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The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
Image Credit: Untitled by Rodion Kutsaev
unsplash.com/photos/xkEtD4Stn0I
Licensed Creative Commons Zero on January 22, 2016
Quote Credit: Stuart Firestein
As cited in How to Spark Curiosity in Children by Embracing Uncertainty
ww2.kqed.org/mindshift/2015/10/21/how-to-spark-curiosity-...
Slide by Bill Ferriter
The Tempered Radical
@plugusin
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
Landscape photography gear check for travel. Think Tank Airport Airstream roller. #canon 5D Mark 3 , Canon 16-35 f/4 L IS , 70-300 f4-5.6 L IS , 24-70 f/2.8 L II , 24mm f/1.4 II , MindShift Gear Filter Hive filled with Hitech filters (polarizer and 4x6 grads), second Prototype MindShift filter case , Canon Eos-M for BTS photos. Timer remote for star trails. #vscocam #photography #travel #DanCarrInTheBag #shuttermuse #fb - ift.tt/Wokq8j Follow me on Instagram: ift.tt/18dC9SJ ift.tt/1kKF8Vu - uploaded from ift.tt/Zaxgq2
MAKE HIM OVER HUNT 2nd Edition :=- momomuller / 3M -=: #71
mens chair CC series limited version gift
15 Oct - 15 Nov 2009
a chair with 3 poses ---------------------------
momomuller MHOH2 1009_sit_m_4
momomuller MHOH2 1009_sit_m_5
momomuller MHOH2 1009_sit_m_6
:=- momomuller / M3 -=: # 71 of 174 shops
slurl.com/secondlife/Chartreux/118/213/225
::: make him over official :::
www.flickr.com/groups/makehimover/pool/
1 - MADesigns
2 - [ hoorenbeek ]
3 - Alphamale
4 - RFyre/RP Couture
5 - {Zaara}
6 - AITUI
7 - Little Britain
8 - Zoobong
9 - Blaze* Fashions
10 - Casa CheerNo
11 - SF Design
12 - Casa Del Shai
13 - A:S:S
14 - Hell Bop Clothing
15 - Essential Soul Studio N Poses
16 - Maverick Design
17 - Brand Duh!
18 - Trixxy Shop
19 - Tasha Designs
20 - Bryce Designs
21 - Inimitably Design
22 - MaXeyes
23 - DeeTaleZ
24 - *Filigreemotion* & ~Fadeless~
25 - Thalia's Fashion Collection
26 - Melodic
27 - .:C.Smit:.
28 - *IC DESIGN* & BOE
29 - Kumaki Glasses Style
30 - Animations Rising
31 - -Malibu- ©
32 - *ICED*
33 - INDI Designs
34 - A.P. Inc - Punkass Clothin & Pleides Design
35 - BalAni
36 - Flavor! Designs
37 - GQ Fashions For Men
38 - Bliensen + MaiTai
39 - >IMANI<
40 - :[Riano]:
41 - Ducknipple
42 - =^ WILDCATZ ^=
43 - LnLSquare
44 - Samsara design clothes
45 - [KA] DESIGNS
46 - [hate this]
47 - Adlerblick Shapes
48 - LD Menswear
49 - Scottish Unicorn/Kilts, Medieval and Country Western Clothes
50 - Karnal Rage
51 - Beauty Salon Cri-Cri
52 - Shiki Design
53 - Mindshift Menswear
54 - s'LADE MEN
55 - Vamp Equip Company
56 - Rock Candy
57 - Kaotik Industries
58 - Nekotopia
59 - :-DEMISE-
60 - Adjunct
61 - Touch of Sun
62 - Jungle Wear
63 - GR!
64 - Zanzo
65 - .::NOSOTR@S::. designs
66 - A Touch of Surreal Designs / "nuvolino" studios
67 - !DeLLiRiUm
68 - VITAMEN
69 - BALACLAVA!!
70 - Fierce Designs Menswear
71 - =- momomuller / 3M -=: mens pose
72 - deToxx
73 - Peeps Fashion
74 - BLACK MARIA
75 - .:: LacieCakes ::.
76 - Mustang Trading Post
77 - Nek~O~Licious
78 - ::Poised::
79 - Singing moth
80 - **Pocket Mirrors**
81 - Pounce
82 - BLACKNOIR
83 - GooDVibeZ Mens Clothing and Accys
84 - Myself- Fashion Store
85 - Sinuous Shapes
86 - UPGRD
87 - Intrigue Co.
