The Proscenium Arch

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The proscenium arch is like a window to the stage! It is a window that separates the audience from the stage and it is a central element in an established form of theater design.

The theater is entertainment! Yes the theater is entertainment! The theater is about viewing the stage. In the old Victorian theaters, seating rose almost literally and symbolically to 'the gods. This was where the highest seats were … but these seats were away from the plushness, glamor and style below. Yes the gods, they offered a view but it was one view.

You could say the proscenium arch was the window for this view. It was a 'real and true' window. However, maybe the real window was the great central space of the theater which rose to the lights, sometimes great chandeliers above ….

Sometimes as you look through the proscenium arch, you can see the great stage below … and sometimes it is at the back of this stage that the orchestra plays .. the orchestra plays behind the stage rather than in front of the stage in the 'pit'. And here then the stage is another world ..

The proscenium arch and its curtains and all..and the lighting around .. these can create the illusion of space. You could argue that the proscenium arch restrains and hinders 'space'. The audience is 'cramped in' as they wait for the rise of the curtains. But why would they be cramped in? There is space for everyone! Maybe the proscenium arch does the opposite. Instead of 'restraining' space, it rather creates space.

Space is important in theater..and in the victorian theaters..seating rises to the 'gods'. It's as if there is a lack of seating and the only way is up! But is this really the reason? Maybe the reason is to view the stage or maybe it is ..something to do with the real and true purpose of the theater, which is entertainment. Yes, entertaining not just the so-called high-brow but the low-brow also … the high brow, the low brow..and the middle brow of course. Yes, the reason is entertainment and theater, it's just offers the human being the chance to be a spectator, any chance … and 'the gods' and the 'circles' can give that chance. And 'the gods', although they are cheap and high' are sometimes the best places to see the entertainment.

But what does the proscenium hide? It hides the stage behind and when the curtain rises, the stage opens out into a wide space. Sometimes it's not just a picture that the audience sees ….. it is not just a picture they see but a whole world. And in this way, you can say that the proscenium arch hides and then uncovers a world rather than a stage or a picture and people want to see new worlds! So the proscenium arch is the great window which 'offers' this world. It is the 'book cover', the great outer design aiming to uncover the great inner design behind.

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Source by Joel Kay

History of Video Games – The First Video Game Ever Made?

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As an avid retro-gamer, for quite a long time I've been particularly interested in the history of video games. To be more specific, a subject that I am very passionate about is "Which was the first video game ever made?" … So, I started an exhaustive investigation on this subject (and making this article the first one in a series of articles that will cover in detail all video gaming history).

The question was: Which was the first video game ever made?

The answer: Well, as a lot of things in life, there is no easy answer to that question. It depends on your own definition of the term "video game". For example: When you talk about "the first video game", do you mean the first video game that was commercially-made, or the first console game, or maybe the first digitally programmed game? Because of this, I made a list of 4-5 video games that in one way or another were the beginners of the video gaming industry. You will notice that the first video games were not created with the idea of ​​getting any profit from them (back in those decades there was no Nintendo, Sony, Microsoft, Sega, Atari, or any other video game company around). In fact, the sole idea of ​​a "video game" or an electronic device which was only made for "playing games and having fun" was above the imagination of over 99% of the population back in those days. But thanks to this small group of geniuses who walked the first steps into the video gaming revolution, we are able to enjoy many hours of fun and entertainment today (keeping aside the creation of millions of jobs during the past 4 or 5 decades). Without further ado, here I present the "first video game nominees":

1940s: Cathode Ray Tube Amusement Device

This is considered (with official documentation) as the first electronic game device ever made. It was created by Thomas T. Goldsmith Jr. and Estle Ray Mann. The game was assembled in the 1940s and submitted for an US Patent in January 1947. The patent was granted December 1948, which also makes it the first electronic game device to ever receive a patent (US Patent 2,455,992). As described in the patent, it was an analog circuit device with an array of knobs used to move a dot that appeared in the cathode ray tube display. This game was inspired by how missiles appeared in WWII radars, and the object of the game was simply controlling a "missile" in order to hit a target. In the 1940s it was extremely difficult (for not saying impossible) to show graphics in a Cathode Ray Tube display. Because of this, only the actual "missile" appeared on the display. The target and any other graphics were showed on screen overlays manually placed on the display screen. It's been said by many that Atari's famous video game "Missile Command" was created after this gaming device.

