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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

blog.williamferriter.com

@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.

@ Frick park, pittsburgh, PA. On the Braddock trail.

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 :::

makehimover.blogspot.com/

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 :::

makehimover.blogspot.com/

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.

Adhara Beach Resort, Oton, Iloilo, Philippines

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.

See weight on scale: 19lbs 1.2oz. See detailed interior photo, with notes, next door.

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.

落雪之夜PO了包包分享文:https://www.ptt.cc/bbs/DSLR/M.1453580363.A.28F.html

View Large On Black

 

The Crown Fountain in Chicago gives a whole new twist to the concept of public art.

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

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

In need of anger management help? Find personalized professional help with anger management counseling at Mindshift Psychological Services.

 

We will help you overcome this obstacle and learn to cope with feelings of frustration, shame, regret, fear, pain, anxiety, and anger in a healthy, productive way. Have your anger management therapy now, get in touch with MindShift today!

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.

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

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