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The Pier Arcade due to bring the collection to Linux
The Pier Arcade physics-based game to see a port for Linux after Windows PC. Which is the work and creativity from developer Peacock Pie Productions. Due to make its way onto Steam soon.
The indie development team Peacock Pie Productions are announcing The Pier Arcade. Due to being a collection of physics-based and digital arcade games. All are built from scratch and made to mimic the games you’d play in an arcade or pier. To top it off, a Linux build for this unique creation is also coming.
We are hoping to release a Linux version in the near future. But we're focusing on the PC version at the moment.
According to the email from Peacock Pie Productions, yes, Linux support is coming. However, that will not take place until after the Windows PC build releases. Since the developer, like most, will want to focus on any fixes. Also, if you're wondering about the game engine, Unity 3D. And yes, I can confirm that the Demo runs well via Proton. Should you want to take the game for a spin.
The Pier Arcade Announcement Teaser
The Pier Arcade will offer 12 arcade machines at launch. These are also based on real-world classics. All due to test your skills and reactions. With its mixture of physics-based skill games and digital arcade games. The Pier Arcade will certainly keep you entertained for hours.
Features:
Arcade high score chasing gameplay
Pleasing 3D visuals
12 arcade games to interact with
Physics-based challenges
Authentic arcade/pier atmosphere
Wander the Pier performing chores - like picking up litter and refilling vending machines. You will also be repairing faults - to earn money, then spend that money in the arcade. Earn tickets on the arcade games to purchase unique items. Since these can aid you in your chores, or simply to show off your dedication and arcade playing skills.
The Pier Arcade includes games:
Over The Edge A classic coin pusher that challenges you to shifts the coins out of the machine to score big and win tickets.
Run Horsey Run Place bets on which horses you think will win, with randomly assigned odds, then watch the horses run and see who comes out on top.
Basketball Throw basketballs and the hoop as quickly and accurately as possible. Due to score as many points as you can in a tight time limit.
Stacker Stack the moving blocks in a tower to win a minor and, if you're skilled enough, a major prize in The Pier Arcade .
Reaction Test you reaction skills by hitting all the lit buttons as quickly as you can. Since the more you hit in the time limit, the higher your score.
Duck Shoot Shots toy ducks and targets to score big and win tickets in this classic arcade game.
Flappy Plane The phenomenon that can be found in practically all arcades and piers is here as well. Tap the button so you can keep your plane in the sky as you dodge obstacles.
Key Master Line up the key with the holes to try and get that perfect fit and earn tickets.
Tilt Balance the rolling ball on the bridge and tilt to try and fall into a high score hole.
The Pier Arcade physics-based game is due to release on Windows PC via Steam on November 25th. But the games also coming to Linux, after. So be sure to check out the Demo via Proton.
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^Elevator vending machine Prevent damage of products^ Model: TCN-CEL-11C(V10.1) Features: *Smooth delivery with elevator, suitable for fragile items *OEM/ODM service supported *Large glass display window to stimulate shopping desire *Customizable slot combination(Coil, Belt, Pusher, Hanging Stick), variety of items can be sold *Excellent sealing, better energy-saving; *Compatible with Android system, more convenient of intergration. More information, please contact us:
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GAMERS! Episode 04
UUUUUUUUUUUUCCCCCCCKKKKK???????!!!!!!!!!!!
-Opening! Third time seeing it, third game in the lineup! And oh, this one is near and dear to my heart. It’s SMASH! Super Smash Brothers has been a prominent fighting game (Not having that argument) ever since its initial release back in 1999, letting you beat up your least favorite Nintendo characters with your most favorite! And also Sonic and Cloud Strife. The series, from a gameplay perspective, is most well-known for its unique control scheme, as well as its flip of the traditional fighting game health bar: instead of trying to reduce your opponent’s HP to zero, you want to raise a percentage as high as you can, with each point of percent making them get flung that much further from your next hit, until they either can’t make it back to the stage or just straight up go into the wall. It’s pretty great. Also, cross promotion time, I’ve been doing a series of analysis articles on the core roster from the original N64 game! Go check it out!
