Auction Preview: Silver & Vertu Signature Auction at Heritage Auctions, Dallas, Oct 17

What: Sale of Intricate Silverworks and Jewelry

Where: Heritage Auctions, Design District Showroom, 1518 Slocum Street, Dallas, TX 75207

When: Oct 17, 2017, 10.00 am CT

Public Viewing: October 13 – 17, 2017

The auction features a selection of intricate and rare silver objects from silver flatware, hollowware, silver smalls, to estate jewelry, Asian art, and decorative arts.

Top Lots of the Sale:

– An Asprey 18K Gold, Diamond, Mother-of-Pearl, and Gemstone Tri-Fold Frame, London, 20th century,  5-1/8 inches high x 13 inches wide (13.0 x 33.0 cm) (fully extended). Estimate: US$ 100,000-US$150,000

– A Pair of German Silver and Hardstone-Mounted Jousting Knight Figures, probably Hanau, early 20th century, 14 inches high (35.6 cm) (each, including bases). Estimate: US$ 17,000 – US$20,000

– A Large R & S Garrard & Co. Victorian Silver Nautical Figural Trophy, London, 1863, 22-3/4 inches high (57.8 cm) (trophy), 28 inches high (71.1 cm) (including base). Estimate: US$ 30,000 – US$ 50,000

– A Matthew Boulton Silver and Cut-Glass Epergne, Birmingham, England, 1825, 19-3/8 inches high x 19 inches wide (49.2 x 48.3 cm). Estimate: US$ 15,000 – US$ 20,000

– An Eleven-Piece Cased French Enameled Silver Lady’s Vanity Set Retailed by Cartier, circa 1910, 9-3/4 inches long (24.8 cm) (longest, brush). Estimate: US$ 15,000 – US$ 25,000

– A Fabergé 14K Gold, Gilt Silver, Opalescent Enamel, Moss Agate, and Diamond Vanity Case, workmaster’s marks for Henrik Wigstrom, St. Petersburg, Russia, 0-5/8 h x 4-1/8 w x 1-5/8 d inches (1.6 x 10.5 x 4.1 cm). Estimate: US$ 20,000 – US$ 30,000

– A Twelve-Piece International Silver Co. Art Deco Silver and Enamel Cocktail Service, circa 1930, comprising tray, pitcher, and ten stems. Estimate: US$ 15,000 – US$ 20,000

For details, visit: https://www.ha.com/

Click on the slideshow for the highlights of the sale

From Pygmalion to Oculus Rift: The Heritage of VR

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Digital Truth was started on enjoyment, formulated by means of gaming, but may well have healthhcare and navy takes advantage of in the upcoming.

VR holds a coveted posture as a major tech pattern frontrunner alongside the likes of swift opponents AI and blockchain, with a host of disruptive use scenarios prepared for the in close proximity to upcoming.

Exhilaration bordering VR is creating rapidly, with use scenarios for enterprise and even healthcare coming to mild, but the storm of recent exhilaration does not imply VR is with out a very long and complex heritage.

Previously CBR has plumbed the fathoms of human heritage in search of the root of other systems, this kind of as AI, and we found that persons in historic situations dreamt of animated statues, a glimpse of what humanity has realized today.

The journey towards VR started with a will to synthetically convey the experience and knowledge of a problem the viewer could not comprehend unaided, and at the beginning of the 19th century, the to start with tries to generate this kind of an knowledge were built.

 

Paintings

War has been elementary to human heritage, important functions providing huge spectacles. It was the spectacle of war and it’s magnitude that to start with prompted an try to recreate an celebration for a spectator in an additional spot and time.

Panoramic paintings emerged in the 19th century, with the fashion generally used to synthesise the knowledge of overlooking or being in the midst of a fight. The notion is to fill the perspective of the person seeking at the painting correct to the peripherals, trying to immerse the person in the knowledge.

From Pygmalion to Oculus Rift: The History of VR

 

 

An illustration of this is the Racławice Panorama, this is a cycloramic painting that tries to generate a sense of fact for the viewer when seeking at the interpretation of the Struggle of Racławice. The viewer have to posture themselves at the centre of the round artwork, with lights, outcomes and perspective to enhance the knowledge.

