New York

Showing posts with label New York. Show all posts
Showing posts with label New York. Show all posts

Wednesday 28 May 2014

Smart People Sabotage Their Success with this Stupid Ways


Sometimes the smartest people do things that seem to make no sense at all.

A group of Quora users drew from their experiences to address the question, "What are some stupid things that smart people do?" The answers provide ways to overcome some of the common ways intelligent people unknowingly undermine themselves.

We've highlighted a few below.
They spend too much time thinking and not enough time doing.

"Because thinking comes so easily to smart people, doing becomes relatively harder. Research and planning are great in moderation, but can offer the dangerous illusion of progress," says Silicon Valley entrepreneur Chris Yeh. Smart people who are perfectionists can get caught up in this kind of seemingly productive procrastination and often nitpick over minute details rather than finishing projects.

They follow the pack.

Venture for America's Andrew Yang has written extensively about the trend of top college graduates going into the same few industries equated with "making it," like finance and consulting, rather than following their passions. New York entrepreneur Lee Semel agrees: "Many smart people often seem to be followers, probably because they grow up spending so much time pleasing others via academic and extracurricular achievement that they never figure out what they really like to work on or try anything unique."

They stop trying.

People whose intelligence has helped them achieve a level of success can often get lazy. "These smart people fail to further develop their natural talents and eventually fall behind others who, while less initially talented, weren't as invested in being smart and instead spent more time practicing," Semel says.

They undervalue social skills.

Some intelligent people don't realize that intellect is only one element of achieving success and that personal connections are everything in the professional world. "They never try to improve their social skills, learn to network, or self promote, and often denigrate people who excel in these areas," Semel says.

They place being right above all else.

Many smart people indulge a dangerous combination of ego and logic and behave as though being right all the time is somehow endearing (it's the opposite), Semel says. It's bad when they argue a point they're misinformed about, but it can be even more embarrassing for them when they insist on arguing facts against someone's long-held beliefs.

They equate education with intelligence.

A high academic pedigree can make some people think that where someone got their college degree reflects how smart they are, says Liz Pullen, a sociologist. In many cases, a degree from an elite university represents a great achievement, but there are countless instances where those who didn't graduate college are more qualified for a job because of their real-world experience.

They are too independent.

Smart people can fail to develop healthy support systems that everyone needs to succeed . 
" Without a good support system, anyone can begin to slide down a slippery slope when they encounter hardship, miscalculate something major, or fall victim to the misdeeds of others,"  says Quora user  Andrea Martin .

How do you develop a good support system? "Methodically place yourself in the company of the most mature, benevolent, competent people you can identify. 

Need to Know US Market Before open - What Thinking Person


US markets are expected to open up today, with what’s a quiet day for economic data and a record close yesterday. Futures suggest this will be built on. - 28 may 2014

Weekly mortgage application numbers showed a 1.2 per cent fall last week, following three weeks of gains.

The economics calendar is busier tomorrow, with pending home sales and another GDP estimate out.

Corporate news

Goldman Sachs has slashed its number of fixed-income trading staff by 10 per cent since 2010, its president and chief operating officer, Gary Cohn, said today.

He added, speaking to a conference, that the most significant thing impacting the bank’s trading is the economic climate, not new regulation and capital requirements.

Meanwhile, Bob Steel, ex-deputy mayor of New York and vice-chairman of Goldman it to become chief executive of boutique investment bank Perella Weinberg.

Medical device company Stryker is working on a takeover bid for UK firm Smith & Nephew.

And Veleant’s improved its takeover proposition for Allergan, which says it’ll consider the proposal.

Saturday 18 January 2014

Is Calvin Klein The Supreme In Designer Underwear


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Secondly and most importantly is the exceptional layout of the Calzoncillos Calvin Klein Baratos, with all their Comprar Calzoncillos Calvin Klein acquiring the ‘Suspensor’ pouch which makes sure that the bits that make a difference are held easily in an anatomically appropriate postion.



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Men and females have very long been using underwear. No matter whether you use panties, Calvin Klein Ropa Interior Hombre, boxers, or knickers, you can certainly say that men and women all above the earth have extensive been making use of underwear. And this is anything that received?t transform whenever shortly. But are you conscious of the pretty attention-grabbing history that arrives with underwear?


Canadian supermodel Noah Mills has worked with a selection of manner businesses such as Willhellmina, Gucci, Yves Saint Laurent, Dolce and Gabbana and Versace after starting his career in 2003 at the age of 20.


Over and above cuts and variations, however, coloration is a crucial part in fashion layout. As Orli Sharaby states in her write-up with regards to New York Manner week, “It really is interesting to witness how an complete industry’s shade possibilities can change and sway with modifying occasions.” Vogue Weeks held about the planet, but most prominently in the manner capitals of Milan, Paris, London and New York, permit manner designers to current their most recent collections, and for buyers to preview the latest trends. The semiannual gatherings should be held quite a few months in advance of the year to enable the press and buyers the chance to see the patterns for the new period and to allow for stores time to arrange for obtaining or to include the designers in their retail promoting.


It was only just about a century in the past that the apply of wearing underwear and undergarments was launched as a single of the necessities in lifestyle. It was roughly in the sixteenth century when the very initially experimented with at producing and building underwear started out out.



