Friday, March 29, 2019

12 Highest Paying URL Shortener to Earn Money Online

  1. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  2. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  3. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  4. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  5. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  6. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  7. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  8. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  9. Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  10. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  11. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  12. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

WCC2 HACK ON ANDROID! UNLIMITED COINS!

WCC2 HACK ON ANDROID!



Every Thing Unlocked! Unlimited Coins! One Of The Best Cricket Games For Android Devices. Try This Method And You'll Enjoy Alot!

DOWNLOAD APK⬅️


DOWNLOAD OBB⬅️


Steps: 

1.Download The Above 2 Files.
2.Open Es File Explorer And Install The APK File.
3.Extract The Zip OBB File To Internal storage>Android>OBB.
4.Open The Installed APK And You'll Enjoy!!

Ben 10 Game On Android || Download Now

Hello Friends That is My Blog And I am Showing How To Download Ben10 Ultimate Alien Game On Android With Highly Compress That Game Is Very Good Graphic With Osm Gaming Controller.

                     Screenshot



Game Features


🔲Mission Type game.
🔲Awesome graphics.
🔲So many missions to enjoy.
🔲Original Size=1.25Gb
🔲Compres File=500Mb

How To Install

◾️So before you start download the files for the games please read this steps to install the game.
◾️Download all the files.

🔲First Download ppsspp Emulator or Ben10 Game rar File.

🔲Then Install ppsspp Emulator.

🔲Afer Extract Ben10  game file With zarchiver Apk.

🔲Then open ppsspp apk And search Ben10 Extract File and Finally Play Ben10 game.

Minimum Requirements

Ram 1GB

Storage 1.25GB

OS 5.0 Or Higher

My Phone(Game Played Successfully)
Redmi Note 4

3GB Ram,32GB Storage,Adreno GPU,Android 7.0

How To Download

Download The Required Files From The Link Given Bellow

------------------------------------------------------------------
🔲Download ppsspp Emulator


🔲Download Ben10 Ultimate Alien compress Fille

         CLICK HERE



------------------------------------------------------------------

Pre-Post Transition Post

This isn't a real post. I'm going to post the real post tomorrow. But it feels like there should be some sort of intermediate thing to prepare everyone for the abrupt change of speed ahead.

Here's a picture of an airplane.


I realize that airplanes don't look like that, but this has been a hard year for me and learning how to draw planes accurately wasn't exactly a priority. I maybe could have chosen to draw something else, but I started drawing the plane, and there was already too much momentum.

Anyway, I feel like this is becoming way more about planes than I had anticipated. Let's move on.

If, at any point over the last eighteen months, you've wondered what was happening to me and why it might be happening, my post tomorrow should explain everything.

I've been working on it for the better part of a year (partly because I wanted to get it exactly right, and partly because I was still experiencing it while attempting to explain it, which made things weird), and I'm relieved and excited and scared to finally be able to post it.

At this point, you're all probably wondering what is it? What's in the post?? Is it airplanes? And no, it unfortunately has very little to do with airplanes.* It's a sort of sequel to my post about depression. It is also about depression. In parts, it might get a little flinch-y and uncomfortable, and if I succeed in making you laugh during those parts, you're going to feel real weird about yourselves. But it's okay. Just let it happen. I WANT it to happen. Because it makes me feel powerful, and also because there are flinch-y, uncomfortable things everywhere. Seeing them is inevitable. If we can laugh about some of them, maybe they'll be less scary to look at.

Okay, so that's what's going to happen tomorrow. Hopefully this transition post makes the experience less jarring for everyone.

*As it turns out, there is a plane. I had forgotten about it (it's small and not the main focus of the post) and the coincidence was entirely unintentional. I'd never tell you there aren't going to be planes while being fully aware that there's a plane.

Thursday, March 28, 2019

Cantonese

Abstract: Cantonese has been the dominant spoken language of Hong Kong for over a century. This living language has been captured by video games pretty well. In the various virtual Hong Kong, it is not only that Cantonese can be heard, but also that the Cantonese dialogues there demonstrate the culture of the city, and the openness and vitality of the language. In the real-world video game industry, the ways that the publishers do the Chinese version of their video games turns out to be a miniature of how society deals with a key challenge that the language is facing nowadays.

Image source: OpenClipArt (1, 2, 3)
Voice acting started to be popular in video games in 1990s with the emergence of huge yet inexpensive data storage technologies such as CD-ROMs. It was also the time when Cantonese, which is used by 90% of the Hong Kong population for the last 150 years, started being heard in the various virtual Hong Kong.