 

Digital tourism

Whilst this knowledge is much taken off from the digital tourism that is feasible today, it marked a significant stride forwards in phrases of the application of technological innovation in the building a digital fact knowledge.

In 1838, Charles Wheatstone worked on the foundation that just about every eye performs a distinctive portion in processing 3 dimensional images. He started placing two images aspect by aspect, doing the job with the brain to give the sense of being inside of the image.

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The premise formulated by Wheatstone is still suitable today, and proved very preferred at the time. It was so efficient that it grew to become used for digital tourism, providing the viewer with a sense of what a vacation spot would be like to check out.

 

Pygmalion’s Spectacles

Whilst our previous illustrations are a pleasurable snapshot of the construct up to building artificial ordeals of fact, this just one is most likely an integral creating block in what digital fact has become today.

Stanley G. Weinbaum, creator of Pygmalion’s Spectacles in 1935, quite correctly imagines a wearable system transporting the wearer to an alternate, digital fact. The knowledge in the story requires holographic recordings that incorporate other human senses.

The do the job also inquiries what fact is by itself, a philosophical question we may well have to confront the further more we venture into the earth of digital fact.

 

The Sensorama

Cinematographer, Morton Heilig, explained a principle he had in the 1950s for a system

From Pygmalion to Oculus Rift: The History of VR

inside of which the senses could be stimulated, building a artificial fact. He referred to this system he had imagined as an “Experience Theatre.”

In the early 1960s, very long before computing as we know it, Heilig created a device capable of enjoying quick films that included touch, sound and scent, in addition to entire peripheral perspective. These contributing features were also enhanced by the films being in colour, with the images exhibited as 3 dimensional.

The Sensorama is a mountainous landmark in the heritage of digital fact, as it is a leap from mere principle and non-technological approaches to supplying a sense of fact. By means of the use of Heilig’s system the consumer could be fully immersed in an genuine knowledge that was no reliant on imagination.

Head Mounted Display

The 1960s were vital several years for digital fact innovation, since not very long soon after the arrival of the Sensorama, the to start with head-mounted VR system arrived into existence.

Advancements in the 1960s incorporated a head-mounted exhibit capable of motion monitoring this was developed and created by two Philco Company engineers. Whilst this was vital, it is an additional system that stands out in the ten years.

Sensorama was ground-breaking, but it was large, static, and the consumer was expected to be seated and enclosed. Ivan Sutherland was behind the to start with head-mounted system, and it gained the title The Sword of Damocles, and its look is very equivalent to even the most innovative devices today.

The Sword of Damocles is not only a significant piece of VR heritage due to its design and style, it was also the to start with VR system to be linked to a laptop.

In spite of seeking so futuristic, the Sword of Damocles was also weighty to enable the liberty of movement you would count on from a head-mounted system. It was so weighty in fact that it had to be suspended from over to acquire the fat. The ordeals themselves were also minimal, simply involving versions of rooms.

 

Gaming

Now VR is most likely ideal perfectly identified for its association with movie game titles, and this has been the scenario for some time, with significant progress in this space rising by means of devices created for gaming from the 1970s.

This wave of progress started with the Aspen Movie Map, a 1978 innovation that arrived out of MIT that authorized the consumer to discover Colorado in possibly summer or winter season. Atari confirmed desire in furthering VR technological innovation in 1982 when it opened a lab for the intent of analysis.

It was in the 1990s that the subsequent stage of VR enhancement started, as devices grew to become commercially out there on a extensive scale. Yet another significant title in gaming heritage, Sega grew to become included, releasing the Sega VR system for console and arcade gaming selections.

The Oculus Rift system that arrived in 2010 was arguably the subsequent most sizeable driver of VR exhilaration, presenting rotational monitoring and a 90 diploma discipline of eyesight. It has paved the way in direction of the earth we dwell in today that is significantly extra familiar with VR.

 

The upcoming

Gaming proceeds to be amongst the most distinguished use scenarios for digital fact, presenting remarkable ordeals and adjust in a space that has remaining the consumer detached from the display for a quantity of a long time.