1951: NIMROD

NIMROD was the name of a digital computer device from the 50s decade. The creators of this computer were the engineers of an UK-based company under the name Ferranti, with the idea of ​​displaying the device at the 1951 Festival of Britain (and later it was also showed in Berlin).

NIM is a two-player numerical game of strategy, which is believed to come originally from the ancient China. The rules of NIM are easy: There are a certain number of groups (or "heaps"), and each group contains a certain number of objects (a common starting array of NIM is 3 heaps containing 3, 4, and 5 objects respectively) . Each player take turns removing objects from the heaps, but all removed objects must be from a single heap and at least one object is removed. The player to take the last object from the last heap loses, however there is a variation of the game where the player to take the last object of the last heap wins.

NIMROD used a lights panel as a display and was planned and made with the unique purpose of playing the game of NIM, which makes it the first digital computer device to be specifically created for playing a game (however the main idea was showing and illustrating how a digital computer works, rather than to entertain and have fun with it). Because it does not have "raster video equipment" as a display (a TV set, monitor, etc.) it is not considered by many people as a real "video game" (an electronic game, yes … a video game , no …). But once again, it really depends on your point of view when you talk about a "video game".

1952: OXO ( "Noughts and Crosses ")

This was a digital version of "Tic-Tac-Toe", created for an EDSAC (Electronic Delay Storage Automatic Calculator) computer. It was designed by Alexander S. Douglas from the University of Cambridge, and one more time it was not made for entertainment, it was part of his PhD Thesis on "Interactions between human and computer".

The rules of the game are those of a regular Tic-Tac-Toe game, player against the computer (no 2-player option was available). The input method was a rotary dial (like the ones in old telephones). The output was showed in a 35×16-pixel cathode-ray tube display. This game was never very popular because the EDSAC computer was only available at the University of Cambridge, so there was no way to install it and play it anywhere else (until many years later when an EDSAC emulator was created available, and by that time many other excellent video games where available as well …).

1958: Tennis for Two

"Tennis for Two" was created by William Higinbotham, a physicist working at the Brookhaven National Laboratory. This game was made as a way of entertainment, so laboratory visitors had something funny to do during their wait on "visitors day" (finally! … A video game that was created "just for fun" …). The game was pretty well designed for its era: the ball behavior was modified by several factors like gravity, wind velocity, position and angle of contact, etc .; you had to avoid the net as in real tennis, and many other things. The video game hardware included two "joysticks" (two controllers with a rotational knob and a push button each) connected to an analog console, and an oscilloscope as a display.

"Tennis for Two" is considered by many the first video game ever created. But once again, many others differ from that idea stating that "it was a computer game, not a video game" or "the output display was an oscilloscope, not a" raster "video display … so it does not qualify as a video game ". But well … you can not please everyone …

It is also rumored that "Tennis for Two" was the inspiration for Atari's mega hit "Pong", but this rumor has always been strongly denied … for obvious reasons.

1961: Spacewar!

"Spacewar!" video game was created by Stephen Russell, with the help of J. Martin Graetz, Peter Samson, Alan Kotok, Wayne Witanen and Dan Edwards from MIT. By the 1960s, MIT was "the right choice" if you wanted to do computer research and development. So this half a dozen of innovative guys took advantage of a brand-new computer was ordered and expected to arrive campus very soon (a DEC PDP-1) and started thinking about what kind of hardware testing programs would be made. When they found out that a "Precision CRT Display" would be installed to the system, they instantly decided that "some sort of visual / interactive game" would be the demonstration software of choice for the PDP-1. And after some discussion, it was soon decided to be a space battle game or something similar. After this decision, all other ideas came out pretty quick: like rules of the game, designing concepts, programming ideas, and so forth.

So after about 200 man / hours of work, the first version of the game was at last ready to be tested. The game consisted of two spaceships (affectively named by players "pencil" and "wedge") shooting missiles at each other with a star in the middle of the display (which "pulls" both spaceships because of its gravitational force). A set of control switches was used to control each spaceship (for rotation, speed, missiles, and "hyperspace"). Each spaceship have a limited amount of fuel and weapons, and the hyperspace option was like a "panic button", in case there is no other way out (it could either "save you or break you").

The computer game was an instant success between MIT students and programmers, and soon they started making their own changes to the game program (like real star charts for background, star / no star option, background disable option, angular momentum option, among others) . The game code was ported to many other computer platforms (since the game required a video display, a hard to find option in 1960s systems, it was mostly ported to newer / cheaper DEC systems like the PDP-10 and PDP-11).

