who is the boy in rihanna's we found love video

The video begins with a monologue given by fashion model Agyness Deyn. Scenes of Rihanna with her romantic interest (Dudley O'Shaughnessy) in both love and hate scenarios intersperse, as they experience mounting difficulties in their relationship. After enduring the overwhelming effects of recreational drugs and physical violence, she finds her boyfriend unconscious on the floor of his apartment, and leaves him, having had enough of the relationship. Images of the song's producer and featured artist Calvin Harris appear in outdoor DJ scenes, while the video has regular references to popular culture, such as themes of films and content of other singers' videos.

We Found Love (music video)

The music video for Barbadian singer Rihanna's 2011 single "We Found Love" was directed by Melina Matsoukas. It was filmed on September 26â€“28, 2011, in the New Lodge area of Belfast and Bangor, County Down, Northern Ireland. People driving around the location of the set informed BBC that traffic in the area was congested as drivers wanted to see the singer. The video premiered on October 19, 2011, and was made available to download digitally three days later on October 22. As of May 2018, the video has amassed over 790 million views on YouTube.

Many critics noted that the video resembled a short film, and compared it to the films Trainspotting and Requiem for a Dream. Some critics also compared the thematic content to those of Rihanna's videos for "S&M" and "Man Down". Despite that, the video caused much controversy among activist groups. Christian youth pastor Brandon Ward, John Colonnello and the Ulster Cancer Foundation criticized the video for Rihanna's portrayal of her character having sex while under the influence of illegal drugs and smoking heavily. Consequently, the video was banned from being shown before 10Â pm on French television. It won the Grammy Award for Best Short Form Music Video and MTV's VMA for Video of the Year. The video further managed to peak at number one on the Polish Top Airplay TV Chart.

The music video for "We Found Love" was shot on September 26–28, 2011, in County Down, Northern Ireland.[1] It was filmed in a field in the town of Bangor, County Down, ahead of Rihanna's embarkment on the European leg of the Loud Tour (2011), and the New Lodge area of North Belfast.[1][2] It was directed by Melina Matsoukas,[3] who had previously directed the videos for "Rude Boy" (2010), and the controversial "S&M" (2011).[4][5] During the filming, people driving around the location of the set informed the BBC that traffic in the area was congested as drivers tried to see the singer.[1] Pictures showing Rihanna wearing a red bandana top, long flannel shirt, and "dirty denim", similar to the clothing she wore for the song's artwork, were leaked onto the internet the same day.[3] She filmed scenes while wearing a bikini with the pattern of the US flag, and a denim vest and ripped jeans.[3] The owner of the field, farmer and North Down Borough Council Democratic Unionist Party councillor Alan Graham,[6] expressed distaste after seeing Rihanna topless on his field, saying: "When the filming did become to my mind unacceptable I requested the filming to stop ... it became apparent to me that the situation was becoming inappropriate and I requested them to stop and they did".[7] On September 28, 2011, the shoot location was moved to a closed set in Titanic Quarter, Belfast where both photographers and fans were barred from watching the singer.[8]

Extras for the shoot were not told what was expected of them until the last minute, in order to keep the content of the video as secret as possible.[8] Regarding the video's content, Rihanna posted a message on Twitter that read: "I really can't stop thinking about this video we just shot! EASILY the BEST video I've done thus far!"[9] Rihanna elaborated on the concept of the video: "We've never done a video like this before. This is probably one of the deepest videos I've ever doneÂ ... it's all about love and love being like a drug, you definitely get that from this."[10] The male love interest in the video is Dudley O'Shaughnessy, a model and former boxer.[11] Upon the release of the video, Matsoukas explained the content of the video in an interview with MTV:

We love, obviously, to do provocative imagery ... we always try to definitely push the limits ... I think because, in the end, it's not really at all about domestic violence. It's really just about it being toxic, and they're on this drug trip and that definitely plays a part, but I think it's also about being triumphant over those weaknesses, and she leaves him. It's not trying to glorify that type of relationship. The bad parts of it, that's what you don't want. In the end, her leaving, it represents her getting that out of her life. The drugs and the addiction and the toxic—that's what brings her downfall and brings a lot of harm.[12]

The director went on to explain the content with regard to Rihanna's domestic violence case against former boyfriend Chris Brown in February 2009, saying that it is not a reenactment of what happened between Rihanna and Brown, but rather that Rihanna is acting in the video. Matsoukas said:

[The song's] totally rave-y ... and that's the feeling, just music rushing over you, and then I started thinking about drugs and addiction and love and how that's an addiction ... we've all lived the ups and downs of being in a toxic relationship. It's really about the obstacles of trying to let it go, but at the same time how great it makes you feel, so it's hard to let it go. Again, it goes back to a story that we all can relate to ... It's not Rihanna's story; it's her story in the video, and she's acting. But everybody's [as well]. Obviously, there's a lot of comparisons to her real life, and that's not at all the intention. It's just that I guess people naturally go there because art imitates life, and it's a story we all relate to and we've all experienced. Like, it's based on my life; it's based on her life; it's based on your life, like, everybody.[12]

In an interview with Pitchfork Media, Matsoukas said that she was surprised with the professional standard of Rihanna's acting. The inspiration for Rihanna acting in the video came from when Matsoukas saw the clip for "Man Down" in April 2011; the director stated that she was taken aback at how Rihanna realistically re-enacted a rape scenario. Matsoukas described the process for choosing O'Shaughnessy as the male love interest, stating that Rihanna had asked her to find a man she could "fake fuck" while filming. The director said that she telephoned a boxer her friend had told her about, and asked him to make a tape of himself using the description of how the male love interest should act. When asked if any of the video was improvised, Matsoukas revealed that she would create a scenario and then it was left to Rihanna and O'Shaughnessy to elaborate upon what the director had given them. Matsoukas jokingly said that the scene in which O'Shaughnessy draws a tattoo on Rihanna's buttock cheek was not part of the video's treatment, and that O'Shaughnessy improvised it. Upon the video's release, multiple media outlets and music critics compared the content of the video to a reenactment of Rihanna and Brown's physical altercation. When asked about this, Matsoukas clarified that the video was not linked to Brown in any circumstance, and said, "[O'Shaughnessy] doesn't even really look like Chris Brown to me."[13]

The video begins with a monologue by fashion model Agyness Deyn about love and heartbreak:[14]

It's like you're screaming but no one can hear. You almost feel ashamed that someone could be that important, that without them, you feel like nothing. No one will ever understand how much it hurts. You feel hopeless, like nothing can save you. And when it's over and it's gone, you almost wish that you could have all that bad stuff back so you can have the good.[15]

During the narration, Rihanna and her lover are depicted in both love and hate scenarios. Before the song begins to play, lightning bolts are projected onto a wall in which Rihanna stands in front of. She and her lover are depicted as enamored with each other, and enjoying activities such as fairground rides and eating in fast food restaurants. During the chorus, images of drugs, pills, and dilated pupils are shown, while brief scenes of Rihanna and her boyfriend preparing to have sex are shown.