Nonetheless, we may well be on the brink of the most thrilling interval in VR’s life time, as the technological innovation has become formidable enough that use scenarios in many vital, true earth areas are being thought of extensively.

Health care is a central spot, for illustration, the technological innovation could be used in the education of surgeons, a vital skill that understandably can’t quickly be taught by means of to start with-hand knowledge. Army use for VR is also being thought of, and in this instance it could be very useful for education needs that can’t be simulated in a danger absolutely free method if not. VR could also be furnished for jurors in a courtroom of law, supporting to ideal inform their decisions with complex, realistic recreations.

Understand about the heritage of speedrunning powering The Legend of Zelda

30 several years of the Legend of Zelda have offered us supporters a good deal of reminiscences to cherish: robust, heartfelt songs gripping and psychological stories characters we have developed hooked up to and a entire bunch of activities that absolutely nothing else will very look at to. Men and women from all over the globe have arrive collectively to celebrate the franchise for anything that it provides, and the incredibly unique group that is shaped above the several years has established a further attention-grabbing way to honor anything that is Zelda: speedrunning.

Whilst speedruns of a lot of Zelda video games have captured the hearts and focus from players of all ages, one installment in specific has constantly stood out among the them. The unique Legend of Zelda, first produced in North America in 1987, has challenged players from all over the globe to perform by way of the entirety of the game from commencing to conclude as quickly as attainable. YouTube channel Summoning Salt has taken a stage back again in time in their hottest video, all the way back again to 2003 when Twin Galaxies (the web-site that once served as the headquarters for speedrunning) made available a cash prize to everyone who could beat The Legend of Zelda in beneath than 36 minutes. From there, those powering the video depth the interesting chronology of speedrunners who dedicated their time to building heritage.

We highly propose the enjoy. It’s a great way to turn out to be far more common with the passion of speedrunning, and you may well even arrive to appreciate the smaller intricacies of Zelda even far more than just before.

 

 


Prepared by Lauren Musni
Inventive Director, Controlling Editor

Designer and writer by day, gamer by night, Lauren dreams major when it comes to inventive endeavors. Probably which is why she’s taken on the roles of inventive director and taking care of editor for Nintendo Wire. If she had a video game superhero alias, it may just be The Visionary, a genuine keeper of imaginative order.

Our Spaceflight Heritage: 48 years since Apollo 11 landed on the Moon

A photograph of Armstrong near the Apollo 11 LM

A photograph of Armstrong near the Apollo 11 LM, taken by Aldrin on the lunar surface; most of the time, Armstrong had the camera. Photo Credit: NASA

On July 20, 1969—48 years ago today—the world was changed forever when two human beings walked on the Moon. 38-year-old Neil Armstrong stepped off the ladder of the flimsy, spidery lunar module Eagle onto the soft and pliant dust of the Moon’s Sea of Tranquillity (Mare Tranquillitatis) and spoke the immortal words: “That’s one small step for [a] man, one giant leap for mankind.”

Apollo 11 launch

Apollo 11 launch. Photo Credit: NASA

It was the culmination of a decade of feverish work and the dedication of 500,000 people across the nation, which paved the way for six more crewed lunar missions.

It began in 1957 when the Soviet Union began the Space Race by launching the first satellite, Sputnik. The National Advisory Committee for Aeronautics (NACA) was reorganized into a civilian agency known as the National Aeronautics and Space Administration (NASA). After several failures, NASA succeeded in launching America’s first satellite, Explorer I.

Nonetheless, it was the crewed space race that attracted the most attention. After vetting the highest qualified test pilots in all the armed services, NASA selected seven top pilots as its Mercury Astronauts—the Mercury Seven.

However, the Soviet Union led the way again, launching Yuri Gagarin into space on April 12, 1961. On May 5, Alan Shepard was launched on a fifteen-minute suborbital flight in his tiny Freedom 7 Mercury capsule propelled by a Redstone rocket. That fifteen minutes of space experience was enough to bolster the confidence of young President John F. Kennedy to stand before Congress and ask for the funding to put a man on the Moon by the end of the decade.

Nine more astronauts were selected for the two-man Gemini Program and the upcoming three-man Apollo flights. Five more Mercury missions expanded America’s ability to live, work, and navigate in space.