-We begin, with a clear blue sky. A day in Tendou Karen’s magnificent life! BEFORE. At 5:30 AM, she awakes clearly and smoothly, allowing herself only a single yawn before she is upright with a cheerful gaze into the morning sky. Then she’s dressed, and out for a morning jog to keep up her youthful demeanor and self-betterment.
-By the time she returns to home and cleans up, she’s wide awake and energized for the entire day, able to handle her morning studies with ease to keep her grades at their best…Then it’s a modest breakfast, getting her uniform just right, and after a quick check to make sure her basic appearance doesn’t have any major problems(but with no need to fuss too much over it), she’s off!
-At school it’s a bit of light socialization with her dear and precious friends from all parts of her life, both gamer and non. Then to her locker, where she clears out a fresh stack of love notes, grabs her indoor shoes, and focuses on the problems she can solve then and there. Between classes, she even helps the teachers! But then, there is the most tragic part of the day…The part where she processes those love notes, and has to gently let down each and every soul who asked her. Not because she thinks herself too good for them, but because she simply has no desire or room for romance in her life, and would not be able to give any of these honest souls the proper time they deserve.
-Then after class is done, it’s down to her secret passion, the game club, where the intense atmosphere of the club invigorates her more, as they all push forward on their dreams! Until finally, that evening, it is back home for a review of her studies and a brief look over tomorrow’s lessons, a little more gaming at home, and then in bed fairly early. A perfect day, with no troubles or worries to befall her~
-And now…A day in Tendou Karen’s Magnificent Life, AFTER
-We begin well after the 5:30 alarm has started going off, with Karen clinging to her blanket like it’s a dakimakura. She stirs, only to realize she was having a naughty dream about Keita! Oh god focus! Okay, back to sleep, normal sleep, without dirty dreams!
-7:02 rolls around and Karen snaps to life,realizing she hasn’t done ANYTHING yet. A frantic attempt comes to do her homework despite missing plenty of the time she needs, her mind a mess. Then a desperate scarfing of breakfast at maximum speed, and a sprint to get dressed, and oh god has her hair always looked this bad? Was this how it looked yesterday? Does she need product? Makeup? WHY WON’T THIS BANG LAY PROPERLY OH GOD THE TIME GO GO…And her mom finds her trying to leave still in her pajama pants.
-8:26, Karen gets to school barely in time and desperately gets her mind in order…Only to open her locker and not account for the love notes today, causing them all to spill everywhere, as Keita walks by AAAAH KEITA SHE NEEDS TO HIDE! But stare!
-Between class, she tries to keep things normal by helping the teachers, but is a little…intense, and also is carrying things completely in the wrong direction because THIS direction lets her go by Keita’s class. She’ll loop around! Why is Keita not in class. Where is Keita?! And as she keeps looping…There’s Keita with Tasuku getting back from their break OH GOD KEITA PANIC FLEE
-Then comes the most depressing part of the day, when she has to turn down these honest souls…But when one asks if it’s because she’s got her eye on some other guy, Karen turns into again glowing tomato and loses all composure. And okay, he can tell you’re into some other guy…
-To the game club! Where Karen tries to focus and play Guilty Gear, but Niina has to get her to snap out of it and actually, you know, play. What’s on your mind? …Keita. Keita Keita Keita Keita Keita Keita Keita! You got it bad, girl. Even Gakuto notices how she’s losing her edge. And that’s a problem for the game club president. So she tries to focus…
-That night, she doesn’t lay down until midnight, when she tries to get herself to stop thinking about Keita…An hour later, she’s still trying. Another hour, she’s starting to rationalize it and turning into a mess. And thus ends another magnificent day in the life of Tendou Karen.
-The next day, Karen has not had sleep, and her mind is awash in thoughts. Cut to in the game club, when she works on Puyo Puyo with Eiichi, only for him to ask if she’s heard anything new about Keita and that Chiaki girl…And Karen just breaks again, losing the match. Which sends her on a long walkabout to clear her head. She sees how empty she looks inside in her own reflection…Why can’t she focus? It’s all because that damn Keita got into her brain…He’d better take responsibility for this! Wait that sounds pervy. And as she stomps off to try and focus…She runs into Keita out in the streets! Um…Er…One moment.