Cantonese in Fear Effect (Eidos Interactive. PlayStation: 2000)

Cantonese in Bruce Lee: Quest of the Dragon (Universal Interactive. Xbox: 2002)

Cantonese in Soldier of Fortune II: Double Helix (Activision. Microsoft Windows/Mac OSX/Xbox: 2002)


Cantonese in Indiana Jones and the Emperor's Tomb (LucasArts. Microsoft Windows/Xbox/PlayStation 2/OS X: 2003)

Cantonese in Hitman: Contracts (Eidos Interactive. Microsoft Windows/PlayStation 2/Xbox: 2004, PlayStation 3/Xbox 360: 2013)

Cantonese in Jet Li: Rise to Honor (Sony Computer Entertainment America. PlayStation 2: 2004)

Cantonese in Stranglehold (Midway Games/Success. Microsoft Windows/PlayStation 3/Xbox 360: 2007)

Cantonese in Air Traffic Controller 3 Hong Kong Kai Tak Airport テクノブレイン ぼくは航空管制官3 香港カイタックエアポート (Technobrain. Microsoft Windows: 2009)

Cantonese in Kung Fu Rider (Sony Computer Entertainment. Sony: 2010)

Cantonese in Sleeping Dogs (Square Enix. Microsoft Windows/PlayStation 3/Xbox 360: 2012)


Cantonese commentary in GRID 2 (Codemasters. Microsoft Windows/PlayStation 3/Xbox 360: 2013, OS X: 2014)

Cantonese in combat ground of Resident Evil 6 (Capcom. Microsoft Windows/PlayStation 3/Xbox 360: 2013)

Cantonese in a cut-scene of Resident Evil 6 (Capcom. Microsoft Windows/PlayStation 3/Xbox 360: 2013)

Cantonese in 光輝歲月 (Lakoo. iOS/Android: since 2015)

Cantonese in 正牌龍虎門 (Gameone. iOS/Android: 2019)

When these virtual Hong Kong people travel to other countries, they even bring Cantonese with them.

Cantonese in the opening of Keisatsukan 2 (Konami, Arcade: 2001), starting at 0:25. In the game, a Hong Kong mafia group is going to Japan to join force with some local Japanese mafia group.

As I watch these video clips, I am amazed by not only their existence itself, but also that the dialogues have captured some key features of the language and the city using it. In the following, we are going to walk them through.

Cantonese through video games

Practical communication

Cantonese is a living language. It is used in Hong Kong for various practical purposes such as expressing facts and requesting actions.

"Three, two, one" countdown (三、二、一, pronounced as sam, yee, yat in English) in Kung Fu Rider (Sony Computer Entertainment. PlayStation 3: 2010)
"Three, two, one, start" countdown (三、二、一、開始) in GRID 2 (Codemasters. Microsoft Windows/PlayStation 3/Xbox 360: 2013, OSX: 2014)

The use of Yum Shing (飲勝), literally means "drink and win" -- the Cantonese equivalence of "Cheers!" in a wine toast, in Deus Ex

Local slang

Having been with the city for a long time, the language has recorded bits and pieces of Hong Kong history and culture in the form of local slang.

埋嚟睇埋嚟揀。
Translated as: Come look and choose.
This is a common phrase used by Hong Kong hawkers to attract pedestrians' attention.

埋嚟睇埋嚟揀 (Come look and choose) in North Point Night Market of Sleeping Dogs (Square Enix. Microsoft Windows/PlayStation 3/Xbox 360: 2012)

我食鹽多過你食米。 
Translated as: The amount of salt I have taken is more than the rice you have eaten.
This is used when a person wants to highlight his superior experience over other people, so as to persuade others to listen to him. Asians usually have rice in their meal, and for a long time in the past when fresh food was still a luxury, they usually have salt-preserved food as dishes. The older and more experienced you are, more rice and more importantly bitter salt you have taken than the younger and less experienced counterparts.

我食鹽多過你食米 (The amount of salt I have taken is more than the rice you have eaten) in a kitchen of Sleeping Dogs (Square Enix. Microsoft Windows/PlayStation 3/Xbox 360: 2012)

依家唔係事必要你講,除非你自己想講,但係你所講的野,可能會用紙同筆記低,之後成為呈堂證供。
Translated as: You are not oblige to say anything unless you wish to do so, but what you say may be put into writing and given in evidence.
This Hong Kong version of Miranda's warning has become well-versed by the people in the city as Cantonese dramas and movies repeat this phrase again and again. It also represents the awareness of Hong Kong citizens on their civic rights upon arrest.