Spacewar! is not only considered by many as the first "real" video game (since this game does have a video display), but it also have been proved to be the true predecessor of the original arcade game, as well as being the inspiration of many other video games, consoles, and even video gaming companies (can you say "Atari"? …). But that's another story, arcade games as well as console video games were written in a different page of the history of video games (so stay tuned for future articles on these subjects).

So here they are, the "First Video Game" nominees. Which one do you think is the first video game ever made? … If you ask me, I think all these games were revolutionary for its era, and should be credited as a whole as the beginners of the video gaming revolution. Instead of looking for which one was the first video game, what is really important is that they were created, period. As the creator of "Spacewar!", Stephen Rusell, once said: "If I had not done it, someone would have done something equally exciting or even better in the next six months. I just happened to get there first".

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Source by Ian Blake

Career of Someone With Tan Lang (Greedy Wolf) Star in Their Zi Wei Dou Shu Chart

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I was teaching Zi Wei Dou Shu ( "ZWDS") astrology to a person by the initial of NS over the weekend. As we were analyzing one chart belonging to a yet- to- be-identified celebrity, NS asked me if the chart belonged to that of a prostitute. I can see his logic for guessing so because this lady's chart had a Tan Lang (Greedy Wolf) star it has a Hua Ji (Transformed Avoidance) star. In Zi Wei Dou Shu astrology, star images are critical to our understanding of each star and the image for Tan Lang is a courtesan or geisha. Hua Ji means unstable or exhibiting unstable characteristics. Most Zi Wei Dou Shu book authors or teachers classify Hua Ji as a negative star or negative enhancer although I beg to differ on the description that Hua Ji star is all about negativities.

So it is comes as no surprise most people would surmise that a Geisha that turns negative is likely to be a prostitute. It is true Geishas or Courtesans sells entertainment and for ladies in the entertainment industries, when we think of work obligation going to the extreme, we may think they sell their bodies as well. However, Hua Ji is not a negative star or negative enhancer as I often reiterate. The way I would read the Hua Ji enhancer is that it makes this person an extremely engaging or outstanding entertainer.

The entertainer whose chart we were discussing is actually that of a famous but deceased Hong Kong entertainment industry diva.

So as we can see, the Hua Ji is not unequivocally exerting negative influences on her, at least not on her career. Hua Ji represents extreme and in this case, it manifests in her as a "extremely popular" person in the entertainment (singing and acting) industry. So while prostitution and performing arts all belong to the same career categorization of entertainment, care should be taken not to colour the birth chart of performing artistes with sleaze. While people with Tan Lang star may do well either in the performing arts or prostitution industry, there is a world of difference in both industrial professions.

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Source by Ken Toh J

Ideas That Will Transform Your Communion Party Into A Spectacular Event

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Your child 'first communion is the most important occasion of their life, one that should be joyously celebrated with friends and family. Though the time you spend at the church will be attended by close family members, at the party you would be inviting extended family members and close friends. What kind of party ideas will make the time enjoyable for everyone? The first thing to do is look into communion party supplies as they are specifically designed for such occasions.

What First Holy Communion Party Ideas Are A Must To Make The Event Joyous And Memorable?

Communion party supplies are available separately for boys and girls. Items for boys are blue in color and those for girls are pink. Let's first start with tableware. Food is an important part of the occasion and since it's the first communion, you are going to bring out the most delicious items to please everyone attending but how are you going to serve it. You need communion party tableware, which is available in many varieties with lovely themes printed on them. What you would require are dinner plates, dessert plates, cups, napkins, table covers spoons and swirl bowls. It's best to opt for the disposable types as they make the cleaning up process easy.

The next thing to check out is communion decorations. You would certainly need communion themed cut outs. These are available in gorgeous designs, so you can select what's most suitable for your party in terms of size and theme. Hanging swirl decorations, garlands paper fans, paper lanterns are some other items that well serve to enhance the beauty of the venue.

Party favors are an important part of the first communion event. Look into items such as key chains, bags, cake boxes, chocolates, mirrors, rosaries, mugs, candles and keepsake boxes. These are items that will please your guests and are sure to be a lovely token of the time spent with you and your family. They can be personalized according to your needs.

What Can You Do To Entertain Kids?

There are loads of communion entertainment ideas that will make the time spent enjoyable and fun. Having a clown over to entertain the kids will make them laugh. Other such entertainment options include having a magician come up and display tricks including pulling a rabbit out of the hat, twisting balloons, playing board games, bubble show, limbo, freeze dancing and much more.