-Turn, deep breath, focus, turn back, good afternoon! What brings you by here? Apparently he went straight home, went to go play vidjagames, and his mom finally made him leave the house to get some air. …Harsh, my dude. …Want to join her for a walk? W-W-Wait what?! H-He’s not worthy of that! Oh god she’s going to get rejected again…But NO! Straight up, do you dislike her??? Of, of course not!
-Oh god that wasn’t what she expected, her brain has poofed. As he mentions a fear of causing rumors about her…Oh god, rumors of him with HER…Aaaaaaa. So Keita tries to take his leave, but she grabs him before he can go! YOU CAN’T GET AWAY! Just, JUST COME ON! No more rejection! No date, just a walk! As much as she wants it to be a date…
-And she marches him right off to the game shop, where his fears and nerves fade to oh man they’ve got some games he wanted on markdown, and he just got his allowance, he can build his collectionnnn! And Karen sees him getting Golden Memories finally, the blonde-girl dating sim…Oh god he really likes blondes, she, can she use this, okay deep breath, try to focus…And in the end, a nervous Keita ends up buying the game.
-And then the long walk continues as she starts to lead him towards the arcade. He didn’t think she ever went to the arcade. Oh, she only goes on days the club doesn’t meet. Ahh…He doesn’t go often, but recently got to go with a friend, and it was really fun with someone by his side. A FRIEND?! WAS IT THAT BLUENETTE?! They’re here. …Okay, calm down, Karen, calm down. He clearly meant Tasuku. He must have. It’s the only possibility her mind can accept okay FOCUS! She can play a round of something against Keita, kick his ass, prove her superiority, and get herself off of this slump!
-When he spots the crane games and wonders if she’s the type to get competitive in them. Oh, she’s not really into prize games…Wait did you play them with that bluenette and get all lovey dove?! AAAAAAAA DEATH TO CRANE GAMES
-And then he ends up pouring a bunch of money into a coin machine and now she’s feeling like she has to prove herself! A CHALLENGE! It’s the only way to reclaim her honor! Thirty minutes to win, Keita! Whoever can get the most prizes, is the victor!
-And thus Karen goes to find the most efficient turn of tokens into prizes with the various coin games, which are a weird weird beast at the best of times. The classic pusher ones are all occupied…And of course, Keita is a complete useless newbie. Okay, focus, calm herself, move forward—
-30 minutes later, Keita’s money is all gone and Karen has a bucket of coins. And yet Keita still has a good mood on his face! HOW. HOW CAN YOU BE LIKE THIS…And why is it ruining her mood?! When a coin bounces away, and Keita picks it up, finding himself in front of a Onami classic, WILD HORSE RACE. Can he have a play. Oh, fine…
-So he casually drops it in, taking one last shot at the coin game challenge…Which Karen completely forgot about. But he wants to meet it honestly, because, you know, it matters to you. And a challenge is only fun if you win! Come on, little mechanical horses! And…His horse of choice lost. Daaaang. But Karen’s brain has broken because she’s spent the last several weeks thinking of Keita as the type who doesn’t like a competitive play-to-win mentality, but now, NOW…
-To a confrontation at the park. Why did you try so hard if you’re not into competition?! Well, he likes winning, of course. If he didn’t care about winning at all, he wouldn’t play, you know? As he gets a drink from a vending machine with a random chance game on it, and ends up with durian juice of all things…But he also gets a free drink and is today’s lucky winner! Okay, use that for…Her drink. He’ll stick with the crappy durian juice. Winning, losing, you take them honestly, that’s part of the fun.
-As for the game club…He just doesn’t have the fire to keep at it, is all. He gets discouraged, not motivated, after a long string of losses. And Karen…Karen, who gets really focused on winning and losing…Is she wrong? Never! He doesn’t have what it takes to stand by you guys, but he has tons of respect for what you do! It would never be silly or too serious…
-And Karen, Karen doesn’t know what to think about him anymore…But damn if she doesn’t find herself liking him even more. And now she’s got to get going…She’s got to get home and play some games right now!