 
依家唔係事必要你講,除非你自己想講,但係你所講的野,可能會用紙同筆記低,之後成為呈堂證供。(You are not obliged to say anything unless you wish to do so, but what you say may be put into writing and given in evidence.) in the opening cut scene of Sleeping Dogs (Square Enix. Microsoft Windows/PlayStation 3/Xbox 360: 2012)

Fusions with other languages

Having been exposed to English during the colonial period (1842-1997), Hong Kong Cantonese has loaned quite a few English words. Nowadays, Hong Kong people even use English words directly in their Cantonese conversations.

"揾埋嚟啲 job" (translated as "the work you find us") demonstrating the use of Cantonese and English in the same sentence in Hong Kong. From Kung Fu Rider (Sony Computer Entertainment. PlayStation 3: 2010)

Sometimes, it is the Cantonese phrases that are imported to other languages. A famous example is Gweilos (鬼佬), literally means "devil man", which is the Cantonese slang for Westerners. Historically, Chinese people considered people outside their country to be barbarians, and tried to curse or insult them by using derogatory terms such as "devil" so as to curse or insult them. Note that nowadays people use the term with no negative implications. Some Westerners even use the term to refer to themselves.

Gweilos (鬼佬) in Deus Ex (Eidos Interactive. Microsoft Windows/Mac OS/PlayStation 2: 2000)

Gweilos (鬼佬) in Hitman: Contracts (Eidos Interactive. Microsoft Windows/PlayStation 2/Xbox: 2004, PlayStation 3/Xbox 360: 2013)

New words

Hong Kong Cantonese has got not only new slangs and imported vocabularies, but also new words. The word "hea" (IPA: hε) is a representative example.

我地無時間俾你咁 hea 呀 We don't have time to let you be idle. From a kitchen supervisor in Sleeping Dogs (Sony Computer Entertainment. PlayStation 3: 2010)

The word "hea" describes a person who is relaxing by being idle. It can also be used as an adverb to describe the careless and indifferent manner of a person on doing something. The word first gained popularity around 1999 to early 2000's through a series of radio plays from the radio show "芝 see 菇bi". Later, an old Chinese character 迆 was given to this word. Recently the word even becomes sound bites of politicians and appears in news report.

A brief history of real-world Cantonese

Solid dominance in the colonial era

Although Cantonese dominates in Hong Kong nowadays, before 1842 it was indeed some other South China (a.k.a Yue) Chinese dialects that were more commonly used. After Britain set up a colony here in 1842, large numbers of merchants and workers came to the city from Canton (a.k.a Guangzhou) which was the center of the Cantonese dialect. Cantonese then gradually replaced these other Chinese dialects. Since then, immigrants need to learn Cantonese to join the Chinese-speaking community here. Cantonese is the mother tongue of all the newborns in the city.

Description in 80 Days (Inkle. iOS/Andorid: 2014, Microsoft Windows: 2015) on the use of Cantonese by people in Hong Kong and proximity area.
In 1932, China adopted Mandarin dialect from Northern China as the standard for the whole country. However, the dominance of Cantonese in Hong Kong remained solid, probably because of British's decision on maintaining a cultural gap between China and Hong Kong in order to facilitate her effective rules over the city. As a result, there were policies on Chinese languages even though Chinese was never an official language until 1974. The language used to teach Chinese was standardized to Cantonese. After 1949 Communist's takeover of mainland China, the official radio station RTHK was asked to do all Chinese broadcast in Cantonese.

The Hong Kong stage of Phantom Doctrine (CreativeForge Games. Microsoft Windows/PlayStation 4/Xbox One: 2018) indicating that Cantonese is the language to use in the city in the 1980s, the time the game is set in.
Cantonese is the mother tongue of 90% of Hong Kong population, far outnumbering English and Mandarin. As a result, I am disappointed to see that the only Chinese dialogues Shenmue II (Sega. Dreamcast: 2001, Xbox: 2002) is in Mandarin, even though it is justifiable if you treat the character as immigrants from China.

The only Chinese sentence in Shenmue II (Sega. Dreamcast: 2001, Xbox: 2002). Though set in Hong Kong, that only Chinese sentence is in Mandarin rather than Cantonese.