The chorus continues and the video cuts to a scene in which Rihanna and other people dance at an outside rave; Calvin Harris features as the DJ. As the second chorus begins, Rihanna and her boyfriend are happily running amok in a supermarket, pushing each other in a shopping cart and spraying canned drinks at each other. However, they begin arguing in a car. The video then shows the couple experiencing mounting difficulties in their relationship. They eventually begin to physically abuse one another. During the final chorus, Rihanna is seen vomiting streamers; she is also seen unconscious on the street while her boyfriend tries to revive her. After finding the boyfriend unconscious on the floor of his apartment, Rihanna decides she has had enough of the relationship and leaves him. The video ends with Rihanna curled up in the corner of a room, crying.[11][16][17]

The video for "We Found Love" premiered on the website Whosay.com on October 19, 2011.[18] Critics were divided on their opinions of the video; some praised its cinematic feel and others criticized the glorification of drug abuse. Chris Coplan of Consequence of Sound praised the production of the video, noting its cinematic feel and that it shows the "ins and outs [and] ups and downs" of love. Coplan compared the video to the film Blue Valentine due to its sexualized content and a narrative that consists of a couple in a turbulent relationship.[11] Erika Ramirez of Billboard magazine called the video artful and poignant, and noted that it shows "neon colors, explicit sex, bathtub embraces and painful arguments of the couple's world".[15] Jocelyn Vena of MTV commented that although the song is upbeat and carefree, the video represents the antithesis, depicting "a dark look at love and substance abuse". Vena, like Coplan, noted that the song has a cinematic feel, calling it a "mini-movie". She compared the video to the films Trainspotting and Requiem for a Dream, with regard to its opening monologue, which Vena thought foreshadowed the video.[16]

Matthew Perpetua of Rolling Stone wrote, "the footage looks like a remake of Trainspotting, and, ["We Found Love"] matches its thumping rave beat to footage that often looks like a remake of Trainspotting".[19] Amanda Dobbins of New York magazine was more critical of the video; she criticized Rihanna's undressing in a farmer's field as "the least of its provocations" and listed the activities the couple partake in: "smoking, drinking, dancing on fast-food tables, dancing at raves, heavy petting, stealing groceries, drunk wheelies, and bathing while fully clothed [and] candy-colored drugs". Dobbins noted that the list of illicit and frowned upon activities may aggravate parents and committees because of the explicit nature of the video, which caused controversy for Rihanna in her videos for "S&M" and "Man Down".[20] Charlotte Cowles of the same publication commented that the voice-over provided by Deyn at the start of the video sounded "incredibly depressing".[14]

Leah Greenblatt of Entertainment Weekly described the video as "a Trainspotting-meets-Drugstore Cowboy portrait of wasted youth and finding love in an apparently very pharmaceutical place". Greenblatt continued her review in a more negative manner, asking if it "paint[s] a too-glamorous portrait of crazy, stupid love for her young fans? Or is it [Rihanna]'s prerogative to push the boundaries of dilated pupils, couch sex, and how many cigarettes two people can conceivably smoke simultaneously?"[21] Jamie Lewis of the International Business Times noted that the video is likely to cause controversy among sections of the public due to the "multitude of illicit and illegal acts", and condemned the activities that the singer appeared to be partaking in, writing, "Rihanna can be seen swallowing unmarked pills, smoking what looks like marijuana, publicly stripping, stealing goods and vandalising". Lewis also wrote that Rihanna had received mixed reactions from her fans via her Twitter and Facebook feeds.[22]

The video was included on many lists of the best music videos of 2011. Out of 50 videos, "We Found Love" ranked at number 21 on NME's Best Music Videos of 2011. A reviewer for NME called it, "an artful mini-movie of a promo, an ode to crazy, youthful love."[23] It ranked at number 12 out of 25 on Slant Magazine's Top 2011 Music Videos. A reviewer for Slant Magazine praised Matsoukas' directorial skills, writing, "Melina Matsoukas's video projects (literally and figuratively) the fleeting rush of both young love and drugsâ€”and the often fatal cocktail that's produced when the two are combined."[24] The video was included on The Guardian's 2011 list, entitled "The best pop videos of 2011".[25] As of January 2015, Billboard named the video as the second best music video of the 2010s (so far).[26] The video received three MTV Video Music Award nominations, including Best Pop Video, and won the award for Video of the Year.[27] The video received the Grammy Award for Best Short Form Music Video at the 55th Grammy Awards which was held on February 10, 2013 at the Staples Center, Los Angeles.[28]

In the UK, The Rape Crisis Centre, an organization that helps victims of sexual abuse and sexual violence, criticized the video.[29] Eileen Kelly, a representative of the group, stated that the video sends "out an inappropriate message" and told The Daily Star that the clip "is a disgrace. It sends the message that she is an object to be possessed by men, which is disturbingly what we see in real violence cases".[29] The video was also criticized by Brandon Ward, a youth pastor of Oasis Christian Center in Staten Island, New York, for "damaging the moral and self-worth of young impressionable teens."[30] Ward wrote how he thought the video affects females' sense of self-worth:

The real issue is that it moves the moral center more towards the obscene. That it becomes more normal to be more sexually promiscuous, because they are bombarded with imagery that is loaded with innuendo, and that is seen as normal, even preferred ... if girls and women find their identity and self-worth in the approval of people, they will do whatever it takes to become popular and loved. When stars like Rihanna, who blast sexuality, are thrust into the limelight, girls tend to think that is the way for them to be valuable. God tells us that we are fearfully and wonderfully made ... bearing His image. Rihanna is selling a lie.[30]

John Colonnello, a youth pastor from Athens, Alabama, criticized Rihanna's failure as a role model for young girls and women who look up to her. Colonello said that Rihanna is promoting the importance of one's physical appearance, and unhealthy sex: "the message should be that it's about who you are on the inside and your character. That you should be honest, trustworthy, faithful, kind, loving, compassionate and more."[30] The video is the third by Rihanna in 2011 to receive a negative reaction from organizations; "S&M" was banned from eleven countries due to its explicit sexual content,[31][32] while "Man Down" attracted media attention when the Parents Television Council (PTC) criticized Rihanna for depicting a "cold, calculated execution of murder" in the video and for portraying a scenario of rape.[33] On November 23, 2011, the music video for "We Found Love" was banned from broadcast before 10Â pm in France, owing to its violent, dangerous, and sexually suggestive nature.[34] Ulster Cancer Foundation, an anti-smoking organization, condemned Rihanna for smoking in the music video.[35] Doreen Reegan, a spokesperson for the organization, commented on the singer's decision to include smoking as part of her promotional image, saying:

Three-quarters of adult smokers start the habit as teenagers, which is why it is so irresponsible of Rihanna to influence her young fan base in this way ... After so much hype around the filming of the video it was very disappointing to see Rihanna so blatantly smoking throughout it ... Artists such as Rihanna are held in high esteem and regarded as role models by millions of young people.[35]