-Credits!
-Aftercredits! Back at the club, Karen…Somehow has gotten even WORSE after that encounter! Her brain is completely wrapped up in that damn Keita!
-DAY 04: INTERMISSION: Tendou Karen and Slump Days
But when are they going to get to the fireworks factory?! (that was pretty great though)
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With 70% of the country now overweight, one has to pause and ask, "Why in the world are we eating so much?” The food and diet industry have responded with products like skinny popcorn, belly wraps, 8-minute abs, and detox diets. ⠀ But this is completely missing the point. ⠀ The reason we struggle to stop eating has absolutely nothing to do with food. And as a result, the solutions we’ve been offered by mainstream marketers have been embarrassingly misguided. ⠀ Changing your diet isn’t going to solve your desire to overeat. Because the reason you overeat has nothing to do with food. ⠀ We eat too much because what we’re truly hungry for isn’t on the shelf at the supermarket. ⠀ But how can that be true? ⠀ Fast food. Snack packs. Vending machines. ⠀ In this, the age of hyper palatable convenience foods, food is never further than arm’s reach. ⠀ Everything we could possibly dream can be readily available within a moment’s notice. Everywhere we go, food pushers are more than happy to profit from our insatiable appetites. ⠀ But if we could choose anything, wouldn’t we want an entirely different menu? ⠀ Perhaps something that offered: ⠀ ▪️A hug from an adoring mother who is always eager to offer you a compliment ▪️A boss who acknowledges your hard work with an unexpected bouquet of flowers ▪️Deep, meaningful conversations with a neighbor who shares your passion for Indie movies ⠀ In other words, food isn’t what we crave. ⠀ What we truly want is to be fulfilled. To feel good enough. To feel complete. Happy. Satisfied. Valued. Respected. Desired. Admired and loved. #foodforthought #feedyoursoul #foodisfuel #mouthgasm #foodintheair #eatingforthegram #droolclub #eeeeats #eatgood #selfcarefirst #productive #personaldevelopment #getstuffdone #gettingthingsdone #bigideas #enthusiastic #worksmart #advice #selfdevelopment #changeyourmindset #poditiveaffirmations #personalgrowth #leadershipcoach #limitingbeliefa #lifeadvice #selfinvestment #executivecoach #lawofvibration #lightworkersofinstagram #affirmation https://www.instagram.com/p/B6huIM0A4XB/?igshid=1dxtrsl06wftl
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I Studied Buttons for 7 Years and Learned These 5 Lessons About How and Why People Push Them
This article originally appeared in The Conversation.
All day every day, throughout the United States, people push buttons—on coffee makers, TV remote controls and even social media posts they “like.” For more than seven years, I’ve been trying to understand why, looking into where buttons came from, why people love them—and why people loathe them.
As I researched my recent book, Power Button: A History of Pleasure, Panic, and the Politics of Pushing, about the origins of American push-button society, five main themes stood out, influencing how I understand buttons and button-pushing culture.
1. Buttons aren’t actually easy to use
In the late 19th century, the Eastman Kodak Company began selling button-pushing as a way to make taking photographs easy. The company’s slogan, “You press the button, we do the rest,” suggested it wouldn’t be hard to use newfangled technological devices. This advertising campaign paved the way for the public to engage in amateur photography—a hobby best known today for selfies.
Yet in many contexts, both past and present, buttons are anything but easy. Have you ever stood in an elevator pushing the close-door button over and over, hoping and wondering if the door will ever shut? The same quandary presents itself at every crosswalk button. Programming a so-called “universal remote” is often an exercise in extreme frustration. Now think about the intensely complex dashboards used by pilots or DJs.
For more than a century, people have been complaining that buttons aren’t easy: Like any technology, most buttons require training to understand how and when to use them.
2. Buttons encourage consumerism
The earliest push buttons appeared on vending machines, as light switches, and as bells for wealthy homeowners to summon servants.