You may listen to Cantonese radio broadcast if you tune in the appropriate radio stations in Project Gotham Racing 2 (Microsoft Game Studios. Xbox: 2003) and Sleeping Dogs (Square Enix. Microsoft Windows/PlayStation 3/Xbox 360: 2012). In the latter, you may even find Cantonese sound tracks from the Hong Kong hip Hop group 24Herbs (see here for the list of songs). Cantopop (short for Cantonese pop music) or HK-pop (short for Hong Kong pop music) originated in the 1970s was once popular alongside other popular cultures such as TV dramas and movies, and had spread to Japan, South Korea, China, Taiwan, Malaysia and Singapore in the 1980s and 1990s. There are even a few Cantonese theme songs for video games.

Cantonese radio broadcast in Project Gotham Racing 2 (Microsoft Game Studios. Xbox: 2003)

Cantonese radio broadcast in Sleeping Dogs (Square Enix. Microsoft Windows/PlayStation 3/Xbox 360: 2012)

Cantonese broadcast in Resident Evil 6 (Capcom. Microsoft Windows/PlayStation 3/Xbox 360: 2013)

Challenges after the rise of Greater China

The dominance of Cantonese in the city nowadays is at risk. With the booming economy of the greater China since 1980s, it becomes a practical concern for Hong Kong people to learn Mandarin. Furthermore, with the handover of the city's sovereignty to China in 1997, there appears to be no need to maintain the cultural barrier that the colonial government created. RTHK has resumed Mandarin broadcast in 1997. The Education Bureau of Hong Kong even insist that schools shall use Mandarin to teach Chinese language in the long term, even though elite students using Mandarin to learn Chinese don't seem to do better than typical students learning with Cantonese.

One problem with embracing an additional Chinese dialect is the different phonetic transcriptions of foreign words. This is fundamentally due to the different pronunciations of quite a few Chinese characters in Cantonese and Mandarin. As the Chinese communities in Hong Kong and the rest of Greater China has been growing separately for a while, we have already got quite a number of foreign names transcribed differently by the Hong Kong community based on Cantonese and the greater China community based on Mandarin. In the soccer world, the name of the soccer player Lionel Andrés "Leo" Messi is translated to 美斯 in Cantonese and 梅西 in Mandarin. While the Cantonese transcription maps to Messi well even if pronounced in Mandarin, the Mandarin transcription maps to something else (mui sai) if pronounced in Cantonese.

Cantonese narration in Pro Evolution Soccer 2017 (Konami. Microsoft Windows/Xbox 360/Xbox One/PlayStation 3/PlayStation 4: 2016)

Mandarin narration in Pro Evolution Soccer 2017 (Konami. Microsoft Windows/Xbox 360/Xbox One/PlayStation 3/PlayStation 4: 2016)

The animation series Gundam, which also appears in quite a few video games, has the same issue. Its principle series of robots gundam (Japanese: ガンダム) is mapped to Chinese characters 高達 in Hong Kong where Cantonese is used, and 鋼彈 in Taiwan where Mandarin is way more popular. In this case, pronouncing the transcriptions with the other dialect can't get you to gundam.

Translating Gundam as 高達 in the Hong Kong Chinese version of SD Gundam G Generation Genesis (Bandai Namco Games. PlayStation 4/PlayStation Vita: 2016)
Translating Gundam as 鋼彈 in the Taiwan Chinese version of SD Gundam G Generation Genesis (Bandai Namco Games. PlayStation 4/PlayStation Vita: 2016)
To accommodate the two communities, some people including game publishers choose to maintain both sets of translations, as you can see from Konami and Bandai Namco Games above.

Some other people choose to unify the phonetic transcriptions.

One well-known unification is the robot cat comic and animation series Doraemon (Japanese: ドラえもん). When the series first appeared in different Chinese communities, the name of its characters were transcribed differently. After the death of its writer Fujiko F. Fujio (Japanese: 藤子・F・不二雄) in 1996, the Japanese copyright holder of the series, TV Asahi (株式会社テレビ朝日), initiated the unification so as to fulfill the last wish of Mr. Fujio. It has taken years before all media (comics, animation and video games) threw away all old transcriptions and used the new unified names which were based on Japanese pronunciation. During the transition period, people expressed their sorrow for having to abandon the old names that had been with them for a long time.

