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© Rupert Bourne.
Published in: Community Eye Health Journal Vol. 25 No. 79.80 2012 and Vol. 19 No. 59 SEPTEMBER 2006 www.cehjournal.org
One more from Papermill Falls before we leave it, the far side of a wide, wide waterfall. Thought the fans of the distant stone bridge might like to see thaat one more time.
NO ICONS OR INVITES PLEASE
The Cultural Revolution was a socio-political movement that took place in the People's Republic of China from 1966 through 1976. Set into motion by Mao Zedong, then Chairman of the Communist Party of China, its stated goal was to enforce socialism in the country by removing capitalist, traditional and cultural elements from Chinese society, and to impose Maoist orthodoxy within the Party. The movement politically paralyzed the country and significantly affected the country economically and socially. Mao alleged that bourgeois elements were entering the government and society at large, aiming to restore capitalism. He insisted that these "revisionists" be removed through violent class struggle. China's youth responded to Mao's appeal by forming Red Guard groups around the country. The movement spread into the military, urban workers, and the Communist Party leadership itself. It resulted in widespread factional struggles in all walks of life. In the top leadership, it led to a mass purge of senior officials who were accused of deviating from the socialist path.
Millions of people were persecuted in the violent factional struggles that ensued across the country, and suffered a wide range of abuses including torture, rape, imprisonment, sustained harassment, and seizure of property. Up to 40 000 000 Chinese people are thought to have perished during the period. A large segment of the population was forcibly displaced, most notably the transfer of urban youth to rural regions during the Down to the Countryside Movement. Historical relics and artifacts were destroyed. Cultural and religious sites were ransacked. After Mao's death in 1976, most of the Maoist reforms associated with the Cultural Revolution were abandoned.
Fast forward 40 years and China is a capitalist autocracy with a booming economy. These two models are on a movie-set pretending to be Red Guard soldiers paying homage to Chairman Mao. I took this shot in the Zhenbeipu Studios, located in the western suburbs of Yinchuan, Ningxia, during the BBCA tour.
A chandelier near the museum theater. A looped movie near the Chihuly exhibit on the third floor has a segment of how they construct one of these.
Magic Square Technology applied for three phase seriesed coil segments yielding balanced currents to create torsional fields on three phase and time distortion effects on perimeters. Three diagonal progressions of phases wrapping around each other in 3d model produces torsional time effects on perimeters of poles.
(google 666 machine) uses 3 phase to mimic 6 phase by employing wiring reversal of the central of three series segments of coils that consists of nine coils; three coils in series per phase with three tri-segment pathways twisting around each other. Modeled after the first magic square of nine no.s having balanced sums that when topologically curved in 3d space to show connection to opposite edges shows three diagonals curving around each other in 3d space. Likewise it is only this segmented 3d circular diagonal pathways that yields balance of 3 phase currents in mutual induction (excepting that of a circular toroidal geometry) when 9 adjacent coils in tri-fold series are forced into mutual induction.
This 3 phase balance of reactive currents by mutual induction being a "magic" arrangement whereas every other combination will be unbalanced is NOT magnetically symmetrical as it is in single phase mutual inductance laws. In that arrangement the amount of current lost in paralleled magnetic unity= amount of current gained in paralleled magnetic opposition. The mutual induction effects BETWEEN phasings will also be opposite to that found in single phaseIn 3 phase the phases will be attractive(opposite polarities) between them 2/3 of the time period, and repulsive 1/3 of the total time period. While using two spiralled coils having the highest mutual inductance between them to become attractive while powered by a single phase, the inductance of each goes up and less current results. For two of three phases in mutual inductance in 3 phase the current instead goes up and the inductance goes down.
By reversing the polarity by wiring on each center element of the three stacks in the circular stacking, the three center elements representing all three phases will be one sixth of a cycle off from both the phases above and below it; repelling those magnetic fields outwards into their opposite polar areas for 5/6ths of the cycle, and only attracting them on one side only for 1/6ths of the cycle. The inductance will have gone up by having mutual inductance between phasings, increasing the Q.