At the turn of the 20th century, manufacturers and distributors of push-button products often tried to convince customers that their every whim and desire could be gratified at a push—without any of the mess, injury, or effort of previous technologies like pulls, cranks, or levers. As a form of consumption, button pushing remains pervasive: People push for candy bars and tap for streaming movies or Uber rides.
Amazon’s “Dash” button takes push-button pleasure to the extreme. It’s tempting to think about affixing single-purpose buttons around your house, ready to instantly reorder toilet paper or laundry detergent. But this convenience comes at a price: Germany recently outlawed Dash buttons, because they don’t let customers know how much they’ll pay when they place an order.
3. Button-pushers are often seen as abusive
Throughout my research, I discovered that people worry that buttons will fall into the wrong hands or be used in socially undesirable ways. My children will push just about any button within their reach—and sometimes those not within reach, too. The children of the late 19th and early 20th centuries were the same. People often complained about children honking automobile horns, ringing doorbells, and otherwise taking advantage of buttons that looked fun to press.
Adults, too, often received criticism for how they pushed. In the past, managers triggered ire for using push-button bells to keeping their employees at their beck and call, like servants. More recently there are stories in the news about disgraced figures like Matt Lauer using buttons to control the comings and goings of his staff, taking advantage of a powerful position.
4. Some of the most-feared buttons aren’t real
Beginning in the late 1800s, one of the most common fears registered about buttons involved warfare and advanced weapons: Perhaps one push of a button could blow up the world.
This anxiety has persisted from the Cold War to the present, playing prominently in movies like “Dr. Strangelove” and in news headlines. Although no such magic button exists, it’s a potent icon for how society often thinks about push-button effects as swift and irrevocable.
This concept is also useful in geopolitics. As recently as 2018, President Donald Trump bragged to North Korean leader Kim Jong Un over Twitter that “I too have a Nuclear Button, but it is a much bigger & more powerful one than his, and my Button works!”
5. Not a lot has changed in more than a century
As I completed my book, I was struck by how much voices of the past echoed those of the present when discussing buttons. Since the 1880s, American society has deliberated about whether button pushing is a desirable or dangerous form of interaction with the world.
Persistent concerns remain about whether buttons make life too easy, pleasurable or rote.
Or, on the flip side, observers worry that buttons increase complexity, forcing users to fiddle unnecessary with “unnatural” interfaces.
Yet as much as people have complained about buttons over the years, they remain stubbornly present—an entrenched part of the design and interactivity of smartphones, computers, garage door openers, car dashboards, and video game controllers.
As I suggest in Power Button, one way to remedy this endless discussion about whether buttons are good or bad is to instead begin paying attention to power dynamics—and the ethics—of push buttons in everyday life. If people begin to examine who gets to push the button, and who doesn’t, in what contexts, under which conditions, and to whose benefit, they might begin to understand buttons’ complexity and importance.
Rachel Plotnick, Assistant Professor of Cinema and Media Studies at Indiana University, is the author of Power Button: A History of Pleasure, Panic and the Politics of Pushing.
https://counter.theconversation.com/content/110084/count.gif?distributor=republish-lightbox-advanced
I Studied Buttons for 7 Years and Learned These 5 Lessons About How and Why People Push Them syndicated from https://triviaqaweb.wordpress.com/feed/
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5 facts about button-pushing, from a true expert
New Post has been published on https://nexcraft.co/5-facts-about-button-pushing-from-a-true-expert/
5 facts about button-pushing, from a true expert
All day every day, throughout the United States, people push buttons—on coffee makers, TV remote controls and even social media posts they “like.” For more than seven years, I’ve been trying to understand why, looking into where buttons came from, why people love them—and why people loathe them.
As I researched my recent book, Power Button: A History of Pleasure, Panic, and the Politics of Pushing, about the origins of American push-button society, five main themes stood out, influencing how I understand buttons and button-pushing culture.
1. Buttons aren’t actually easy to use
In the late 19th century, the Eastman Kodak Company began selling button-pushing as a way to make taking photographs easy. The company’s slogan, “You press the button, we do the rest,” suggested it wouldn’t be hard to use newfangled technological devices. This advertising campaign paved the way for the public to engage in amateur photography—a hobby best known today for selfies.
