HDTenEightyP/NetNews huggingface dataset:
From: byron@athena.mit.edu (Jack Miller)
Subject: Re: hello
Organization: SKaters At Massachusetts Institute of Technology
Date: Fri, 10 Apr 1992 04:54:48 GMT

In article <12112@ucdavis.ucdavis.edu> ez006882@rocky.ucdavis.edu writes:
>why is this newsgroup so dead as of late? is anyone out there. 
>oh well, I would only assume that youre all out skating all the time :)
>-clif

	Actually, that's not too far off.  True, I've had a lot of
work to do of late, but I've also spent a lot of time skating in this
sunny 60+ degree weather.  In the last week I've gotten low-speed
kickflips almost wired and have just started working on a 360
frontside shoveit with a 180 body twist from fakie (what the hell's
that called?) and have landed a couple.  And I'm finally used to my
new deck, today I finally regained my ollie height.

	How's the weather 'round y'all's necks of the woods?

				--Halloween Jack, waiting for his laundry
						  to finish

Newsgroups: alt.skate-board
From: mitchy@media.mit.edu (Mitch Henrion)
Subject: watchin' vert skating
Organization: MIT Media Laboratory
Date: Wed, 15 Apr 1992 19:33:49 GMT

In article 674 ez006882@rocky.ucdavis.edu writes:

   In article <1992Apr13.171255.21606@athena.mit.edu> juggle@athena.mit.edu (???) w
   rites:
   >I have to agree with you, actually.  I never used to like the vert segments
   >in videoes until I actually tried skating vert.  In just a day my appreciation
   >for it went up like fifty fold.
   >
   >I would say you *do* have to try it to appreciate it.
   >

[Some stuff deleted about separating the men from the boys.] 
   on big ramps though. Seems that vert is more fun to do than it is to watch,
   and the opposite is true for street and freestyle.
   -clif

Wait, did you guys street skate first before you ever saw vert
skating?  Or was the first time you ever saw vert skating in a video?
I'm trying to figure out how you could *not* be blown away watching vert
skating.  Seeing vert skating for the first time (and the second time,
and the third time, and...) is what made me feel like I HAD to learn
how to skate--it completely blew me away--it actually *still*
completely blows me away.  I actually thought that street skating
looked really boring, and I couldn't figure out why anyone would even
bother. 

Just this year really Halloween Jack and Juggle and Andy have gotten
me keyed into how great street skating is, and it's a good thing, too,
now that I don't live in Providence anymore where I used to have free
or extremely cheap access to several ramps.

If only I took more time out to skate and wasn't such a chicken at
times, then maybe I'd get to be about an eighth as good as some of the
skaters I admire!!  But what the hell, I completely love it no matter
how slowly I learn or how infrequently I actually get out.  Plus,
summer is just around the corner and we might be building a ramp on
campus this summer!  I definitely second what Jack said the other day
(was it Jack?) that everyone who's at a school where skating is still
allowed should definitely look into getting recognized as an official
student activity.  When we first started looking into it here I
thought it seemed pretty dorky and unnecessary except for the fact
that we wanted to try to get a ramp on campus.  Now, hearing about
all the campuses banning skateboarding, I feel so relieved that we've
gotten official recognition--also makes me feel better about skating
our fave spots on campus.

Well, got a final project proposal to think up and whip out in the
next hour, so I'd better run...

Mitch
Newsgroups: alt.skate-board
From: dfx@nuchat.sccsi.com (dFx International Digest)
Subject: Re: re:hello
Organization: /etc/organization
Date: Tue, 14 Apr 1992 17:54:09 GMT

In article <12186@ucdavis.ucdavis.edu> ez006882@rocky.ucdavis.edu writes:
>
>> Daryl Grogan went full size too, and skated for Ground Effect for a while. 
>> He now skates for World Industries.. if I'm not confusing him with another
>> ex Ground Effect skater (alot of whom were ex freestyle). Matt Wood also 
>> skated for WI, and may still, I'm not sure. Matt also ate the worm and puked
>> in "Rubbish Heap".
>>
>Daryl used to send me Ground Effect boards when his company was just 
>starting, even though I was still on Santa Cruz. He actually owned Ground
>Effect. Dis his video ever get made? I'm VERY glad that he's on World right
>now, if that's true. Rodney must really appreciate his skating.