88 - Tangled
89 - The Ancient Tree Kimono Shops
90 - StarPiercing
91 - Virtual Riot
92 - Kabuki Creations
93 - !MPOSSIBLE FASHION
94 - The Clubhouse
95 - Shape it Up!
96 - H.I.M. Fashion
97 - Wisent Animations
98 - BIG T THRIFTY CLOTHING
99 - Inone Style
100 - Cooph Design
101 - Dionysia Designs
102 - Shiki Shapes
103 - *filthy Glitter*
104 - H.S.C.C. Custom Chopper
105 - ::eXceSs::Androgyne Style:.
106 - SAD Clothing Co.
107 - #Before Sleep#
108 - KO Designs
109 - D&T - for man
110 - ~Simply~
111 - Koi Ink Tattoos and Piercing's
112 - ANCIENT & ODD ANTIQUE CENTER
113 - Bitch Tail
114 - Vassnia
115 - Rainbow Innovation
116 - Sensual Mistery
117 - P A S A R E L L A
118 - Brocade Tiger
119 - YeeVoo Designs
120 - X'ed Designs
121 - Schizophrenic Psycho Pixie Pics ICED Scripts
122 - Water Babies
123 - Goth1c0
124 - SLACY's
125 - B&F-Poseworx
126 - 4Life
127 - .:Fiction:. & .:Condensed Chaos:.
128 - PEER Style
129 - ** Miyoko Magic **
130 - Alexohol Fashions
131 - Maloney&Hudson
132 - Mire
133 - Zenith Fashion
134 - Color Me Chaos
135 - KIWI
136 - MOMO's mojo
137 - SoLame Gestures and SoLame Apparel
138 - Mutt Armories/Armor and weapons
139 - CdC
140 - :Robbish:
141 - Firefly Fashions
142 - Phoebe ~Piercings & more~
143 - Eruption
144 - Urban Surfers
145 - 'Yellow JesteR'
146 - NLimbo Custom Poses
147 - PIXELBODY ™ (Cipria Couture)
148 - *FIR*
149 - Wicked Tattoo
150 - Lookr
151 - 7071 - Men's Clothes, Shoes and Accessories
152 - Passionate Neko
153 - Loco Lobo Motorcycles
154 - :::: IrEn::::
155 - Style Extrem
156 - Harrop's at Dani's II
157 - [DarK HeaveN] Designs
158 - .::() ()::. ALIENATED .::() ()::.
159 - Artful Cravings
160 - Posies / Animations
161 - [S.LOVES ] & Pose-ology
162 - Magically Aluring
163 - [DC] Dangerous Cinsations164 - Bete Noire Clothier
165 - Wilson's Designs for men
166 - Back & Writer unlimited
167 - DYN Clothing168 - Ephemeral Creations
169 - Tea Lane
170- [KUSTOM]
171 - PARX= Dreadlocks
172 - HUNK Factory
173 - Status
174 - Havana
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
MAKE HIM OVER HUNT 3:=- momomuller -=: #17
mens chair CC series limited version gift
1 - 30th April 2010
3 poses and 3 chair stands ----------------
momomuller MHOH3-0410_sit_m_7
momomuller MHOH3-0410_sit_m_8
momomuller MHOH3-0410_sit_m_9
:=- momomuller / M3 -=: # 17 of 174 shops
slurl.com/secondlife/Chartreux/151/221/217
::: make him over official :::
www.flickr.com/groups/makehimover/
1 MADesigns
2 Alphamale
3 Maverick Designs
4 Kalnins
5 DNA CLONING FACILITY
6 *FIR*
7 Animations Rising
8 Flavor! Designs
9 Vamp Equip
10 .::SM::. Sensual Mistery
11 House of Rfyre
12 BeScene Poses
13 Aitui
14 [AVOID]
15 ::GABRIEL::
16 Essential Soul Studio n Poses
17 :=- momomuller / 3M -=:
18 Mashoohoka
19 Little Britain Designs
20 ROZOREGALIA
21 sf design
22 Prodigal
23 Paddy's
24 KOSH
25 SOPHISTISHAPES
26 Havana
27 Equilibrium Design
29 DeeTaleZ
30 CONCRETE FLOWERS
31 Cheerno
32 Adjunct
33 **Stash**
34 *Connors*
35 ** Miyoko Magic **
36 :::: IrEn::::
37 ::Poised::
38 Poise Poses and Props
39 [ JP ]:dsg.
40 Kumaki Glasses Style
41 Bryce
42 Shiki Designs
43 Lag Designs
44 !! Never Ever!!