Yet in many contexts, both past and present, buttons are anything but easy. Have you ever stood in an elevator pushing the close-door button over and over, hoping and wondering if the door will ever shut? The same quandary presents itself at every crosswalk button. Programming a so-called “universal remote” is often an exercise in extreme frustration. Now think about the intensely complex dashboards used by pilots or DJs.
For more than a century, people have been complaining that buttons aren’t easy: Like any technology, most buttons require training to understand how and when to use them.
2. Buttons encourage consumerism
The earliest push buttons appeared on vending machines, as light switches and as bells for wealthy homeowners to summon servants.
At the turn of the 20th century, manufacturers and distributors of push-button products often tried to convince customers that their every whim and desire could be gratified at a push—without any of the mess, injury or effort of previous technologies like pulls, cranks or levers. As a form of consumption, button pushing remains pervasive: People push for candy bars and tap for streaming movies or Uber rides.
Amazon’s “Dash” button takes push-button pleasure to the extreme. It’s tempting to think about affixing single-purpose buttons around your house, ready to instantly reorder toilet paper or laundry detergent. But this convenience comes at a price: Germany recently outlawed Dash buttons, because they don’t let customers know how much they’ll pay when they place an order.
3. Button-pushers are often seen as abusive
Throughout my research, I discovered that people worry that buttons will fall into the wrong hands or be used in socially undesirable ways. My children will push just about any button within their reach—and sometimes those not within reach, too. The children of the late 19th and early 20th centuries were the same. People often complained about children honking automobile horns, ringing doorbells, and otherwise taking advantage of buttons that looked fun to press.
<![CDATA[.embed-container position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden; max-width: 100%; .embed-container iframe, .embed-container object, .embed-container embed position: absolute; top: 0; left: 0; width: 100%; height: 100%; ]]>
Adults, too, often received criticism for how they pushed. In the past, managers triggered ire for using push-button bells to keeping their employees at their beck and call, like servants. More recently there are stories in the news about disgraced figures like Matt Lauer using buttons to control the comings and goings of his staff, taking advantage of a powerful position.
4. Some of the most-feared buttons aren’t real
Beginning in the late 1800s, one of the most common fears registered about buttons involved warfare and advanced weapons: Perhaps one push of a button could blow up the world.
This anxiety has persisted from the Cold War to the present, playing prominently in movies like Dr. Strangelove and in news headlines. Although no such magic button exists, it’s a potent icon for how society often thinks about push-button effects as swift and irrevocable. This concept is also useful in geopolitics. As recently as 2018, President Donald Trump bragged to North Korean leader Kim Jong Un over Twitter that “I too have a Nuclear Button, but it is a much bigger & more powerful one than his, and my Button works!”
North Korean Leader Kim Jong Un just stated that the “Nuclear Button is on his desk at all times.” Will someone from his depleted and food starved regime please inform him that I too have a Nuclear Button, but it is a much bigger & more powerful one than his, and my Button works!
— Donald J. Trump (@realDonaldTrump) January 3, 2018
5. Not a lot has changed in more than a century
As I completed my book, I was struck by how much voices of the past echoed those of the present when discussing buttons. Since the 1880s, American society has deliberated about whether button pushing is a desirable or dangerous form of interaction with the world.
Persistent concerns remain about whether buttons make life too easy, pleasurable or rote. Or, on the flip side, observers worry that buttons increase complexity, forcing users to fiddle unnecessary with “unnatural” interfaces.
Yet as much as people have complained about buttons over the years, they remain stubbornly present—an entrenched part of the design and interactivity of smartphones, computers, garage door openers, car dashboards and video game controllers.
As I suggest in “Power Button,” one way to remedy this endless discussion about whether buttons are good or bad is to instead begin paying attention to power dynamics—and the ethics—of push buttons in everyday life. If people begin to examine who gets to push the button, and who doesn’t, in what contexts, under which conditions, and to whose benefit, they might begin to understand buttons’ complexity and importance.
Rachel Plotnick is an Assistant Professor of Cinema and Media Studies at Indiana University. This article was originally featured on The Conversation.