 Whoops... wrong again. It is Dan Gallagher (s00per rad flatland king) that
 now skates for World Industries. My friend from Florida told me about Ground
 Effect when they were just starting out, and I wrote them (Daryl I guess)
 asking for more info, and he sent me the full length video. It wasn't too
 bad (skating wise), but the quality was pretty bad. Doesn't matter, it looked
 like they were just a new, small company trying to get going. 

 Rodney doesn't skate for World anymore.. don't get too excited, he only 
 switched to Plan B.

>Matt Wood (or "Woodie") is a rad vert skater as well. Unfortunately, Mike 
>tells me that he doesnt skate much nowadays, and has a girlfriend and is
>kind of a fashion monger/rock star type. (Say it aint true Matt!!)

 Hey..sounds like me.
 
>Incidentally, the one who eats the worm in Rubbish Heap is definitely
>NOT Woodie. It is Chris Branagh's little brother who eats it.

 Ha... Randy COlvin said it was Matt a looong time ago, and I just never 
 doubted his word.


Newsgroups: alt.skate-board
From: snyderre@NeXTwork.Rose-Hulman.Edu (Robert E. Snyder)
Subject: SnowBoarding
Reply-To: snyderre@NeXTwork.Rose-Hulman.Edu (Robert E. Snyder)
Organization: Rose-Hulman Institute of Technology
Date: Tue, 14 Apr 1992 19:40:52 GMT

Hey guys, what's up?  Living here in the mid-west, SnowBoarding doesn't  
seem to be extremely popular.  I however anyway, after boarding several  
times (renting a board) I am looking to buy one.  Anyway,  my real  
question is, Does anyone have the address of TransWorld SnowBoarding?  I  
have looked in all the book stores around here, and it no where to be  
found.  Is it even still made?  Anyway, if some one would send me the  
address, I would be most appreciative.  Thanx a lot!

Rob 'Reefer Bob' Snyder

--
!--------------------------------------------------!
!                 Rob Snyder.                      ! 
!       snyderre@nextwork.rose-hulman.edu          !
!               (812)877-8839                      !
!--------------------------------------------------!
From: IO10902@MAINE.MAINE.EDU (tim jones)
Newsgroups: alt.skate-board
Subject: Re: CEREAL:Golden Grahams, Frosted Flakes
Date: 4 Apr 92 20:22:56 GMT
Distribution: alt
Organization: University of Maine System

i think it is chris miller.
From: cel+@andrew.cmu.edu (Carl Loeffler)
Newsgroups: alt.artcom
Subject: VR ART MUSEUM
Date: 7 Apr 92 22:29:05 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

THE NETWORKED VIRTUAL ART MUSEUM
The  Networked Virtual Art Museum  project  supports the design,
development and operation of long distance, multiple user, networked
virtual reality environments.
 
The project team will design and construct a multi-cultural art museum 
articulated through networked virtual reality, and established by a grid
of participants, or nodes, located in remote geographical locations. The
nodes are inter-connected using modem to modem, or high bandwidth
telecommunications.  
 
Each participating node will have the option to interact with the
virtual environment and contribute to its shape and content.
Participants will be invited to create additions or galleries, install
works, or commission researchers and artists to originate new works for
the museum.  Further, guest curators will have the opportunity to
organize special exhibitions,  explore advanced concepts, and formulate
the basis for critical theory pertaining to virtual reality and cultural
expression.
 
The museum can also function as a stand-alone installation and is easily
transportable for presentation in cultural or industrial venues.
 
*PROJECT GOALS:
- To investigate long distance, multi-user networked virtual reality
environments with applications for immersive work stations, paperless
office,  cultural and educational  projects. 
 
- To develop high speed modem to modem networked VR with remote sites
 
- To develop full motion  networked VR with remote sites, employing high
bandwidth telecommunications.
 
- To document multiple user interaction and behavior, and to establish
multi-user communication protocol within  networked immersion 
environments.
 
- To utilize artificial intelligence to create agents and guides for
immersion environments, and the programming of intelligent architecture
and ~smart-rooms.~ 
 
- To contribute to the formation of critical theory pertaining to
virtual reality and multi-cultural groupware.
 
*SCHEDULE:
The first networked  interaction will take place May and June, 92,
between  CMU and Japan,. The  participation of Asahi Electronics, Japan,
is gratefully acknowledged. Additional sites will be added in 92 and 93.
 