After the release of the video, critics commented on the resemblance between Rihanna's ex-boyfriend Chris Brown and her fictional love interest in the video, Dudley O'Shaughnessy, and how the video's content appeared to be somewhat of a reenactment of the assault upon Rihanna by Brown on the evening of the 2009 Grammy Awards. Chris Doplan of Consequence of Sound said that O'Shaughnessy strongly resembled Brown in his appearance.[11] Amanda Dobbins of New York magazine concurred with Doplan, and wrote that O'Shaughnessy has short blond hair like Brown once had.[20] Erika Ramirez of Billboard magazine also thought that O'Shaughnessy's character is a depiction of Brown, especially in relation to the scene which features the couple in a car, with O'Shaughnessy driving recklessly and Rihanna begging him to stop.[15] William Goodman of Spin provided an analysis of the video with regard to the Brown comparisons. Like many reviewers, he noted the resemblance between Brown and O'Shaughnessy, writing "The clip stars a dead ringer for Brown, complete with dyed hair and bulging biceps". Goodman commented upon the video's opening narration, which was actually voiced by Agyness Deyn, "The video opens with a Rihanna voice-over that warns, 'You almost feel ashamed that someone could be that important. No one will ever understand how much it hurtsÂ ... you almost wish that you could have all that bad stuff back, so that you have the good'." In conclusion, Goodman commented that the scene showing an altercation in a car is reminiscent of Brown's assault on Rihanna, which occurred inside a car.[37] Goodman wrote: "during a heated argument between the couple in a muscle car, the Brown look-alike gives the Barbadian beauty a slap on the face. Convinced yet?"[17]

The video also received comparisons to Spears' "Criminal", which was released two days before "We Found Love", on October 17, 2011.[36][38] Critics noted that both videos were filmed in the United Kingdom and caused controversy there, both contain scenes of sex, violence, and crime, and both featured "bad boy" stereotypes and evoke the personal lives of the artists.[36] Katherine St Asaph of PopDust noted that although most pop stars release videos that draw from their personal lives, they do not make the viewer uncomfortable. The same cannot be said for Spears and Rihanna, regardless of whether they have moved on from past situations, because the discussion about them has not. St Asaph also expressed that neither Spears nor Rihanna said much about the parallels to their lives, but that they do not need toâ€”their videos are much more effective than anything the singers could reveal in an interview.[36] Rae Alexandra of the SF Weekly wrote that both videos feature an anti-British sentiment and that the villains in the video, Rihanna's boyfriend and Spears' policemen, are British, whereas Spears' savior in her video is an American criminal. Alexandra noted that Spears and Rihanna chose to film their grittiest videos in a country with a lower crime rate than the United States. According to her, the videos continue with a tradition of xenophobic portrayals of British people as villains by American film and video directors.[38]

The video for "We Found Love" references popular culture in the form of films. According to James Montgomery of MTV News, its main themes are sex, drugs, and violence, which feature heavily in works by independent filmmaker Gregg Araki.[39] Many of Araki's films, including Totally Fucked Up (1993), The Doom Generation (1995) and Nowhere (1997), depict scenes of a sexual nature, drug abuse and violence as part of their narratives.[39] "We Found Love"'s use of vibrant colors and imagery is reminiscent of Oliver Stone's 1994 film Natural Born Killers, which depicts two murderers, Mickey and Mallory, on a killing spree in the southwest of the United States. The film incorporates "nightmarish-colors" and rear wall projected imagery, similar to that shown in "We Found Love".[39] Critics noted that the music video features visual effects that resembled those in Darren Aronofsky's film Requiem for a Dream (2000), which incorporates a close-up shot of a dilated pupil; this effect was used many times in "We Found Love"'s video.[39]

Elements of the music video for "We Found Love" have been compared to the works of Britney Spears, Eminem and Madonna. The scene in which Rihanna and O'Shaughnessy blow marijuana exhalations into each other's mouths is stylistically reminiscent of the cover artwork on English musician Tricky's 2001 album Blowback. Rihanna's video was compared to the video for Spears' song "Everytime" (2004). Critics noted that Rihanna lay in a bathtub and submerged her head under the water, which can be interpreted as a failed suicide attempt. In "Everytime", Spears is shown as a successful singer constantly bothered by the media and paparazzi about her turbulent relationship with her boyfriend. In "Everytime"'s video, Spears drowns in a bathtub as a result of a concussion. Rihanna's video also bears resemblances to that for Eminem and Rihanna's "Love the Way You Lie" (2010); both contain lyrical and visual content about a doomed relationship and scenes of graphic violence and substance abuse. Like "We Found Love", "Love the Way You Lie" displays scenes of a couple in various stages of undress and intimacy. "We Found Love"'s video includes stylistic references to Madonna's video for "Ray of Light" (1998). James Montgomery of MTV News noted that "Ray of Light"'s video features "a whole lot of high-speed, time-lapse shots taken in cities around the world", the same technique used for the drug scenes in "We Found Love".[39]


when did americas army proving grounds come out

The Windows version 1.0, subtitled Recon, was first released on July 4, 2002. As of January 2014, there have been over 41 versions and updates released, including updates to America's Army: Proving Grounds which was released in August 2013. All versions have been developed on the Unreal Engine. The game is financed by the U.S. government and distributed by free download.

America's Army

America's Army is a game technology platform used to develop first-person shooter (FPS) video games published in 2002 by the U.S. Army.  The game is branded as a strategic communication device, designed to allow Americans to virtually explore the Army at their own pace and according to their interests to determine if soldiering matches their needs, interests and abilities.
America's Army represents the first large-scale use of game technology by the U.S. government as a platform for strategic communication, recruitment, and the first use of game technology in support of U.S. Army recruiting.

The America's Army concept was conceived in 1999 by Colonel Casey Wardynski; the Army's Chief Economist and Professor at the United States Military Academy.[3] Wardynski envisioned "using computer game technology to provide the public a virtual Soldier experience that was engaging, informative and entertaining."[4] America's Army was managed by two other U.S. Army officers serving with Wardynski at the Office of Economic and Manpower Analysis (OEMA): Major Chris Chambers and Major Bret Wilson.

According to game historian Carrie McLeroy America's Army has "grown in ways its originators couldn't have imagined".[4] Dozens of government training and simulation applications using the America's Army platform have been developed to train and educate U.S. Army soldiers.[5] America's Army has also been used to deliver virtual soldiering experiences to participants at events, such as air shows, amusement parks, and sporting events around the country. The America's Army series has also been expanded to include versions for Xbox and Xbox 360, arcade, and mobile applications published through licensing arrangements.[6][7]

America's Army is multiplayer video game, a round based team tactical shooter with the player acting as a soldier in the U.S. Army, with combat at squad-level with three fireteams. GameSpot admires the game's authenticity: "It's pretty realisticâ€” you take one or two shots and you go limp, you take one more and you're done."[3] Another game review describes America's Army as "the most realistic portrayal of weapons and combat of any game".[8]

America's Army promotes adherence to the U.S. Army's seven core values.[9] To this extent, the game's main ranking system, "Honor", is named after one.