45 ~*~Tangled~*~
46 Angelgrace Homes & Avatars
47 *Filigreemotion* & ~Fadeless~
48 *IC DESIGN* & BOE
49 Hell Bop Clothing
50 DYN Clothing
51 -Myself-
52 N-Creation
53 P A S A R E L L A
54 The Ancient Tree Kimono Shop
56 Zenith Fashion
57 VITAMEN
58 Vassnia
59 Star Piercing
60 Style Extrem
61 Nikita Fride Designer
62 LAD Menswear
63 Juice .:. Fresh Menswear
64 Kabuki Creations
65 Jasper
66 Maloney&Hudson
67 Jeepers Creepers Shoes
68 DCCXXIII
69 AAlto Fine Menswear
70 :Robish:
71 [BedlaM]
72 BalAni
73 Bliensen + MaiTai
74 Alexohol Fashions
75 Action Surf&Sk8te
76 =^ WILDCATZ ^=
77 Trixxy's Shop
78 AoD Designz
79 AtomicBambi
80 -DEMISE-
81 Duh!
82 Klam Design
83 ILLNINIA SKIN STORE
84 KHUSH
85 H.I.M. Fashion
86 EndlixHomme skin
87 Fools Fate
88 MPP
89 Rivier Ink Tattoos
90 Leather Bound
91 Peeps Fashion
92 Gentleman Store
93 Iron Works
94 KIWI
95 Mustang Trading Post
96 SubVersion Menswear
97 Shape it Up!
98 Wisent-Animations
99 Slacy's /Smoochies
100 Tasha Designs
101 LaVie
102 Wilson's Deisgns for men
103 SOHO Menswear
104 Style for Him
105 Timeless Designs
106 Tres Beau Designs
107 ROUGHNECKS Clothing
108 Venus Fashions
109 Nu Metal
110 PEER Style
111 Pixelbody
112 SAD Clothing
113 Shapes by Zada
114 SSH…Designs
115 Toritire
116 Urban Surfer
117 Phoebe ~Piercings & more~
118 Mindshift Menswear
119 Kloth
120 LnL Square
121 Moonlight Shapes
122 Santero
123 Magically Aluring
124 Nosotras
125 [hate this]
126 [name pending]
127 AIDORU
128 Artful Craving
129 Culture Fine Jewelry for Men
130 Firefly Fashions
131 Intrigue Co.
132 Jock Fashions
133 .::Delirium::.
134 .:C.Smit:.
135 ::Para Designs::
136 [insignia]
137 ~Age of Empires
138 Adlerblick Shapes
139 Alienated [Male Clothing]
140 Audacity
141 Dionysia Designs
142 Brocade Tiger
143 G&T Creations
144 JfL men's wear
145 .::Macho::. Menswear
146 :::LiNe:::
147 ::STRAY:: Neko Wear
148 ::Curvy Silhouttes Shapes::
149 [-iPoke-] Piercings
150 AL VATARS CENTRAL
151 Accessories by Eolande
152 Chaos Builders Browser Store
153 B&T Atelier
154 FIGJAM Fashions
155 JLZ Designs
156 [KAYFO]
157 AD Sport
158 ALI COUTURE
159 Avatar Bizarre
160 Aska Asian Shapes
161 Dogstar Mens
162 GooDVibeZ
163 Immerschoen Fashion
164 AQUA
165 22769 Casual Couture
166 *TuttiFrutti*
167 **Pocket Mirrors**
168 #Before Sleep#
169 smudged
170 Mirror Image
171 Mirco Dinzeo Underwear
172 Pounce
173 NLimbo
174 Sky Clothing
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
Sahil works as a Social Media guy at Mind Shift Interactive.
I don't really know anything about him other than 'laal' means 'maa ka ladla' and 'firangi' makes him a paradox. Also he is very fussy about eating without cutlery.