For spirals having the highest mutual inductance between phasings the impedance rises 30% from that measured exclusively as a solitary phase. We have 6 magnetic interior repulsions @ 1/6ths of a cycle, shoving the magnetic fields outwards from 6 polar exits on the assembly, that when series resonated we call a 666 machine. We now will need 3d vectors representing the voltages in time to explain the machines operation.
The 666 machine, a special torsional device that can either expand or compress the time periods acting between the three phases of a three phase power source. This utilyses a higher dimensional vector expressed in the 3D space, whereas the vectors of ordinary three phase machines will show their resultant voltages plotted as vectors in time as a 2D flat diagram. 3 dimensional representation of voltage vectors in time are necessary to show the results of the 666 machine's operation. If we try to represent them in the conventional manner employed with a 2D vector diagram; we wind up with the quandary of a 3rd resultant vector solution appearing to exist as two different vectors on that 2D vector diagram. By cutting out the piece of pie between these two vector solutions: and then folding the entire diagram into a 3D cone shape by connecting the two solutions into a single solution; we now have a 3D vector system to show the actions of the machine by its plotted vectors. This vector translation becomes necessary to describe a machine whereby the normal 360 degrees of separation in time are compressed to an amount shown by the (missing) portion of time cut out of the 2D diagram as a pie shape into a 3D cone shape; in order to make all the quantities "fit" together as a coherent vector solution showing the actions of the machine. A space-time "curvature" will now exist between resonant voltage rises of all three phases involved as inputs. From our perspective however the full 360 degrees of a time circle will no longer exist on the resonated outputs. This measurement is the most important measurement ever made regarding relativity, besides that of the eclipse of the sun verifying Einstein's concepts. It furthermore shows that it is not necessary to make astronomical measurements to show the principles involved with relativity, and that machines exhibiting a "localized" time space curvature are indeed possible.
We have classified the 666 machine as a nine coil system using six polar
reaction areas, given six options for polarity, where all the options are set at
one sixth of a cycle, hence it produces the effects that a six phase system
could deliver. Ordinarily we would not suppose that a six phase system can
accomplish effects that a strict interpretation of the three phase system could not itself accomplish if instead the cycle separation time at the polar interaction areas were instead set at one third of a cycle or 120 degrees...,
however this is untrue in light of the fact that the three phase system can not
produce Lenz Law effects by mutual induction between phasings whereby that voltage component with relation to the phasal line connections and phase
rotation will always arrive BEHIND that rotation, or be lagging it. Instead the
666 machine allows that component to arrive AHEAD of the phase rotation.
By polarity reversal of the central coil segment; this will exhibit lenz law effects from a source only 60 degrees out of phase, whereas the induced voltage law works at 90 degrees so that extra source of emf arrives 30 degrees ahead in time of the actual phase rotation, yielding a vector summation with the source emf at 15 degrees ahead of the phase rotation. Cycle after cycle it keeps arriving 15 degrees ahead of the phase rotation until after 12 cycles it completely opposes the source voltage
The next 12 cycles it gradually aids the source emf so that the extra rotating vector source of emf is seen as an extra cycle every 24 cycles. Ordinarily this only causes a periodic cyclic voltage effect on the phase itself. However when two (tuned) high induction coils are slightly elevated above two polar areas of the 666 machine the vibration of the source(s) can be transferred fully to the secondary so as to cause the rotating counter emf to fully oppose the source emf at a point in the entire cycle. The momentary appearance of secondary energy having no primary source is a result of this process. This is also consequential of a third magnetic reaction occuring between the two adjacent tuned secondaries themselves.
See www.flickr.com/photos/harvich/8291688443/
666 Coil System Voltage Outputs
www.flickr.com/photos/harvich/5495059320/
An average 13 some volts is internally made by resonant rise of voltage,(Vi) from the lowest possible input of ~1 volt stator obtained in unenergized field.