The ten Gemini flights perfected the skills that would be needed for a successful Moon landing—extravehicular activity, rendezvous and docking, measurement of the radioactivity of the Van Allen radiation belts surrounding the Earth, endurance during long missions, integration of spacecraft systems, communications, and many other things.

However, tragedy struck on Jan. 27, 1967, when a fire broke out inside the Apollo One spacecraft during a routine plugs-out test. Astronauts Gus Grissom, Ed White, and Roger Chaffee were killed.

The Apollo Program was shut down for over a year while the spacecraft was disassembled, with each and every piece examined and analyzed. The problem was found and corrected, as were numerous other problems with the Apollo spacecraft.

Finally, on Oct. 11, 1968, the Apollo Program took flight. Wally Schirra, Donn Eisele, and Walt Cunningham were launched aboard Apollo 7 by a Saturn 1B rocket from Cape Canaveral Air Force Station—the last crewed mission launched from Cape Canaveral. It was a twelve-day orbital flight to test the Apollo Command and Service Module (CSM) in space.

Then, on Dec. 21, NASA launched perhaps the most daring and audacious space mission in history: Apollo 8. Frank Borman, Jim Lovell, and Bill Anders launched on a Saturn V—the first crewed launch of that massive rocket—and, even though the lunar module was not yet ready for flight, set off on a journey all the way to the Moon. Their Christmas Eve broadcast in lunar orbit transmitted the first television images of the lunar surface to the people of Earth.

Apollo 11 LM 'Eagle' in lunar orbit

Apollo 11 LM “Eagle” in lunar orbit. Photo Credit: NASA

On March 3, 1969, Apollo 9 launched from Kennedy Space Center to test the lunar module in Earth orbit. Dave Scott piloted the CSM Gumdrop while Jim McDivitt and Rusty Schweickart put the lunar module Spider through its paces.

On May 18, Tom Stafford, John Young, and Gene Cernan flew Apollo 10 to the Moon to test the lunar module Snoopy in lunar orbit and to do a full run-through of the first lunar landing.

Finally, on July 16, Apollo 11 launched on the long-awaited first mission to land humans on the Moon and return them safely to the Earth.

Neil Armstrong was a civilian pilot who had flown the Air Force’s X-15 to 207,500 feet (63,250 meters), and, on March 16, 1966, had finally beaten the Russians in space by carrying out the first rendezvous and docking in space, docking the Gemini VIII spacecraft with an Agena target vehicle—and then saved Gemini VIII when it went into a disastrous spin.

Command Module Pilot (CMP) was Michael Collins, a 38-year-old Air Force pilot and test pilot, and the first astronaut to perform two spacewalks.

Lunar Module Pilot (LMP) was Edwin “Buzz” Aldrin, a 38-year-old Air Force pilot and Korean War veteran, and the only astronaut at the time to have a Ph.D. Foreseeing the importance of spaceflight in the near future, he had written his doctoral thesis on orbital rendezvous, and had used his skills to dock Gemini XII with an Agena target vehicle when the rendezvous computer failed.

On July 20, 1969, Neil Armstrong and Buzz Aldrin moved from the Command Module Columbia into the Lunar Module Eagle, leaving Collins alone to orbit the Moon in the Apollo CSM. After undocking, Armstrong rotated the Eagle so that Collins could verify that the landing legs were extended and locked into position.

Apollo 11 plaque

The Apollo 11 plaque on the Moon. (Click to enlarge) Photo Credit: NASA

CAPCOM Charlie Duke, in Mission Control, Houston, talked Armstrong down during powered descent, but Eagle overshot the landing site due to expelled air in the docking mechanism. Seeing that the computer was bringing Eagle into a hazardous, rocky area, Armstrong took manual control and flew Eagle across the lunar surface until he spotted a flat area.

At 4:18 p.m. EDT (20:18 UTC), Armstrong set Eagle down in the Sea of Tranquillity, informing Duke: “Houston… Tranquillity Base Here. The Eagle has landed.”