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
毎度の地味ポスターからスタート。
個々のポスターはまた全部回ってから アイテムチョイスで作ります:D
makehimover.blogspot.com/ - official
1- MADesigns -
2- Alphamale -
3- Maverick Designs -
4- Aitui -
5- *Fir* -
6- Animation Rising -
7- Adjunct -
8- Paddys -
9- Gentleman Store -
10- ROZOREGALIA -
11- Vitamen -
12- BalAni -
13- Stash -
14- Nikita Fride -
15- Culture Fine Jewelry for Men -
16- Adlerblick Shapes -
17- Leather Bound -
18- Avatar Bizarre -
19- Geezer Garments -
20- OKEY DESIGN -
21- Unique -
22- Casa de Cheerno -
23- sf design -
24- LnL Square -
25- kumaki glasses style -
26- CONCRETE FLOWERS -
27- DNA Cloning Facility -
28- Kabuki Creations -
29- Miyoko Magic Boutique -
30- AIDORU -
31- Pounce Womens and Mens Fashions -
32- ::Poised:: -
33- [hate this] -
34- ::Eclectic Firefly:: -
35- Wilson's Designs for men -
36- G&T Creations -
37- Peeps Fashion -
38- Alexohol Fashions -
39- Essential Soul -
40- .::NOSOTR@S::. Designs -
41- Santero -
42- :Robbish: -
43- Vamp Equip Co. -
44- []Pole[] -
45- *IC DESIGN* & BOE -
46- ~Moonlight Shapes~ -
47- =- momomuller / 3M -=: mens pose -
48- VENUS FASHIONS -
49- Havana -
50- BeScene Poses -
51- Intrigue Co. -
52- Duh! -
53- [name pending] -
54- ALI COUTURE -
55- Audacity -
56- JfL Men's wear -
57- ::MORTALITY:: CLOTHING -
58- Mustang Trading Post -
59- Kdee's Designs -
60- **Pocket Mirrors** -
61- Shape it Up! -
62- *TuttiFrutti*-
63- Carrasco's -
64- Upper Man -
65- JLZ Designs -
66- Toritire Clothiers -
67- 22769 casual couture -
68- Mindshift Menswear -
69- [BedlaM] -
70- Bliensen + MaiTai -
71- Prodigal -
72- A:S:S -
73- Style Extrem .:PREMIUM:. -
74- AoD Designz -
75- Equilibrium Design -
76- Mashooka -
77- s'LADE MEN -
78- Brocade Tiger -
79- *ICED* -
80- Schwarz -
81- Posies -
82- Hell Bop Clothing -
83- ROUGHNECKS Clothing -
84- Al Jamal - Silks for men -
85- Juice .:. Fresh Menswear -
86- Curvy Silhouettes Shapes & CS Shapes for Men -
87- B&F-Poseworx -
88- **mischievous cat** -
89- Timeless Designs -
90- Couture Chapeau/Mad About Hats -
91- n-creation - Create own style -
92- [KUSTOM] -
93- -Myself-
94- Family Jewels -
95- KOSH -
96- PARX= Dreadlocks -
97- The Ancient Tree Kimo
98- = (ex PIXELBODY) -
99- Fools Fate -
100- Jungle Wear -
101- HCC (His Closet collection) -
102- .:C.Smit:. -
103- [AB]MALE -
104- #Before Sleep# -
105- :: d.can :: -
106- HardWear -
107- Jeepers -
108- RICOCHET -
109- [-iPoke-] Piercings -
110- Klam Design -
111- DAMnations -
112- SOPHISTISHAPES -
113- Ginevra Lancaster Ladies and Mens Fashion -
114- B&T Alternative (a subdivision of B&T Atelier) -
115- The Silent Swan ?SS? -
116- SHIKI -
117- Hot Dolphin Love Animations -
118- Simple Designs -
119- The Clubhouse -
120- SLACY's/ Smoochies for Men -
121- Egoisme -
122- SNC Fashions -
123- [TrE uNiQuE] -
124- Dionysia Designs -
125- XWD Studio -
126- Wisent-Animations -
127- NLimbo Poses -
128- SE*Designz -
129- Endlix homme skin -
130- subVersion -
131- House of SOHO -
132- Zenith Fashion -
133- House of RFyre -
134- *Connors* -
135- .:: Poise ::. -
136- Tangled -
137- Jordan*s Jewelry -
138- GQ Fashions for Men -
139- Dogstar -
140- GABRIEL -
141- Gawk! -
142- DeeTaleZ -
143- agapee -
144- Little Britain Designs -
145- Ducknipple -
146- Dark Water Designs -
147- ASKA Shapes -
148- KamreK Creations -
149- Urban Republic Co./URCo. -
150- Genesis Inc. -
151- { P.S. PoseWorks} -
152- [Bait] -
153- Clothes Culture -
154- *Bellies* -
155- G-series* -
156- Eternal Dream Poses -
157- -DEMISE-
158- TELLAQ -
159- Back&Writer -
160- Grumble -
161- PEER Style -
162- *EverGlow* -
163- AtomicSparkle Skytower -
164- ::eXceSs:: Androgyne style:: -
165- R&B Shapes -
166- SKY ♂ Fashions -
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
MindShift Psychological Services is a counseling therapy center that provides safe and non-judgmental therapeutic space which aims to enhance self-understanding as well as promoting self-acceptance and self-compassion to oneself. They have offices across Southern California and proudly offer Teletherapy.