America's Army includes optional medical training designed to provide real-world information. In order to assume the role of combat life-saver in the game, players must pass a virtual medical training course based on actual training that soldiers receive with regard to evaluating and prioritizing casualties, controlling bleeding, recognizing and treating shock, and administering aid when victims are not breathing. Two America's Army players have reported using the training they received in-game to save lives in emergency situations;[10] one such account, by Paxton Galvanek, received national media attention.[11]

The game also allows players to train to drive the HMMWV and qualify to use the CROWS system allowing in game use of the Mk 19 grenade launcher and Browning M2. Training is also available for the Javelin missile as well as specialist training such as parachute training, which allows access to the Airborne missions, and Special Forces training which allows access to the Special Forces missions.

The round ends when one team completes the objective or eliminates the entire opposing team. In certain circumstances such as when both teams are eliminated or both sides have not completed their objectives when time runs out there will be a tie.

America's Army achieves a high realism level in terms of visual and acoustic representation of combat and firearm usage and mechanics[citation needed] but its critics have alleged that it fails to convey wartime conditions as accurately as it claims.[12] "If you are going to join the Army, you know the risk." says player Bart Koscinski. "In this game you might die eight times in 15 minutes. In real life people know what they are getting themselves into."[13]

America's Army 3 is a first-person shooter video game, sequel to America's Army. In comparison to its previous versions, America's Army 3 was completely remade using Unreal Engine 3 and introduced a number of changes. Medical training was now compulsory, allowing all players to give basic IFAK treatment. While the original America's Army required the completion of training to play online, America's Army 3 allows to jump into a game with limited capability, and training was required to unlock desired equipment and skills. Another feature is melee combat in battle using the rifle butt, allowing for more stealthy close combat situations. America's Army 3 also removed jump, to eliminate the practice of unrealistic bunny hopping-type evasive manoeuvres.[citation needed] Players can climb onto or hurdle over low obstacles. America's Army 3 reorganizes the fireteams that players were grouped into; the Designated Marksman was made a member of one of the fireteams instead of being a separate two-man shooter/spotter element as would be more fitting of a sniper team.

In June 2011, the U.S. Army released an update to America's Army 3, that includes two new multiplayer maps, Shantytown and Stronghold, and a number of features including gameplay for "Every Soldier a Sensor." The ES2 gameplay in America's Army 3 brought awareness of the importance of every soldier being observant on every mission. During America's Army 3 gameplay, players were rewarded for observing and reporting back things that they came across during the mission that were suspicious or out-of-place.  In December 2011, America's Army 3 introduced a new inventory item, the M106 Fast Obscurant Grenade (FOG) into gameplay. The release also provided a new game loader front end to easily create player accounts; view news, manuals, Personnel Jacket and player stats; launch a game server and link to the America's Army website.

America's Army: Proving Grounds is a first-person shooter video game, created using Unreal Engine 3. America's Army: Proving Grounds was released in open beta on August 29, 2013. The game brings back many features from previous America's Army games and stresses small unit tactical maneuvers and training to reflect the current day U.S. Army. As with previous versions, America's Army: Proving Grounds was designed with certain principles and ideals in mind including Army Values, Soldier's Creed, teamwork, training and completing the objective. Gameplay scenarios included Battle Drill Exercises and Forward Line Operations. Battle Drill Exercises (BDX) are fast-paced and meant for small engagements of 6 vs. 6 players. BDX maps focus on the basic movements and maneuvers, allowing players to quickly learn how opposing forces play and adjust their strategy for future engagements. Forward Line Operations (FLO) are larger 12 vs. 12 mission-based exercises allowing players to use the skills learned in their Battle Drills to achieve success.

In America's Army: Proving Grounds, players can use weapons new to the series such as the Remington 870 MCS shotgun and M14 EBR-RI Designated Marksman Rifle, in addition to weapons like the M9 pistol, M4/M4A1 and the M249 light machine gun which had been in previous America's Army games. Gameplay features include situational awareness for spotting the enemies, effects of weapon suppression, a supported fire system for steadying or resting weapons to help with aim, self aid where players can stabilize themselves, revival of incapacitated teammates, securing the enemy and a more advanced hardcore mode. The game also features updated versions of Hospital and Bridge.

Set in the fictional Republic of the Ostregals, players assume the role of an 11B Infantryman practicing combat maneuvers at Joint Training Center Griffin (aka The Proving Grounds), a MOUT (Military Operations on Urban Terrain) training environment quickly assembled using existing building infrastructure, Conex shipping containers and local materials. This training is crucial to the player's success as part of the Long Range Combined Arms â€“ Recon (LRCA-R) team, a full spectrum capable unit for doing special operations missions deep behind enemy lines.

America's Army: Proving Grounds also debuts a new story line in a full digital comic series through IDW Publishing. The America's Army Comics series,[14] available on the web and for mobile devices, unveils the story line that influences the plot for the game's missions and maps and gives the player a better understanding of their assignment and the challenges they will face. In AA Comics, players learn the saga of American forces deployed to the Ostregal Islands, a tiny foreign nation in the middle of a chaotic conflict.

The game was developed by Colonel Wardynski who recognized that a video game might be helpful to the U.S. Army in the strategic communication efforts by providing more information to prospective soldiers and to help reduce the number of recruits who wash out during the nine weeks of basic training.[3] The effort proved successful as more than 13 million players have registered America's Army accounts over the years, with more than 260 million hours played on the various titles.[15] One teenager was quoted saying the game "provides great information. This would probably spark an interest. I don't know how I would have found out so much some other way."[16]

The America's Army developers licensed commercial game engine technology, specifically the Unreal game engine as the foundation for its game. It was the first game to feature Unreal Engine 2. America's Army is intended to give a positive impression of the U.S. Army. In the official Frequently Asked Questions page the developers confirmed in a statement that one of the reasons people outside the United States can play the game is "We want the whole world to know how great the U.S. Army is."

America's Army is the first well-known overt use of computer gaming for political aims. Chris Chambers, the former deputy director of development for America's Army, admits it is a recruitment tool,[17] and Chris Morris of CNN/Money states that "the Army readily admits [America's Army] is a propaganda device."[18] The game, considered by the U.S. Army to be a "cost-effective recruitment tool," aims to become part of youth culture's "consideration set" as confirmed by Army Deputy Chief of Personnel Timothy Maude in testimony before the Senate Armed Services Committee.[19]

America's Army and its official webpage contain links to the "Go Army" recruitment website, another recruiting tool that, according to the Army Subcommittee Testimony from February 2000, has a higher chance of recruiting than "any other method of contact."[19] Guiding American players to the website is a major goal of the game and it was confirmed that twenty-eight percent of all visitors of America's Army's webpage click through to this recruitment site.[citation needed]

According to Colonel Wardynski, the game generated interest from other U.S. government agencies including the Secret Service resulting in the development of a training version for internal government use only.[20]