Armstrong stepped onto the lunar surface at 10:56 EDT (02:56 UTC on July 21). Aldrin followed half an hour later, and the world watched a grainy black-and-white broadcast—with such poor resolution (due to the slow-scan television transmission being incompatible with commercial TV) that Armstrong and Aldrin looked like ghosts as they moved—as the two astronauts collected soil and rock samples, set up the experiments of the Early Apollo Scientific Experiments Package (EASEP), and famously planted the American flag.

It was an inspiring mission for the entire world. The plaque on the Eagle, which still sits undisturbed on the lunar surface, reads:

Here men from the planet Earth first set foot upon the Moon, July 1969 A.D. We come in peace for all mankind.

It is an eternal testament to one of humankind’s proudest moments, and the one national program ever mounted in the cause of peace and scientific exploration.

Apollo 11, as well as the six Apollo missions that followed, serve as a beacon for the world to follow. Today the future of our space program has never been more uncertain, so full of possibilities and so empty of promise. From here we may go nowhere, or we may conquer the stars. Only time—and the will of the American people—will tell.

The Apollo 11 Lunar Module at Tranquility Base

This photograph of the Lunar Module at Tranquillity Base was taken by Neil Armstrong during the Apollo 11 mission, from the rim of Little West Crater on the lunar surface. Armstrong’s shadow and the shadow of the camera are visible in the foreground. When he took this picture, Armstrong was clearly standing above the level of the Lunar Module’s footpads. Darkened tracks lead leftward to the deployment area of the Early Apollo Surface Experiments Package (EASEP) and rightward to the TV camera. This is the furthest distance from the lunar module traveled by either astronaut while on the Moon. Photo & Caption Credit: NASA

 

Apollo 11: Buzz Aldrin salutes U.S. flag on the Moon. Photo Credit: NASA

Buzz Aldrin salutes U.S. flag on the Moon. Photo Credit: NASA

 

Video courtesy of NASA Johnson

 

Tagged: Apollo 11 Lead Stories Moon NASA

Collin Skocik

Collin R. Skocik has been captivated by space flight since the maiden flight of space shuttle Columbia in April of 1981. He frequently attends events hosted by the Astronaut Scholarship Foundation, and has met many astronauts in his experiences at Kennedy Space Center. He is a prolific author of science fiction as well as science and space-related articles.

In addition to the Voyage Into the Unknown series, he has also written the short story collection The Future Lives!, the science fiction novel Dreams of the Stars, and the disaster novel The Sunburst Fire. His first print sale was Asteroid Eternia in Encounters magazine. When he is not writing, he provides closed-captioning for the hearing impaired. He lives in Atlantic Beach, Florida.

Blizzard Information the Heritage Behind StarCraft’s Progress

In a post on the formal StarCraft website, Blizzard comprehensive the improvement historical past of the 1998 RTS that would go on to develop into a person of the most important online games at any time designed.

There is quite a bit of data integrated in the post, but the operating topic all over the narrative is that the StarCraft improvement workforce experienced no idea what they have been accomplishing. 

“When we designed these races, we just threw a bunch of crap at the wall and saw what caught,” reported Blizzard artwork director Samwise Didier. “We understood that our Terrans have been going to be tough and filthy. We understood we wished the Protoss to be—not savage, just, but primal, and highly effective. And we understood we wished the Zerg to swarm.”

Blizzard describes the group that worked on the match as a “ragtag bunch of 20-anything good friends operating sixty hours a 7 days, plus half-times on weekends.” They all experienced a standard idea of the match they wished to make but have been remaining to determine just about every small element out as they went alongside. 

Apparently, the elementary StarCraft encounter did not actually get variety until eventually most of the StarCraft improvement group was pulled from the job to work on Diablo, and specialized director Bob Fitch was remaining to rebuild the engine from scratch.

“I took the list of things we couldn’t do,” reported Fitch, “like units that could move a person direction though going through another—and I rewrote the engine so that it could do all people things.”

From there, it seems that the men and women who have been drawn to StarCraft have been people who either viewed the job as a possibility to break into Blizzard or have been otherwise corporation employees who recognized the project’s potential. 

The full tale is extremely much truly worth your time if for no other reason than the truth that it helps you comprehend just how typically terrific things are attained by people who persist fairly than by intended men and females of destiny. 

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