mixing is to maintain aesthetic perspective. (p.399)

a. true
b. false

1. Click on this link to hear Dr. King’s famous “I Have a Dream” speech. Write down your favorite part of the speech and explain why you picked that part. http://www.americanrhetoric.com/speeches/mlkihaveadream.htm

2. Dr. Martin Luther King had a wife and four children. What were their names?

3. Why is September 17, 1958 important?

4. What does “insurrection” mean?

5. What is Dr. King’s definition of greatness? What do you need to be great? http://thekingcenter.org/

6. What was Dr. King’s nickname as a child? http://www.nps.gov/malu/

7. Martin Luther King received several hundred awards. Write three of them down.

8. Go to this site and look at the pictures of where Dr. King was born, lived, and worked. What is the address of Dr. King’s birth home? http://www.cr.nps.gov/nr/travel/atlanta/kin.htm

9. Take this quiz. How many did you get right? Do you know where to find the answers?

http://www.seattletimes.com/mlk/classroom/MLKquiz.html

10. Name the city with the largest MLK march held today.

tumblr_lxwcu0Idl81qlgpft

 

 

Answer the following questions about Dr. Martin Luther King Jr. Feel free to use google or any other search engine to assist you in finding the answer(s).

1. Where was MLK born?
2. What was MLK known for?
3. How old would MLK be today?
4. What is a quote from MLK?
5. When was MLK’s Birthday?
6. What prestigious award did he win and in what year?
7. Who else has won this award/prize?
8. What was the protest for in Memphis in 1968?
9. Who assassinated MLK?
10. How did his assassin escape from prison a year earlier?

Vocabulary/Definitions

Magnet:
Electromagnet:
Magnetic field:
Magnetic force:
Current:
Loudspeaker:
Polarity:
Propulsion:

Answer the following questions:

1. Can we make a non-magnetic object magnetic?

2. What is a magnetic field and where do magnetic fields come from?

3. Does magnetism ever wear off?

4. Can Human Beings be magnetic?

5. What materials are attracted to magnets?

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  • Audio Interface, or, How to Get Sound into Your Computer
    This is Part 3 of the Makeshift Musician’s Comprehensive Guide to Building Your Own Studio Now that you’ve got a computer, it’s entirely possible that you’re now standing in front of it with your guitar or piano or whatever, your eyes slowly moving back and forth between the two objects in a confused manner, wondering how […]

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