*SOFTWARE AND HARDWARE:
Sense8 World Building Toolkit, IBM 486/33 workstation, 9600 modem.
 
*INFORMATION:
Carl Eugene Loeffler
Project Director
Telkecommunications and Virtual Reality
Carnegie Mellon University, Pittsburgh, PA.
cel+@andrew.cmu.edu
Tel: (412) 268-3452  Fax: (412) 268-2829
 
END OF FILE #######################################################
From: pasturel@albi.EBay.Sun.COM (Pierre Pasturel)
Newsgroups: alt.artcom
Subject: Art History Short Course at Foothill College.
Keywords: Art, Impressionism, Japonisme
Date: 6 Apr 92 20:24:28 GMT
Reply-To: pasturel@albi.EBay.Sun.COM
Distribution: alt.artcom
Organization: Sun Microsystems
NNTP-Posting-Host: albi.ebay.sun.com

I am posting this for my wife who is teaching an Art History course
(only 4 two hr sessions) at Foothill College.

Please read on if you want to broaden your horizons.......

--------------------------------
Short Course at Foothill College
--------------------------------

---------------------------------------
Japonisme and the French Impressionists
---------------------------------------

We are all aware of the Japanese presence in the computer and
electronic world, but did you know that the Japanese had a
large impact on the development of French Impressionist art?

Introduced into France in the mid-nineteenth century, Japanese 
art and culture created a mania which swept the West.
Fashionable women could be seen wearing kimonos, home
decoration reflected Japanese design, and the wealthy had 
their gardens sculpted into Japanese inspired botanical feasts
for the eye. The Impressionists, equally transfixed, integrated
many stylistic features including bright colors, flattened
forms, and cropped compositions into their own works.

This slide illustrated lecture series will highlight how Japanese 
Ukiyo-e woodblock prints inspired the unique impressions of Manet, 
Monet, Degas, Mary Cassatt, and van Gogh, among others. The intent 
of this course is to provide an historical background to this 
fascinating artistic movement and to enable the participant to 
gain an appreciation and understandng of the many dynamic facets 
of the exchanges between the French Impressionists and the Japanese.

INSTRUCTOR: Deborah Pasturel, M.A., Art History, has studied all 
aspects of Japonisme for four years, and the fruits of her research 
have been published. She has travelled extensively in France where 
she has expansively surveyed the works of the 19th century French 
artists. She has taught Art History to many different age groups, 
and is currently an art docent for the city of Los Altos.

MEETS: Tuesdays, April 28 to May 19 (4 sessions), 1:30 to 3:30 p.m., 
Foothill College, Room F-12.

REGISTRATION: Call Foothill College at 415-949-7379 or 415-949-7373 to register 
by phone or for more information.

FEE: $40
From: kd21+@andrew.cmu.edu (Kathryn Tiffany Digiacinto)
Newsgroups: alt.artcom
Subject: Umbrella Art
Date: 8 Apr 92 18:27:01 GMT
Organization: Junior, Art, Carnegie Mellon, Pittsburgh, PA

The following is being posted for the Associated Artists of Pittsburgh...


UmbrellArt
A MULTI MEDIA EXTRAVAGANZA!
Anyone can participate and attend this celebration of umbrellas, highlighted 
by a fashion show of local art celebrities modeling the most exciting
umbrellas.  This is a non-juried fundraising event sponsored by the 
Associated Artists of Pittsburgh.  Non-members are invited to submit
umbrellas.  Everyone is invited to the opening, even without an umbrella.
Pass the word!  
PAINT STITCH DYE CONSTRUCT ILLUMINATE EMBELLISH MECHANIZE DECONSTRUCT
an umbrella for the UMBRELLART show.  
All entries will be exhibited at Rosebud and must be for sale. 
Exhibition continues through May, following the Opening.  All proceeds
of the 
UMBRELLART sales to benefit AAP.  
Deliver all entried to Rosebud, 1650 Smallman Street
on Friday and Saturday, April 24 and April 25, 1992
from 10 am-9 pm.  Call 361-4235 for an entry blank.
OPENING: Thursday, April 30, 7 pm at Rosebud.
Cocktails, hors d'oeuvres, song, dance, poetry and umbrellas!
$25.00 Couple
$15.00 Per Person
$8.00 Student (with ID)
Newsgroups: alt.games.torg
From: Jeff Sullivan <jas@ISI.EDU>
Subject: Re: shapeshifters again... 
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Mon, 13 Apr 1992 18:42:19 GMT


Johann scribes:
> Anyway, to
> the point.  Werewolves are indeed rather obnoxiously damage resistant, but
> even they start having problems absorbing all of the damage flying around in
> that cosm.  IMHO, the weapons and armor from Tharkhold and the Cyberpapacy
> have been inflated so much that PCs are almost forced to use similar gear, no
> matter what it does to their character conception, merely to stay alive.
> This is silly, and the group that I've been playing with has been discussing
> some sort of mutual disarmament pact.  I.e. throw those GodBeams out the
> window.  How has anyone else dealt with this problem.