The webpage for the re-release of Doraemon Monopoly (Gameone. Microsoft Windows: 1998) in 2007. The Chinese title was changed from 叮噹大富翁 to 多啦A夢大富翁 in the re-release in line of Chinese official translation unification, while the character introduction kept using the old translations (e.g. 叮噹 for the robot cat Doraemon).
Doraemon Monopoly game play. It appears that no character names are mentioned throughout the game, saving its 2007 re-release from any code and voice change

Some other unification efforts choose to drop the transcriptions of one community for those in the other community. To the community with its transcriptions abandoned, this move can trigger not only sediments due to having to give up her long-established habit, but only criticisms on whether both communities are equally respected. In 2016, The Pokémon Company's unified the Chinese transcriptions of the characters to mainly the Mandarin communities use. It even aroused a protest in Hong Kong.

Pokémon Pichu (left) and Pikachu (center) in the traditional Chinese version of Pokémon Sun/Moon (The Pokémon Company. Nintendo 3DS: 2016). They are used named 皮丘 and 皮卡丘 rather than 比超 and 比卡超 that Hong Kong people are used to.

The protest on maintaining the Hong Kong version of Pokémon name transcriptions in 2016

Looking forward

Just now we have seen the enormous energy of Cantonese in Hong Kong. Besides performing typical living language functions such as reporting facts and commanding actions, the language also records the culture of people through local Cantonese slang. The openness and vitality of the language are well demonstrated through its fusion with foreign languages and its new words.

Just as its replacement of other Chinese dialects upon British colony establishment, Cantonese is in danger of fading out nowadays due to the increasing demand or pressure on unifying with the national official language Mandarin. There is obviously a need to have a common spoken language to facilitate communication. However, it shouldn't be an excuse for looking down or killing local languages which are recording and displaying regional dynamics. The risk has been a wake-up call for those who believes existing things stay forever for granted. If there is something we wish to preserve, we need to act.

References

Wikipedia. (n.d.). Languages of Hong Kong. Retrieved January 09, 2017, from https://en.wikipedia.org/wiki/Languages_of_Hong_Kong

Wikipedia. (n.d.). 24Herbs. Retrieved January 09, 2017, from https://en.wikipedia.org/wiki/24Herbs

Wikipedia. (n.d.). Cantopop. Retrieved January 09, 2017, from https://en.wikipedia.org/wiki/Cantopop

明報. (2016, January 9). 學者:普教中勝粵教中無實證. 明報. Retrieved January 9, 2017, from http://news.mingpao.com/pns/dailynews/web_tc/article/20160110/s00002/1452363098531

IGN. (2000, March 17). Suzuki Says No To Cantonese. Retrieved January 09, 2017, from http://www.ign.com/articles/2000/03/18/suzuki-says-no-to-cantonese

香港特別行政區政府 政府統計處. (2012, February 21). 2001年、2006年及2011年按慣用語言劃分的五歲及以上人口 (A107). Retrieved January 09, 2017, from http://www.census2011.gov.hk/tc/main-table/A107.html

Yahoo. (n.d.). 「我食鹽多過你食米。」這句說話的典故是甚麼? Retrieved January 09, 2017, from https://hk.answers.yahoo.com/question/index?qid=20070907000051KK03629

Unknown. (2011, August 16). Hea. Retrieved January 09, 2017, from http://cantonese-dictionary.blogspot.com/2011/08/hea.html

波叔. (2010, July 17). Hea. Retrieved January 09, 2017, from http://oldhkmovie.blogspot.com/2010/07/hea.html

香港網絡大典. (n.d.). Hea. Retrieved January 09, 2017, from http://evchk.wikia.com/wiki/Hea

Michelle Starr (2016, May 30). Hong Kong Pokemon fans protest Pikachu name change. Retrieved January 09, 2017, from https://www.cnet.com/news/hong-kong-pokemon-fans-protest-pikachu-name-change/

批踢踢實業坊. (n.d.). Fw: [閒聊] 關於"精靈寶可夢"這名字. Retrieved January 09, 2017, from https://www.ptt.cc/bbs/PokeMon/M.1456513891.A.DB7.html

Wikipedia. (n.d.). 哆啦A夢. Retrieved January 09, 2017, from https://zh.wikipedia.org/wiki/%E5%93%86%E5%95%A6A%E5%A4%A2

RTHK. (2016, October 27). 葉劉淑儀稱有興趣選特首 指梁振英勤力曾俊華Hea做 - RTHK. Retrieved January 09, 2017, from http://news.rthk.org.hk/rthk/ch/component/k2/1293268-20161027.htm

    Internet Filtering & Parental Controls


    I am regularly contacted by parents for advice about software they can install on the devices their children use at home that will enable them to filter out or block inappropriate content, usually based on the assumption that we must use some sort of monitoring software on campus. Often these parents are surprised to discover that while we do have filters to block the most egregious of content, it is fair to say that our college filters are not as strict as many might expect. We do use a commercial filter on our internet traffic to block inappropriate sites, however, such filters work on the basis of keywords and blacklists and neither of these methods are foolproof. So why do we take the risk?