On (1-2) 25.2 volts is obtained between 1Vi= 13.9 volts and 2vi= 13.2 volts. The phase angle by the law of cos is the sum of the squares of the component vi values minus the square of the interphasal voltage/ all divided by twice the multiplication of the component vi values; which then gives the cos of the phase angle. To find the actual phase angle we take the inverse cos function and multiply by 360 degrees/2pi radians.[13.9^2+13.2^2-25.2^2]/(2*13.9*13.2) =-.729 ;cos^-1 (-.729)*(360/6.28)= 136.9 degrees. For (1-3) we find cos^-1(-.719) yields a 136 degree phase angle. Finally (2-3) yields cos^-1=-.485 equating to 119.1 degrees. "Extra time has appeared on both (1-2) and(1-3) voltage differences in time, with a total phase angle difference of 392 degrees;~10% extra time. Coincidentally the 666 machine achieves 10% increase in inductive reactance by aquisition of mutual inductance by using 6 polar interaction zones interacted at 1/6th a cycle for a 6
phase effect; where employment of a 3 phase effect in these magnetic interactions between phasings will always yield the stronger opposite effect of instead decreasing the inductive reactance, and thus the possible q factor determined by X(L)/R should be diminished for the 3 phase example employing mutual inductance between phasings.
Because of the fact that only a 10% time distortion occured in that example, where apparently it was a time "expansion" rather then a time "contraction", I decided that evidence was not conclusive enough to show the community that time distortion itself was going on. So the entire system was rebuilt using pancake coils of maximum mutual inductance between phasings..
youtu.be/dgPnLkOLvWU (See the comments section for Jan 2014 corrections)
666 pancake spiral system using Radio Shack MegaCable speaker wire spools. To gain a concept of what distortion of time means in a practical sense we can make a vector drawing of all three internal voltage rises (approximation of those drawn vectors shown near beginning of video) where these vectors start from a common point. To find the acting phase angles between each voltage rise we then measure the difference of voltages BETWEEN each voltage rise. If no time distortion is taking place, the delta V(i) quantities will form the outside voltage quantities as a triangle around the three inner vectors as rays having a common origin point as shown in the drawing. Stopping the video at 7:55 and applying the law of cosines we find the V(i) voltages between (1-2) indicates a 118 degree phase angle and (2-3) shows 126.4 degrees, but (1-3) shows only 15.6 degrees. About 100 degrees are missing in the time circle, so the flat diagram will not suffice to show that
aspect. But if we instead cut a 100 degree piece of pie out of the vector diagram; and fold the diagram into a cone to account for the missing time portion, then the outer voltage differences will be in correct measurement as periphery measurements, but now they will be curved and 2D flat plane vectors cannot be used, instead 3D vectors must be employed: thus this is the easiest analogy to explain the issuance of the curvature of space time caused by torsional or twisting magnetic fields caused by the circular placement of the coil segments in series and interacted to the fullest degree of mutual inductance between those phases themselves separated by time.
Google "Topological Evidence of Time Distortion in the 666 machine"
for further evidence of the communist electrical system;
Google "Video Records from 10/21/10" for the first 666 system records showing the flux capacitor
Crooked River in the snow, Jan. 30, 2017. Photo by Greg Shine, BLM.
The Chimney Rock segment of the Crooked Wild and Scenic River is becoming increasingly popular for all kinds of recreation. Thousands of people visit each year to enjoy the incredible fishing, camping, and scenic views.
The area provides for many types of recreation activities including: camping, fishing, hiking, and driving, or bicycling on the Crooked River Backcountry Byway. A paved portion of the 43-mile long Crooked River Back Country Byway winds its way through the river canyon. It’s got it all!
For more information on the area: on.doi.gov/2kshhDI
Or contact our local Prineville office:
3050 N.E. 3rd Street
Prineville, OR 97754
Phone: 541-416-6700
Fax: 541-416-6798
E-mail: BLM_OR_PR_Mail@blm.gov
03.12.2018 - First part of the high-level segment
These photos are free to use under Creative Commons licenses and must be credited: "© cop24.gov.pl"
03.12.2018 - First part of the high-level segment
These photos are free to use under Creative Commons licenses and must be credited: "© cop24.gov.pl"
Architect: Vilhelm Lauritzen AS
Built in: 2007
Builder: Danmarks Radio
Here in the reflextion of The Receiver, a 19-meter, mirror-polished stainless steel sculpture that combines the primal form of the egg with modern communications technology.