On November 6, 2003, version 2.0 of America's Army was released, with the full title of America's Army: Special Forces. In a booklet produced by the MOVES Institute an article by Wagner James Au explains that "the Department of Defense want to double the number of Special Forces soldiers, so essential in Afghanistan and northern Iraq; consequently, orders trickled down the chain of command and found application in the current release of America's Army."[21]

As the game became more widely distributed, it generated additional media interest. In December 2003, The Boston Globe columnist said "... America's Army isn't just a time-wasting shoot-'em-up. It's full of accurate information about military training and tactics, intended to prepare a new generation of potential recruits. Amidst all the shouting drill sergeants and whistling bullets, some real education is going on. America's Army is a'serious game,' part of a new wave of computer simulations that provide entertaining lessons about real world activities."[22]

After the game proved successful, the lack of the army's acknowledgment for the contribution by the U.S. Navy led to tension and political fights over the project.[23] Eventually, the project was withdrawn from the Naval Postgraduate School due to allegations of mismanagement in March 2004 and the development team was moved to two new locations.[12][24]

One month after taking over production, the army signed an exclusive long-term contract with Ubisoft to reach a wider and younger audience. America's Army: Rise of a Soldier, a different version of the game for Xbox was produced by Ubisoft in collaboration with the U.S. Army.[12] Despite a 10-year publishing deal, the control over all communication and advertising remains with the army.[25] The Xbox version was released in November, 2005. It was also due to be released on the PlayStation 2 but was later canceled.[26] A version of the game was also made for the mobile phone by Gameloft.

It was announced in early 2008 that America's Army 3, would be released in "fall 2008". Due to technical issues and problems with software licenses the game release was delayed and rescheduled for "some time in 2009". America's Army 3 entered beta testing in late 2008[27] and was released on June 17, 2009. Despite America's Army 3 being an entirely new game created using the Unreal Engine 3, there were still a number of similarities between previous versions of America's Army including similar training exercises. AA3 put emphasis on graphical performance and on flexibility to cover a broader range of PCs, as well as decreased size for the full version of the software.[28][29] The game also featured fictional weapons for the enemy as opposed to the Soviet and Warsaw Pact based weapons used in the previous versions. Although the game had initial problems with online play it worked well offline. A hotfix was launched shortly after the game's release which addressed several problems with the authorization servers not being able to register that players had completed training. Five days after release, players were once again able to play online.

One day after the launch the civilian developers team contracted until game release were dismissed.[30][31] Responsibility for development of the game was passed on to the Army Game Studio, part of the AMRDEC Software Engineering Directorate at Redstone Arsenal in Huntsville, Alabama. The Army Game Studio houses the development and management staff for the America's Army outreach products as well as numerous Military and Government applications.

On August 28, 2012, the developers were taking suggestions for a new America's Army game, the fourth in the America's Army series. The game, which is called America's Army: Proving Grounds,[32] was released in an Open Beta on Steam on August 29, 2013. During the Open Beta, the developers had been updating the game with new maps and features as the game evolved. The beta ended on October 1, 2015 with the full release of the game, introducing new features and a new look and feel.[33] America's Army: Proving Grounds brings back many features from previous games, and stresses small unit tactical maneuvers and training that reflects the current day Army. The game includes a mission editor, a feature brought back from America's Army 2.

America's Army: Rise of a Soldier was released for Xbox on November 2005. According to the press release, the game features "all the action-packed realism that players have come to expect from the America's Army game brand" and "offers the most true-to-life Army experience, allowing players to create a soldier and lead him through the excitement of an Army career".[34]

In February 2007, Gameloft and the U.S. Army released America's Army: Special Operations for mobile phones. The game features two types of gameplay. Players can man an armored vehicle or serve as an infantryman. According to Mobicritic.com, "Gameloft does a great job with this game and the only fault one could find is that the game is too short. It isn't, really: you just won't realize how fast the hours of play have passed, as this game really gives the term 'action packed' a new meaning."[35][36]

The arcade version of America's Army was developed by Global VR and released on July 2007.[37] It is billed as a "realistic and engaging game centered on exciting training exercises and includes a significant amount of authentic Army videos".

America's Army: True Soldiers was released for the Xbox 360 on November 2007. It had both a single-player campaign and multiplayer features on Xbox Live. True Soldiers focused on the army's "core values" by incorporating gameplay based on mission accomplishment, teamwork, leadership, and rules of engagement.[38][39]

The America's Army Real Heroes program, launched in September 2006, focused on specific soldiers who had been recognized for various acts. Described in an article from U.S. News & World Report, the idea of the Real Heroes program "is to tout ordinary people who, when thrust into danger, showed extraordinary courage"[40]

The Real Heroes program used videos, photo albums and blogs on the Real Heroes website to depict the lives of nine U.S. Army, Reserve and National Guard Soldiers featured in the program. Soldiers' likenesses and biographies were incorporated into the America's Army game and used to create action figures sold at retail stores and distributed at Army events.[citation needed]
Additionally, those featured in the Real Heroes program made media appearances at America's Army events across the country such as the Virtual Army Experience, gaming competitions and Technology Education programs. On January 23, 2007, Real Hero Sergeant Tommy Rieman was recognized by President George W. Bush during his State of the Union address. President Bush affirmed "... and like so many other Americans who have volunteered to defend us, he has earned the respect and the gratitude of our country."[41]

In 2005, the America's Army developers partnered with the Software Engineering Directorate and the Army's Aviation and Missile Research Development Engineering Center in Huntsville, Alabama, to manage the commercial game development process and use the America's Army platform to create government training and simulations. "America's Army has pushed to reuse the same elements for many purposes," said Colonel Wardynski, originator of the game, "We can build one soldier avatar and use it again and again. When we build something in America's Army, the U.S. government owns it completely... and [it] can therefore be used for any application or use of the game. So costs keep going down. " After AA went live, requests started coming in to use the game for purposes other than recruiting, such as training.[42]

The partnership with SED, an army software lifecycle management center, allowed the development team to repurpose the commercial software to meet the needs of soldiers preparing for deployment. SED engineers developed customized applications used by many different Army and government organizations including the JFK Special Forces School and the army's Chemical School. They are used to provide training in use of rare equipment such as PackBot robots, CROWS, and Nuclear Biological Chemical Reconnaissance Vehicles.[citation needed]

The Virtual Army Experience (VAE) was a mobile U.S. Army simulator that launched in February 2007. The VAE, enclosed in a 10,000 sq ft inflatable dome, was displayed at public events across the U.S. such as NASCAR races and air shows and allowed participants to virtually experience aspects of soldiering. The core of VAE was the America's Army game reworked to provide a variety of scenarios. The VAE could be deployed in a single full scale rendition or split into two smaller versions enabling it to appear at separate events. During its lifetime, the VAE hosted over 130,000 participants at more than 100 events.[43]

From August 29, 2008 to July 31, 2010, the U.S. Army operated the Army Experience Center, a facility where visitors could virtually experience many aspects of army life. Located inside the Franklin Mills Mall in Philadelphia, the 14,500-square-foot (1,350Â m2) facility featured a number of interactive simulations and online learning programs to inform visitors about army careers, training and educational opportunities.[44]

Pete Geren, Secretary of the Army, said "Potential recruits are afforded a unique opportunity through the Army Experience Center to learn what it means to be the best-led, best-trained and best-equipped Army in the world by allowing them to virtually experience multiple aspects of the Army."[45] The head of Army Recruiting Command, Major General Thomas Bostick, called the AEC "a learning laboratory" â€” but not just for those who are thinking of joining. "It's incumbent upon the American public to know about their Army," Bostick said.[46] In July 2010 the Army closed the center at the end of its two-year pilot program.[47]

Launched in 2007, the Technology Education Program provided real world applications of classroom learning that augmented the curriculum in academic areas including math, physical science, physics, chemistry, technology, computer science, art, animation, graphic design, social studies, anatomy, physiology and psychology. Army experts and Soldiers worked with students to teach them about robotics; optics; missiles; video games; and intellectual, emotional and physical development.[48][49]

In April 2008, Discovery Education featured America's Army in a live webinar in which over 1000 students and educators participated with AA game developers and software engineers.