    Our college policy regarding parental controls goes a long way to explaining this:
    In general the College has an ethos of developing personal responsibility in students and ultimately we believe that it is essential for students to develop the skills and attitudes necessary to survive and then thrive in a digitally connected world.

    The sentiment behind this policy statement is very similar to the description of 'e-safety' as defined by Becta:
    The term e-safety covers a broad range of issues around the need to ensure that children's and young people's experience and engagement with technologies is a safe and positive one. While parents, educators, government and industry all have a role to play in keeping children and young people safe, supporting them to become independent in online environments is critical to nationwide, effective e-safety. 'Independence' does not mean here that they are expected to deal with every incident themselves: it means that they develop social skills (including resilience); that they know how to identify and manage risk; that they understand their rights and responsibilities and know how to access help and advice if needed. (Becta's Contribution to the Rose Review, 2009)

    When we teach our kids how to use the internet, we do so from a position of preparing them for the 'real world' of internet access that most will encounter at home. While there are a minority of families who use some form of filtering software, the reality is that few families have internet filters of any kind on their home connections. This is not a criticism, I have not installed any filtering software at home either. This situation reflects the norm in my experience, a norm that we need to be teaching our students to operate effectively and responsibly within.  For example, you cannot guarantee that even walking down Orchard Road you are not going to see images or overhear a conversation that you feel is inappropriate for your children. So in addition to the filters, arguably, more important than filters is the need to teach our children the skills they need to navigate the internet safely, and how to react appropriately if, or should I say, when something occurs.

    This policy very much underpins our approach and throughout the Primary School, where, even from K2 (in K1 teachers use Guided Access), all students are effectively 'administrators' of their devices. This applies all the way through the iPad grades (K1-G3), and then on through from Grade 4-5. All students receive their own laptop in G6, where we leave the decision about admin controls up to parents, although we encourage parents to make their child admin if at all possible—or at least to try it. From G7—all the way through to grade 12 we expect all students to have admin rights on their laptop. This means that for most of their school years our students are already accustomed to using and managing their laptops as an 'administrator' whether or not they were even aware of this, which is possible, as we treat this as a 'normal' operating environment. This is an arrangement we encourage all parents to maintain, unless of course a situation arises where you feel that you need to withdraw the privilege of an admin account, in this (hopefully rare) situation, we encourage parents to ensure that this is a temporary arrangement.

    "Nearly half of 10 year olds say they have the skills to hide what they're doing online from their parents." (Sky News, Swipe, 2017)

    It's worth noting as a practical point, that the process of imposing parental controls is not a simple one, this is mainly because the process of setting the 'tightness' and 'looseness' of controls is a tricky balance to find. If your main concern is distraction rather than access to inappropriate content, there are a range of strategies we encourage at school that you can also model at home, and encourage your children to practise as well. The other critical consideration is that if you are not very careful, you could end up effectively creating an unhelpful dynamic where you effectively teach your child that they are not trusted, at which point you may well be encouraging them to find ways to subvert your attempts at policing their online activity, then when they do encounter problems they are unlikely to come to you for help as they will have to confess their nefarious scheme... For more see this short video on the 'the secret cyber life of young people'...




    Road Safe, Web Safe

    This is where the analogy of road safety that we use with students comes in. Roads in every country are commonplace, and at some point everyone of our children will need to learn how to navigate them safely and independently. The same can be said of the 'wild wild web'; like roads they are a modern and essential reality, and while they can be dangerous, they shouldn't be treated is if they are inherently dangerous places—although they can be very dangerous places. The solution to both is very similar: education and supervision. Like roads, we expect kids to be able to navigate the web from an early age, but never alone; although any wise parent should be modelling for their kids how they navigate the web, when they are using it together. Just like road safety, there are some basic rules we expect all young children to follow, to make these effective we've kept them simple:

    1. Only search the internet with a responsible adult present.
    2. If you see something that makes you uncomfortable, show the responsible adult.
    3. If you need to search online unsupervised, use a search engine designed for kids like Kiddle or Kidrex.