VLA won the international master plan competition for The Danish Broadcasting Corporation’s new multimedia house in Orestad, Copenhagen.
The source of inspiration is a middle-eastern “Kasbah” which is a form of “town within a town” with a mix of covered squares and streets, businesses and workshops. Each area has its own identity, its own personality. DR Byen comprises four segments – four buildings with each its own characteristics. Separate architecture competitions have been held for segments 2, 3 and 4 to achieve a variation in the architectural expression. The four segments are linked together by The Inner Street which will be DR Byen’s meeting place. Segment 1 contains 3 studio blocks, open and light editing rooms as well as production facilities and audience foyer.
Source: Vilhelm Lauritzen AS
Although Lost Creek Wilderness was a bit of a disappointment the day before, the wilderness would have the chance to redeem itself. I woke to the coldest morning yet. It was 42f and although the rain had stopped, the vegetation was wet and unfortunately I had to walk through it. Needless to say I was glad I had my cold weather gear with me. The sun was out but the trail is on the shady side in the morning.
The hiking through the meadow was easy, not steep at all. I saw plenty of flowers and some strange pits with logs across them. I don't know what they were for. Altogether it was about 6 miles of hiking through the meadow including what I had hiked earlier. A couple of miles later is Segment 5 at Long Gulch Trailhead and shortly thereafter is Lost Creek Wilderness, part 2.
This is where the trail really gets good, not just good ... great. Awesome views, sweeping panoramas, pleasant meadows and forests. Each time I thought something was fantastic, the next view was even better. Into the woods and out of the woods. The weather was very cooperative as well .... during the day, anyway.
Every Colorado Trail hiker knows the thing to be concerned about are thunderstorms. You can count on them nearly every day and you don't want to be exposed and definitely not above treeline. I hadn't been above treeline yet, but after a 20 mile day, I chose a campsite which was exposed, overlooking the valley and the town of Jefferson. It was a nice campsite where I could see the clouds and inevitable storm coming. Fortunately, I was able to finish dinner before it started.
Modelling
For the modelling process I decided to work and create the model in a very segmented manor, building the character out of smaller modular pieces of geometry to be combined later as this allows me more time to work on the more important things by making me prioritise what requires the most detail and what will be the complex and to complete these items first.
Head
As instructed I imported the images on to an image plane on the x and z axis’, using the “create polygon” tool to trace the outline of the model’s side profile, then using the extrude tool to create a grab-able edge that should be used to create the proper topology however when I tried to extrude the proper edges again to produce more faces, the normals became uncontrollable and wild, as a result I abandoned this technique and opted for one I have had more experience with in the past, thus I created a cube with several separations that I can use to create the head by inserting additional edge loops and manipulating them into the required shapes. In retrospect it would probably have been wiser to start with this method to begin with and working on building the skills I developed last year rather than jumping straight into a new method, however the knowledge I gained from these videos did help as I went along and may be a skill to work on for future projects.
I continued creating the head by scaling the cube up so that an the orthographic view would show all the corners of the cube meeting the nearest edge or being as close as possible to the edge of the face in the images, I then cut the cube in half and deleted the entire left half so that I can work on the right half and duplicate the finished half mirrored in the z axis then combine the two halves to create the final head. I’ve began by inserting additional edge loops around the main features such as the eyes, nose and mouth so they would act as outlines on the orthogonal view, I then began to use a combination of standard selection and soft selection to move the vertices to the required positions then using the sculpt geometry tools to refine the final shape, I have also added additional edge loops into the facial construction to give more definition to the features and also entered smooth mode to see how the face will eventually look. This process was extremely time consuming and difficult but on the plus side there was little guess work to be done as the two image plains provided me with most of the outlines and places of shape for me to work from, however one particular part that I did find tricky was the indents around the nose where the eye sockets are, as the images couldn’t convey that sort of information.