The America's Army comics series allows readers to further explore the America's Army universe and delve deep into the lives of Soldiers who are deployed or at home station.  Readers learn about Soldiers and the missions they do, their values, jobs or Military Occupational Specialties (MOS), the high-tech equipment they use, and about the vast team of support on which they rely. The comics are free and available to read on browser or mobile device (iOS or Android) through the America's Army website or through IDW publishing using comiXology, Apple iBooks, on the Nook, Kindle and others.

The AA comics tell the story of U.S. Soldiers deployed to a tiny foreign nation in the middle of a chaotic conflict. The description for the series reads "From the seemingly insignificant country of Czervenia, President-General Adzic and his army set upon a campaign of annihilation against the neighboring Republic of the Ostregals, setting in motion a mysterious plan that could change the course of world power forever.  America's Army must create new experimental combat teams, forged together in secret Proving Grounds, and uncover the General's insidious plot before time runs out."[50]

America's Army has been positively received, up until 2.8. GameSpot states "nothing beats going in and seeing what the Army really does...without actually having to do it"[3] It has a rating of 82 on Metacritic[51] In addition, it has been covered in thousands of media outlet stories around the world and has received many awards.  However, some call it propaganda.

America's Army has gained the interest of numerous professionals in the fields of business, economics, and social science. A partial list of published analyses includes:

Anthropologist Robertson Allen's research, based on 2 years (2007â€“09) of embedded work with the America's Army game development team and researching the network of defense, government, and contracting institutions that make up the Army Game Project:

America's Army has been described as an extension of the military entertainment complex or "militainment"[17] with criticism that it contributes to a militarization of society.[52] Because America's Army focuses on the technological aspect of war rather than the moral, it has been referred to as How We Fight, alluding to the U.S. government's series of films named Why We Fight, which supported the war effort for World War II.[53]

Media theorist David B. Nieborg criticized the game and noted that its mechanics are a careful blend of propaganda, advertising and education.[54] Use of the game by recruitment and training centers has been criticized and protested against, among others by the Veterans for Peace group.[55] Its use in schools as a recruiting tool aimed at children has also been criticized.[56][57]

The Canadian punk rock band Propagandhi have recorded and release a song about the game in 2005 on their album Potemkin City Limits. The song, named "America's Army (Die Jugend Marschiert)", uses sarcasm to take a critical stance on this game because of the militarist and nationalist propaganda that the band finds in it and that they strongly disagree with. After the release of the song, the band made a pastiche website of the game where lyrics can be found and the song downloaded[58].


where does the movie the covenant take place

In the town of Ipswich, four college school boys - Caleb, Pogue, Reid and Tyler, together known as the Sons of Ipswich - are the descendants of colonial witch families and thus wield magical abilities which first manifest on their 13th birthday and grow stronger until they Ascend at 18. The Power is linked to their life force; the more they use, the faster they age. This becomes more dangerous as, upon Ascending, their powers reach their full strength and become so addictive, seductive as they say, that some can't resist. Caleb - who's closest to his 18th birthday - exhibits restraint.

The Covenant (film)

The Covenant (sometimes stylized as THE COVENAN+) is a 2006 American supernatural action horror fantasy thriller film written by J. S. Cardone, directed by Renny Harlin, and starring Steven Strait, Taylor Kitsch, Toby Hemingway, Chace Crawford, Sebastian Stan, Laura Ramsey, and Jessica Lucas. The film, despite receiving very negative reviews, was a moderate box office success.

While attending a rave, Caleb meets Sarah, a transfer student from a community college in Boston. The Sons also meet Chase Collins, a new student at Spencer Academy. Their meeting is cut short when cops appear to break up the party. The boys escape by using their combined magics. After a student is found mysteriously dead near their campus, various paranormal occurrences take place, with Sarah and her roommate Kate being the focus of it. Upset, Caleb suspects Reid - the most reckless of the warlocks - but he angrily denies any abusive usage of his powers.

Caleb and later Pogue see a "darkling," a dead spirit and malicious omen. Meanwhile, Caleb and Sarah quickly become romantically close. During a swim race, Caleb notices Chase, who had befriended the group, displaying magic usage. After researching, Caleb concludes that Chase descends from a fifth family, the bastard son of Goodwin “Goody” Pope, one believed long extinct, and that he is the true perpetrator. As the Sons discuss this revelation, Pogue learns that his girlfriend was rendered comatose by a spell. Enraged, he hastily challenges Chase, who swiftly hospitalizes him.

Caleb visits Sarah only to fall into Chase's trap. Chase reveals that he was unaware of his magicâ€™s origin, having been adopted. After locating his biological father, he learned of the price for ascension; but it was too late and he has become too addicted to using magic. His biological father then transferred power to him. Chase wants to force other "ascended" witches to transfer power to him as well, starting with Caleb. Despite Caleb's warning that having more power does not save him from aging to death, Chase ignores him. Before leaving, Chase threatens harm on Caleb's family and friends if he does not get what he wants. Caleb reveals the truth to Sarah and takes her to his father, a man of forty-four years with a decrepit old body, exhausted from magic abuse. When Sarah suggests that one of the other three transfer their power to Caleb so he could evenly match Chase, Caleb immediately refuses, explaining that doing so will cost them their lives.

On the night of Caleb’s eighteenth birthday, he leaves to face Chase alone, and has Reid and Tyler safeguard Sarah in public. However, Chase easily kidnaps Sarah. At an old barn, the two confront each other. Chase reveals a spellbound Sarah and gives Caleb an ultimatum of his life for hers. Caleb declares he won’t will his power away or let Sarah come to harm. They duel and Caleb is clearly outmatched. At the exact minute of his birth, he ascends, and his power fully matures, which allows him to mount an offensive. However, as Chase has more than one magical share, he still proves superior and the temporary turn of tide does not last long. Back at home, Evelyn, Caleb's mother, begs her husband to save Caleb. He sacrifices himself and transfers his power remotely to his son. Once his father’s power is infused within him, Caleb hits Chase with a final blow that engulfs him in a ball of flame. Sarah, Kate, and Pogue awaken, freed from their curses.