Written By Rachel Plotnick/The Conversation
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Invitation letter from neofuns
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The Surge Trophies, Behind the Scenes Trailer Published
There’s less than two weeks left before the release of The Surge, an ambitious new sci-fi action RPG by the folks at Deck13 Interactive and Focus Home Interactive, and the game’s list of Trophies have already been published at Exophase.
The game has a total of 47 trophies and surprisingly only one Gold Trophy among the bunch alongside 13 Silver Trophies, 32 Bronze Trophies, and the usual single Platinum Trophy. As always, some of the Trophies could contain spoilers so go through the list at your own risk.
Here are all the Trophies for The Surge:
Platinum
The Surge – Unlock all trophies
Gold
It Lives! It Sniffs! It Conquers! – Acquired the Iron Maus gear
Silver
Brave New World – Finish the game without corrupting the Utopia protocols
For the Good of Mankind – Finish the game after corrupting the Utopia protocols
Melting Down – Defeat all five smelting machines
Repeat Customer – Gave Jo Tech Scrap three times
Man of Steel – Upgraded a full gear set using the Nano Core crafting component
Duty-Bound – Accompanied a lost soul on her quest to find herself
Follow the White Rabbit – Found all of Mallory’s audio logs
Jack of All Trades – Reach level 5 weapon proficiency in each of the weapon types
Most Wanted – Provoked and defeated the security forces in Central Production B
Infidel – Defeated the vending machine cult
Was That Yours? – Defeated a boss with its own weapon
Guard Dog – Acquired the complete Black Cerberus gear and the MG Judge
Overconfident – Defeated a boss while carrying at least 20,000 Tech Scrap
Bronze
P.A.X – Defeated the Pacification Automaton X
Firebug – Defeated the LU-74 “Firebug”
Big Sister – Defeated the Big SISTER 1/3
The Black Cerberus – Defeated the security chief of Echelon 9
I’ll Be Back – Died for the first time
On My Own Two Feet – Acquired your personal CREO Exo-Rig
Sorry, I Dropped This – Found your lost Tech Scrap after dying
Hey Listen – Acquired your personal CREO companion drone
CREO Killed the Video Star – Met Don Hackett
Gear Up – Enhanced your Exo-Rig for the first time
Watchman – Received the security upgrade for your Exo-Rig
Who’s in Charge Here? – Found the Board
Turing Test – Met Sally in person
Sunglasses at Night – Found yourself some sunglasses
Pusher Man – Helped someone refill their supply of medicine
Shall Not Pass – Defeated the guard at the NUCLEUS elevator
Right Tool for the Job – Upgraded a weapon using the Nano Core crafting component
Core Power – Reach a Core Power of 80
Ghost in the Machine – Accompanied a father and his little daughter on their way through the facility
First Day on the Job – Acquired your selected job gear
Liberation – Found all audio logs about the infamous “Liberator”
Raging Drones – Found all audio logs from and about Ferguson
Evolution Theory – Found all of Dr. Murphy’s audio logs.
Butcher’s Bill – Cut each limb from human enemies at least once
It’s Blue Light – Killed an enemy in a dark zone using the ASTir SpecterBite
I Choose You – Found a BOTECS Power Core for your companion drone
Homo Machinalis – Killed Barrett after his transformation into Homo Machinalis
Nothing to Lose – Carried more than 50,000 Tech Scrap
GOLIATH – Acquire a full set of GOLIATH gear
OPERATOR – Acquire a full set of OPERATOR gear
SENTINEL – Acquire a full set of SENTINEL gear
Sniffing Around – Completed your Iron Maus comic collection
Deck13 also released a new “Behind The Scenes” video for The Surge today, which you can watch above, where the developers talk about what went into creating the game’s combat and sci-fi setting.
The Surge is scheduled for release on the PlayStation 4 and other platforms on May 16, 2017. Watch out for our review of the game, which will be hitting the site soon.
[Source: Exophase, PlayStation (YouTube)]
The post The Surge Trophies, Behind the Scenes Trailer Published appeared first on PlayStation LifeStyle.
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