    About point 3, we liken these 'child safe' search engines to playgrounds, spaces that are designed especially for children, this doesn't make them harmless, after all, kids in playgrounds can still get hurt, but it does make the likelihood of this less likely. In the same way we liken searching using Google as tantamount to walking down Orchard Road, not an inherently dangerous space per se, especially in Singapore; but clearly the possibility of encountering something or someone inappropriate is more likely. As children we did not grow up with the dangers of the internet, but we did grow up with dangers, and our parents, in my experience were quite comfortable with allowing us some controlled exposure to risk situations, precisely so we could learn from them. I fell out of several trees, and off several bicycles during my childhood, not to mention the stairs I fell down. Stairs, now those are really dangerous, but I doubt anyone is seriously considering preventing children from using those... So we're not looking to create a zero risk environment for our students, but a managed risk environment, this distinction is essential. This last point is one I've written about before, but a recent article from the Washington Post, entitled, 'Why I don't monitor my kids' texts anymore' does an excellent job of articulating this tension, along with some practical parenting advice.

    "As a young and socially inexperienced person, I was sometimes mean, sometimes gross, and sometimes way out of line. Every kid tests his or her own boundaries. That's how they start to grow up. The queasiness in my stomach or the ache in my heart when I crossed that line is what helped me learn from those mistakes. 
    When we hover over our kids' social interactions, on high alert to catch each mistake and steer them back on course, we squelch their internal barometer for embarrassment and guilt. Had my mom listened to all my conversations and called my behavior out into the light, I might not have learned to read my moral compass."

    This does beg the question, "at what age is it okay for my child to browse the internet unsupervised?', and the answer is very similar to "at what age is it okay for my child to cross the road unsupervised?", which is, when you have taught them how to navigate it safely, and what to do if things go wrong. In my experience this is unlikely to be until grade 4 or 5, which is, incidentally, when students are allowed to make their own way home (with parental permission, of course).

    Not all families or children are the same, and the home environment is not one that is necessarily conducive to ensuring that young children are never able to go online unsupervised. Given that our policy is to teach responsibility, we'd like to think that even if unsupervised, our students would still make the 'right choice' and either stay offline (working within an app for example) or use one of the child safe search engines that they are encouraged to use in school.  However there are clearly scenarios where this is not a realistic option, in which case you may want to consider some digital tools that can assist with this, but bear in mind these are unlikely to be free if they're any good, for example a one year family subscription to Azoomee costs £40, " No ads, no in-app purchases. And a PIN lock to keep kids inside the app and take away the worries."

    As of iOS 12, all iOS devices (iPhone, iPad) now have built in options for parents to monitor/restrict screen time.

    When you open Screen Time for the first time, you can specify if you are a parent setting up an account for a child. Then you set a parent passcode that will be required to alter the Screen Time settings. From your device, you can also select "Set Up Screen Time for Family" to set up Screen Time with Family Sharing. You'll be able to access your child's Screen Time reports and set controls from your own device. When a child reaches the end of a time limit on the app, they can request more time; the request pops up as a notification on the parent's device. 
    Finally, Screen Time allows parents to set restrictions on downloads, privacy, and other settings. By default, Apple won't set these restrictions, even if it knows it's a kid's phone. Parents will have to manually make these adjustments in Screen Time > Content & Privacy Restrictions. (Wired Magazine

    This article contains some very practical advice, over and above the 'unplug the router' (one I have to say I like; simple but effective!) strategy, along with some wise caveats,
    "While we can certainly recommend a bunch of apps and devices for you, this is more about your approach than the tools you're going to use. Kids generally don't like being spied on and dislike being spied on without their knowledge even more. While a number of monitoring tools can run without children knowing about them, we strongly recommend being transparent with your kids about when and how you're tracking them. 
    You know your kids better than we do, and we can't prescribe the right approach for every type of child, but whatever your situation it pays to be open and honest about the dangers out there on the web and in the real world."  (David Nield)

    How PUBG Become Famous?

    While playing PUBG, you might have wondered a question about how PUBG become famous in India or even in the whole world within a very short period of time! So today we are going to find the answer to it.



    1. Freely available : 

    2. TV advertisements: 

    3. Live stream from Youtube : 

    4. Game quality : 

    5. Entry of Jio :


           Jio has brought digitization in India. It made data rates very cheap and also plays a very important role in the success of the game.
    The internet connection in PUBG could not be possible without Jio.

     All the above-given points together combined gives the answer to the question that how PUBG become famous.


    Are you satisfied with the answer? Please let us know by adding a comment to this post. Also, share the link

    https://sudragamer.blogspot.com/?m=1


    with everyone and let them know about this blog.
    Thanks for visiting. Visit again.