Firefighters arrive on the scene. Caleb and Sarah wait until inspection of the barn’s wreckage is complete; they are informed that a third person was not found, suggesting Chase somehow survived and escaped. The pair get into Caleb’s car, and he casually uses magic to fix the busted windshield, which seems visibly unsettling to Sarah. He reassuringly holds her hand, and they drive off.

Despite a popular misconception, The Covenant is not based on a comic book title nor on any other book. The confusion comes from the fact that Sony released a comic book of the same name, written by Aron Coleite, and created for the purposes of promoting the film. Neither the authors of the comic-book miniseries nor Top Cow Comics are mentioned in the filmsâ€™ credit sequences, so the comic-book miniseries is not regarded as source material by The Covenant's producers. In fact, the film originated from a spec script, and went through a number of drafts, by different writers, before J.S. Cardone eventually submitted the final draft. Cardone received sole screenwriting credit.[4]

The Covenant received extremely negative reviews from critics, with a 3% "Rotten" rating on Rotten Tomatoes, and the site's consensus stating, "The Covenant plays out like a teen soap opera, full of pretty faces, wooden acting, laughable dialogue, and little suspense."[5] The film also holds a place on the site's "Worst of the Worst", ranking 31st.[6] The film received a 19 out of 100 score on Metacritic, indicating "overwhelming dislike".[7]

Upon its release in the United States, the film managed to top the box office charts, with a $8.9 million opening on what was called a "weak" weekend.[8] As of October 15, 2006, The Covenant has earned $23,292,105 in the U.S. ($37,256,954 worldwide).[3] The film cost roughly $20 million to produce, not including marketing.

The Covenant was released on DVD and Blu-ray on January 2, 2007. It went on to sell 1,618,891 units, which translated to revenue of $26,578,576.[9]


what type of leader does north korea have

The Constitution of North Korea has recognized the title "Supreme Leader" since 2009, when the Chairman of the National Defence Commission was formally designated as "the Supreme Leader of the Democratic People's Republic of Korea" (Korean: 조선민주주의인민공화국의 최고 지도자).[5] It was slightly amended in 2012, with "Chairman" replaced by "First Chairman."[6] It was further amended in 2016 to reflect the replacement of the NDC with the State Affairs Commission.

List of leaders of North Korea

This article lists the political leaders of North Korea, officially called the Democratic People's Republic of Korea (DPRK).

At the end of World War II, the Soviet Union occupied the northern half of Korea and in 1946 established the Provisional People's Committee for North Korea chaired by Kim Il-sung. On 9 September 1948, the DPRK was proclaimed, also led by Kim Il-sung.

The supreme leaders of the DPRK have been Kim Il-sung, his son Kim Jong-il, and his grandson Kim Jong-un. In this role they have not held consistent titles, though they were each leaders of the Workers' Party of Korea (WPK) — titled as Chairman from 1948 to 1966, General Secretary from 1966 to 2011, First Secretary from 2011 to 2016, and finally Chairman again since 2016 — for almost all of their period in power. Even though they have the appearance of a dynasty, succession is informal.

From 1948 to 1972, the nominal head of state was the Chairman of the Standing Committee of the Supreme People's Assembly (SPA). In 1972, the constitution was amended to create an executive presidency.  Kim Il-sung, who had served as Premier of North Korea since the DPRK's inception, was unanimously elected President of North Korea by the Supreme People's Assembly on December 28. He held this office until his death on 8 July 1994 when he was proclaimed the "Eternal President of the Republic". Since then, the practical functions of the head of state have been exercised by the President of the Presidium of the SPA.

After the death of Kim Il-sung, his son Kim Jong-il was understood to have inherited his father's near-absolute control over the country.[1][2][3] Although he had been his father's designated successor since at least 1991, it took him three years to fully consolidate his power.  He was elected general secretary of the party in 1997, and was reelected Chairman of the National Defence Commission (NDC) in 1998. During his rule he was given a range of titles. He ruled the country until his death on 17 December 2011.  He was succeeded by his son, Kim Jong-un, who was revealed to be in charge of the country since his father's death by the Rodong Sinmun and finally publicly acknowledged as supreme leader at the military review ending Kim Jong-il's funeral on 29 December 2011.

The government is headed by the Premier of the Cabinet, formerly called Premier of the Administration Council.

Other important institutions include the SPA, whose sessions are chaired by the Chairman of the Supreme People's Assembly, and, since 1993, the Chairman of the NDC–since 2016, known as the State Affairs Commission–which holds supreme command of the DPRK's armed forces.

While two other parties, the Korean Social Democratic Party and the Chondoist Chongu Party, nominally exist, only the WPK holds any power at the national level. The other parties, and indeed all other mass organizations in the country, are completely subservient to the WPK. They exist solely to keep up the appearance that the country is a pluralist society.  Almost nothing is mentioned about the minor parties except the names of their current leaders.[4]

Since 1997, the SPA chairman, premier and NDC/SAC chairman have officially formed a triumvirate heading the executive branch, with powers equivalent to one-third of a president's powers in other presidential systems. The SPA chairman conducts foreign affairs and receives the credentials of ambassadors, the premier handles domestic policy and the NDC/SAC chairman commands the armed forces. In practice, however, the real power is vested in the SAC chairman (who has also been leader of the WPK), an office constitutionally defined as the "highest post in the state."

First generation
  Second generation
  Third generation

Kim Jong-il died on 17 December 2011, but has since been posthumously named the "Eternal General Secretary". Thus his son and successor as leader, Kim Jong-un, was not given the title of General Secretary.

Kim Il-sung died on 8 July 1994, but has since 1998 been posthumously named the "Eternal President of the Republic". Thus his son and successor as leader, the late Kim Jong-il, was not given the title of President and the President of the Presidium of the Supreme People's Assembly became de jure head of state.

Kim Jong-il died on 17 December 2011, but has since been posthumously named the "Eternal Chairman of the National Defence Commission". Thus his son and successor as leader, Kim Jong-un, was given the title of "First Chairman".


what part of florida is close to miami

South Florida is a region of the U.S. state of Florida, comprising the southernmost part of the state. It is one of Florida's three most common "directional" regions, the others being Central Florida and North Florida. It includes the populous Miami metropolitan area, the Everglades, the Florida Keys, and other localities. South Florida is the only part of the continental United States with a tropical climate.