Music forms an important part of the occasion, so pick up music that is suitable for this occasion to highlight the mood of the party. You can combine music with laser light shows to make the party spectacular. Some people hire DJs for the party which makes it livelier as someone is playing music in front of the guests. Pinata competitions and nail art are other forms of entertainment that will keep everyone engaged and having a fun time.

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Source by Susheel Tripathi

How to Become a 3D Rendering Professional in Diverse Industries

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One of the most sought after skills nowadays is 3D rendering. From construction to entertainment, 3D rendering skills are greatly valued. With the manifestation of the benefits of using this tool in various industries, it Is easy to understand why a lot of people are interested to learn 3D rendering. But how does one become a 3D rendering professional?

There is no degree offering purely 3D rendering, but there are vocational schools for it and there are seminars, too. 3D rendering skills must also be matched with other skills in order to make money from it. This article will provide a quick overview of what a person needs to learn in order to become a 3D renderer.

Graphic Design

Graphic artists will always be in demand because people will always look for beauty and order in things. They always want to be amazed visually and stunned by beauty.Those who want to be a 3D graphic designer may want to consider taking up graphic design or visual arts in college to hone their design skills. After all, what good are a person's 3D rendering skills if the graphics he or she creates are not visually appealing?

Field to study: Fine Arts, Design

Architecture

Human beings will always build structures because that's how civilization grows. When it comes to building designs, architects are kings. Architects have a skill that's important to a 3D renderer: drafting. Technical drawing, or the ability to make and interpret plans is a useful skill for any 3D rendering professional. 3D rendering companies the Most like the Power Rendering a require this skill from hwy Employees. Architects accept 3D architectural rendering jobs during their free time or they choose to do them full-time, that's how lucrative they are.

Fields to study: Architecture, Engineering

Gadgets Designers

Not a lot of people know this, but the phones and other gadgets they use every day are designed using 3D rendering. This is how companies manage to make phones and computers smaller and smaller. To work in this field, a person must have knowledge in electronics. Studying even just a two-year electronics course before jumping into the 3D rendering is the way to go if a person wants a career in this field.

Field to study: Electronics

3D rendering skills can bring in a lot of employment opportunities for a person. However, they must have some background knowledge of the field where they will use their rendering skills. For example, it's difficult to be a 3D architectural renderer if he does not have knowledge in architecture. 3D rendering is a technology that supports many industries and those who are good at it will make a lot of money.

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Source by Michelle Lamoste

Jamaica Gay Bars

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Jamaica is one of the most popular vacation destinations, however when looking for Jamaica gay bars they will not be as readily found as in many other countries. There are bars and clubs that can be found and are frequented by locals however they're not widely publicized.

The bars and clubs that can be found are the Acrpolis Disco, which is located in Ocho Rios and patrons will find dancing with DJs and other live entertainment in a trendy atmosphere. There is the amnesia nightclub also located in this town with music, dancing, and light shows in an atmosphere with a friendly staff and a fun night out.

When visiting Kingston, Chasers Café serves meals during the day and the compressed menu in the evening along with seating in the garden and live entertainment. The islands Black Pearl Nightclub has live entertainment, dancing and other special events, this Jamaica, gay bar is located in Montego Bay.

Montego Bay Club and Resort has two bars, one that can be reached on the beach for a drink while watching the ocean. The second bar is a place to spend a fun evening of conversation and some live entertainment.

There many other Jamaican gay bars that the locals frequent, which have reggae music and Jamaican rum. These can be found one in Jamaica talking to the locals and along with their outdoor patios where they often have other entertainment.

There are other clubs and bars that while not advertising for the gay community, is a quite accepting and friendly environment for having a fun evening out, with music, live entertainment, drink specials and other events.

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Source by Mirna Khoury

The Written Agreement Amongst Band Members

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As a music lawyer and entertainment attorney, I have seen references to the above-mentioned "Written Agreement Amongst Band Members" document, as both "Inter-Band Agreement", and "Intra-Band Agreement". Rather than initiate any argument with grammarians, bands, groups, record labels, or other music lawyers or entertainment attorneys as to which term is correct – although "intra" is probably technically closer to the mark – let's simply call this all-important document the "Agreement Amongst Band Members"; or, "AABM", for short. (As for the grammarians who want to debate the use of "amongst" versus "among", well … you can discuss this amongst yourselves!)