Well, at least in the CyberPapacy, if you're going to play in the big
leagues, you have to have the right size bat ;-).  if the other people
are running around in armor and bristling with weapons, if you don't
want to be doing that, you have 3 choices:

1. Go play in the Living Land.

2. Play in CP, but avoid combat.  Actively.

3. Suit up and step up to the plate.

You shouldn't change the cosm (unless all of the players want to do
that) just because you don't like parts of it; that's what the cosm
*is*!

jas

Newsgroups: alt.games.torg
From: Z_COPEAB@CCSVAX.SFASU.EDU (BRANDON COPE)
Subject: Re: unknown difficulty
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Thu, 16 Apr 1992 03:49:30 GMT

Kinda makes spending possibilities to help action kinda useless then, if the
player, can't be mreo sure what they need. Also really hurts new players BADLY,
since they don't know the system yet. What you'll end up with is either 
possibilities being wasted or not used when they shoudl be. If your going to
make it hit and miss, why bother with them?
Newsgroups: alt.games.torg
From: oakes@jupiter.nmt.edu (David Oakes)
Subject: Re: unknown difficulty
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Thu, 16 Apr 1992 17:51:30 GMT

[trent's paint ball experiences recounted]

but if you look at it,
you had a good idea of how hard the shot was
only after taking a few to see what you could do.

you cant tell how hard something will be for you,
if you dont know what you are capable of.

if you know what you are doing 
(in TORG terms - know the system and know your character)
it should be easy to guess the difficulty
(which you should be able to do without the GM telling you)

yes, this is bad for newbies,
they dont know what they are doing, but their character should

i prefer my self to learn by doing, and dont want the GM's help
in determining when to spend a poss.

dave "IMHO my ass!" oakes
Newsgroups: alt.games.torg
From: Rick Jones <albert@crick.ssctr.bcm.tmc.edu>
Subject: Re: unknown difficulty
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Wed, 15 Apr 1992 19:16:12 GMT


	Never let them know the difficulty numbers, unless it's a trivial 
task, or perhaps in the begining to let them get a feel for what is 
easy versus difficult.

> Say you've got a door that is really a lot more difficult to open than it looks.
> How do GMs handle this with theior players?  Do they have to fail once if they think 
> a roll of 8 should do it, or do you tell them up front that the
> innocuous looking door they stand in fron of is DN 23 to open?

	If it's innocuous, then let 'em make the initial attempt, discover
that it's a Minsae Security Theft-Proof-Door (tm), and that they'll have
to spend if they want to open it.

> (This also relates to them making rolls for stuff they didn't perceive-- if
> they know theres a DN at all, then they know if they failed to catch something
> and can look more closely for it.  How do you handle that?

Penalize them if they start acting paranoid when you ask for a Perception Check.
Or ask often for perception checks (this works very well in Orrorsh,
where the players should be paranoid anyway), and then tell them,
after they spend an Alertness Card and a Possibility that their 
shoe is untied.  

	If they fail a 'detect danger' then that means they don't 
notice something is wrong, and they have no reason to all draw their
guns and shoot the next thing that moves.
-- 
Rick Jones				Systems Support Center
albert@bcm.tmc.edu			Baylor College of Medicine
Voice: 713-798-7352			standard disclaimers apply
GEEZ Mahn, I'm surrounded by amateurs!- Sebastian (the Little Mermaid)
Newsgroups: alt.games.torg
From: marcogan@student.anu.edu.au
Subject: Re:  How do axioms really work?
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Tue, 7 Apr 1992 05:46:40 GMT

Kansas Jim writes:

>Mark C. writes:
>
>> Now: Is 22 really CE's tech axiom? Which is to say, is that as far as we
>> can go? Or are tech axioms increased by research (if so, ours has
increased
>> dramatically in the last century. Can other axioms be increased by
research
>> or experementation. 
>
>Yes, axioms are increased through various means; research won't really
>increase the Tech axiom though as it is only the scientists that
>believe in the new technology.  But once something has made it out
>into 'the real world' and enough people accept the new technology, the
>axiom goes up in response.  (Until the axiom does go up, the new tech
>is 'error-ridden', 'glitch-filled', or just malfunctions a lot.)