South Florida

As with all vernacular regions, South Florida has no official boundaries or status and is defined differently by different sources. A 2007 study of Florida's regions by Ary Lamme and Raymond K. Oldakowski found that Floridians surveyed identified "South Florida" as comprising the southernmost sections of peninsular Florida. That area includes the Miami metropolitan area (generally defined as Miami-Dade, Broward, and Palm Beach counties), the Florida Keys included in Monroe county, and the interior region known as the Glades. Additionally, Southwest Florida, representing the state's southern Gulf Coast, has emerged as a directional vernacular region. Some respondents from as far northwest as the southern Tampa Bay area identified their region as being in South Florida rather than Southwest or Central Florida.[1]

Enterprise Florida, the state's economic development agency, identifies "Southeast Florida" as one of eight economic regions used by the agency and other state and outside entities, including the Florida Department of Transportation. Some entities alternately designate this region "South Florida".[2] Its definition includes much of the same territory as Lamme and Oldakowski's report (except the Gulf Coast and much of the interior Glades region) as well as additional area. It includes Monroe County (the Keys) and the three metropolitan counties of Miami-Dade, Broward, and Palm Beach, as well as the three "Treasure Coast" counties of Indian River, St. Lucie, and Martin to the north.[3]

The demographics of South Florida residents can be segmented as following:

Over 87.2% of all foreigners residing in South Florida come from Latin America.

Largest cities in South Florida by population:

The Miami accent is a regional accent of the American English dialect spoken in South Florida, particularly in Miami-Dade, Broward, Palm Beach, and Monroe counties. The accent was born in central Miami, but has expanded to much of South Florida in the past few decades. The Miami accent is most prevalent in younger, native south Floridians.[5][6][7]

Lamme and Oldakowski identify several demographic, political, and cultural elements that characterize South Florida and distinguish it from other areas of the state. Many of its differences appear to be driven by its proportionately higher level of migration from the northern U.S. states and from the Caribbean and Latin America, particularly in the densely populated Miami area.[8] Politically, South Florida is more liberal than the rest of the state. While less than 10% of people in either North or Central Florida felt their area was liberal, over a third of South Floridians described their region as such.[9] 38% characterized the area as conservative; 26% as moderate.[9] This tracks with South Florida's demographics, and Lamme and Oldakowski's findings parallel Barney Warf and Cynthia Waddell's research on Florida's political geography during the 2000 Presidential election.[9][10] The economy in South Florida is very similar to that in Central Florida. Compared to the more diversified economy in North Florida, tourism is by far the most significant industry in South and Central Florida, with a much smaller but vibrant agricultural industry.[11]

Lamme and Oldakowski's survey also found some cultural indicators distinguishing South Florida. South Florida is the only region of the state where ethnic foods are as popular as general American cuisine.[12] Additionally, while there was little geographical variation for most styles of music, there was regional variation for both country and Latin music. Country was significantly less popular in South Florida than in North or Central Florida, while Latin was more popular than in the other regions.[12]

The Anthony J. Catanese Center for Urban and Environmental Solutions at Florida Atlantic University notes the unusual growth pattern of South Florida. Unlike many areas with centralized cities surrounded by development, most of South Florida is  preserved natural area and designated agricultural reserves, with development restricted to a dense, narrow strip along the coast. The developed area is highly urbanized and increasingly continuous and decentralized, with no particular dominant core cities. The center projects this pattern to continue in the future.[13]

Over time, there have been numerous proposals for partitioning the state of Florida to form a separate state of South Florida. Such proposals have usually been made as political statement  rather than serious attempts at secession. Reasons often stated are cultural, ethnic, economic, and financial frustrations with the state government in Tallahassee, which is in North Florida.[14]

In 2008, the North Lauderdale City Commission passed a resolution calling for a new state of South Florida to be formed from Palm Beach, Broward, Miami-Dade and Monroe Counties.[15][14]

In 2014, the City of South Miami passed a resolution in favor of splitting the state in half, with a northern boundary drawn to include the counties of Brevard, Orange, Polk, Hillsborough, and Pinellas (roughly the Tampa Bay and Orlando areas). In total, the proposed State of South Florida would have included 24 counties.[16][17][18]


who played mr cheeseman in dad's army

John Talfryn Thomas (31 October 1922 â€“ 4 November 1982) was a British character actor, best known for supporting roles on television in the 1970s, including those of Private Cheeseman in Dad's Army (1973-1974) and Tom Price in Survivors (1975), while Thomas also appeared with Jon Pertwee in two Doctor Who serials.

Talfryn Thomas

John Talfryn Thomas was born in Swansea on 31 October 1922. He trained as an instrument mechanic but joined the local amateur dramatic society. During World War II, he joined the Royal Air Force (RAF), and was a rear gunner on a Lancaster bomber, flying on multiple raids into Germany. After surviving a crash in which all the other crew members were killed, he took up acting partly as therapy for the trauma, before training as an actor in the London Academy of Music and Dramatic Art (LAMDA).[1]

For some time Thomas acted in provincial theatres. In the late 1950s, he began making television appearances,[1] and in the 1960s appeared in two episodes of The Avengers - A Surfeit of H2O (1965) and Look Stop Me (1968) - as well as with Roger Moore in The Saint (1968) and in The PersuadersÂ ! (as "The Poacher" in the episode 'A Home Of One's Own', 1971). In 1973, Thomas appeared in the Seven of One episode "I'll Fly You for a Quid", appearing alongside Ronnie Barker in a community of Welsh gamblers. Thomas also appeared with Jon Pertwee in the Doctor Who serials, Spearhead from Space (1970) and The Green Death (1973), and in the Worzel Gummidge episode The Scarecrow Wedding (1980). Thomas excelled at playing quirky and sometimes seedy Welshmen. His distinctive appearance was enhanced by his protruding front teeth, which earned him the nickname 'Talf The Teef'. Thomas is perhaps best remembered for his role as Mr. Cheeseman in the television series, Dad's Army (1973-1974).

In 1975, Thomas appeared as Tom Price in seven episodes of the first series of the BBC TV series, Survivors, acting alongside main stars Carolyn Seymour, Ian McCulloch and Lucy Fleming, before the character of Tom was killed off in the tenth episode of the first series. In 1979, Thomas appeared on The Ken Dodd Laughter Show with Rita Webb and Pat Ashton (and he was a regular on Ken Dodd's BBC radio comedy show).

Talfryn Thomas' few films included Sky West and Crooked (1965) starring Hayley Mills, and Andrew Sinclair's adaptation of Dylan Thomas's Under Milk Wood (1972), with Richard Burton, Elizabeth Taylor and Peter O'Toole. Like Burton, Talfryn Thomas had been in the original radio play. He was also seen in Come Play with Me (1977) and the cult film, Sir Henry at Rawlinson End (1980) from Vivian Stanshall.

Talfryn Thomas died of a sudden heart attack on 4 November 1982, just four days after his 60th birthday. He was survived by his wife, Barbara.


who organized known elements by placing them into groups of three called triads

In the history of the periodic table, Dobereiner's triads were an early attempt to sort the elements into some logical order by their physical properties. In 1817, a letter reported Johann Wolfgang Dobereiner's observations of the alkaline earths; namely, that strontium had properties that were intermediate to those of calcium and barium.[1]  By 1829, Dobereiner had found other groups of three elements (hence "triads") whose physical properties were similarly related.[2]  He also noted that some quantifiable properties of elements (e.g. atomic weight and density) in a triad followed a trend whereby the value of the middle element in the triad would be exactly or nearly predicted by taking the arithmetic mean of values for that property of the other two elements.

Döbereiner's triads