Now, on to the issues of interest to musicians, groups, and bands who might be reading this article, and of interest to this New York music lawyer and entertainment attorney who is writing it.

"If one is a musician playing in a multi-member band or group, is an AABM needed?"

Quoth the music lawyer: "Absolutely, yes".

"Should the band or group consider closing the AABM, prior to seeking to place the band's demo CD recording with A & R (artists and repertoire) executives at record labels?"

Again, to quote the entertainment attorney: "Absolutely, yes".

There are some parallels to an agreement amongst band or group members, on the one hand, and a pre-nuptial agreement between prospective spouses, on the other hand. Music lawyers, and Dom Rel (domestic relations) lawyers as we were taught to call them in New York, might have more common ground than they would initially think. But I actually find the case for having an AABM for band members or group members more compelling than the argument for having a pre-nup. A marriage should be a function of love. A band or group formation, on the other hand, and even the recording and distribution to record label A & R executives of a demo recording, from the music lawyer and entertainment attorney perspective, is often a commercial exercise – with perhaps some attendant art and love themes to it playing in the background. The shopping of one's band's demo CD to A & R executives at record labels is a commercial exercise and a business proposition. Group business initiatives should not be made absent prior clear written agreement between co-venturers.

Written agreements should be considered required for any collaborative commercial endeavor between two or more people, including demo-shopping and A & R inquiries to record labels – from the music lawyer's perspective regarding bands and groups, from the entertainment attorney's perspective regarding other artistic co-ventures, or from any lawyer's perspective. One should use one's discretion as to whether or not to skip the pre-nup. After all, the prospective spouse could get insulted, if he or she originally thought the other spouse was in it for love only. But from the music lawyer and entertainment attorney perspective, no band member should skip the AABM if the group member takes his or her band, group, or career seriously, or takes the A & R demo-shopping campaign to record labels seriously. And from the music lawyer and entertainment attorney perspective, no one band or group member should ask another to leap into a state of blind trust, in default of a good operative document – with respect to a record label A & R demo-shopping campaign, the signing of a contract, or otherwise.

If the band or group formation is not viewed as a commercial exercise, then I suppose the band members can simply agree on a handshake, and then gig for free in the subways. The band or group could also in theory strike a handshake deal as to who gets paid what in the event of an A & R record label demo-shopping success. However, as an entertainment attorney practicing in New York, the majority of bands or groups that I hear from, are concerned about their financial, as well as their artistic, futures. And the handshake deal between band or group members regarding performances or A & R record label demo-shopping may well what keeps legions of music lawyer and entertainment attorney litigators in business, arguing between themselves about things that have gone south.

Many musicians in bands and groups are trying to find a way to become economically self-sufficient on music alone, through A & R demo-shopping submissions to record labels or otherwise, while preparing to quit their "day jobs". This result is not easy to achieve. And, this result is even harder to achieve without careful prior planning and drafting regarding the band or group as a commercial venture, through use of a music attorney or entertainment lawyer. An AABM is one music lawyer planning-tool which is essential for the band – and one which can also become virtually worthless if "left to a later day". If the demo-shopping A & R record label response comes in as hoped, the group or band may be too busy and distracted dealing with Sony and Warner and the music lawyers, than to deal with each other at that point. And, as in the case of the pre-nup, later on down the road if things do not work out, band or group members typically will not sign post-honeymoon after the relationship has gone sour. Most music lawyer entertainment attorneys have seen numerous bands and groups break up. The time for the AABM is now not later.

No music lawyer, entertainment attorney, or anyone else wants to be required to negotiate and close the AABM once the band or group is already successful, or once the band or group has already been furnished with a proposed recording agreement as a result of demo- shopping or other A & R or record label project placement initiatives. The optimal time to close the AABM is to do so between the respective music lawyer or entertainment attorney counsel while the group or band is just being formed or while it is still struggling – and prior to the record label A & R work and demo-shopping. Period.

When business partners or stockholders agree amongst themselves in connection with a business formation, they do so in one or more signed writings. So, too, the music lawyer or entertainment attorney suggests, should it be with band and group members as well. A good AABM should be firm enough to recite the substance of the agreement between band or group members at the moment, but should also be flexible enough to contemplate future changes, such as changes in personnel and in artistic direction. A good AABM should provide guidance on the administration of the A & R record label demo-shopping initiative itself. Once in place with signatures and countersignatures, a music lawyer or entertainment attorney upon client instruction can amend the AABM to contour to the band's or group's developmental changes as they might materialize, including edits in response to record label A & R demo-shopping eventualities.