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Wednesday 10 October 2012

Crytek Rasmus Hojengaard on Crysis 3 - Interview at Gameplanet New Zealand


Gameplanet: Is it necessary for Crysis to be synonymous with pushing the limits of hardware technology?

Rasmus Hojengaard I think we would probably be challenging some of Crytek's pillars if we didn't do that. The value you get from pushing these things is different now from what it was ten years ago. But it's part of our DNA. Even if people aren't conscious about doing it, it'll just happen anyway. There is benefit in it, and there needs to be companies that try to push things, because it sets an example for others to follow and benchmark from, and that rewards the whole industry.

One of the things we're trying to do now is push things we weren't pushing before, but that's not to say we wouldn't push things that haven't part of Crytek's DNA from the start.

Gameplanet: The original Crysis was fairly brutal on PC hardware, are you saying that won't occur with Crysis 3?

Crysis 3's senior creative director Rasmus Hojengaard. Hojengaard: The hardware and software today is a little more structured. DirectX 10 and 11 certainly give us possibilities to streamline things, and scale things in a way that wasn't possible in the original. So yes, we definitely want to have stuff in the game that you need the biggest beast to support fully, but we really want to have medium specifications that support maybe 85, 90 percent of that fidelity, that visual quality. So part of that is making sure that the artwork itself, the art direction itself, is great. That means that even if you can't use all the features, you're still going to get something that looks awesome. It's something that means a lot more to us in this game than it did in previous games.

The answer is yes, we want to do that, but also no, we don't want it to be an elitist type of game where you can't get a good experience without a nuclear power plant.

Gameplanet: The art direction appears pretty diverse, how did you manage to find seven different types of rainforest to depict?

Hojengaard: What we did was we sat down and researched the concepts of the rainforests, and there were a lot more than seven. There were Amazon-type rivers, misty mountain tops, canyons that maybe slope in a different way. Then we'd have to look at which ones potentially could support our gameplay formula, and which ones fit the architectural and geometrical layout of New York City, and that's how we picked the seven different diverse areas.

All this allows changes to gameplay that we didn't have before. We didn't have the ability to almost artificially approach this because we didn't have this setting of being underneath a dome that has its own ecosystem that would affect the world in a way that the sun doesn't. So it's a great marriage of high-tech and low-tech; the low-tech in mother nature taking effect, but it's controlled by high-tech. 

We believe the amount we're pushing New York will really resonate with people because it's going to be very clear that we're not cutting any corners by going back to New York again. We're actually putting it in a different context for you, so that people will go, "Wow, I have not seen this with Times Square", or, "Wow, I did not recognise that church, because I didn't realise those spikes aren't actually trees, they're church spires". So that kind of recognition is something that really gives us a unique visual language, and we haven't explored like that before. We've explored those elements before, but not combined them. And it's a lot of research work!

Gameplanet: So how does the nanodome make the interior grow faster?
Hojengaard: Basically this nanotechnology is somehow filtering the light to the surface from the sun, and it's manipulating it and changing the way that it works so that the ecosystem within the dome is very different to what you find outside. It basically just exaggerates what is already there. I can't give you an engineering explanation as to how this works; we'll probably explain in more detail how it works but we're not doing that just yet. But in theory what you get is a potentially naturally occurring thing on speed, if you will. Overgrowth that would normally take hundreds of years happening in 20 years.

This only affects vegetation, so it's not going to change animals, but the distribution of animals will change. Maybe you'll have a hundred frogs instead of five frogs, but it's important for us that it doesn't feel like a fantasy setting. It needs to have tactical elements and a tactical feel to it. So that's kind of how we're defining how far we can push this stuff.

Gameplanet: You were quick to point out the new water features, what kind of work have you done in this area?

Hojengaard: Well, the engine helps, but it's also about picking out very smart ways of creating water drama, like things that flow, and waterfalls. One side of that is technical, of course, but another is just being smart about how you process things. Let me give you an example – I know this isn't Crysis but when you have waterfalls in Skyrim, it's the same technology, so you need to have equal investment in the assets you use to produce this as well as the technology that drives it. So we're focussing on both things, and to be fair, we do have a lot of experience building tropical environments, so we know what we're doing. We're just iterating on that further, and pushing it even more. Later on in the year you'll see examples of that particular thing that are much more evident of what we've done exactly.

Gameplanet: We've seen the new addition to the suit: hacking. Can you give us an example of how this works later in the game?

Hojengaard: I can't give you a complete example, but what I can say though is that the idea is that the complexity should not be in the hacking itself, the complexity should be in what stuff you're hacking, and at what point. It's about the diversity of this and how you use it, rather than how you use each individual thing. We don't want to have a weird mini-game where you have to connect pipes and type a secret number, we want it to be the strategy of hacking. The suit is so technical it would obviously do that for you if you told it what to hack.

It's going to scale a lot, what you saw now is only a small-scale of what this will eventually grow to over the course of the game.

Gameplanet: Being able to shoot out of stealth is also new, what have you added to counteract this ability?

Hojengaard: Well we obviously need to balance this, but one of the ways to do so is to limit the number of arrows you get. We have all the ways to tweak this, one being countermeasures in the enemies' arsenal, another being the location itself, how enemy placement is, or a combination of that in conjunction with countermeasures then obviously how many of these arrows you're going to have to shoot. Plus finding the right balance at each point in the game.

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