    Wednesday, March 27, 2019

    A Tale Of Two Publishers (Tradecraft)

    When I was building my Jeep, I was pricing bumpers when I noticed some companies, like Smittybilt were priced all over the map. Buying anything from that company made me feel bad. I always felt there was a better deal somewhere out there I wasn't aware of. Their products were middle of the road, with some very good and some very bad. I would buy things from them, use them for a while, and quietly take them off. Their reputation was ... mixed. Their shotgun approach to sales and quality are infamous.

    Meanwhile there was AEV, American Expedition Vehicles, a high end company started by Jeep engineers that sold a narrow range of products, all highly engineered, and never more than a dollar or two difference between suppliers. One customer complained in an online review about how retailer prices were so similar. A retailer explained if they were to sell AEV products for a dollar less than their agreement, AEV would cut them off. So at the most competitive level, all product was sold at nearly an identical price. That's the difference between no brand value protection and brand value protection.

    The advantage to the retailer is clear. If I'm selling a bumper, I would rather sell the premium product for $1,400 rather than the squirrelly discount product for $700, or $600 or whatever the market will bear that day. The manufacturer of the high end product is partnering with me. The higher priced manufacturer is maintaining value in their supply chain, maintaining a strong reputation, and thus selling to a well heeled clientele rather than a bunch of mud boggers looking for the lowest price. They make more money, which allows them to engineer quality, and the cycle continues. As a retailer I can decide what products to sell based on where I place my store in the marketplace. I can build a high end store and sell high end products at higher prices or I can sell everything, good or bad, and be the Smittybilt of retailers.*

    Wizards of the Coast just dropped their MSRP on all their products going forward. If there is no price, there is no need for price protection. Ironically, this is exactly what I've called for many times in this blog, yet I'm disappointed and a little worried. What I was hoping for was possibly a bit utopian. I want to run a retail environment where price is inviolate and off the table, where I can focus on customer service, and events, all the various joy producing activities with the assumption customers will judge me based on my joy production, rather than my prices.

    I would rather sell packs of stuff at a price than a shiny piece of card stock of subjective quality at a constantly fluctuating price. Yet the ability to sell the packs has fallen while the sales of the variable shiny has risen. It requires expertise and a fiddly system to sell variable shiny while it's much easier to sell new packs at a set price through my retail operation. And because it's so much easier, absolutely everyone can do it and I'm losing that battle. One reason stores close we don't discuss is they can't run the kind of store they want, and this is one example. They want it one way, but it's the other.

    Asmodee has brand value protection as does Games Workshop. They're still competitors with retailers, but there are price floors that help me sell their goods. My initial reaction is to shun Wizards of the Coast and embrace Asmodee and Games Workshop as best I can. Their strategies are retailer friendly, while Wizards of the Coast feels predatory, the game trade equivalent of the soy bean king, selling their products as commodities. I have heard the next step may be dropping pre releases, and that right there is an exit strategy for quite a few stores that aren't Magic centric. We run events to get the cool stuff. Butts in seats! If you're going to drop events, you've removed our golden handcuffs. Don't get me wrong, I like gold, but the disconnect between "go buy on Amazon, but play at your FLGS" really pisses me off. Watching it all burn has great appeal.

    This is all overly dramatic. The reality is nothing will really change. The offroad store will happily sell me that $700 low end bumper or the $1,400 high end bumper and they'll happily agree with me when I mention the value of the low end product or the superior engineering of the high end product. There are few retailers who get to truly pick their market position. Likewise, I'm not going to shun Wizards of the Coast any more than I'm going to turn my game store into AsmodeeLand. I will serve up both to the best of my ability. I will do my best to attract the Asmodee customers but I won't turn away Magic money probably ever. Taking stands is for politicians and priests. I have no such requirements for ideological purity.**

    In the end, there's a lot more going on than my own needs. These brand value protection schemes are delicate flowers. Hasbro just discovered this when they were sued for instituting brand value protection in Europe. The larger the company, the harder it will be to institute brand value protection policies, as they conflict not only with international law, but laws between states. There is also the problem of brand value protection schemes holding independent retailers to a higher standard than mass market retailers, which is inherently unfair, even if we do cause most of our own problems. It's no surprise the consensus at WOTC was to have a consistent message on pricing. Do what you want.



    *This is the same argument I've made for industry wide net pricing, by the way.
    **But if you gave me a bucket of money, I would diversify away from the game trade.