If every marriage were a true 50/50 proposition, I suppose that one could say that no pre-nuptial agreements would ever be needed. Similarly, if every business partnership were truly 50/50, maybe a written partnership agreement could be viewed by some as a waste of time. But the fact of the matter is, the percentages of investment and return are seldom exactly identical amongst all co-venturers. A music lawyer or entertainment attorney will opine that the same is true for bands and groups. Seldom, for example, does each band or group member bear an equal burden with respect to record label A & R project placement and demo-shopping work. And seldom, for example, do each of four band or group members actually write precisely 25% of each song, and even if so, how would you measure it and prove it? Word-count? Note-count? Beat-count?

In the average four-person band or group, each member may play a different instrument. Some may have been in the group or band longer than others. Some may be older and more experienced in the business of music. Some may have more experience with A & R executives, demo-shopping, and dealing with the record labels. Some may have, or think they have, "connections" to clubs and record labels, where other group or band members do not. Some group or band members may have more free time to invest in the running of the band's business such as the A & R and record label demo-shopping work, while others may be working two day jobs. Some group or band members may be able to afford to pay for the demo CD's intended to be furnished to the A & R personnel and record labels. Others may not. Some group or band members may want to talk to a record label or music lawyer or entertainment attorney. Others may not.

And finally, perhaps most importantly, some band members may have more of a hand in the writing of the words or the music of the group's original songs appearing on the demo CD's intended to be heard by the record label A & R executives, than other band members . This potential disparity is probably the best reason for creating the AABM for the band or group as early as possible and prior to the demo-shopping record label A & R campaign, as a music lawyer or entertainment attorney will tell you.

A good AABM drafted by a music and entertainment attorney takes into account all of these types of factors, and more. Put conversely, if none of these band-related questions came up while one was putting together one's AABM with one's music lawyer or entertainment attorney, then the resulting document is probably not worth very much today for the purposes of keeping the group harmoniously together. An AABM is a forward-looking document wherein the music lawyer-draftsperson continually asks "What if …?" about multiple foreseeable band and group scenarios based upon past entertainment law experience, including the potential outcomes of an A & R record label demo-shopping submission campaign.

A music lawyer and entertainment attorney like myself will also tell you that the real value of a contract – any contract, including the AABM – is as a dispute-resolution and dispute-avoidance tool. In other words, the band or group members should tackle the likely-occurring and even possibly-occurring long-range events that might come up in the band's lifetime, fight over and resolve them now, and then put the results on paper – with respect to the A & R record label demo-shopping submission campaign, and otherwise. Better to do it now, than pay music lawyer entertainment attorney litigators thousands upon thousands of dollars to do it in the courts or arbitration hearing rooms later, at dramatic expense to the band or group or its individual members.

Oftentimes, the music lawyer or entertainment attorney discovers, band or group members want to send out their demo's to record label A & R executives but just "do not want to think about" what would happen, for example, if the band's bass player departs to raise kids in Maui, or if the group's singer-songwriter front-man just up and leaves to join the Air Force. But if the other band or group members at all value their investment of time, sweat, energy, and money in the band including the demo-shopping record label A & R exercise, then they should know and have fully thought-through – in advance – the answers to these types of questions.

The music lawyer or entertainment attorney should be told these answers for the purposes of the drafting of the AABM. Who in the band or group owns and administrates the copyrights in the songs? Who in the band or group is responsible for storing the masters? Who in the band or group decides which A & R executives and record labels to contact during the demo-shopping exercise, and when? Who in the band or group decides what the demo intended for record label A & R personnel should sound like? Look like? Which band member or band members has / have final say in the hiring and firing of a manager? If the group breaks up, which member or members, if any, may keep using the band's name, and who if anyone benefits from the past demo-shopping A & R record label inquiries if they happen to come to fruition after the break-up? And these are just some of the questions that should come up. There are many more, and part of the job and function of the music lawyer and entertainment lawyer is to come up with them in the first instance by way of prediction.

Every band's situation is different, every group is different, and every record label A & R demo-shopping campaign is different. The lists of questions to contemplate and discuss with the music lawyer or entertainment attorney will therefore be as different as there are different band personalities, different group members, and different demo's. It is true that the band should be better off, if a music lawyer or entertainment attorney prepares the AABM and then handles the A & R record label demo-shopping work. In a perfect world, all band or group members would be separately represented by a different music lawyer or entertainment attorney, and the resulting AABM document would therefore have more presumptive fairness than if but one band or group member had counsel. It is also true that while anyone can in theory try to submit a demo or soundtrack reel to a record label or elsewhere – a non-lawyer lay-person can not practice music law, entertainment law, or any law or form of law for that matter , without a license in the United States.