I modelled an eyeball and eyelids by using the poly sphere tool and creating three spheres about the same size with only one being slightly smaller than the other two and selecting several faces that form a circle and pushing them inward a bit to create the pupil and using the now introverted faces that surround the manipulated faces as the irises, I then went in and deleted the top half of one of the outer spheres and the bottom half of the other, this way the lids can be rotated to give the impression the eye is opening. This was a quick and very efficient method to produce an effective eyeball.
After several days’ worth of attempts to get the head right, the head model wasn’t as good as I was hoping it would be even after trying to get it up to scratch using the sculpt geometry tool, as a result I have decided to totally recreate the head using a technique that my lecturer demonstrated to me, using the quad draw tool in the modelling toolkit to recreate the character’s head and create better topology in the process, making the edge loops curve around the major features such as the mouth and eyes, then using the sculpt geometry tool to refine it. After several hours of trying to get as many quads in as necessary in one go. I’d finished the head geometry, while it was not perfect I believe it is still enough of an improvement to go forward with I’ve also aligned the eyeball with the head, I have aligned all the central vertices so that they can be mirrored along the z axis to be duplicated, flipped and combined to make the final geometry. After doing so I had the idea to create the characters hair by duplicating the characters head, deleting the faces that will show any flesh, extruding the edited geometry to give a slight off-set from the character’s head but then selecting vertices at every other interval then scaling them outwards so as to create a bumpy effect as if the character has curly or un-kept hair. This was a quick way to produce a head even if it wasn’t what I hoped it would be and while my idea to create the hair may be unorthodox, I think it gives the model a unique character.
Hands
I began work on the character’s right hand by again starting with a polygon primitive cube and using the insert edge loop tools to create the faces that I later extruded outwards to form the fingers and thumb using the scale tool to stretch and compress the vertices to manipulate and distort the original shape into the desired form, adding extra edges in order to enhance the shape to bring it closer to the form I want it to be such as around the knuckles and finger joints, scaling the finger tips down to get that more telescopic effect in fingers and thumb and manipulating the vertices to give the knuckles and finger joints more prominence. I then added any additional edge loops to give additional shape when the arms and body were finished I then put everything together, scaled it so the proportions looked reasonable and finally flipped the whole thing. This was a very efficient and quick way of modelling the hand and in hindsight is much better than my initial approach of tracing an image of a human hand with the create geometry tool, extruding the created face inserting edge loops then adjusting the new loops to give shape which totally backfired as the faces created a webbing around the mesh.
Feet
When I started to model the character’s extremities I started with the feet as they seemed to be the most simple and easy to get out of the way. I began by creating a polygon cube then using the scale tool to stretch the geometry to be more in line with the proportions of a typical foot then inserting edge loops at the required points to create gradients in the shoe’s geometry such as the shoes rim and soul lip, I then entering smooth mode to see which edge loops needed to be manipulated and how, this has resulted in some peculiar shapes in the standard mode, however this was later remedied by adding extra loops at strategic places. This method was quick and efficient, while it may not have produced the most detailed result or used the proper topology recommended for similar situations it serves its purpose. This shoe was eventually placed under the leg and reflected in the z axis.
Midsection and legs
I started to work on the character’s body by firstly creating a poly cube then adding loops around the general rib area then adding some horizontal loops to help give the right kind of gradient in his shoulders and pectoral muscles. In addition I have used the extrude tool to get the bottom of the shirt and get the rim that turns back on itself and lead into the hips, at the top of the torso I also added the neck through the use of the same tool to get a stem like shape that has a slight offset from the shirt that I can place the finished head on top of later. I have also constructed a basic arm out of “pipes”, filling the hole of one end then adding edge loops for the articulation points such as the elbow as well as around the characters muscle areas to try and get some definition in the bicep and triceps to try and give the impression that the character was physically strong and in the filled hole to get a rounded end to the arm. When work began on the lower body, I proceeded by extruding the edges from the inverted edges of the shirt to create the waist and hips, then cutting the geometry in half and extruding the bottom face of the hips to create the leg, again extruding trouser leg inwards on itself, again I added edge loops on both the vertical and horizontal axis’s to manipulate the leg into the correct shape. In my personal opinion this construction looked ok when separated into the modular components used to construct it, however when compiled together and flipped the mid-section and legs proved to be the weakest component.