That seems rather silly to me; sort of an Idealist view of the axioms (i.e,
the axioms are what you want them to be) It seems pretty stupid to call
something an 'axiom' if it changes according t the belifs of the
population.

KJ's explanation (whether it accords with the 'official' WEG line or not)
has some holes in it: why should people belive in error-ridden
glitch-filled technology? 

>
>> I prefer to see things this way: the axioms measure the upper bounds of
>> things. So CE's Social and Tech axioms have always been as high as they
>> are; democracy ahs always been possible, but it takes time to develop.
>> Conversely, the magic and spiritual axioms allow for moderately powerful
>> spells and miracles, but most people do not belive in, or use, that
>> knowledge. 
>
>If that were the case then you could never develop a higher social or
>tech axiom and the society would stagnate once you reached the upper
>limits.  

'stagnate' is a strong word. I don't think it is a bad thing that every
cosm has its limits imposed by the axioms. I prefer to think that Core
Earth is the way it is (partly) because it has the axioms it does, not the
other way around. It is the axioms which shape the worlds, not vice-versa. 

>
>> So the Living Land can *never* have magic, for example.
>
>If you were able to convince a sizable portion of the Living Land
>population of the existance of magic energies you would get magic in
>the Living Land.

Good luck convincing people of this with a magic axiom of zero...

>
>Axioms are all based on the beliefs of the people of that reality;
>they are not set in stone and immovable, they flex with what people
>believe in (Core Earthers believe in technology but not magic so the
>tech axiom goes up while the magic axiom goes down, for example).
>

Oh, well. I think it makes more sense the other way.

>Kansas Jim (jogle@nrao.edu)
>
>

-------------------------------------------------------------------
"Those who speak, do not know   	       	Mark Cogan
 Those who know, do not speak"  	       	marcogan@student.anu.edu.au

Newsgroups: alt.games.torg
From: malloy@nprdc.navy.mil (Sean Malloy)
Subject: Re: How do axioms really work?
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Mon, 13 Apr 1992 20:42:58 GMT

On Apr 13,  2:17pm, David Oakes wrote:
> Sean Malloy(malloy@nprdc.navy.mil) rebounds:
>  ! Perhaps you could make another shot at answering the question if you
>  ! assume that the Spiritual axiom of the cosm being discussed is 0.

> TECH 7, all others 5
> (i feel that reality as we can comprehend breaks down at 3-4)
> 
> why are 3 inchers the limit? simple:
> things bend, or they dont, regardless of size
> and the force they beend with is constant.
> (remembeer, the living are excluded, but might still be limited in some way)
> as it turns out, usefull materials for bows hit the limit at 3'
> (at least the equiv limit of tech 23 3' bows -
>  pieces of steel one foot in diam may bend the same as 3 inches of wood)

Ahh, yes -- the foam-rubber cosm.

Consider the fact that only a very thin layer in the trunk of a tree
is alive -- the heart of the tree, which provides all its strength, is
dead wood. What makes dead wood different if it's inside a layer of
living tissue?

More fundamentally, if the force that is required to bend an object is
constant, regardless of size, then the Tech axiom is 2, not 7. How do
you make a stone tool? By striking it properly with a stone, wood, or
bone tool. But that relies on the fact that stone will break before it
will bend; but that's not true in this cosm. Equally important, before
you can apply enough force to break the stone, your hammerstone or
wood/bone tool will bend. You wouldn't be able to make usable spears,
because the shaft will bend too easily when you attempt to drive home
the point, which will bend on the tough hide of some animals.

If you're going to change one aspect of physical law, you have to
carefully examine the change to see what other effects that it will
have on the world; they don't exist in isolation.

-- 
random sig #110:
Sean Malloy                                  | 
Navy Personnel Research & Development Center | This isn't fun. I've had fun
San Diego, CA 92152-6800                     | before, and this isn't it.
malloy@nprdc.navy.mil                        |