But should all these considerations prevent a band or group from taking their first shot at creating a good AABM – particularly prior to the first demo-shopping A & R campaign initiated to record labels? Absolutely not. The band should at least try to resolve amongst its own members, the answers to all of the "what if" questions that will likely come up in the life-cycle of any band. The band or group can try to resolve these questions on paper. Thereafter when affordable, one of the band or group members may decide to consult with a music lawyer or entertainment attorney to review and revise the band's starting-point document – and perhaps then enlist the same music attorney for the demo-shopping record label A & R inquiries as well. Typically, this inquiring group-member turns out in practice to be the band member with the most at stake in the outcome.

Conversely, the band members need to be aware that one entertainment attorney may well not be able or be allowed to represent all group members simultaneously, even in the context of demo-shopping record label A & R work, due to concerns regarding possible conflicts of interest – especially if different band members have different percentage investments at stake in the band's commercial endeavors, but even if otherwise. The music lawyer entertainment attorney should speak to that issue as and when it comes up.

There should be plenty of time in the future for the band or group to consider the technicalities regarding rules of attorney-client music lawyer representation, and the question of "who represents who?", Although it is wise to tackle and conclude these analyses prior to any record label demo-shopping and A & R work being undertaken. And when the time for entertainment lawyer representation is right, these are serious threshold questions that should be taken seriously. Besides, no music lawyer, entertainment attorney, or other lawyer would take on a client for record label A & R demo-shopping work or other work, without first carefully evaluating these types of issues, as well as asking a lot of additional questions about band and group inter-relationships himself or herself on his or her own.

In the meantime, all bands and groups, whether on the cusp of their first demo-shopping or record label A & R campaign, or otherwise, should carefully deliberate upon the question of what written agreement should be drafted and negotiated amongst the band or group members, and how and when the music lawyer or entertainment attorney can be used to put the signed and countersigned document in place. Doing so now, in the present tense, could save a lot of heartache and expense down the road in the future, could enhance the demo-shopping A & R campaign to record labels, and could actually end up keeping the band or group together.

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Source by John J Tormey III, Esq

Discover Why Product Placement Is Important To Companies Today!

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Today, marketing experts believe that a company has to make use of new communication channels to survive and stay ahead of the competition. This is why most companies are now leaning towards product placement or branded entertainment as new way to communicate with consumers. Through this channel, the retention rates will increase even in this fast paced society as more people will see and remember the mass media advertisements. Read on to find out why product placement is now an important marketing tool for companies.

What is Product Placement?

Products placements and branded entertainment can be described as subliminal communication channels. Subliminal in this case means that, companies are using advertisements in subtle ways in movies or television shows today to sell ideas, services and products. In fact some of these messages are really hard to miss, especially since they are featured heavily in the most popular television shows and films.

When products are placed in the most popular movies and shows, more people will associate with particular brands and ultimately this will help those companies to benefit from increase revenues.

Why Companies Are Using Product Placement?

Since traditional marketing has proven to be the less feasible approach to take when promoting ideas and brands these days, increasingly more marketers are making use of branded entertainment strategies. Be it films or television shows, branded entertainment is far more effective when it comes to reaching a mass audience or even as part of customized campaigns to target specific audiences. Even though some critics believe that this type of marketing blur the lines between media content and reality, there is no doubt that these advertisements are thriving both in the non-paid and paid forms. Of course, all the companies would want to take advantage of this medium to increase revenue.

To the reports According, branded entertainment and product placement are On being of used Extensively in fast emerging marketplaces color : such color : as China and India. It is said that India is in the top five of the overall rankings worldwide for product placements initiatives and they are predicted to become stronger in the coming years to match up with the companies in the USA. Bollywood is partly responsible for this phenomenal development as they have accepted branded entertainment efforts and are even joining forces with top brands such as Sony and Reebok.

Generally speaking, although the marketers are placing products subtly in advertisements, the ultimate goal is definitely to create a perception amongst viewers to help increase the company's bottom line. This is why product placement and branded entertainment is now the preferred choice to improve brand awareness. This marketing strategy is worth considering if you are looking for a way to stand out and achieve success in this competitive market.