Texturing and rendering
I started to texture the character using the pre-created shaders in maya including the wood for the eyes and hair and cloth shaders for the pants, I have decided to use a mixture of lambert, blinn and phong textures re-coloured to reflect the type of material they are and how they reflect the light, I decided against using UV maps as they are extremely finicky to get right and bearing in mind the percentage the model is worth I do not believe it is worth the effort. I have decided to give the character brown hair along with a purple top and blue pants as well as blue eyes. Upon consideration, I have decided to recolour my character in a red top, dark purple pants and blonde hair, as red and purple are colours that are more associated with dark impulses such as arrogance and ambition, which fit the characters personality better, the choice of blonde hair comes from what has been discussed I my animation analysis module which also harkens back to a typically villainous hair colour in animation.
03.12.2018 Official opening ceremony of COP24/CMP14/CMA1.3 and high-level segment
These photos are free to use under Creative Commons licenses and must be credited: "© cop24.gov.pl"
© Heiko Philippin
Published in: Community Eye Health Journal Vol. 25 No. 79.80 2012 www.cehjournal.org
I suddenly found Llamas, stroke of good luck at Machu Picchu, a segment from "The Inca Lost and Found", a free Intrepid Berkeley Explorer video that features Machu Picchu, Sacred Valley of the Incas, Cuzco, Inca interviews, the search for Andean musicians, Lima, the Nazca Lines, and other parts of Peru.
To enjoy all of this film, with a high speed internet connection, plus over 30 other free, non-commercial, streaming travel videos from every continent, please click on my Video Page at:
www.geocities.com/intrepidberkeleyexplorer/Video.html
My new gallery of still photos from Peru can be viewed with any modem at:
www.geocities.com/intrepidberkeleyexplorer/Page19.html
And my Home Page giant galaxy of still pictures from all over the planet is also viewable with any modem at:
www.geocities.com/intrepidberkeleyexplorer/
This is a video clip. You can watch it on Vimeo:
On November 12, 1996, President Clinton signed into law the Omnibus Parks and Public Lands Management Act of 1996. With it, two segments of Elkhorn Creek, totaling 6.4 miles, became part of the National Wild and Scenic Rivers System.
East of Salem, Oregon, on the west side of the Cascade Mountains, Elkhorn Creek is a subwatershed to the North Fork Santiam River and flows into the Little North Santiam River just below Elkhorn Woods Park. If you’ve ever hiked from the popular Opal Creek trailhead, you’ve driven very close to it!
The BLM manages Elkhorn Creek from the Willamette National Forest boundary downstream, until it enters private property about a quarter mile from its confluence with the Little North Santiam River.
Why is Elkhorn Creek so special? Every wild and scenic river must possess what are called Outstandingly Remarkable Values, and Elkhorn Creek’s include its fantastic scenery and wildlife.
Scenic qualities of the creek’s meandering corridor include a range of features from vertical rock outcrops to dense, relatively undisturbed and mature forest.
Along the creekside habitat, visitors to the Elkhorn Creek area will find big-leaf maple, red alder, Douglas-fir, Western hemlock, and Western redcedar trees, with understory shrub layers of vine maple, huckleberries, salal, Oregon grape, and sword ferns.
Upper Willamette River winter-run steelhead trout (Oncorhynchus mykiss) and spring Upper Willamette River chinook salmon (O. tshawytscha) - both listed as threatened under the Endangered Species Act - inhabit lower Elkhorn Creek, as do coastal cutthroat trout (O. clarki clarki), and sculpins (Cottus spp.).
Oregon slender salamanders can be found in the adjacent Douglas-fir stands, as can number of bat species of concern associated with caves and mines, bridges, buildings, cliff habitat, or large snags with sloughing bark.
Throughout much of the Elkhorn’s route, little evidence of human intrusion into the creek’s corridor is present, and it is accessible by roads in only two places.
To learn more about Elkhorn Creek and other area resources, contact the BLM Northwest Oregon District Office at (503) 375-5646.
Photo by Greg Shine, BLM