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
Photo Credit: Max Orenstein / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
Quotation Source: blogs.kqed.org/mindshift/2011/07/in-digital-age-schools-t...
Image Source, Creative Commons: Alan www.flickr.com/photos/rothar/10524916754/
The kit I carry changes every time I go out to photograph. Sometimes I just walk out the door with a body and single lens. Sometimes I carry a full array of lenses and other gear. On this day, shooting at a new location, I wanted to be prepared, so I brought a full focal-range compliment as well as a tripod and filters (I was expecting some water, but found only ice). I ended up not using the tripod or filters.
I initially bought his backpack to carry my Tamron 150-600mm lens. It is big enough to hold either a DSLR or MILC kit, without being burdonsome. The pack itself is lightweight and feature-rich. I can open it while it is still attached to my waist, or put it on the ground without getting the straps, etc., dirty or wet. I can carry it for many hours with zero discomfort.
Several critical items that I had with me this day are not pictured. First, studded “Icers” that strap to my boots and provide traction on the icy trails. Second, good clothing layers, including a light wool hat and fleece gloves that can be worn while operating the camera (this day I was moving constantly between cold forest and bight sun). Third, neutral colored clothing. This day my outerwear included a grey Patagonia fleece or black Patagonia Nano-Air hoody up top, and Fjallraven Vidda Pro trousers in dark grey. My hat and gloves are also grey.
Why neutral colored clothing? I’ve learned from experience that, on sunny winter days, brightly coloured clothing will be reflected into the photographic scene, especially when shooting close-ups and macros. I’ve had many good shots cause problems in-post production when I had to try to remove a bright orange or green cast caused by brightly coloured jackets. Even in the studio or when shooting portraits, be aware that your clothing as a photographer can have an adverse effect in some scenes or lighting scenarios.
Gear:
- Canon EOS M5
- Canon EF-M 11-22mm
- Canon EF 16-35 f/4 L IS USM
- Canon EF 80-200 f/2.8 L
- MindShift BackLight 26L
- Manfrotto 190MF4 tripod
- Acratech GP reverse-mounted ballhead
- Lee filter holder
- Lee Little Stopper ND
- Lee ND grads
Clothing:
- Scarpa hiking boots
- Icers traction devices
- Light fleece gloves, touch-compatible
- Neutral-coloured and layered clothing
- Sunglasses (a pain to shoot with, but essential on the snow)
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
Photo Credit: Max Orenstein / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
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Photo Credit: Michael Turngren / Clinton Global Initiative
Technology is fundamentally changing the way in which people live, work, and play. Around the world, people spend nearly three billion hours per week playing online games. On average, there are more than 500 million people worldwide playing computer and video games at least an hour a day, with 183 million in the U.S. alone. As computer and video games become one of the fastest growing media platforms, experts, hospitals, and medical professionals are using this medium to address some of the world’s most complex public health challenges. Some video games feature yoga, strength training, aerobics, and other physical activities to engage users in fitness play. The popular Re-Mission video game, which was developed for teens and young adults with cancer, has increased levels of cancer-related knowledge and has improved adherence to treatment regimens. From managing chronic diseases to detecting disease outbreaks, this session will highlight successful initiatives that use health-based game technologies, and will explore how students can develop and use games to address global health problems.
Moderator:
Tina Barseghian, Editor, Mindshift
Participants:
Bethany Bryant, Vice President, Digitalmill and Games for Health Project
Asi Burak, President, Games for Change
James Levine, Co-director, Mayo Clinic and Arizona State University Obesity Solutions Initiative
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
The Well MindShift is a collection of over sixty organizations and one hundred leaders who have assembled to address the crises of workplace health, wellness and well buildings. We see this issue threatening the future viability and prosperity of our corporations and nation. We are a self-organizing cohort representing a diverse cross-section of leaders including subject matter experts, academics, healthcare institutions, corporate, not for profits, authors, service providers and community organizers.
One of my photos used in this online article:
blogs.kqed.org/mindshift/2012/11/beyond-talent-and-smarts...
Guacamole made right at my table was so delicious it made me moan with
delight.
Initially, I thought I could just have regular guacamole, which they make fresh daily, and which is delicious. Then I asked why would I deny myself a cool experience?
This was a Miracle Mindshift Month experience to remember!. The Miracle Mindshift Month helps me see where I am blocking the flow of abundance and goodness into my life. The simple daily practice helps me stay true to my purpose and open myself to all life has to offer.
Join me there now at www.ProfitableStorytelling.com/shift