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Source by Paula Vass

What is a Smerfe Sales Manager?

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What is the definition of a SMERFE sales manager?

Well to understand what a SMERFE sales manager is we must first know what the letters stand for.

S = Social

M = Military

E = Education

R = Religious

F = Fraternal

E = Entertainment

Some basic examples of SMERFE Clientele that I would categorize are:

Social – Family Reunions, Wedding Groups, Traveling Sports Teams, Funerals

Military – Reunions, Programs, FEMA, Government

Education – Events, Conventions, non profit, seminars, student tour and travel

Religious – Conventions, Meetings, prayer groups

Fraternal – Schools, Colleges, Universities, Fraternities

Entertainment – Entertainment Groups, Tour & Travel

SMERFE Sales Managers need Personality.

A SMERFE Sales Manager must be friendly, caring and dramatic. They are creative, fun and get along with everybody. They must be very patient and more forgiving than any other position. They are much different from a Corporate Transient or Corporate Group Sales Manager.

To be a good SMERFE sales manager you have to develop a rapport with your clients. Get to know them, and find out what their needs are now and in the future. Always make them your first priority. Make them feel at home in your hotel.

Set up appointments with other Group Sales Managers, ask to meet with them and ask them to refer you to their inquiries and clients. It does not always work, but if you do not ask, you will never know.

Always introduce yourself as the Group Sales Manager. Ask if it would it be beneficial to both of you to begin a referral program. Who is going to say no? Your titles are the same making you equal in status, and any referrals you ultimately receive can only mean more business for your hotel.

Knowing what being a SMERFE sales manager means is your first step to making your hotel stand out above the rest.

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Source by Amber Lee

The Big Six – Top 6 Major Film Studios in the Movie Business

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When you watch a movie, whether it be at the cinema or in the comfort of your own home, it's seldom you actually think about where the movie was produced and how each film company secured the rights to the movie you're watching on the screen . The movie business is extremely competitive. The six major film companies discussed below comprise 90 percent of the US and Canadian box office revenue. If you're pondering a career in film, you may want to pay very close attention to the statistics below.

And while there are a few "mini-majors" still turning a profit in the industry (Lions Gate Entertainment and MGM for example), it's fairly difficult for film companies to stay afloat while competing with these highly successful empires.

Below you will find the six major film companies (also known as "The Big Six") and a brief description of each:

1. Warner Bros. Pictures. Comprising a whopping 19.7 percent of the US / Canadian market share (2007 figures), Warner Bros. Pictures is the biggest player in the film industry. Securing the rights to major films like Harry Potter, Superman, Batman, The Matrix and Star Wars have made Warner Bros. the No. 1 name in the business.

2. Paramount Pictures. With 15.5 percent of the US / Canadian market share (2007 figures), Paramount Pictures continues to be one of the most successful film production companies in the world. Star Trek, War of the Worlds, the Mission Impossible series, Transformers and Tropic Thunder are just a few of the popular films produced by Paramount Pictures.

3. Walt Disney. One of the most renowned film production companies in the history of the business, Walt Disney now holds 15.3 percent of the US / Canadian market share (2007 figures). With highly successful movies like Pirates of the Caribbean, National Treasure, Meet the Robinsons and Enchanted, there's no doubt that Disney will continue to play a key role in the industry for years to come.

4. Columbia Pictures. Comprising 12.9 percent of the US / Canadian market share (2007 figures), Columbia Pictures remains a big player in the business. Some of this company's recent successes include Casino Royale, The Da Vinci Code, the Spider-Man series and Step Brothers.

5. Universal Studios. 12.2 percent of the US / Canadian market share (2007 figures) belongs to Universal Studios, which continues to make millions for the film industry. With major hits like the Bourne series (Bourne Identity, Bourne Supremacy and Bourne Ultimatum), The American Pie series, Knocked Up, American Gangster and The Incredible Hulk, it's very clear that Universal Studios knows what it takes to make money in this industry.

6. 20th Century Fox. Also known as "Twentieth Century Fox," this highly successful movie production company makes up 11.9 percent of the US / Canadian market share (2007 figures). Some of the biggest and most successful movies from this empire include the X-Men series, Mr. and Mrs. Smith, Star Wars Episodes II and III, and the Fantastic Four.

Once again, if you're looking for a career in the film industry, the six companies listed above are the cream of the crop. If you have the opportunity to work for one of these companies, we would not suggest passing it up.

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Source by Selena Valoure